If the advanced cities cannot build more advanced units, it is an issue with the recruitment system through error, not design.Originally Posted by DocHolliday2006
Well, for some levy units we consider this simply a matter of handing the natives a few javelins, for instance, and organizing them into a unit. This happened in many places, and examples abound.Originally Posted by DocHolliday2006
Romans aren't the best example, as they did raise legions from foreign provinces. Additionally, people from throughout the empire would travel to Rome to find employment in the army. This is one of the "special" things we will probably reflect at some point for the Romans.
However, while Iberia may be able to train a basic levy unit throughout the world, Carthage should not be building Iberian units everywhere; this is an error.
Conquering a province and instilling a government may imply some form of colonization. For many factions it does. We intend for our government system to gain complexity; for some government types to show assimilation, others to show colonization, others to show cooperation with the natives. These imply different unit recruitment choices, one of which will be the ability to build some "faction" units outside of the faction home lands. Others to be able to build "native" units through utilizing native allies. I will be making a very long, involved post about our government and unit recruitment system in the future, asking for help in shaping our systems and understanding if we are missing something RTW has to offer us in this effort.
These "land bridges" are not meant to actually show a land connection, but rather represent bodies of water that historically were crossed without major fleet efforts. Some of these are close enough for you to actually see, and some you could swim. It implies small fleets of rafts or barges which could be (and often were) assembled at the crossing point and discarded after the crossing.Originally Posted by DocHolliday2006
They show areas that were historically easy to cross and were not the focus of major naval engagements due to their proximity. The best way to show this, in our opinion, is the ability for both land and sea units to cross. The crossings are still blocked by naval vessles if they are near, so this perfectly represents what we were trying to achieve, as well as improving gameplay in those areas by encouraging the AI to make those crossings military objectives, as they were in history.
I have answered this time and time again. For the sake of brevity, I will merely say that we view the map as a whole, and faction interaction as impact over all of the cultures, not through their interaction with only one or two (see Roman or Greek) cultures. This particular faction had an impact throughout the known world through trade, as well as very strong military impact in their own area of the world. Just because they did not invade the mainland does not mean they did not meet our criteria for being expansionistic, for one. Which they did. They held an empire about as large as Dacia in her heyday, and had a similar cultural effect (trading with Carthage, for instance, and others). And a similar military effect in the British Isles; one could say even more successful based on how the wars in Dacia and Britain versus the Romans eventually played out.Originally Posted by DocHolliday2006
We cannot show a growing, expansionistic faction as rebels; the Casse being a case in point, though other worthy factions come to mind.
This is a design decision. We have made it explicitly difficult for a standing army to exist. You use it, or you lose it. It is more difficult in the beginning, yes, but that is a benefit, in our eyes; players are actually challenged by this.Originally Posted by DocHolliday2006
Based on the number of positive posts and messages we've received on this, it only reinforces that we made the right decision. Some may not like it, but it is something we'll only make "worse" in the eyes of those who don't like this monetary challenge, as it makes the game more fun for the majority of the public, as well as our team members.
We can't directly influence the battle AI, as much as we would like to.Originally Posted by DocHolliday2006
Yes, this is something we are looking into. We have had some success so far toward making this better for the first patch.Originally Posted by DocHolliday2006
Thank you for your comments.
Bookmarks