Recruitment Rework (+ Cohortroy’s unit pack)

If you liked this item, please rate it up on Steam Workshop page.

Author: Ca_Putt

Last revision: 29 Jan at 09:52 UTC

File size: 1.98 GB

On Steam Workshop

Description:

Diversifies recruitment, providing more interesting choices when it comes to native troops while making factional troops more viable and easier to field. Emphasizes map character by adding more strategy to settlement planning.

Adds 100+ building chains with roughly 300 Entries replacing recruitment buildings for Major Factions and Native units plus some support buildings to combat Administrative burden. All of which with descriptions some of which are even good.

So what does it do?

*clapemoji*

Main changes:

Replaces recruitment buildings with more unique and diverse alternatives:
Native recruitment buildings split up into 3-6 different buildings with additional downsides(mainly influence) depending on individual regions, not just realms.
– Separate buildings for Shasu and Habiru.
– split along unit types for larger Peoples
– different options in plains vs coasts, mountains or deserts.
– overlapping spheres of influence around Carchemish/Damascus
– Autonomy T5 building for CHTY-Elite units and steep stat modifiers
Factional recruitment buildings get extra benefits like more units per level or influence bonuses, according to faction character. These Extra units come either from an appropriate native roster, CHTY or another rec. building I slashed. Some Buildings even provide Access to Unit above their own tier.
– while Bay does get a few Canaanite units he does not get Canaanite Heavy Spearmen and Kurunta does not get Hittite Archers.
– Suppiluliuma can train his factional tier 2 units from a tier 1 barrack.
Factions get their tier 1 unit from the main building line in their native realm, so tausret gets egyptian peasants throughout upper egypt, no need for a barrack.
Starting Recruitment buildings are replaced(on new campaigns) with modded variants via Script(This does not apply to minor playable faction musterhalls that grant access to factional troops, I have not touched those)

Adds unique ways of reducing administrative burdens to different culture groups.
– Egyptians get Division HQs in cult centres
– Hittites get forges in Bronze regions
– Canaanites can set up their provinces as protectorates or let barbarians billet on their land
– Mesopotamia gets one Central Archive and Assyria gets a Monument bonus
– Aegeans get Hero Shrines

Adds COHORTROY’s unit pack

This Mod is not compatible with Cohortroy’s original unit pack(I would have preferred to make it a submod, but that did not work with my plans, It would have saved me a lot of discspace too XD), my other mods around recruitment and I guess all mods that mess with recruitment, but I think you knew that yourself.

These changes focus on the major factions sans Sea People(I like their recruitment systems, tho I might mess with their Settled options sooner or later). But I am in the process of giving all minor factions Unique barracks as well.

If you’re curious you can read up on these changes in the “Discussions”, I posted some in depth info there. I would prefer to post these in the “short descriptions” but I also like consistency so I just put flavourful nonsense there like 1177 references, Conan witticisms and Quotes from contemporaries.
Feel free to leave comments, I’m thankful for feedback even if you’re just pointing out typos or tell me my choice of translations or placement is unorthodox. I’m a scholar of this field but I did not review the newest papers before typing every single entry. So share your insights, remarks and opinions.

Thanks to everyone who downloaded my other mods, and commented on them as well as COHORTROY for not just making a sweet unit pack but letting me put them into my mod!

Ps: if you like the units but think my Mod is too convuluted and cumbersome for your enjoyment(which is fair), please check out the original mod https://steamcommunity.com/sharedfiles/filedetails/?id=3297626463&searchtext= and leave a like 🙂
PPs: for now minor factions also have their normal barrack and my minor settlement native unit barrack. These will be removed later, but for now they are a little bit of a boring fallback.