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I am wondering if there are other ways of making trade goods affect military characteristics.

It might make sense for Horses, rather than allowing cavalry units altogether, to give a discount to them and reduce their build-time.

So Rome with no Horses would have to pay (say) 8 for them rather than 5, and it would take 360 days to recruit them rather than 120.

This could probably be achieved by having provinces with particular goods trigger a modifier for the country.

There is evidently a cost modifier for each unit, because the land techtree uses it. I am not sure if there is a unit-specific buildtime modifier. However, we still run into the problem that it probably isn't possible to trigger off what trade goods a province in receiving.
 
TheLand said:
I am wondering if there are other ways of making trade goods affect military characteristics.

It might make sense for Horses, rather than allowing cavalry units altogether, to give a discount to them and reduce their build-time.

So Rome with no Horses would have to pay (say) 8 for them rather than 5, and it would take 360 days to recruit them rather than 120.

This could probably be achieved by having provinces with particular goods trigger a modifier for the country.

There is evidently a cost modifier for each unit, because the land techtree uses it. I am not sure if there is a unit-specific buildtime modifier. However, we still run into the problem that it probably isn't possible to trigger off what trade goods a province in receiving.

Yes, that would be a great solution to certain critical resources, if it is possible. I have only played as Rome, but I am sure that several other factions have the same type of problem with other resources; Iron and Wood being the other critical resources that comes to mind.

As an alternative, would it be possible to greatly extend the radius of available Mercenaries. Instead of the possible unit choices being limited to the adjacent provinces, maybe a four or five province radius from the province with the resource would be appropriate. This would also make the composition of armies more realistic; as Rome would use Mercenary Cavalry instead of native Cavalry in many cases, for example.
 
Sol Invictus said:
Yes, that would be a great solution to certain critical resources, if it is possible. I have only played as Rome, but I am sure that several other factions have the same type of problem with other resources; Iron and Wood being the other critical resources that comes to mind.

I got halfway to modifying the files for this to see if it would work. However, what would happen is that in some provinces the same unit would cost half as much as in other provinces. Which would probably confuse most players, let alone the AI.

I can see no real way around this. We either have the system as it stands, or cavalry available to everyone on equal terms.

Perhaps a way around it is to include some Cav in the Rome starting line-up?
 
Why must there always be a problem! ;) Adding several Cavalry units to Rome's OOB at start would be a reasonable solution. I guess in fairness, everyone without access to Cavalry would need at least a couple as well.
 
Sol Invictus said:
Why must there always be a problem! ;) Adding several Cavalry units to Rome's OOB at start would be a reasonable solution. I guess in fairness, everyone without access to Cavalry would need at least a couple as well.

Perhaps. Though I think Rome is the only major without them, and they might need balancing upwards a bit given that as things stand, life is a bit easier for Carthage.

How do we mod where units are, anyway???
 
TheLand said:
How do we mod where units are, anyway???

Not sure if you can. After playing with forcelimits, I found that the game creates the starting OOB for you, numbers according to your forcelimit, type according to what resources you have available. I've yet to see this mentioned in any of the moddables.
 
What are the current things needed to be done, because I would like to help.

Also if you want any of my current work just holler because I will give it, please give me an objective, I will work on it :)
 
2763r57651265 said:
What are the current things needed to be done, because I would like to help.

Also if you want any of my current work just holler because I will give it, please give me an objective, I will work on it :)

There is a to-do list here:
http://forum.paradoxplaza.com/forum/showthread.php?p=8392999

If you want me to allocate you something, then I suggest the Gaulish Problem. Can we have an event-series which will result in a Gaullish Grand Alliance, probably with additional troops to make them challenging, if Rome/Massilia/anyone else is making serious inroads into Gaulish territory?

I will just head over and look at your National Ideas.
 
TheLand said:
There is a to-do list here:
http://forum.paradoxplaza.com/forum/showthread.php?p=8392999

If you want me to allocate you something, then I suggest the Gaulish Problem. Can we have an event-series which will result in a Gaullish Grand Alliance, probably with additional troops to make them challenging, if Rome/Massilia/anyone else is making serious inroads into Gaulish territory?

I will just head over and look at your National Ideas.

I hate to nitpick, but it's Gallic, not Gaulish. ;)


As for the trade stuff, I am struggling with trying to format the .csv right. lol. SO MANY SEMICOLONS!! :wacko:

Me.
 
Sol Invictus said:
I certainly agree, but a little Cavalry is always nice. No Horse Lords for me. Even a Horse province in one of the Barbarian provinces directly north of Roman lands would be suitable. I am getting ready to launch my first major war as Rome against Macedonia for the sole purpose of gaining the Horse province directly across the Adriatic. This for the sole purpose of getting ready for my future war against Carthage. I don't dare go against Carthage without a single Cavalry unit. :eek:

Macedon, Aedui and Ilyria all have horses and are only a stones throw away. Act like a real Roman and conquer somebody.
 
TheLand said:
Can we have an event-series which will result in a Gaullish Grand Alliance, probably with additional troops to make them challenging, if Rome/Massilia/anyone else is making serious inroads into Gaulish territory?

I have just read up on the Gallic Wars a little

http://en.wikipedia.org/wiki/Gallic_Wars

I think this will be complicated to get right.

We need to end up with the Gaulish tribes being powerful, having complicated internal politics which the Romans (or whoever) can exploit, and ultimately having a Gallic Alliance if lots of Gallic provinces are captured, which will give a serious fight...

I am just looking at some steps which will result in Gauls being able to colonise occasionally which won't upset the balance of the rest of the game, and particularly the colonisation model. So that might be a first step.
 
About Roman Cavalry, I disagree on the sole need of including it. What we have now is more or less 'historical significance'. Roman Cavalry was simply weak - that's why Cannae happened, after all. Having large 'alae' of cavalry on Roman flanks will only add to 'every faction plays the same' concept. If we could allow every faction every unit, we won't be able to tell AI to use it effectively. Finally, it has some more historical significance: for example Scipio was able to rout Carthaginians at Great Plains because the latter didn't have access to more Iberian Mercenaries (HI) and had to rely on Levies instead.

What needs to be done is redone resources - actually, I'm modding it right now, but for now I'll do little changes, as it's finally time to play :D


TheLand, work on my mods took longer then expected, but I've finished them :) Look at the forum, I should upload them shortly ;)

BTW, do you have MSN? It would be useful to contact via MSN, as our modding seems to go along the same lines.
 
While that is all true, it was my understanding that the National Ideas were intended to give the Factions an individual taste. Denying a major power a crucial military arm just to differentiate between military cultures seems like using a sledgehammer to swat a fly. Horse Lords and Cataphracts would give the Cavalry-prone Factions their advantage in Cavalry. No need to completely deny Rome Cavalry at start. It just doesn't seem right. By that reasoning, no Barbaric Faction should ever be able to build Triremes. At a minimum, Rome should be able to acquire Mercenary Cavalry fairly early without having to engage in major wars for that sole purpose.
 
TheLand said:
That would certainly add detail. If we can come up with additional inventions and give them authentic effects, then I'm all for it.

Are you offering to help, or just suggesting the idea? ;-)
I have no idea about codding and that short of things, but I can try to make a list with the effects.
 
Vacceo said:
I have no idea about codding and that short of things, but I can try to make a list with the effects.

That would be very helpful. Inventions are relatively easy to code, so long as the game supports the modifiers you are trying to use, which it doesn't always at the moment...
 
TheLand, have you tested your military reinforcements fix? I'm doing this currently and I meet with little to no success :/ I even replaced morecivilwar.txt with my version, checked if there's no other file adding heavy_infantry (nope), started the game... Again, only original event (without option to decline), giving me only 'yes' option with 4 HI, 1 A and 1 CAV. I'm confused :confused:
 
Keraunos said:
TheLand, have you tested your military reinforcements fix? I'm doing this currently and I meet with little to no success :/ I even replaced morecivilwar.txt with my version, checked if there's no other file adding heavy_infantry (nope), started the game... Again, only original event (without option to decline), giving me only 'yes' option with 4 HI, 1 A and 1 CAV. I'm confused :confused:

What specifically is the problem? I did test it and did see the "no thanks" options.

EDIT: in any case I am planning to adopt your morecivilwar.txt so if that works, all is well
 
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