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Thread: Kingdoms: Why isn't anyone talking about cultural requirements for units?

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  1. #1

    Default Kingdoms: Why isn't anyone talking about cultural requirements for units?

    For the uninitiated, Kingdoms introduces a new requirement for building units: culture. A certain percent of your city's culture must be your own in order to build military units, and the higher up the tech ladder the units are, the more of your own culture you need. For example early units require as little as 15%, whereas crack troops may need close to 100%.

    When I saw this I was floored. Basically it's CA's implementation of "home regions" from MedMod for mtw and EB/RTR for rtw. You can no longer capture an enemy citadel and start cranking out your superunits the next turn. Of course, some of the requirements are too lax so some tweaking might be in order for the modders, but the mechanism is there now.

    I gotta admit, for all the grief CA gets, their heads seem to be in the right place a lot of the time. Now if only they could hire a few more AI designers/programmers.

  2. #2

    Default Re: Kingdoms: Why isn't anyone talking about cultural requirements for units?

    Isn't it just in the Britannia campaign?

  3. #3
    Member Member sassbarman's Avatar
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    Default Re: Kingdoms: Why isn't anyone talking about cultural requirements for units?

    It should be in all the campaigns, it's brilliant!

  4. #4

    Default Re: Kingdoms: Why isn't anyone talking about cultural requirements for units?

    I do indeed love this new feature. After taking over Arran, I pumped out half a stack of Highlander Pikemen to be used as cannon fodder before my Irish get into the fight.

  5. #5

    Default Re: Kingdoms: Why isn't anyone talking about cultural requirements for units?

    Is it just me or do those culturally foreign units also have lesser morale than your native troops?

  6. #6
    Ranting madman of the .org Senior Member Fly Shoot Champion, Helicopter Champion, Pedestrian Killer Champion, Sharpshooter Champion, NFS Underground Champion Rhyfelwyr's Avatar
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    Default Re: Kingdoms: Why isn't anyone talking about cultural requirements for units?

    Could this feature be integrated into the Grand Campaign?
    At the end of the day politics is just trash compared to the Gospel.

  7. #7
    Member Member Lord Ovaat's Avatar
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    Default Re: Kingdoms: Why isn't anyone talking about cultural requirements for units?

    Yeah, it's great. Best recruiting concept since an MTW mod that only allowed recruiting from "home" provinces. Much more realistic. It's easier in real life to conquer and occupy a territory/city than it is to hold on to it. Always thought it a bit lame to recruit English Knights in Trebizond. Great improvement that I sincerely hope CA will incorporate in future games.
    Our greatest glory lies not in never having fallen, but in rising every time we fall. Oliver Goldsmith

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