Factional Recruitment
Diversifies Factional recruitment, making factional troops more viable and easier to field while shaking up the building structure a bit.
TL,DR: replaces Factional barracks with improved recruitment buildings with different tradeoffs.
I have a confession to make, I think ¾ factional unit recruitment buildings are meh. Let me explain:
In general there are four types:
Infantry – usually too many levels to build before you get one or two useful units.
Ranges – usually very limited roster that is easily replaced with natives
Stables – high level building that gives 1 or 2 iffy units
mix – good selection of crap that not only block your minor settlements from producing their max output AND further debuffs the diminished output.
Depending on faction 0-2 of these are good or at least situational. But overall, these suck.
In my opinion this is one of the reasons why most armies in Pharaoh consit mainly of Native units. In theory this would be interesting, but most wars are fought within a realm/theatre so what the players sees is fairly uniform.
What this mod does now is essentially buffing factional barracks. Every faction has its own quirks so they all got a slightly different treatment but in general I improved barracks in 3 different ways:
Most Factional recruitment buildings grant a minor bonus to influence(or another stat).
Most Factions now get some access to native troops of their home Realm. Usually not all of them, just the ones that both add to their roster and don’t go against the Factions doctrine. So Bay does not get Canaanite Heavy Spearmen and Kurunta does not get Hittite Archers.
Factional units are sometimes available one tier earlier. So a level 1 barrack may grant access to tier 1 and 2 troops.
Some Buildings got merged into one to grant more units per level.
In addition the minor regional recruitment buildings have been reworked in a unique way for each faction. Some get their normal recruitment buildings but are limited to the first few levels, others have dedicated minor settlement recruitment buildings with some unique quirks including where they are buildable.
This is the companion mod to “Local Recruitment” you can combine the two to get a bit closer to my own vision, but you can also get the "Recruitment Rework" mod which combines that with COHORTROY’s extra units and has some further changes, like buildings that deal with Administrative burden, local autonomy or Citadel barracks for Myceneans
This is only for the main factions and not for Sea people, I like the Horde Buildings and am fine with the Palastu buildings, tho I might get to that later.
Feel free to leave comments, I’m thankful for feedback even if you’re just pointing out typos or tell me my Balancing is garbage. So share your insights, remarks and opinions.