European Middle Ages Mod Resurrection

Great Artists names can be used as Great Engineers since Great Artists were converted to Great Lords. For Great Lords I think we should include more local leaders, such as Magnates, Lords, Emirs, whatever. Great Generals would be fine too as Great Lords, especially for more difficult regions.

Drtad, how is Drtad pronounced? And Leonardo Da Vinci was born in 1452, and completed many of his artistic works and medical studies before 1500.
 
I've been thinking about naval movement of the various classes of ship, and have a few ideas on it. I've implemented these in my own terrainXML and UnitXML. The movement rates of naval units have been adjusted to balance the coastal movement rates of galley type and sailing vessel units so that galley types have a slight superiority in movement in coast, while sailing vessels can speed more readily through ocean tiles. Most sailing vessels have speeds set at an even number... 4,6,8 etc. Since coast costs two movement points for them, these equal 2, 3, 4 etc. movement points if all movement is coastal. The navigation I promotion will give most of these vessels an extra movement point in coastal tiles. Of course, as galley type units ignore terrain movement costs, they will always get an extra tile with the promotion.

Naval unit movement system proposed changes.

In coastal waters, an oared vessel has some movement advantage as opposed to a pure sailing ship. On the other hand, on the open sea, lacking underwater hazards, a ship can take full advantage of its blue sea characteristics, and move at great speed. The changes I propose will enhance each type of ship in its native element.

First, the coastal terrain needs to be changed from a base movement of 1 to 2.

Second, all galley type vessels should be given the ignore terrain movement cost ability (as per Keshik). Effectively, this makes coastal tiles cost 1 as opposed to 2 movement points for these vessels, and makes them twice as efficient as sailing vessels in such tiles.

Third, the movement rates of the units need to be adjusted as follows:

galley: movement 2 (unchanged)
lateen galley: movement 3 (unchanged)
longship: movement 4 (unchanged)
drakkar: movement 4 (unchanged)
cog: movement 6 (equalivalent to 3 if all coastal movement)
Medieval galley: movement 4
Carrack: movement 8 (equalivalent to 4 if all coastal movement)
Nau: movement 11 (equalivalent to 6 if all coastal movement)
Caravel: movement 10 (equalivalent to 5 if all coastal movement)
Trireme: movement 2 (unchanged)
Dromon: movement 2 (unchanged)
Medieval Trireme: movement 4
Galleas: movement 4 (unchanged)
Galleazz: movement 5 (unchanged)
Galleon: movement 7 (equalivalent to 4 if all coastal movement)

I think the changes above will enhance the naval aspect of the game, somewhat, and are fairly easily implemented.

Here is the altered units file (the terrain file isn't included as it is just a matter of finding "coast" in the XML and changing the movement value from 1 to 2). It has the alterations for no terrain movement cost for galley types (and workboat), and changed movement rates as listed above. Also note that previous changes I made in Galley Type vrs Sailing Ship type combat percentages are included:
 

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Great Artists names can be used as Great Engineers since Great Artists were converted to Great Lords. For Great Lords I think we should include more local leaders, such as Magnates, Lords, Emirs, whatever. Great Generals would be fine too as Great Lords, especially for more difficult regions.

Drtad, how is Drtad pronounced? And Leonardo Da Vinci was born in 1452, and completed many of his artistic works and medical studies before 1500.
Leonardo Da Vinci was that early? I didn't know that. In the actual Armenian, it is pronounced Drtad, the Greco-Romanized version of the name is Tiridates, and in English it is spelled Trdat?:confused: :crazyeye: I really don't know why, that's why I have always disliked the English language. Anyway, what are all of the Great People categories? I have only seen a Great Lord and a Great EWngineer spawn so far.
 
The categories are: Saint (Great Prophet), Great Engineer, Great Philosopher (Great Scientist), Great Merchant, and Great Lord (Great Artist). I plan on returning Great Philosopher to Great Scientist and making the Great Prophet unit have a different name depending on the region, so Saints for the Christian areas and something else for Muslim areas.
 
Head Serf, once the mod is more or less complete, have you thought about making a historically accurate scripted scenario? Like Greek World only using the Medieval setting with this mod? I'd think it would be really cool if that is possible.
 
Yeah it is early. I was thinking for example that if Jerusalem is controlled by Muslims, then French (Frankish) troops (Crusaders) spawn near Jerusalem and Damascus and try to take them. And also the Mongols, Tatars, Seljuks, and Ottomans could spawn with a lot of troops at the appropriate time.

Its good that you brought up Rhye's and Fall, it gave me an idea. Maybe the accurate geographical city system could be added to the large and small scenarios? So that you don't get Athens where Nicaea is supposed to be and Nicaea where Athens is supposed to be and other discrepancies. Is that city placement accurate naming system in the WBS or the mod itself?
 
Yeah it is early. I was thinking for example that if Jerusalem is controlled by Muslims, then French (Frankish) troops (Crusaders) spawn near Jerusalem and Damascus and try to take them. And also the Mongols, Tatars, Seljuks, and Ottomans could spawn with a lot of troops at the appropriate time.

Its good that you brought up Rhye's and Fall, it gave me an idea. Maybe the accurate geographical city system could be added to the large and small scenarios? So that you don't get Athens where Nicaea is supposed to be and Nicaea where Athens is supposed to be and other discrepancies. Is that city placement accurate naming system in the WBS or the mod itself?

Geographically correct cities is an excellent idea.

@Head Serf: I'll post the barb city list later today.
 
When H_Oskar first started working on this Mod, one idea he had was a castle improvement that would provide a defensive benefit to tiles. When implemented, this idea did not work, as the AI did not seem to want to build them.

The idea is a good one, and I think I can implement it in such a way as to make the game more interesting.

Here is what is involved:

1) A new resource needs to be created. It would spawn in all terrains. The resource would be called Redoubt and represent naturally defensive terrain within the tile that could easily be made into a strong defensive position. The Redoubt resource would not provide hammers, gold or food, but would provide a defensive benefit of +10% above that given by the natural terrain. It would not be tradeable. I would use the city ruins graphic, most likely.

2) A new improvement must be made, called Stronghold. It would be gained with Stoneworking. It would use the fortification graphic, and would provide the same defensive benefit as fortification from the base game, +25%. It would be an improvement for the Redoubt resource and provide +1 hammers and +1 gold.

3) The Stronghold improvement would subsequently grow into a new improvement called Baronial Keep similar to the growth of cottage to village to hamlet to town. The defensive value would increase from +25% to 50%, and the improvement would yield +1 hammer, +1 gold and +1 food. It would become available with the Fortification tech. The Feudal Lords Civic would enhance this by +1 food, the Dynasty civic would give +1 gold. I'm not certain which graphic to use... perhaps the Citadel Castle for Spain from Warlords, or the Castle from the regular game.

4) The Baronial Keep improvement would subsequently grow into the Royal Castle. It would be gained with Engineering and provide defense of +75% up from the Baronial Keep's +50%. The improvement would also gain +1 hammers, +2 gold, and +1 food. The Dynasty civic would provide +1 gold, the Feudal Lords civic +1 food. Again, I'd use the Citadel of vanilla Castle for the graphic.

One thing I don't like about the game is that the AI doesn't build Fortifications. I think it will do so with the use as a resource as improvement bait.

I think its a makes sense as an idea. Many castles and such were built for defensive purposes. Most famous ones are not found in cities. So a castle improvement to suitable defensive terrain makes sense.

I'm willing to work at the XML files to implement the above, but would like to find out others thoughts about the idea... I think it is workable simply via XML, but am not absolutely certain.

Is it a good idea?

Should I work at implementing it?

Are there any changes needed if I were to implement it?

I've a couple of additional ideas, but they likely need python. For instance, I know certain Fortification mods allow forts to provide culture... this would make sense in this idea, as Royal Castles, especially, spread royal authority, power and influence. This would be an interesting idea.

Anyhow, should I do it? I'm willing to give it a go if there is enough interest, and if people don't think the idea is idiotic.
 
Here is a proposed barbarian city list:

Troesemis Avar Khaganate
Pamplona Basque Country
Abalessa Tuareg of the Sahara
Hauran Ghassanids, Syrian Christians
Ta'if Bedouins, near Medina
Comanesti Cumans, Romania
Sarai Batu Golden Horde
Truso Old Prussians
Visby Victual Brothers, Baltic Pirates
Pskov Novgorod Rus, considered heathens by Papacy
Moscow Muscovy
Kazan Khanate of Kazan
Bolghar Volga Bulgaria
Holmgard Rus'Khaganate, Swedish Vikings the Varangians
Olavinlinna Suomi, Finns
Nuuksio Sami, Lapps
Livs Livonians
Bautzen Wends, Slavs of Germany
Stettin Polabian Slavs
Dinan Bretons
Dijon Burgundians, Arian Christians
Maghas Alans
Cividale del Friuli Lombards
Berne Swiss Confederation
Zhukotin Ushkuiniks, Novgorod Pirates
Burghead Picts
Exeter Cornish
Ramsey Kingdom of Mann and the Isles, Viking, Manx
Kirkwall Norwegian Earldom of Orkney
Schlei Likedeelers, North Sea Pirates
Aradbaz Kurds
Saldae Vandals, Arain Christians
Omis Narentines, Pagan Slavs, Pirates of the Adriatic
 
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