어휴, SS 6.0 서브 모드들이 쏟아지는군요. 새로운 파일이나 패치 등등.
당분간 심심하지는 않을 듯.
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NOTE: THIS SHOULD BE SAVE-GAME COMPATIBLE (run 1 turn to take effect) 세이브 호환 됨.
Latest update May 2nd
***DOWNLOAD AT END OF POST*** RealRecruitmentforSS6.0.zip
Real Recruitment 1.0 for SS6.0
Introduction
Real Recruitment ('RR') is an attempt to more accurately simulate the
dynamics of recruiting, retention and training during the medieval
period covered by the M2TW game. It also includes an ERA system that
ensures units are available during the approximately correct historical
timeframe. It is integrated with Real Combat 1.5 for SS6.0.
RR divides the units in the game into 9 separate categories, each with
different factors that influence unit availability, training time,
recruitment cost and upkeep. The 9 categories are: Feudals, Early
Professionals, Late Professionals, Urban Professionals, Urban Militias,
Locals, Rural Levies, Religious Order and Mercenaries (a list of units
by category will be attached).
Design notes follow. Note that, although they may seem complex, the
game can be played in exactly the same manner as normal. The detail is
for those who want some background and are interested in what is
happening behind the scenes.
Goals of Real Recruitment
Realistic Army Composition
So far there are always one or two unit types that dominate the AI
armies and the player is likewise not motivated to use armies, that, at
least roughly, resemble those of history, when he can afford an elite
army. Typical european armies consisted of a core of knights, ie heavy
cavalry with at least the same amount of light cavalry, if not more, a
small contigent of heavy infantry (at first mostly noble infantry and
it´s amount would increase later on as well) accompanied by conscripted
peasants and semi-professional urban militias and, according to the
culture, between a fourth and half of the infantry armed with ranged
weapons. These armies would be supplemented by a single or two special
units (for europeans mounted archers for instance) and an artillery
park according to the age, bolstered by some mercenaries. For eastern
armies the special units would be the heavy cavalry, while the melee
cavalry would be substituted by light and heavy horse archers. In
general the amount of cavalry would be higher and the infantry mostly
equipped with bows, with only a comparatively small part equipped for
melee. RR attempts to create the conditions that encourage realistic
army composition.
Encourage Increased Use of Mercenaries
In an age where mercenaries played a crucial part in warfare, RR
implements a cost and availability structure around most units
recruitable by the player such that the use of mercenaries is more
desirable, and attempts to make mercenaries useful and necessary
without letting them dominate the campaign. The value of mercenaries is
closely linked to the availability of the normal unit roster. The more
problems we make to recruit regular units of the faction the more
valuable mercenaries will become. When military desasters like Crecy
left a kindgom with insufficent trained manpower (=reduced replacement
rates), when major conflicts exceed the military potential of a state
(=balanced pool sizes of recruitable units in settlements) or time is
running out (=some units take longer than one turn to train), European
rulers frequently relied on bands of mercenaries to wage their wars.
Historical Accuracy In Regard of the Appearence of Unit Types
The vanilla recruitment system leads to ahistorical situations, in
which units that were quite common at an age are placed at the end of
the tech tree or their appearence occurs far before their time. RR
attempts to ensure that units appear during the approximately correct
historical timeframe.
Making Military Disasters Have More Impact
Following on from the above, it can take some time to recruit a
capable, large army. If that army is subsequently destroyed it can take
some time to recover.
Trying to Represent the Advantages and Disadvantages of Each Faction's Unit Mix
Historically, each faction's unit mix had a certain 'flavour'. For
example, France relied heavily upon Heavy Cavalry and Nobles and was
one of the first to move to a professional force, England her archers,
Lithuania had a very 'Early'-style roster with lots of Nobles, Early
Professionals and Militia (+ Religious Order), Mongol Forces are
largely derived from plains warriors welded into a disciplined force,
Middle Eastern factions were less feudal and some had slave units etc.
RR attempts to recreate this, and any relevant advantages and
disadvantages, by categorising each faction's units appropriately.
Generally Making the Strategic Part of the Game More Challenging
Well, I think this is self-explanatory.
The Categories
Overview
Following is an overview of the nine categories in the RR system. Each category is defined by 6 main characteristics.
Pool Size: The maximum number of available units of this type available for recruitment at any time.
Replacement Rate: The rate at which new units become available for recruitment and go into the Pool.
Training Time: Defines when newly-recruited units become
available. For most categories, it is the next turn. For Late
Professionals and Urban Professionals, it varies by the unit quality
and type. Generally, better-quality units, archers and cavalry take
longer to train.
Recruitment Cost: The cost to recruit one unit of this type. Factors influencing Recruitment Cost are:
- Armor: from Padded to Late Renaissance Plate, more heavily armored units cost more
- Mount Type: from Pony to Armored Horse, better mounts cost more.
Most cavalry units also maintain at least 1 additional fighting mount,
though the armor cost is paid for only once
- Riding Mounts: Mounted and Dismounted versions of those mounted
units (eg Dismounted Knights) maintain from 1 to 4 additional cheap
riding mounts
- Weapons: from Spears to Muskets, better and more technologically advanced weapons are more expensive
- Training Costs: Training costs increase in the following hierarchy:
Crossbow < Melee < Javelin < Gun < Archer. Mounted training
costs are significantly higher. Training costs for Swords and Polearms
are increased. Training costs for 'highly_trained' units are increased.
Upkeep Cost: The cost to support and pay for this unit for
1 turn. Upkeep costs increase in the following hierarchy: Javelin <
Archer < Melee < Crossbow < Gun. One turn's upkeep cost is
also paid to the unit during training. Mounted units cost significantly
more.
Special: Any special factors influencing the unit category.
Recruitment and Upkeep Costs are heavily modified by Real Combat unit
class: Peasant < Militia < Average < Superior < Elite.
Note that all costs are calculated PER MAN and multiplied out by the
number of men per unit, to arrive at a final unit cost, eg although it
may cost less to recruit an individual spearman than a swordsman, a
unit of spearmen may cost more by virtue of being 25% larger.
Feudals
Pool Size: Low
Replacement Rate: Very Low
Training Time: Next Turn
Recruitment Cost: Normal
Upkeep Cost: Doubled
Special: Limited Free Upkeep in Castles, units often impetuous or of low discipline
The major and minor nobles, that follow the call to arms by their
overlord, the king and bring with them their armed retinues. They serve
as part of their tenure agreement and formed the core of the early
era´s armies, but will not die out even at the end of the period given
by the game. This category includes almost all of the early, high and
late era´s european heavy cavalry, a large part of the light cavalry
and the noble infantry. The giving of tenured land (fief) to the feudal
vassal is simulated by the payment of the one-time Recruitment Cost
(which could instead in this case be called a tenure agreement). The
ongoing obligation of the vassal is simulated by making it a free
upkeep unit at the castle. If the vassal/feudal unit ends the year away
from castle, it has clearly been in the lord's service that year/turn
for a greater period that its nominal obligation, and an upkeep cost of
some variety must then be paid. The upkeep costs for Feudal units in
such a case are substantial, and capricious feudal nobles were a
constant source of headaches to the crown. Note that these units are
recruited by the castle, not the barracks or stables. By recruiting at
the castle we are simulating the gathering of nobles/landowners seeking
tenure from the castle lord. Because the number of Feudal units will be
quite limited, their relative importance rises, and the number of Early
Professionals, Locals, Urban Militia and Rural Levies will also rise by
comparison. NOTE: In the Late Era, the number of free upkeep Feudal
units normally supported (Castle 1, Fortress 2, Citadel 3) falls by 1.
The feudal system is gradually disappearing.
Early Professionals
Pool Size: Low
Replacement Rate: Low
Training Time: Next Turn
Recruitment Cost: All Training and Equipment/Mounts Discounted
Upkeep Cost: Increased
Special: Also in it for the loot, but no way (yet) to simulate this
This category encompasses all those types of men, who live solely by
waging war in the pay of either some noble or the crown on the base of
contracts for a specific amount of time or a campaign. Although they
are full-time soldiers, their regular pay, while of significant size,
is often just complementary to them getting a chance to loot and as
they are regularly dismissed, after they served their purpose in a
specific campaign, they often invest their money in a second base of
fortune or have to look for another mission by another employer. This
and the relatively easy going recruitement criteria mean that the
numbers of professionals in a kingdom´s service are extremely volatile.
They represent hard-bitten individuals or small groups of men, who are
trying their best to profit from the ongoing feuds and major campaigns
of the medieval world, which leads to a surprising high fighting
morale, while their discipline and equipment is generally of good to
moderate. The more efficient and better equipped units of this category
are supposed to be that part of this class that found a regular
employment in a noble´s or the crown´s service. For the first half of
the game´s timeline early professionals are the core of the melee
infantry part of an army supplemented by militias, while the noble
heavy infantry is either used at critical points or kept in reserve.
Sergeant spearmen are a stereotype of this category. The poor
Replacement Rate of Early Professionals leads to the result that short
and properly prepared campaigns would see a good amount of them, but
ad-hoc fights and prolonged campaigns will quickly eat up the reserves
of trained men. Note that it is recommended, when using Early
Professionals, to disband them in the settlement from where they were
hired if they are not immediately needed. This keeps upkeep costs down
and they will appear in the Recruiting Pool again next turn. This is a
reasonably good abstract simulation of what happened historically. If
the dividing line between Early Pros and Mercenaries seems somewhat
blurred, that's because it is.
Late Professionals
Pool Size: Average
Replacement Rate: High
Training Time: Varies
Recruitment Cost: Increased
Upkeep Cost: Normal
Special: Training Time varies based on Unit Type and Quality, higher proportion of disciplined units
Contrary to their early counterparts late professionals have much
clearer dependencies, which come along with the development of the
stronger central powers of the medieval states. Instead of being
assigned for service for a specific campaign the crown now tended to
keep a significant amount of those full-time soldiers in regular pay
and founded something similar to a standing army, which encompassed the
most reliable (which means loyal to the realm´s gouverment, not well
behaving) companies of armed men, whose core stayed the same for a
considerable amount of time, even as still a good part them had a
fluctuating staff. They have a specially trained officer corps (in
which, as a novelty, even some minor nobles make career) and the more
advanced states even sport regular recruitment institutions (like the
military academy). Their equipment is usually among the best available,
as the states wanted to profit from their considerable investment they
put into their training and more often used the threat of the power,
which they represented, to ensure the loyality of the major nobles of
the realm, than in actual battles against foreign powers. Going along
with this and the technological development the kings of europe made
sure that almost every tactical role on the battlefield (especially
that of the heavy cavalry) now could be brought to bear by a class,
whose primary dependency was to the crown, instead of local nobles.
This is represented by units as Lancers, Demi-Lancers, Pikemen and
Arquebusiers, which are all part of this category. Due to the
infrastructure and training time required to field units in this
category, recruiting cost is increased.
Urban Professionals
Pool Size: Average
Replacement Rate: Average
Training Time: Varies
Recruitment Cost: Increased
Upkeep Cost: Normal
Special: Training Time varies based on Unit Type and Quality
Similar to Late Professionals, but the units are recruited and trained in a city.
Urban Militias
Pool Size: Average
Replacement Rate: High
Training Time: Next Turn
Recruitment Cost: Equipment/Mounts Discounted
Upkeep Cost: Increased
Special: Limited Free Upkeep in Cities, expensive and less morale than regular units when away from them in the field
Lo and behold, urban units are taken from a region´s urban centres and
often they are paid by them as well, while they are doing their usual
service of guarding and patrolling the towns´ areas of interest, which
is represented by being a free upkeep unit, as long as they are
garrisoned in a town. If leaving the town´s limits they are supposed to
be that urban centre´s contribution to the kingdom´s war efforts and
sequentially have to be paid and provisioned by the crown. This also
causes economic dislocation in their home town. While some of them, who
were raised in towns of secondary importance, are organized militias,
those who are recruited by the more influential population centres
often have no other job besides soldiery, as we suppose that such big
amounts of population can produce enough income for letting a
significant amount of the citizens dedicate their live to secure this
income. (And their comparatively high independency towards the realm´s
leadership.) Their main characteristic is their relatively good
equipment (as there are enough specialist craftsmen in a city), much of
which they pay for themselves, while their effectivenes and discipline
will proportionally increase with the city´s political and economical
importance, even when still lacking a bit in comparison to true
professionals, who live by war (instead to live by keeping the peace).
Italian Militias would be a perfect representative of this category.
Locals
Pool Size: Average
Replacement Rate: Average
Training Time: Next Turn
Recruitment Cost: Equipment/Mounts Discounted
Upkeep Cost: Normal
Special: Discipline typically lower than for trained units
This group encompasses members of kingdoms which have either a
sophisticated system of implementing the rural population into its
armed forces (eg Longbowmen) or who have a considerable amount of more
warlike population (eg Woodsmen). Locals serve as part of their duty as
subjects of the realm and, mostly, are either receiving less pay than
other soldiers or none at all, though the time taken for their training
and organisation does cause some economic dislocation. There are, of
course, also volunteers among this group, but mainly because there is a
multtude of reasons why someone lost his livelihood. Their main
characteristic is, that they are never full time soldiers, but all
their martial prowess is learned as part of their civil live or during
the short training they receive before being organized in companies,
given officers of regular units (mostly experienced full-time soldiers
and only very seldom one of their own people of higher status like
village headmen) and shooed in direction of the battlefield. Their
quality mainly depends on how warlike their origin is, while their
equipment is commonly of low quality, second hand (which means looted)
or provided by themselves, which makes them more readily available than
other troop categories.
Rural Levies
Pool Size: High
Replacement Rate: High
Training Time: Next Turn
Recruitment Cost: Equipment/Mounts Discounted (usually have none)
Upkeep Cost: Normal
Special: Very Low Morale
As can be expected by the name this category summarizes all units that
are recruited from the rural population, mostly by drafting them. These
units are mostly peasants and have little to no military skill. Against
any substantial opposition, they are likely to run away.
Religious Order
Pool Size: Varies, but typically Low
Replacement Rate: Varies, but typically Low
Training Time: Next Turn
Recruitment Cost: Normal
Upkeep Cost: Reduced
Special: Typically Good Morale
Members of religious orders, they are called to their tasks. As such,
they are fighting for a cause that does not necessarily place payment
for their services in such a high priority, and their upkeep is
somewhat reduced.
Mercenaries
Pool Size: Varies
Replacement Rate: Varies
Training Time: Immediate
Recruitment Cost: Varies, But Usually Reduced (More experienced Mercenaries cost more however)
Upkeep Cost: At Least Double
Special: Often (but not always) slightly reduced morale.
To recruit a mercenary is in almost all cases a cheaper (and certainly
more immediate) option that recruiting and training the corresponding
faction unit. However, their upkeep (read: pay) is also typically at
least double what a regular soldier would receive. Thus, their
long-term employment quickly becomes an expensive proposition. To add
to this, they are often somewhat averse to risking their lives in
combat. Experienced mercenaries will cost somewhat more to hire.
ERA System
Real Recruitment varies the availability of all units depending on the current era:
Early, High or Late.
Aside from whether the unit is available or not, its level of
availability can also vary from era to era. For example, some units
that are common in the Early Era will become less available in later
eras. Changes will be particularly evident for Feudal units.
Units also become available as a result of technological advances. The set of conditions that govern this are:
Heavy Mail: available whenever an Armourer is built. This will
typically be late in the Early Era and is approximately the correct
timeframe.
Partial Plate/Mail: Early-Mid High Era, about 1275
Full Plate: Late Era, about 1380
Gothic Plate: Mid Late Era, about 1450
Handgun: about 1310
Arquebus: about 1466,
Spanish Arquebus about 1444
Musket: about 1502
Pikes, Polearms, Heavy Crossbows: about 1310
I am indebted for a significant part of the categorisation work in this mod to Konstantin Alexander and Notger.
RR 1.0 for SS6.0 Main changes:
-Update of all stats to SS6.0
-Reduction in initial mercenary numbers available
-Mason no longer enables recruitment
-Increase in crossbow mercenaries available in northern italy
-Reduction in replacement rate of Late Professionals
-Most factions can now recruit low numbers of free upkeep militia at castles to act as garrison troops
-Generals recruitable at fortresses and citadels. Early Generals are Early Pros, Late Generals are Late Pros
-Sergeant Spearmen and Armored Sergeants available later from lower tiers
-Some Early Pro swordsmen now available in Early Era from Barracks or better, and available from High Era from Drill Square
-Some Local category units downgraded to Militia RC quality
-Reduction in Religious Order replacement rate and availability
-Increase in recruitment cost of Late and Urban Professionals to reflect training and infrastructure costs
TO INSTALL Real Recruitment
Copy the contents of the download's data folder to the Stainless Steel
data folder. As always, its safest to back up your current files first!
Includes:
-Real Recruitment 1.0 Guide
-List of units by of Real Recruitment category
-Real Combat 1.5 Guide
-List of units by Real Combat category
Recommended for use with Byg's BGR III mod for an extra challenge
Please read the included Readme.txt for more detail
Please check back for regular updates, its fully save-game compatible
첫댓글 간단히 어떤 변화가있는지 해석 부탁해요~
좋은 자료 감사합니다.^^
생산 부분을 현실적으로 만들어주는 서브 모드입니다. 영어가 딸려서 해석은 못하겠네요.
간단히 말해서.. 유닛생산 좀더 적고 어렵게 만들어 주는 모드입니다. 대략 위에 써있듯(Making Military Disasters Have More Impact 참조) 크게 한번 패배하면 그거 회복하기가 쉽지 않아지는 특성이 생기죠;;
또한가지 간단히 말하면 유닛을뽑을때 실제 역사적인 고증인지는 모르겟지만 유닛이 나오는 시기가 있습니다. 무조건 건물만 다만들었다고해서 고급유닛을 뽑을수있는건 아니고요. 초기 중기 말기 이렇게 3가지로 분류되어서 그시기에 맞는 유닛테크만 뽑을수 있습니다...
핥...그런 전 일단 패스 성당기사단 VH플레이중이라...조금 실력이 쌓이면 해야겠네요.
기병이 엄청나게 세졌네요. 랜서 한 부대가 하마 고딕나이트 한 부대를 일격으로 제압해버렸습니다. 한 명도 안 죽고요.;;
그런데 밑에 토탈컴뱃 모드랑 이 모드랑 어떻게 믹스시킬 수 없을까요? 밸런스는 이게 맘에 드는데 토탈컴뱃 모드에는 기수들이 있어서;;
저는 둘 다 설치했는데요. 두 모드 사이에 겹치는 부분이 있나요?
전 진짜 리얼 리쿠르트먼트 체질은 아니라...
둘 다 설치해도 마지막에 설치한 모드로 적용되더군요.
6.1이 나와버렸군..결국....ㄷㄷ