Possibly a misunderstanding so bear with me. I have decreased build time and cost for all weaponsmith buildings. This is the system I'm currently adhering to:Originally Posted by Martok
2,4,6,8
200,400,600,800
(orignally for bowyer, town watch and spearmaker only)
I was inviting criticism of this system. I was hoping that any proponents of the other system would make their case:
4,6,8,10
400,600,800,1000
(the old swordsmith and armourer setup)
It is not possible to make the metalsmith (or any building) dependent on a province unless a resource is added. The only alternative would be to add another Iron resource called e.g. "Superior Quality Iron" and have this as the dependency for the metalsmith. I really prefer not to do that however and would like to remove the metalsmith and it's unrealistic attack bonus upgrades. I don't mind retaining it as a dependency building available in all provinces, without the attack bonuses, but I can't see it's uses as yet.Originally Posted by Martok
That is one way of doing it I suppose, but it seems illogical. I am trying to achieve a logical tree that has some relevance to real life. Not being able to build a metalsmiths' shop at all because your castle isn't big enough is verging on the ridiculous. At least the lowest level building would be available, at Keep level.Originally Posted by Martok
I seriously don't think it would imbalance it, if both provinces are orthodox and so not that easy for the Seljuks to hold down, but not impossible either. The Seljuks really do need all the help they can get, with the Byzantine on one front and the Fatimid war machine breathing down their necks on the other. Remember that they no longer have UM, Saracen Infantry in the early era, nor do they have universal and exclusive access to Futuwwas. Turcoman Foot Soldiers are more easily available and Turcoman Horse and Horse archers are in infantry sized units, but despite this in most campaigns they fail, this is because archery heavy armies will ultimately fail in an autocalced AI vs AI battle. This is one of the downsides of the game. To remedy this the Turks need a balanced sword Infantry unit that is not armed with a bow.Originally Posted by Martok
Constant war early on is very destructive and razes a lot of infrastructure. I do feel that there is enough war also, though I believe Noir may be referring to factions that have stockpiled lots of cheap units plunging further and further into the red while not breaking out and attacking. This may be remedied by changing some of the starting AI types, and by adding the extra provinces in certain eras.Originally Posted by Martok
The way I look at it those rebel provinces can be strengthened for now with decent generals, good infrastructure and some strong units to represent the factions they should be. If a time comes when extra factions can be added then it will be easy enough to slot them into place.Originally Posted by Martok
New factions are something I have looked into and have decided against for now. Adding a lot of flakey factions to an already less than perfect vanilla game, with a Pocket Mod that is far from maturing would be running before walking. I too would like to see new factions such as the Navarrese, Leon, Portugal, the Nasrid Kingdom of Granada, and Cilician Armenia, to replace the rebels but that is almost another project entirely. And I would like that project to be based on the core that is laid down by the Pocket Mod.Originally Posted by Martok
I'm open to anyone providing data on extra factions, their locations and where they should be located, and especially units for those factions. The units can exist before the factions themselves exist and can be recruited by other factions or rebel only. One has to remember though, that new units require artwork to ensure they're not simply generic copies of vanilla units.Originally Posted by Martok
![]()
Bookmarks