![]() The Suthay-raht spearmen will dress up in a heavy version of the Sunspear style, and the Moon Archers, or as we called them in 2.0.3, the Lunar Champions, will receive the Moongrave Fane style armor from the Scalebreaker expansion. Pellitine's light infantry and cavalry will change into the style of the same name from the same expansion, which we have already implemented in the game. This system does not apply thoughtlessly and categorically to all units and can be varied depending on the unit’s role and importance and faction’s overall position in the campaign. Units of the conditional first tier are hired one turn, the second - two turns, the third - three, and the elite - four or five. Also, we have now increased the recruitment time for most units. Units of the Fighters Guild and the Blackwood Company can be recruited once every twenty turns, and their recruitment time is three turns. Weak units on the third-fourth level of the barracks can be hired every three turns, medium - every five turns, expensive - every 7-10, instead of 10-12 With each new level of barracks, the time for the next available unit is reduced by a couple of turns. elite units like Blades and Companions can be hired every 15-20 turns medium-high and high-level units, which usually appear on the third level of the barracks, can be recruited every 10 or 12 turns, depending on the role of the unit ![]() mid-level units, which are usually recruited at the second level of the barracks, can be recruited every seven turns All the weakest units, like any city guard or militia, when they first appear in the barracks (as a rule, in tier 1 barracks) can be recruited every five turns Where are four levels of most barracks The standard pattern is something like this: In addition, we have changed the recruitment time of most units, as well as the limit of recruited units of one type in the barracks and the waiting time before the next unit can be recruited. Taking into account the rebalancing of the economy in most factions, this innovation is intended to somewhat slow down the pace of the game and prevent a large number of full armies from appearing in the first twenty to thirty turns. ![]() The units of the Fighters Guild and the Blackwood Company will now be extremely unprofitable to maintain in large numbers, at least at first turns, when the faction's economy is still weak. In general, after the changes we made, the cost of hiring and maintaining most units has increased by about 20%, and mercenaries have become more expensive than standard units by at least 15%. We have long understood for ourselves that campaigns in the mod suffer from a too fast pace of large armies spawning from the AI and the player, so we decided to play a little with the speed and cost of recruiting units. In many settlements, the starting set of buildings has been changed. The Altmer, Argonians, and Skyrim have mostly slowed down, while the Stormcloaks, Anequina and the Empire have improved at rates of growth, although the results in the campaigns of the Third and Fourth Eras may differ, for example, in the Dominion and the Empire. ![]() The Empire, Kingdom of Skyrim, Aldmeri Dominion, Stormcloaks, Clans of Black Marsh, and Kingdom of Anequina have undergone the biggest economic changes among factions.
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