Bannor Plus

Tasunke

Crazy Horse
Joined
Mar 20, 2009
Messages
2,805
Location
the 1800s
Upon reading the Bannor pedia, it seems some additions should be necessary. Nothing much, just to portray how the Bannor are focused on the military more than anyother, perhaps with the exception of us free-riding hippus.

Now, the defensive mechanisms of the Bannor may need to be altered, in my opinion, in order to portray how every town is like a fort and every farm is like a castle. I dont think these improvements should gain defensive bonuses, nay. If the enemy storms into a village, I dont think the villagers would be able to immediately do anything, they would have to run away into hiding most likely, and wait for the time to strike. However it seems almost every citizen in Bannor lands has a weapon. This should, in practice, lead to penalties for enemies pillaging bannor improvements and taking Bannor cities. The unit "partisan" could be a 3 or 4 strength peasant unit, perhaps using Demagogue art, perhaps able to use bronze and iron, maybe. The point is, these partisans would spawn every time an improvement is pillaged, I would say one partisan for each pillage action (pillaging a town into nothing would spawn 4 partisans), and these partisans cost no mainanence, are permanent (or maybe temporary for balance) and cost no war weariness. meanwhile capturing a Bannor city would spawn one demagogue, and razing a bannor city would spawn 2-10 demagogues either nearby or in the nearest Bannor city, im tempted to somehow make these demagoges not cost maintanence either, but these would be permanent, with a weighted average of 5 demagogues spawned at a razed city. This could be OP ... but I think it would be easier if we limited the strength of these "partisan" units to the level of Bannor culture. For instance, only a 100% bannor tile would spawn partisans upon improvement pillage, and only heavy culture cities that give 80-100 cultural defense would spawn 10 demagogues if razed.

The idea, however, is that the more the bannor is threatend, and the more evil the enemy, the harder the Bannor will fight. They did survive hell, after all. I personally think that city razed demagogues should be permanent if nothing else is, although a different unit might be needed, as I think this technique should be implemented even before fanaticism, but perhaps having a tech prereq would make it more balanced. Although I dont think there needs to be any tech pre-req for the partisans upon pillage. The lore says that in their battle for survival against the orcs, they were more powerful, or more brutal, than they currently are. I think this could easily be shown by an early war against the bannor to be especially painful. This may be seen as a painfully unbalanced addition, and it may be seen as a way for the bannor to buy time until fanaticism. Either way, the Bannor are one of those civs that are about as normal as they come, and I think, even though I agree they should still be "normal" that they can more reflect their utter military attitude instead of only the crusade mechanic.

(also I think bannor should be able to spread faster, like cheapter settlers or somesuch. Some have suggested changing their pagan temple to a Cathedral and giving it -10 maintenence, others have thought of changing Bannor courthouse to a confessor's manor, and giving -50 or -60 maintanence. Not all ideas need to be used, of course, although anything that shouts large, militaristic empire could fit nicely into the Bannor empire)
 
perhaps you could do something like the FoL ent spawns. instead of ents though you could spawn these 'partisan' from towns. unfortunately, it will take awhile to build up enough towns to put up a solid defense and would be useless pretty useless in the early game. I do like that conquered towns spawn units deal though

edit: Perhaps the partisans until fanaticism has been researched? Then demagogs take their place.
 
perhaps you could do something like the FoL ent spawns. instead of ents though you could spawn these 'partisan' from towns.

That is neat, I like that Idea a lot. Could even steal same % chance as FoL Forrest. Could even let every level of the village have a chance to spawn one, just give the smaller size villages lesser chance.
 
Hmm...don't know a ton of Lore for Bannor, but here's my 2 cents.

Villages have already donated their best fighters to the Crusade. The remaining townsmen need to continue their tasks: growing crops, pumping the economy, etc etc. However, should some Clan ride down and raze the village/farm/windmill it is possible that some of those who survived would be able to continue resistance ala Red Dawn. However, these Partisans are ill equipped and lack a supply chain. Their effective strength should be low, but they should have a *very* high withdrawal chance to reflect the difficultly in pinning down insurgents. They should have a max duration, possibly affected by leader traits. This allows you to harass the enemy without merely granting him tons of XP.
 
A random thought occurs to me. It'd be nice for Paladins to be able to "Smite Evil",gaining a strength bonus against any unit owned by an evil civ.
 
A random thought occurs to me. It'd be nice for Paladins to be able to "Smite Evil",gaining a strength bonus against any unit owned by an evil civ.

or any unit with an evil religion....
 
Here's something I wrote for the TweakMod. It'll make Demagogs spawn with the proper grade of metal weapon.

Code:
	def doCrusade(self, iPlayer):
		iCrusadeChance = gc.getDefineINT('CRUSADE_SPAWN_CHANCE')
		iDemagog = gc.getInfoTypeForString('UNIT_DEMAGOG')
		iEnclave = gc.getInfoTypeForString('IMPROVEMENT_ENCLAVE')
		iTown = gc.getInfoTypeForString('IMPROVEMENT_TOWN')
		iVillage = gc.getInfoTypeForString('IMPROVEMENT_VILLAGE')
                pPlayer = gc.getPlayer(iPlayer)
		for i in range (CyMap().numPlots()):
			pPlot = CyMap().plotByIndex(i)
			if pPlot.getImprovementType() == iTown or pPlot.getImprovementType() == iEnclave :
				if pPlot.getOwner() == iPlayer :
					if CyGame().getSorenRandNum(100, "Crusade") < iCrusadeChance :
						pCity = pPlot.getWorkingCity()
						newUnit = pPlayer.initUnit(iDemagog, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
						if pPlot.isConnectedTo(pCity):
							if pCity.hasBonus(gc.getInfoTypeForString('BONUS_MITHRIL')):
								newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_MITHRIL_WEAPONS'), True)
							elif pCity.hasBonus(gc.getInfoTypeForString('BONUS_IRON')):
								newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_IRON_WEAPONS'), True)
							elif pCity.hasBonus(gc.getInfoTypeForString('BONUS_COPPER')):
								newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_BRONZE_WEAPONS'), True)
						if pPlot.getImprovementType() == iEnclave:
							pPlot.setImprovementType(iTown)
						else:
							pPlot.setImprovementType(iVillage)

And for Rally:
Code:
def spellRally(caster):
	iOwner = caster.getOwner()
	pPlayer = gc.getPlayer(iOwner)
	iDemagog = gc.getInfoTypeForString('UNIT_DEMAGOG')
	iTown = gc.getInfoTypeForString('IMPROVEMENT_TOWN')
	iEnclave = gc.getInfoTypeForString('IMPROVEMENT_ENCLAVE')
	iVillage = gc.getInfoTypeForString('IMPROVEMENT_VILLAGE')
	iCount = 0
	for i in range (CyMap().numPlots()):
		pPlot = CyMap().plotByIndex(i)
		if pPlot.getOwner() == iOwner:
			if pPlot.isCity():
				newUnit = pPlayer.initUnit(iDemagog, pPlot.getX(), pPlot.getY(),  UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
			if pPlot.getImprovementType() == iTown or pPlot.getImprovementType() ==  iEnclave :
				pCity = pPlot.getWorkingCity()
				newUnit = pPlayer.initUnit(iDemagog, pPlot.getX(), pPlot.getY(),  UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)			
				if pPlot.isConnectedTo(pCity):
					if pCity.hasBonus(gc.getInfoTypeForString ('BONUS_MITHRIL')):
						newUnit.setHasPromotion(gc.getInfoTypeForString ('PROMOTION_MITHRIL_WEAPONS'), True)
					elif pCity.hasBonus(gc.getInfoTypeForString ('BONUS_IRON')):
						newUnit.setHasPromotion(gc.getInfoTypeForString ('PROMOTION_IRON_WEAPONS'), True)
					elif pCity.hasBonus(gc.getInfoTypeForString ('BONUS_COPPER')):
						newUnit.setHasPromotion(gc.getInfoTypeForString ('PROMOTION_BRONZE_WEAPONS'), True)
				if pPlot.getImprovementType() == iEnclave:
					pPlot.setImprovementType(iTown)
				else:
					pPlot.setImprovementType(iVillage)
 
Awesome Rystic. You are my hero. Microing those demagogs to cities for weapons was almost as horrible as ent spam.
 
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