SP Native Avarice (Updated 22 May 2010) new OP, with feature list.

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Actually the khergits are just a small society within the khanate, supplying elite horse archers. Originally the khergit came over the mountains from the large khanate to calradia, now they had to flee from the nords and went back to their old territory. However they have a lot more war expierence than the other khanate societies so they are a military elite within the khanate. Sanjar khan will be just one of the khans while the leader will be Gunguz Khagan (Khagan was historically the Khan of all Khans)
 
Arch3r 说:
You will pay more to recruit them (more than 5 denars for sure) so you help them paying their armour. Also armour is way cheaper (like 10 times cheaper than in native, just unique and very good items are still expensive). They will cost the same or more per week because the armies are a lot larger you will pay quite a lot, but you will have a lot more income. You will start with a village and can soon get a town or castle, early in the game. You can have a income of 10000 denars per day or more.

Yeah. I was expecting the initial recruitment cost to be fairly high for nobles, 20+ denar.(They have to have a reason to leave their great life right?  :wink:)
I guess I assumed if they were going to be supplying their own armor that they would be somewhat cheap to keep maintenance on their armor/etc, but I understand now that you are raising the amount of income you receive with villages and towns and starting the player off with a small village to develop.
 
Maybe you will even have to pay 600 denars for 20 nobles (no more random recruiting numbers, there will be recruited in 20's). The reason to leave their great life can be that the noble that is recruited is the second son of a rich family, that won't earn anything when his parents die (everything goes to the oldest son). So he asks his parents to help him paying for equipment so he can join the army. 
 
Oh wait, so can you only recruit soldiers from your villages you currently own? Sorry if this has been asked, I haven't quite read up in the thread.
 
^ thanks for clarrifying...looks to me that will add much more diversity to recruiting as well as it will expand faction troop trees, without taking too long of upgrading a single unit till it actually reaches any good value of upkeeping itself...voting "aye" with both hands :grin:
 
Thanks :smile: and yes I think (but not sure yet, to be decided) that you will only be able to recruit from your own fiefs.
 
Well if your starting the player off with his own small fief than I think that recruiting only from your own fief is a must. If you can't do that than somehow make it to where the player cannot recruit nobles or citizens from other factions fiefs and only recruit peasants. If thats possible.
 
Redfyre 说:
Well if your starting the player off with his own small fief than I think that recruiting only from your own fief is a must. If you can't do that than somehow make it to where the player cannot recruit nobles or citizens from other factions fiefs and only recruit peasants. If thats possible.
I can make it so the player can only recruit from his own fiefs, I think it's a must too. Otherwise players will only recruit from other fiefs to save their own population. Option number 2 is that you can recruit from other fiefs, but make it cost a lot more.
 
I see. So the only restriction for recruiting soldiers is population and the type of citizen. How is population raised exactly?

Will there be buildings like: Peasant homes
Citizen homes
Noble homes
Commons
Tavern
and will they have tiers?
 
Ah, so even more new features are added to this excellent mod. Well, I say go for it, since I've seen a similar population/economy system in the SoD mod, and it worked brilliantly.
 
i...don't think there's much in common (or anything at all) between SoD's population and economy systems and this one...at least, not how i picture Arch3r's in my head that is...

...but anyway, not the point...

...my thought was about recruiting - since recruiting is going to affect population, therefore construction time and such, it's definately a "must" that the player should only be able to recruit from his/ her own fiefs...or that will simply be exploited too much, even with the high price of recruiting...

...also...if it'd be possible to recruit from any village/town, it seems that could be another way to cripple the enemy's economy - why destroying improvements, prosperity and such by raiding, when you could simply keep recruiting from another village/town and slowing it's production/building time/enemy recruiting rate significantly?

...of course, there could be a way to avoid this, by automatically lowering relations with enemy villages and towns, but i'm not sure if that'd still work in favour to avoiding this...

...i might be wrong, but makes sense to me :roll:
 
Redfyre 说:
I see. So the only restriction for recruiting soldiers is population and the type of citizen. How is population raised exactly?

Will there be buildings like: Peasant homes
Citizen homes
Noble homes
Commons
Tavern
and will they have tiers?

There won't be homes, but there will be other buildings like public baths for towns, mills for villages, sewers, guard posts (less citizens killed by criminals, will also give you more income) etc. And yes tehre will be tiers like in the example of the swadians above.

Vadermath 说:
Ah, so even more new features are added to this excellent mod. Well, I say go for it, since I've seen a similar population/economy system in the SoD mod, and it worked brilliantly.

I think I need to play SoD to see if it's similar, I don't play mods much, I'm just modding.

hairfree 说:
i...don't think there's much in common (or anything at all) between SoD's population and economy systems and this one...at least, not how i picture Arch3r's in my head that is...

...but anyway, not the point...

...my thought was about recruiting - since recruiting is going to affect population, therefore construction time and such, it's definately a "must" that the player should only be able to recruit from his/ her own fiefs...or that will simply be exploited too much, even with the high price of recruiting...

...also...if it'd be possible to recruit from any village/town, it seems that could be another way to cripple the enemy's economy - why destroying improvements, prosperity and such by raiding, when you could simply keep recruiting from another village/town and slowing it's production/building time/enemy recruiting rate significantly?

...of course, there could be a way to avoid this, by automatically lowering relations with enemy villages and towns, but i'm not sure if that'd still work in favour to avoiding this...

...i might be wrong, but makes sense to me :roll:

Recruiting from enemy towns/villages is a no for sure. But I'll surely will balance the recruiting from allied towns if I implent it at all. I can do that with higher cost, a limit on recruiting and only being able to recruit peasants.
 
Archer you sir, are a beautiful person.
Sword of Damocles did not have this in depth of an economy at all actually.
 
the system sounds good, but in releation to how much money you can earn, i saw you said 10k a day, now is that if you own alot of towns/villages or a small amount?

if you can earn that amount of money, i would think that units should cost more to recruit (nobles anyway).
 
10k a day is when you own quite a lot fiefs, with just one village it's more likely to be somewhere from 1000 to 3000 denars a day. But you also have to spend money on other things, like food. And you can also create new parties, detachments, garrisons and other parties (also caravans which you can earn money with). Detachments are parties you can order to go anywhere, for example to train at your town, or you can give it money to recruit more troops. If they are strong enough you can let them raid a village, siege a castle, defend something (like a bridge) or garrison a settlement. Garrisons are parties that stay in your town and have a scout that patrols in a wide radius around your fief and lets you know when enemies are near. If that enemy is weaker than the garrison, the garrison sallys out of the town/castle and attacks or scares away the enemy party.

Caravans is also something you can spend money on. You have to pay first, but when the caravan arrives at a town of a neutral or allied faction you gain money. After that the caravan returns to your town and gives you money again and boosts the economy. You can order detachments to help accompany your caravan to defend it.
 
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