Foederati armies

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

Author: bigsur

Last revision: 5 Mar, 2016 at 14:37 UTC

File size: 7.17 KB

On Steam Workshop

Description:

updated for AoC. fully functional with main campaign

Mod for an expanded set of troops from the territories of vassal states.

"Foederati armies" seriously enhances recruitment system and can change player`s way to the strategy of "dialogue" with opponents. It makes sense of playing Romans or other factions not to destroy opponents but try to vassal them, and even to protect them and help in their expantion afterwards. In the original game, it’s worth doing for the sake of creating a buffer from the dependent states and additional income. and now – for the sake of special forces.

With this mod you can hire from 3 to 7 units per turn from the client/vassal states. More simultaneous selection of units = more chance that you will be offered some interesting units.

this feature does not work by default, and not from the start of the game. The system has multiple stages and is linked to the various technologies relating to mercenaries, federates, distribution of land and so forth.

The first stage can be studied in approximately 11-12 turns after the start of the game (if you proceed in that direction and ignore more useful techs).At this stage, you can hire 3 (Celts) to 6 (WRE/ERE) vassal units per turn.

The second stage is in a group of military technology of the fourth level. One can study it approximately in 420 year – or later, if you don’t have a direct aim to try it as soon as posssible. At this level, you can hire (to choose from) 6-7 units per turn. Plus you got a "Roman" ability of hiring troops from hordes, which are passing through the territory of the player. Celts do not reach the second level of vassal hiring. And the Huns do not have "roman" ability, as they can not settle.

additional file for this mod:
{LINK REMOVED}
It uncovers some of the elite units to hire in vassal territories. It is useful for the later stages of the game when all countries will move to the third level units.

BUT! This submod uses a piece of the land_units table. Therefore, there may be problems of compatibility with other projects if they affect the parameters of the same units. It is for this reason that I made this addition as a separate file. So You can plug it in or not.

Theory:
In the vanilla game you can hire almost any units at the puppets territories, except for some elite troops of the third level.

But in fact it is a rare option, because only trash units are available. In the original game one can hire only one unit of federates per turn, and type of troops that can be hired are randomly selected from a very wide set. It is very difficult to get something good due to this conditions. For example, it took me more than five years (more than 20 turns!) to hire four (4 !!!) Burgundian skirmishers. Finally, those ♥♥♥♥♥♥♥s ruined the building where one could hire skirmishers, and then they all escaped me and became a horde.

So, mod "Foederati armies" is designed to ease the conditions of hiring "foederates" for any faction.

PS: I`ve also published this mod in Russian TW community:

http://imtw.ru/topic/38419-%D0%B0%D1%80%D0%BC%D0%B8%D0%B8-%D1%84%D0%B5%D0%B4%D0%B5%D1%80%D0%B0%D1%82%D0%BE%D0%B2/

PPS: the project is the further development of technical ideas of mod for Rome2 "Moar levies from Client States" by the DMDR. http://steamcommunity.com/sharedfiles/filedetails/?id=339408767

My other mods on STEAM:
A Farewell to Sarissa! (Removing archaisms away)
http://steamcommunity.com/sharedfiles/filedetails/?id=455460053
spear- and shield walls are now mobile!
http://steamcommunity.com/sharedfiles/filedetails/?id=455507320