City Recruitment Mod (Better AI Recruitment) автор Osbot. (30.09.2013) Патч №4.
Описание: Мод заставляет ИИ набирать армии из высокоуровневых юнитов на всех этапах игры.
Установка: распаковать в папку "data" и активировать Для просмотра ссылки Зарегистрируйтесь-ом.
Скачать: Для просмотра ссылки Зарегистрируйтесь или Для просмотра ссылки Зарегистрируйтесь.
Источник: Для просмотра ссылки Зарегистрируйтесь.
Примечание: Мод работает с патчем №4. Последнее обновление мода - 30.09.2013.
Описание: Мод заставляет ИИ набирать армии из высокоуровневых юнитов на всех этапах игры.
Установка: распаковать в папку "data" и активировать Для просмотра ссылки Зарегистрируйтесь-ом.
Скачать: Для просмотра ссылки Зарегистрируйтесь или Для просмотра ссылки Зарегистрируйтесь.
Источник: Для просмотра ссылки Зарегистрируйтесь.
Примечание: Мод работает с патчем №4. Последнее обновление мода - 30.09.2013.
Подробное описание, требует превода. (Раскрыть)
City Recruitment - a mod to help the AI produce mid and late game armies.
What does it do?
Simply put, it is going to let the AI build armies that consist of their high tier units almost all the time. If the faction doesn't have access to a provincial capital, then they are plum out of luck, but if they do have access, each new city tier will unlock the next tier of units.
This should also be compatible with existing campaigns. Just be aware however that existing armies will not suddenly transform, only new armies will take advantage of better units being avaliable. Rome should be the exception to this, they can simply upgrade most of their infantry to better versions.
How does it work?
I have gone through the building permissions and added entries for nearly every land unit in the game. What this means is that, every one of those units can be built from a provincial capital city. The original concept would have paired this system with first researching the relevant technology that unlocked the building which unlocked the unit. That plan however was foiled due to the manner in which different factions with different technology trees share units. Basically unlocking via technology would not work without adding dozens, if not over 100 copies of units to the game.
The basic rule of thumb I followed; I have correlated each default building to a city tier. If the unit is first unlocked and built from a TIER 2 barracks, then the unit can ALSO be unlocked from a TIER 2 MAJOR city. The biggest exception to this rule is artillery. I have bumped artillery up one rank. So if it is first built from a siege workshop that is technically classified as tier 2, tier 3 major cities will unlock them.
Why? Isn't this going to mess up balance or dumb recruitment down?
Why? Well, I was tired of being 100 turns into a campaign and fighting stack after stack of levy spearmen. The odd time I ran into a stack of with actual higher tier units present the BAI was able to actually bloody my nose and occasionally even win. That is what I want from battles, because as much as my ego likes winning versus 5:1 odds constantly with 100 casualties, it gets boring
I don't think this will throw the game out of balance and in fact it should allow the AI to compete with the player a bit better. However to do this it will dumb recruitment down. Ultimately it is a tradeoff. Recruitment is going to be dumbed down, but the upside is that the AI by mid and late game will have most of its units recruitable from any province they own. In addition, it will still benefit the player to unlock units through the military tech trees due to the passive bonuses that you get by researching the technology. In addition, we will still primarily recruit from centralized military production provinces because we will want to stack up all the upgrades that we can. While we can move units into these provinces to receive the upgrades, we have to pay for them and it is hardly cost effective to do it this way.
I think that the upside will outweigh the downsides. It should provide a more enjoyable and challenging mid and end game.
Lastly
If people enjoy this change and it does what I hope it will do, this mod is completely open to anyone to use and incorporate into their own mod. Feel free to take my messy table and use it however you want. You don't need to ask, nor does credit need to be given.
Compatibility with other unit pack mods is also very easy to do. Units can be incorporated very quickly. It should not conflict with any unit pack mods by default, however those units will not be built from cities until they are added to the permissions list.
Installation
Extract the pack file to your Rome 2 TW DATA directory. Use the Rome 2 Total War Mod Manager to activate the pack.
Version - Release (Same file as beta, it works and is good to go needs no updates yet)
What does it do?
Simply put, it is going to let the AI build armies that consist of their high tier units almost all the time. If the faction doesn't have access to a provincial capital, then they are plum out of luck, but if they do have access, each new city tier will unlock the next tier of units.
This should also be compatible with existing campaigns. Just be aware however that existing armies will not suddenly transform, only new armies will take advantage of better units being avaliable. Rome should be the exception to this, they can simply upgrade most of their infantry to better versions.
How does it work?
I have gone through the building permissions and added entries for nearly every land unit in the game. What this means is that, every one of those units can be built from a provincial capital city. The original concept would have paired this system with first researching the relevant technology that unlocked the building which unlocked the unit. That plan however was foiled due to the manner in which different factions with different technology trees share units. Basically unlocking via technology would not work without adding dozens, if not over 100 copies of units to the game.
The basic rule of thumb I followed; I have correlated each default building to a city tier. If the unit is first unlocked and built from a TIER 2 barracks, then the unit can ALSO be unlocked from a TIER 2 MAJOR city. The biggest exception to this rule is artillery. I have bumped artillery up one rank. So if it is first built from a siege workshop that is technically classified as tier 2, tier 3 major cities will unlock them.
Why? Isn't this going to mess up balance or dumb recruitment down?
Why? Well, I was tired of being 100 turns into a campaign and fighting stack after stack of levy spearmen. The odd time I ran into a stack of with actual higher tier units present the BAI was able to actually bloody my nose and occasionally even win. That is what I want from battles, because as much as my ego likes winning versus 5:1 odds constantly with 100 casualties, it gets boring
I don't think this will throw the game out of balance and in fact it should allow the AI to compete with the player a bit better. However to do this it will dumb recruitment down. Ultimately it is a tradeoff. Recruitment is going to be dumbed down, but the upside is that the AI by mid and late game will have most of its units recruitable from any province they own. In addition, it will still benefit the player to unlock units through the military tech trees due to the passive bonuses that you get by researching the technology. In addition, we will still primarily recruit from centralized military production provinces because we will want to stack up all the upgrades that we can. While we can move units into these provinces to receive the upgrades, we have to pay for them and it is hardly cost effective to do it this way.
I think that the upside will outweigh the downsides. It should provide a more enjoyable and challenging mid and end game.
Lastly
If people enjoy this change and it does what I hope it will do, this mod is completely open to anyone to use and incorporate into their own mod. Feel free to take my messy table and use it however you want. You don't need to ask, nor does credit need to be given.
Compatibility with other unit pack mods is also very easy to do. Units can be incorporated very quickly. It should not conflict with any unit pack mods by default, however those units will not be built from cities until they are added to the permissions list.
Installation
Extract the pack file to your Rome 2 TW DATA directory. Use the Rome 2 Total War Mod Manager to activate the pack.
Version - Release (Same file as beta, it works and is good to go needs no updates yet)
Скриншоты. (Раскрыть)
I am playing with 3 turns per year. So this is around 129 turns in.
This is obviously an ongoing war between some Gauls and the Suebi. I'm using default construction priorities so the Suebi stack may be a little ranged heavy with all that siege. In anycase, every stack you see in the scene looks pretty much like the two I have screen capped. Just north of this there are 2 or 3 more Suebi stacks just like these ones too.
In case you are wondering, we are seeing Suebi Sword Masters, Berserkers, Wodanaz Spears, Night Hunters, Germanic Scout Cav and some slingers. The Gauls have Oathsworn, Spear Warriors, Noble Horse and some assorted ranged units.
This is obviously an ongoing war between some Gauls and the Suebi. I'm using default construction priorities so the Suebi stack may be a little ranged heavy with all that siege. In anycase, every stack you see in the scene looks pretty much like the two I have screen capped. Just north of this there are 2 or 3 more Suebi stacks just like these ones too.
In case you are wondering, we are seeing Suebi Sword Masters, Berserkers, Wodanaz Spears, Night Hunters, Germanic Scout Cav and some slingers. The Gauls have Oathsworn, Spear Warriors, Noble Horse and some assorted ranged units.