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  1. #1

    Default Re: Units of conquered enemies

    Actually, I found the most realistic solution was found in a Rome: Total War mod. If I remember correctly, I think it was Called Rome: Total Realism.

    What they had was a very unique "Zone of Recruitment" function. In essence, almost all of the units were only recruitable in certain provinces, even for the home faction.

    For instance, as the Moors, Desert Archers are a normal recruitable unit at the second level archery range. But, if I conquer the British isles, should I REALLY be able to churn out Desert Archers out of London? R:TR would make a unit like Desert Archers only recruitable in desert/surrounding regions. Likewise, if you are the English and you successfully take, say, Tripoli, you should be able to recruit desert archers there and not be able to churn out Welsh longbowmen.

    It was very unique, and I liked the idea.
    Last edited by Agent Smith; 05-06-2007 at 16:05.

  2. #2

    Default Re: Units of conquered enemies

    I think the EB method of having different layers of government basicaly showed how this could be done. For instance if u captured the territory you had the option of imposing a homeland government or a satrapy (client state) type government one allowed you to build your own troops the other allowed you to build native troops. However the choice you made was important to the way you wanted to progress milirarily and to the stability and hapiness of the province. The whole thing made the game alot more regional and is an example which im sure could be improved and emulated in a MTW2 expansion.
    "Money isnt the root of all evil, lack of money is."

    (Mark Twain)

  3. #3
    Member Member Ragnor_Lodbrok's Avatar
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    Default Re: Units of conquered enemies

    I really enjoyed EB but I've always found that AOR has got a little problem. You can't retrain your troops. If you could only build, say, Norse Axemen in Scandinavia and Denmark but retrain them everywhere, that'd be fine. But now, the AOR just makes these units pointless in larger offensive actions.

    I'm trying to script a few things now, perhaps I'll make a little for these conquerable units.

  4. #4

    Default Re: Units of conquered enemies

    Quote Originally Posted by Ragnor_Lodbrok
    I really enjoyed EB but I've always found that AOR has got a little problem. You can't retrain your troops. If you could only build, say, Norse Axemen in Scandinavia and Denmark but retrain them everywhere, that'd be fine. But now, the AOR just makes these units pointless in larger offensive actions.

    I'm trying to script a few things now, perhaps I'll make a little for these conquerable units.
    I think the key is to try and make certain units more general. I think Feudal Knights is a perfect example, because no matter where you go the king is going to grant land to nobles. They will essentially be anywhere you go.

    I do see your point a bit, though. I'm assuming a group of norse axemen could train another person, no matter where they are from, in the same technique they use to fight. Still, I like the idea that certain regional units are used more extensively in the region they are from. Raising large armies of norse axemen in Saudi Arabia just seems silly to me.

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