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  1. #1

    Default Re: E.B. recruitment/reforms mod

    Well, that's why I suggested to tie it to a building.
    Right now player have the possibility to build an artificial harbour but they know that it's an expensive luxury they can afford only when they most likely will be past the need (if you can save 64k you already have a pretty strong economy).
    Having a "cultural conversion" building that takes around 200 turns and costs several dozen thousands mnai would recreate the fact that converting a population is a long and hard process while giving at the same time an easy access to cheat on cost/lenght of construction for people that prefers faster times that what's historically proper.
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  2. #2
    EBII Council Senior Member Kull's Avatar
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    Default Re: E.B. recruitment/reforms mod

    Quote Originally Posted by Zarax
    Well, that's why I suggested to tie it to a building.
    Right now player have the possibility to build an artificial harbour but they know that it's an expensive luxury they can afford only when they most likely will be past the need (if you can save 64k you already have a pretty strong economy).
    Having a "cultural conversion" building that takes around 200 turns and costs several dozen thousands mnai would recreate the fact that converting a population is a long and hard process while giving at the same time an easy access to cheat on cost/lenght of construction for people that prefers faster times that what's historically proper.
    Seriously? I'd rather they have to *suffer* from learning actual history than put in some kind of arbitrary building that can easily be cheated to utterly violate the EB system. That makes me almost physically ill, just thinking about it. Bah.
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  3. #3

    Default Re: E.B. recruitment/reforms mod

    Well, users can still cheat by changing reform requirements or changing reform dates so it would be kind of a moot point with all due respect.
    It is also historical that empires established colonies and military settlements when and where they needed.
    They were not always successful but from my limited knowledge of history it was a frequent enough event that deserves some kind of simulation ingame.

    Whetever this can be made or not by scripting or some other emulation of choice is of course all up to the EB team.

    These are just my 2cent from a game balancing perspective, feel free to agree to disagree of course!
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  4. #4
    EBII Council Senior Member Kull's Avatar
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    Default Re: E.B. recruitment/reforms mod

    Quote Originally Posted by Zarax
    Well, users can still cheat by changing reform requirements or changing reform dates so it would be kind of a moot point with all due respect.
    It is also historical that empires established colonies and military settlements when and where they needed.
    They were not always successful but from my limited knowledge of history it was a frequent enough event that deserves some kind of simulation ingame.

    Whetever this can be made or not by scripting or some other emulation of choice is of course all up to the EB team.

    These are just my 2cent from a game balancing perspective, feel free to agree to disagree of course!
    It is not a "moot point". You can currently cheat the system in the case of a very small number of factions by changing the dates that reforms occur, but the units granted by those reforms will still have to be recruited in the correct, historically accurate provinces. Your idea would change that by potentially allowing most units of every faction to be recruited everywhere. That is historically impossible, and the EB Team has a vested interest in keeping this mod historical. People can build any kind of personal EB mod they so desire, but those who would seek to publish a modpack which attacks the core of what we are trying to achieve? Well, it's likely to cause a problem.
    "Numidia Delenda Est!"

  5. #5

    Default Re: E.B. recruitment/reforms mod

    Well, most factions units everywhere is a bit of a stretch on what I was trying to explain...

    Now, I don't know intimately EB recruitment system but I also don't think that for most factions having an upgrade to lvl4 to lvl3 government would give huge changes in available roster (hidden resources aren still there as limit) in distant territories, would it?

    What I didn't propose for sure was something that would make the other corner of the world available for lvl1 government but merely the possibility of a slight upgrade for players that have lots of money to spend...
    The best is yet to come.
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  6. #6
    EBII Mod Leader Member Foot's Avatar
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    Default Re: E.B. recruitment/reforms mod

    Quote Originally Posted by Zarax
    Well, most factions units everywhere is a bit of a stretch on what I was trying to explain...

    Now, I don't know intimately EB recruitment system but I also don't think that for most factions having an upgrade to lvl4 to lvl3 government would give huge changes in available roster (hidden resources aren still there as limit) in distant territories, would it?

    What I didn't propose for sure was something that would make the other corner of the world available for lvl1 government but merely the possibility of a slight upgrade for players that have lots of money to spend...
    Do you mean an upgrade from lvl3 to lvl2, cos every faction can build a lvl3 or 4 everywhere. Its only the lvl2 and 1 that are restricted.

    You would also need to change recruitment a lot, as we don't organise it by MIC levels (mostly), and so people would be building lvl2s and finding that Faction MICs don't give them anything. Unless you change recruitment quite drastically this idea doesn't seem to hold much merit.

    Foot
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  7. #7

    Default Re: E.B. recruitment/reforms mod

    I stand corrected on the technicalities of what I was proposing, although I still think that there should be some mechanism to emulate the mostly unavoidable intermixing (if only talking about elites) between cultures when a land has been occupied for more than a generation...
    The best is yet to come.
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  8. #8

    Default Re: E.B. recruitment/reforms mod

    Quote Originally Posted by Zarax
    Well, that's why I suggested to tie it to a building.
    Right now player have the possibility to build an artificial harbour but they know that it's an expensive luxury they can afford only when they most likely will be past the need (if you can save 64k you already have a pretty strong economy).
    Having a "cultural conversion" building that takes around 200 turns and costs several dozen thousands mnai would recreate the fact that converting a population is a long and hard process while giving at the same time an easy access to cheat on cost/lenght of construction for people that prefers faster times that what's historically proper.
    That's exactly what I was thinking about, too. Perhaps we should work together
    I have quite some plans for doing a mini-mod of my own, but first I need to know how to mod in additional buildings (and time of course)...

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  9. #9

    Default Re: E.B. recruitment/reforms mod

    Well, the problem is that right now I have no spare time for modding plus what little I manage to gather is dedicated to XGM where I'm a team member...
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  10. #10
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: E.B. recruitment/reforms mod

    As part of this mod I am planning on including a miltary outpost building. This would cost tonnes of money, quite a bit of time and would completley kill trade, tax and growth, however it would let you recruit most factional units anywhere. In essence this building will represent all the tedious micromanagment of moving men to the front, that is so hard in EB due to the movment points (I'm not complaning about the movment points here, I know why they have to as they are). Hopefuly therefore, I'll be able to work out some method of giving building times an upkeep cost, but I don't know yet. Is this more or less what you were thinking Zarax and Basileus Seleukeia? (If you want to I would be more than willing to do some coperative thing between the three of us)
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  11. #11

    Default Re: E.B. recruitment/reforms mod

    Well, my "plans" are something like 3 buildings:
    "Light colonisation": This will be the basis which will be upgraded to the "Colonisation and Colonist recruitment". Light colonisation does nothing, perhaps some penaltys, but it will be expensive.
    "Colonisation and Colonist recruitment": This will enable the recruitment of some factional troops and some penaltys because the natives are partly driven off of their Land. Expensive and takes a long time to build. Upgraded to "Colonisation of indigenous citys".
    "Colonisation of indigenous citys"
    Same as above, but some more semi-elite factional units are available (Thorakitai and Legionarys, but not Thorakitai Argyraspiday and Evocata for example) It also enables Type 2 Government.
    Every major culture type (hellenic, roman, germanic, gallic, etc.) will get their own versions, the titles listed above are just for orientation. But thsi is nowhere near finished, as it renders the Factional MIC useless. Still needs planing.
    Last edited by Basileus Seleukeia; 05-21-2007 at 20:29.

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  12. #12
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: E.B. recruitment/reforms mod

    Yeah, my grump with using buildings though is that you can't build anthing else at the same time, which is obvioulsy a-historical, however, I am starting to think that I will have no choice but to do this, as the stupid scripts can't remember over a saved game.
    Asia ton Barbaron The new eastern mod for eb!

    Laziest member of the team My red balloons, as red as the blood of he who mentioned Galatians.
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