Kingdoms and Castles

Kingdoms and Castles

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Baalor 20 Jan, 2021 @ 9:47am
Revamped swordsmen and archers
Currently I dislike commanding individual units of swordsmen and archers. The goal of this design is to alleviate the need to individually command the units of troops, while at the same time providing incentive to build them over using static defenses.

Barracks and Archery Range should cost armaments to build. Make it like 10 armaments for each.
These two buildings have a user-selected input range of "desired soldier count" similar to how we can configure stockpiles. Range varies from 0-100, default 10. Increasing desired soldier count drains armaments over time as new peasants are recruited into the army. Soldiers that die in combat are replaced in a similar manner.
Peasants convert to soldiers, and soldiers can be converted back to peasants. Armaments are not refunded.
Bottom right option to "attack" a target, which would send troops from the nearest source to clear out the target. Similar to chopping trees. This will be the primary means the player clears wolf caves, vikings, and dragons. Once the target is destroyed, soldiers return to their garrison.
Barracks/Ranges provide their own "beds" for the soldiers, separate from beds used by peasants, however the soldiers still require food to eat. Therefore barracks/ranges need to have cupboards.

This change would actually make me want to build barracks and ranges, and actually use them. As it stands now, I just overpower any enemies with babel-tall stone towers equipped with static defenses since they can have a range of the entire map.