Unser Giftzwerg said:Here's an idea which occured to me just last night, so my appologies in advance for any obvious flaws I've missed. Chances are it will work only under the proposed "metals" promotion system hinted at in the 0.16 changes. So at least there's plenty of time to contemplate the idea. Here it is:
1) Allow all "mundane" units to be built in any city without the need for a special building. For example, Axemen could be built in any of your cities even if it did not feature a Training Yard.
2) Keep the special building types. Cities that raise such a building will get a +% bonus when creating the cooresponding unit types. For example, a Training Yard would grant +30% production when building Axement (plus the current 1 exp).
3) Units built in cities with the correct building type would be given access to the "metals" line of promotions. Units created in cities w/o those buildings would not, as they would be presumed to be using crude gear improvised by the locals. Since the whole "metals" thing is up in the air it's hard to get more specific than that.
4) "Mundane" units are defined to be tier-1 through tier-3 without any limitations on quantity, and without any spell-casting ability at all. (Thus excluding Amurite Longbowmen and Calabim Moroi, for example.)
Rationale
First off, it sort of makes sesne that any major population center should be able to round up a bunch of ne'er-do-wells, shove some long sticks topped with pointy bits of metal into their hands, and call them Pikemen. And we've all seen enough movies to know this alone is sufficien. For if the defenders just learn to stomp down hard on the non-pointy end, and their hearts are pure, the dastardly enemy cavalry will cooperate by impaling themselves on said pointy bits. Of course The Kid who got married just this morning will bite the dust, but his death will fill the defenders' throats will cries of fury as they hack down the fleeing enemy. So of course it "makes sense" to be able to build various unit types most anywhere.
But more importantly, this will act to even the score a bit between manufactured units and summoned units. If a caster can summon a replacement unit every turn, I don't think it is unreasonable to give cities a break when it comes to building replacements for combat losses.
The easiest way to do this of course would be to simple reduce the cost for all units. And of course that is a viable option. That's why I say this option probably makes sense only if the "metals" approach is adpted n a later version.
The metals pilot only applies to mercenaries and the doviello in 0.16. I picked the dovillo for a few reasons, mostly because they arent designed to be builders. So a mechanic that made infrasturture less important made sense for them. Also the Doviello don't use training buildings so this made for a nice alternative.
We will see what the feedback is and decide where to go from there. Im not sure if having strength 6 Warriors with mithril weapons and strength 7 Berserkers with no weapons make sense (and all the exploits and possibilites that implies).
I do know that the metals system is easier on the ai (who often finds itself unable to compete because it doesn't have access to critical resources).