[Rules] WIP Custom settlements FAQ and list of buildings and troops

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Cernunos

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So, how do custom settlements work, and what can you do with them ?

What are Custom settlements ?
Custom settlements are village like "parties", that you can create on the map, and that will provide various bonus to you.

Can I create them anywhere ?
Yes and no. You must not be too close to another town, village or castle, or another custom settlement. This is to prevent spamming settlements in the same place. The game will tell you if you are too close or not.

How can I create them ?
Go into your camp menu, select special actions, and the create settlement special action. If you can, it will cost you a fee, and you will create the settlement.

Hey I did just that, but only a "possible settlement" was created, along with some ressource spot...
This is normal. Befor you create your settlement, it is assumed you assess the natural ressources around  you, to see if the settlement can be useful here. This process is randomized, so you will never find the same settlement twice. if you don't like the natural ressources around, just let it be, it will disappear after some time, and you will be able to check the area again.

 
Granaries: increase settlement growth lightly. Biggest bonus in winter and spring (those seasons are bad for growth). Requires the "Pottery" technology.
Food Garden: increase growth overall, but less in winter and spring.
Schools: increase the research points that are produced by the settlement, and that the player can come harvest from time to time. Requires the "Learning" technology.
Barracks: Increase the amount of storable recruits in your settlement. No tech requirements.
Training grounds: Increases the chance to get recruits. Requires the "Training" technology. Training grounds will also give some XPs to the player party when it rests in ths settlement. The more training grounds, the more XPs (so you could dedicate a settlement to troops training ?)
 
List of troops and requisites:
Peasants: basic. No Prerequisites
Zulus: Req: pole arm ues; shield use; throwing weapons.
Peltasts: Req: throwing weapons.
Legionnaries: Req: throwing weapons; Heavy armor; Shield use.
Hoplites: Req: pole arm ues; shield use; Heavy armor.
Samourai: Req: honor; medium armor; mettalurgy.
Longbowmen: req: archery; woodcrafting.
Bowmen: req: archery; light armor.
crossbowmen: req archery; engineering.
Warrior: duelling light warrior. Req: medium armor.
Huscarl: two handed hevy warrior. Req: two handed weapon; medium armor; shield use (for "shield wall")
Barbarian: basic tribe warrior. Req: light armor.
Paviser: Req: arcery; engineering; shield use.
Varegue: Viking eastern heavy warriors: Req: two handed weapons; heavy armor.
Great game hunters: Req: archery; medium armor; pole arm use; thrown weapons.
Cataphract: Req: heavy armor; pole arm use; horse riding.
Light Horse archer: Req archery; horse riding.
Light horseman: Req Light armor; horseriding.
Knight: Req heavy armor; horse riding; honor; mettalurgy.
Poacher: Req archery.
Berzerker: Req: two handed weapon; Faith.
Medium horseman: Req Medium armor; horse riding.
Heavy horseman: Req heavy armor; horse riding.
Spartans: Req: pole arm use; shield use; Heavy armor; honor.
Numidians riders: Req thrown weapons; horse riding (this one is bugged, will be fixed in V0.11)

All these troops should be already available in V0.11 alpha, if you have the proper knowledge. Feedback appreciated :smile:
All come in Novice, compagnon, and veteran.

Of course, those are troops, I am not talking here about the other various specialists you can recruit (campers, scouts, gatherers, hunters, and so on...)
 
Players should start with some minimal skills already known in terms of research like

  light armor
  polearm
  shield
  throwing

  so they could hire Zulus on day 1

  this makes it needed to research fewer things.
  research should be for higher technology but Zulus are very low technology and should be already known at start.
 
  My opinion.
 
Thanks for sharing, but definitely not, this is absolutely not the "design philosophy" behind the whole rigalian knowledge/custom settlement feature.

However, I could give some free knowledge points at start, so that the player can pick up a few starting techs, this is quite a good idea, especially for "scholar" kind of players.
 
However, I could give some free knowledge points at start, so that the player can pick up a few starting techs, this is quite a good idea, especially for "scholar" kind of players.
Quoting myself.... Yeah, I am THAT great...  :mrgreen: :lol: :lol: :lol:

Anyway, this feature has been added.
 
How do I turn the "possible settlement" into an actual one.  Doing nothing sees it disappear.  I only get all the menus from Diplomacy Mod advisers.  Dismissing them all leads to talking to self as king.  Buggy or am I missing something?
 
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