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Thread: Idea: Scripted limits to unit recruitment?

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  1. #1
    A pipe smoker Member MiniMe's Avatar
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    Dec 2006
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    Moscow, Russia
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    Default Idea: Scripted limits to unit recruitment?

    Dear EB developers!

    Kingdom Crusades script has a very interesting thing - unit counters.
    You can recruit only one very special unit, after that counter is set to 0, and is set back to 1 only after you lose this unit.
    My idea is: evolve it. This could be a perfect solution to limit all unit recruitment and link it to amount and size of faction provinces.

    Example: KH

    SCRIPT:
    counter "of KH heavy infantry":
    if monitor_event "huge city captured" then set counter "of KH heavy infantry" +4
    if monitor_event "large city captured" then set counter "of KH heavy infantry" +2
    if monitor_event "huge city lost" then set counter "of KH heavy infantry" -4
    if monitor_event "huge city lost" then set counter "of KH heavy infantry" -2
    if Thorakitai recruited then set counter "of KH heavy infantry" -1

    EDB:
    recruit Thorakitai requires (...resources...) and counter "of KH heavy infantry" >0

    (of course, my example is not exactly how it should look like, I'm ain't a scripter, but I hope you've got the idea despite my poor scripting skills and pidgin english)

    Yes, this means we need several very complicated counters for every faction, but in the end it will be possible to achieve historically correct numbers and composition of armies for every faction, like Rome'd be able to field 10 Post Marian Legionary cohorts per huge city or Pahlavans'd be able to field 2 Parthian Cataphracts and 6 Persian Archer-spearmen per large city.

    Hope my idea could be of any use to you,
    Best regards,
    MiniMe
    Last edited by MiniMe; 11-11-2007 at 20:19.


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