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1 I checked on the internet all the datas available for the 11th and eventually change settlement's faction's ownership. In fact only Lithuania, norway and scotland have the same starting provinces. ( I have a work file with datas and desc_strat code traduction for this ).
2 With this I changed all settlements buildings and troops. Now most of rebels settlements have a good garrison ( regarding their size of course ) and a general.
There are 180 settlements it was huge to gather this datas and put it in the game. So if yu have more verified datas regarding factions and settlements, I will of course update it.
What is really interesting in history, is that non nomadic Muslim world and Byzance were far more advanced than almost the rest of the world ( in 11th century ).
ex: fes, baghdad, constantinople were cities with 500 000 to a million inhabitants, with sewers, administration, schools, universities, libraries, palaces, water management, hospital. To compare rome had 12 000 citizens, in all the other place of the world especially west europe from scotland to hungary were really small, and above 6000 inhabitants, cities were consider huge. ( 90% of the populations lived in small farming villages ). So the starting developpement of middle east and some other cities will be high.
3 now we will have a game 3 time slowler: two turns per year:
Interests: before it took me 6 years to cross my empire of only 3 settlements.
Managing the progression of your generals will be more interesting, cause they will live three times longer.
Before in 80 turns everyones fought with their last and best units, now good early units factions, will have time to use this advantage. (Cumans, Volga Bulgaria, Bulgaria, Lithuania, Byzantium, and in lesser way: middle eastern, norway, scotland and denmark ).
4 all EDB times of building and recruitement has been change.
4.1 most of middle eastern and Byzantium, following the huge size and developpement of their city, and the size of their empire, and the Roman legacy: will be able to recruit all their units in towns. With Stables and archery buildings. They will have too hospital, baths ( baths for Jerusalem and Sicily under muslim influence ).
For those factions, castles are not independant kingdom but only a way to protect their frontier or key region of their empire. So the recruitement rate for those faction in castle will be twice slower, and the building level minimal.
4.2 For the other nations ( apart Volga Bulgar, Cumans and Mongols ), castle will be much more closer than cities.
In fact the christian world was completely divided in thousands of single fortified independant towns. Around clermont in Auvergne ( france ) there were one thousand fortifications...
So even if castles settlements will be less developp than cities, it will be twice more than before ( with markets, cathedrals, taverns ).
4.3 The building cost per turn will be less expensice than before, but the price of buildings will be higher. The game is three times slower so you have three times more money.
4.4 the building's tree is no more linear.
To build a wooden_wall you will need farms.
To build a stone_wall you will need farms+1, corn exchange, brothel and roads.
Same for military buildings. Apart for proffesionnal armies. ( Byzantium and most of muslim's world ), there were not units as nowdays.
Most of the troops were not trained to work together, it was everyone for himself, some without any training or abilities. What was the differences between them: the equipement and experience. ( I do not speak of late units ). That was the reason why cavalry was so efficient, cause there were no cohesion to face a charge.
So first you will need an infantry buildings, then you can build archery level 1. With leather tanner, infantry building you can have stables. Not a single units in it with metal armor. And so on and so force.
4.5 I did not want to force player to wait till historic dates to have certain units ( like late knights ), so I calculate the building rates with those new rules in order to have every unit in time between 50 years before and after its appearance. Exemple Gothic Knights appeared in 1450; depending on how you manage your cities, you will be able to recruit them betwwen 1350 and 1550.
4.6 I made 8 groups of military buildings.
If you belong to one group and capture a settlement of another groups, you will not be able to recruit units by using their military buildings.
So great startegic and realistic improvement.
New military culture groups:
greek = byzantium
west_european = scotland, jerusalem, england and france
northern_european = hre, teutonic_order, norway, denmark
southern_european = spain, sicily, papal_states, venice (will include latin_states)
middle_eastern_european = moors, portugal, egypt, kwarezm and turks ( probably will separate turks and kwarezm )
normads = mongols, cumans, ireland
middle_european = hungary, knights_templar, poland, and lithuania
eastern_european = russia and kieavn_rus
4.7 The building's capacity to make the people calm is lower, so expect not to let a peasant unit in a huge city, with very high taxes, and happy peoples.
5. Change economy: passive economy will be reduce, and mining income, and merchant trade much improve. As well as merchant price reduce.
Price of units will be higher to train. ( 3 times more incomes than in SS6 )
All AI factions as well as rebels will have much much more money.
In one turn rebels settlements were bankrupt and wait for you to take them.
Now they have money and more garrison than you at the begining, no more taking their settlements with one unit.
6. Change settlements settings. Less growth, more issues with cultures, and religions, and distances from the capital. No more 2 units in a new capture settlement.
7. change edu, in order to have the same settings for all new units from differents mods. Plus less effectivness of cavalry
( in SS6 a charge of knight killed 80% of a spearmen unit in charge with a single loss ).
Spearmen will be much more efficient against them.
8. kievan_rus and russia will have all boyars and druzhina like units right at the begining, as they were already existing. Though cumans too. ( with limitations ).
Byzantium as a roman empire, with proffessional army for 7th centuries, will have all their roster ( 80 % ) at the beginning. But kataphracs and Varanguian guard will be available only in constantinople. ( Kataphracs existed 1200 years before the beginning of the game ).
The recruitement rate will be slower than the other nations, with very few units in settlements and only a good army in Constantinople ( after loossing the battle of Manzikert against the Seljuks ). With Buildings damages ( due to corruption and decadence ) and poor money to fixed it. Good luck with Byzantium.
Sicily as a normans kingdom will have right at the begining normans knights as they existed 200 years before and conquered France, UK, sicily.
Lithuanias units stats improved.
Highlander and vickings raiders stats improved...
France will have some heavy cav earlier than the other european nations.
Scots will be the first to have pikemen.
Apart from this changes, and turks: Christian world will have poor early units, and very good late units, and this will be the opposite for middle eastern.
9. Volga bulgars and Cumans as nomadics people will be less developped, but they will be able to recruit their best troops very quickly and have the horde ability. It means, that if you take their last settlement, they are not destroyed and formed a horde ( so less bigger than in RTW ).
10. Jerusalem remain the same as AI, but if you play it as human, you can start playing them in western europe, and DO the first crusade. With a huge script to check your doings...
11. Manys startings relationships changed, to fit history. Exemple: the first crusade began when Seljuk took Jerusalem from Fatimids, and forbid the christians to go there. So the Seljuk have Jerusalem, and are at war with Byzantium, papal_states, jerusalem and fatimids.
Abassid was in 1080 a puppet nations of the seljuk that captured baghdad, so Abassid are allied to Seljuk.
Same for Bulgars who surrender to Byzantium. ( It's usefull though, you greatest ennemy have to protect you and will not attack you first normally ).
Italians states all but Sicily are vassals to Holy roman empire.
Novgorod with Kievan_rus empire.
Changed all like dislike relationship in order to push certain factions to avoid or allied with some and attack other.
12. Kievan_rus who was the biggest empire after the seljuks and Byzantium disappear in 200 years, mainly because political weakness. In 200 hundreds years 65 provinces declared their independance from Kievan_rus.
There is a huge script to simulate this, with a lot of possibilities for the player to react. And the reaction will influence the other settlement wills to be independant.
Now the gameplay from kievan_rus will be to stay united and survived the agression fron the inside and outside, and for novgorod, will be to developped itslef, took the rebels settlements, to grow enough to get independant from kievan_rus.
13. update all factions starting maps menu, to show their new starting territories.
14. what next:
Create 3 AI's well tested: agressive, ( full scale assault ), normal, and defensive. In order to script behavior of all AI factions regarding their situations and relationships.
Exemple: Seljuks starts aggressive against byzantium and defensive against Fatimids. They will make all their ressources to finish off byzantium until, byzantium is destroyed, or all anatolia conquered, or Seljuks lost a lot of his armies and lost a certain amounts of battles. Or lost many settlements.
The interest is huge, the main difficulty is AI modding and testing.
Correct all names and datas informations show in the game.
Change Cumans and Volga bulgars, to make them the closer to nomadics...