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@CaosI could but it would take way too long and right now I'm on other projects (Age Of Mythology on TW Troy and LOTR mod on TW Troy)
The problem is solved
Afterwards it would have to be to everyone's taste, some people would be disappointed to have this slight change, it's difficult to satisfy everyone.
For the changes themselves, it's possible but it takes a lot of time, because the garrison system is a nightmare to modify haha
The capital Garrison City upgrade line available to more civilised factions is very pitiful in vanilla and should get bigger bonuses so they can actually do their intended role.
Lvl 2: Add +2 melee units, upgrade all units to at least medium-tier.
Lvl 3: Upgrade ranged units to elite-tier.
Lvl 4: Add +2 melee units, upgrade all units to elite-tier.
This way you have a clear choice, you stay civil and get bigger growth/eco, or you sacrifice most of it to have a 'safe' capital while everything can still have additional garrison units added via other building chains.
While I do agree with your vision of making cities harder to conquer, I have a few issues with it.
1) Doesn't appear to be compatible with Athanasios' Ultimate Fixes (Dupe unit bug, I'm not even sure why this happens as it doesn't seem to directly alter garrisons).
2) To my knowledge this mod roughly doubles the capital (walled) city garrison sizes from ~8 to ~16, pretty darn OP.
3) It renders the Garrison City upgrade line completely redundant.
My suggestion:
All capitals and settlements should get +2 medium-tier melee units on level 1 as default and receive upgrades accordingly:
Lvl 2: Upgrade ranged units to medium-tier.
Lvl 3: Upgrade all units to medium-tier.
Lvl 4: Upgrade ranged to elite-tier.
Settlement level 1:
-6 x medium melee unit
-2 x strong melee unit
-3 x ranged unit
Settlement level 2:
-5 x medium melee unit
-3 x strong melee unit
-3 x ranged unit
Settlement level 3:
-4 x medium melee unit
-4 x strong melee unit
-3 x ranged unit
Settlement level 4:
-3 x medium melee unit
-5 x strong melee unit
-3 x ranged unit
Such a change would actually make me want to play most settlement battles rather than auto-resolve them. @Hecleas Do you think you could make such a version? It would be greatly appreciated.
The problem is that with a larger garrison the AI is even more hesitant to attack. That's why my main mods are mods where I improve AI intelligence
As for pikemen units replace.
It is to balance the game, because a player plays 10 units of pikemen to defend a city. Even if the AI attacks with 10000 men, the AI is so stupid in battle that it will come out the same door and you just need to put a unit of pikemen to let them rush on your units. I made sure to think of everyone to avoid this frustration. It is also important for those who want to do a multiplayer campaign. Anyone who wants to attack the player's city with 10 pike units will be illegitimate.
The pikemen have been replaced by Thorax Swordsmen, Spartan Hoplites, Thureos Spears, Libyan Infantry etc it all depends, the faction roster
The problem with garrisons made by CA or other garrison mods is that often units are duplicated.
The system was badly set up.
For example, if in the tables of the mod a faction can benefit from pikemen but also from Thorax Swordsmen. They will have both and next to that, another Hellenic faction like Knossos only has access to pikemen. Result, Athens will have more garrison than Knossos, because the system is badly calibrated.
So on this mod I made sure to delete some lines, add special units so that in the end, each faction, even the minors, end up with the same number of units and with their special units if possible.
Even the factions completely forgotten with almost 0 garrisons because with very few units in their roster, I made sure that they have the few units they have for their garrison, even if they will not be as good as a major faction with a bigger roster.
it takes a lot of time to do a total overhaul, maybe in the near future I will do the same for the other campaigns