Age of Wonders III

Age of Wonders III

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Recruitment Camps
   
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1.002 MB
24 Sep, 2021 @ 4:20am
9 Jan, 2022 @ 5:39am
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Recruitment Camps

Description
Check out the Successor to this Mod: Recruitment Camps II - now with actual Camps!

This Mod is meant to allow for easy mass production of low tier units.


It does this by giving the Builder the ability to "Lay down Recruitment Camps", which are cheap Cities that can produce basic Units, but dont generate Domain or Income. Laying down the Camp itself is free but consumes the Builder.


Camps have access to the following Buildings:

Barracks -> War Hall
Builders Hall -> Siege Workshop
Wooden Walls -> Stone Walls
Harbour

Camps can be razed the usual way, but if a player doesnt want to take the Alignment Hit, he can remove a Camp or its Ruins from the map with the new Spell "Raze Camp", which requires one of said Players Units to be present.

Finally, the minimum Distance between Cities has been reduced from 5 to 3. This allows you to place Camps more freely.


LATEST UPDATES:


- 4.1.2022: Took out the campsites surrounding the main structure, because fighting on them would lead to a game crash. So far I couldnt find the cause of the problem, its a bit of a headscratcher ^^

Link to my other AOW3 Mods
44 Comments
X-S0LDIER 29 Oct, 2023 @ 2:23pm 
This was a fantastic idea, I had an idea just like this one but I wanted to do this with forts...yours is much better. How did you do this? I know its been years and you may have forgotten. I would appreciate the comment back on how this was done.
CapitaineYolo  [author] 1 Jan, 2022 @ 4:39am 
Glad to hear it ^^
Daverin2112 31 Dec, 2021 @ 5:51pm 
Fantastic news, your approach has worked! Using just humans so far, but I appreciate the approach to it graphically now, looking like a minor city with camps around it.

It is quite compatible... maybe now a little more compatible than you meant, lol. Using New Arsenal, their second T3 building can be built at a camp. It's not practical, and by no means a problem, but I found it funny.
Daverin2112 31 Dec, 2021 @ 2:54pm 
I'll definitely try it out!
CapitaineYolo  [author] 31 Dec, 2021 @ 5:17am 
@Daverin2112 @Haywood Jablome

There you go, let me know if I messed anything up badly ^^
Daverin2112 31 Dec, 2021 @ 2:24am 
Well, I won't hold my breath, buuut it certainly would be awesome!
CapitaineYolo  [author] 31 Dec, 2021 @ 2:16am 
@Daverin2112 Yeah I think even that (adding new buildings) makes it incompatible because my mod adds new buildings aswell. There is a line that lists all the buildings available to cities of every given race and both mods need to edit it in order to add their new buildings to that list. Thats where the conflict lies.

Not much I can do about that immediately, and I wont make compatibility versions with different mods, as splitting the mod just complicates things further. But Im thinking about simplifying this mod even more to improve compatibility - which would mean making it work without editing the builder and without adding new buildings. Dont take this as a promise though ;)
Daverin2112 30 Dec, 2021 @ 5:27pm 
Well, I tried with no other mods that would affect builders, or really basic city structures, and was able to build a camp and recruit, but not build any additional buildings. I totally got how EBM would conflict, but now I can't think of anything that would tamper with those. Unless something like New Arsenal adding buildings to cities can cause issues?
两眼空空 25 Dec, 2021 @ 12:27am 
good
Haywood Jablome 10 Dec, 2021 @ 5:43am 
Hi thanks for creating this mod and it's pretty great until I start running other mods like, for example, Empire Building mod. Not sure if this will make this mod compatible with others if you could make a separate builder named "Recruitment Camp Builder" so it doesn't conflict with other files that's already present.