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Project haven mercenary build
Project haven mercenary build








  1. #PROJECT HAVEN MERCENARY BUILD HOW TO#
  2. #PROJECT HAVEN MERCENARY BUILD MOD#
  3. #PROJECT HAVEN MERCENARY BUILD FREE#

#PROJECT HAVEN MERCENARY BUILD MOD#

I really out to try the idea out, but I've just started my fall semester of college and on the side want to find time to play Embryodeads war hammer mod through agian.All mercenaries can equip helms, chests, gloves, boots, & belts.Īct 1 mercenaries (Rogue Scouts) can equip bows (including Amazon bows), crossbows, & quivers. The down-side here is even though I bet the AI can handle have an over-ubandance of units I suspect it isn't as smart about improvements (It might start selling temples, marketplaces, before it sells the mercenary improvements) but if you actually want to simulate a country hiring mostly mercenaries you would need to have more than one improvement producing them. The wonder idea is good if you just want a civ to have limited access to a particular mercenary unit, say the Varangien Guard for Byzantium in a Mideaval Scenario. so maybe these improvements could curb war-weariness?Īnyways I see the advantage as being you can still get units even if you want your cities to be producing something else. the rational being that being dependant on Mercanaries can cripple a state financially, while the advantage being that they aren't really your troops. My idea was to have city improvements, not wonders, and expensive city improvements at that. The big disadvantage to this aproach is I doubt that the AI would handle this well, the AI conceivably would not utilize mercenaries at all, or possible over utilize them, and thus cripple it's economy, the one thing that I most definately doubt it would do is utizlize the Mercenary system intelligently, becuase I don't think the designer ever had this sort of thing in mind when the desighned the AI.Īnyway, maybe somebody might find this aproach useful in a scenario or mod, or possibly just be inspired to come up with a better system.

project haven mercenary build

#PROJECT HAVEN MERCENARY BUILD FREE#

This has the advantage of somewhat releastically simulating the way hiring mercenaries would cost a lot of gold to hire but would free up your cities to produce either domestic units or improvements. If such a structure produced a unit every 10 turns, then it would be like paying 150 gold to "hire" that unit. They would, however, be extremely expensive to maintain, costing something like 15 gold per turn. These "hiring" structures would be named after the unit they hire and be cheap as far as shields go, maybe five shields. My idea is to have certain improvements available that would create mercenary units every couple of terms.įor some intentions a small wonder would be the best choice, and there are various variations on this idea that could work.īy my idea, which is a little bit wierder, is to have a "base improvement", a "mercenary guild" be a prerequisite structure for other structures that would "hire" a mercenary every couple of turns. I can't think of any way to do anything about 2 but my idea would be somewhat better suited to simulate 1 and 3. (This isn't always the case but, I think, would be in most cases where mercenary armies would be used in Civ III) Are not trained and outfitted by the country they are fighting for, but rather offer their services as a ready to fight army. In general, mercanary units, as compared to domestically trained amries:ģ. The main disadvantage is that it defeats the purpose of these being "mercenary" units if the are build by the civ itself. The main advantages is that the AI can deal well with this system. This has it's advantages and disadvantages. The current method for "hiring" mercenaries is simply to allow whatever civ, would be in a position to build merenary units to be able to build said units, usually requiring a particular resource or luxury.

#PROJECT HAVEN MERCENARY BUILD HOW TO#

I haven't actually done any sort of testing on this yet, but here's my idea on how to create a semi-releastic concept of mercenary employment in Conquests:










Project haven mercenary build