Originally posted by ozymandias
IMHO Feudalism is COMPLETELY mis-modelled: it was a very decentralized, agrarian, non-monetary-economy system heavily prone to infighting.
I'm playing around with it as:
COMMUNAL corruption (remember that decentralization ...)
FORCED hurry method (of course)
WAR WEARINESS LOW (yeah, that one war did last 100 years, but it was really a lot of littler wars tied together by common circumstance)
DRAFT LIMIT 1 (and that's a "fyrd", poorly armed and trained peasant infantry)
1 FREE UNIT per town, city, and/or metropolis
GOV SPECIFIC CASTLE improvement for Knights (3/3/2 for chainmail & 4/4/2 for plate mail; free maintenance) -and-
GOV SPECIFIC MANOR for English Longbowmen (1/4/1 - 1/0/2; maintenance=1)
OTHER UNITS: Halberdiers (1/2/1) upgrade to Pikemen (2/4/1); Bowmen (1/2/1 - 1/0/1) to Crossbowmen (1/3/1 - 2/0/1) (all maintenance=1)
Rational for unit costs is that Knights were basically there to fight; other units represent people not working the land.
Note that the "inverse support" ratio (more units per town than metropolis) is an interesting way of trying to represent the non-urban nature of Feudalism -- I just think my way's better .
Feudally Yours,
Oz
Originally posted by warpstorm
MPs make one unhappy worker content each. (ANy military unit is an MP) Feudalism essentially lets you have 3 extra unhappy people (assuming 3 defenders). This gives you quite few turns before War Weariness becomes terrible.
Originally posted by Dom Pedro II
[...]I also made it so that you can't hurry AT ALL.
Also, when you say government-specific improvements for Knights and Longbowman, do you mean using the Conquest feature that produces a unit every so many turns?
If so, do you allow for the production of Knights and Longbowman by other means?
And I don't really understand the inclusion of the other units since they aren't really affected by government type, but maybe that was just a deviation from topic?
Originally posted by Dom Pedro II
Oz, all I can say is be VERY careful with the population costs for these units...
I tried this once and the result was that the AI literally committed suicide by mass-producing units like it usually did without any regard to the effect it would have on its cities.... In one game, I was almost 20 techs ahead of the next best civilization, and I'm usually on par with them or 1 or 2 ahead.
EDIT:
Also, I assume you use flavor units in your game (though maybe you don't for European civs) anyway, if you set the city improvement to build a Knight, what happens if you're a civilization using a flavor unit knight?
Originally posted by Exel
Btw, knights didn't exist because of the nobility - it was the nobility that existed because of the knight order.