Fair enough. My main thought/hope was that adding a smith as a dependency for Knights might help the AI financially without seriously impeding its ability to tech up to them. Ah well.![]()
Gah! Well I wasn't thinking *that* much (100 florins) -- rather something more like 25-30 florins for the base level smiths, and then working up from there.![]()
I digress, however. If you've made the smith upgrades that cheap, then it hopefully shouldn't matter, especially if you tweak them so they bestow a (somewhat) larger income at higher levels.
We'd definitely want to edit the descriptions, yes. As for renaming, perhaps something as simple as adding "Shoppe" (Armourer's Shoppe, Bowyer's Shoppe, etc.)?
Hmm. I confess I'm currently stuck as to what else would be proper names for subsequent structures. Presumably upgraded butts (whatever they'd be called) would be primarily devoted to recruiting crossbowmen and arbalesters?
That could work. Otherwise, perhaps upgrades could go: Muster Field --> Levy Field --> Shire Grounds?
Agreed.
Looks good to me, although again we should probably rename them to avoid confusing players.
Yeah, I like that. Here's my crack at the building names:
Stables, Knight's Stables, Ducal Stables, Royal Stables
Militia Barracks, Infantry Barracks, Guard Barracks, Palace Barracks
Butts, Yeomenry Range, Guard Range, Master Range
(Sorry, I know that last series isn't very original.)
It's the sentence I highlighted in bold that concerns me most. I could all too easily see the AI being critically -- if not fatally -- hampered with the system proposed. So long as elite/royal units can be restricted to homelands, I'd just as soon not mess with the setup (at least for now). We can always tinker and tweak later if it seems desirable and/or necessary.
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