Author Topic: Nomad Buildings  (Read 5175 times)

DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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Nomad Buildings
« on: October 29, 2016, 02:22:30 PM »
Hi guys,

I'm working on a settling trait system for the nomads. Nomads can now settle and convert to eastern- or western civilized, this would require a building system which makes them able to convert the population to another culture.

xeofox

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Re: Nomad Buildings
« Reply #1 on: October 29, 2016, 03:43:37 PM »
Need to change religion, build a farm for plants (agricultural technology). Corrals for cattle. To retain or capture the architect from another tribes (build a school or Academy) etc. Maybe I misunderstood.



DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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Re: Nomad Buildings
« Reply #2 on: October 29, 2016, 04:17:59 PM »
Maybe we could have a system like this:
Level 1: Nomadism
Level 2: Pastoralism
Level 3 path 1: Eastern Civilized Rural Community
Level 3 path 2: Western Civilized Rural Community
Level 4 path 1: Eastern Civilized Agrarian Community
Level 4 path 2: Western Civilized Agrarian Community
Level 5 path 1: Eastern Civilized Urbanization
Level 5 path 2: Western Civilized Urbanization

xeofox

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Re: Nomad Buildings
« Reply #3 on: October 29, 2016, 05:10:46 PM »
Maybe we could have a system like this:
Level 1: Nomadism
Level 2: Pastoralism
Level 3 path 1: Eastern Civilized Rural Community
Level 3 path 2: Western Civilized Rural Community
Level 4 path 1: Eastern Civilized Agrarian Community
Level 4 path 2: Western Civilized Agrarian Community
Level 5 path 1: Eastern Civilized Urbanization
Level 5 path 2: Western Civilized Urbanization
Nomadism & Pastoralism it can be in one culture. Second mast be Sedentary (maybe my translate not good). But modern peoples have retained nomadic signs. For example kazakh people have Zhailau summer pastures and  winter pastures - kys-tau. Cattle being driven from one place to another. We can use it like one branch of buildings. But step for agricultural it`s the most difficult for the nomads. And Ideology also. Ideology is not big problem if you doomed, forced...
As I wrote earlier, the complexity can show through irrigation (this building all faction must have) but not in namads. Choose irrigation- go along a complex path, do not choose these buildings remain in a safe but lower level.
I had an idea: to make the agent for nomads "herd". It should be arbitrarily or randomly move on the map for a bonus)))
Or, if the agent "herd"  not on the city (outside) is the bonus, if in the city (iside) is a penalty. But any faction can kill or steal agent "flock" )))


Or watchtower or fort for saka can (if it posible) give a bonus like pastures place. Or some invisible unit "herd" bonus for army(?)
« Last Edit: October 29, 2016, 06:20:38 PM by xeofox »



xeofox

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Re: Nomad Buildings
« Reply #4 on: October 29, 2016, 06:11:28 PM »
About Agricultural buildings branch:

It`s like irrigation can be for all faction (for nomads It is difficult)

Agricultural buildings and structures by heritage register
Dairy buildings
Farmhouses
Farms
Granaries
Grinding mills
Hayracks
*from Wiki

But irrigation can be the most difficult. "Ideology" building looks not correct :)
How difficult?- You ask! like for Syria they have Ministry of Irrigation. But there problem with climat, for nomads problem was - knowledge.

"agrarian Community" - maybe first  "early agrarian Community" ?
And the main problem! Saka Agrarian  technology is not used at this time almost! Came Usuns, made the field and was evicted Saks (IIBC). If we want to show "Saka Agrarian Community" we must to made it in game like the hard way.
« Last Edit: October 29, 2016, 06:38:29 PM by xeofox »



DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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Re: Nomad Buildings
« Reply #5 on: October 29, 2016, 07:11:38 PM »
Quote
I had an idea: to make the agent for nomads "herd". It should be arbitrarily or randomly move on the map for a bonus)))
Or, if the agent "herd"  not on the city (outside) is the bonus, if in the city (iside) is a penalty. But any faction can kill or steal agent "flock" )))
I'm sorry but that's not possible within the limits of the rtw engine
"agrarian Community" - maybe first  "early agrarian Community" ?
Quote
And the main problem! Saka Agrarian  technology is not used at this time almost! Came Usuns, made the field and was evicted Saks (IIBC). If we want to show "Saka Agrarian Community" we must to made it in game like the hard way.
Saka isn't the only nomadic faction in our mod; sarmatia and parthia are also nomads and the latter managed to settle. Also settling as a nomadic faction is a path you can take but there are also other paths you can take.

xeofox

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Re: Nomad Buildings
« Reply #6 on: October 29, 2016, 07:38:50 PM »
Saka isn't the only nomadic faction in our mod; sarmatia and parthia are also nomads and the latter managed to settle. Also settling as a nomadic faction is a path you can take but there are also other paths you can take.
Sarmatians ahead of saka by sedentism. In Parthia area many ancient cities. Before we talk about start without cities (like mongol in TWM2 mod) is it posible?



DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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Re: Nomad Buildings
« Reply #7 on: October 29, 2016, 08:50:34 PM »
It's possible on the Barbarian Invasion engine and with the launcher redfox made, the first is incompatible with our mod the latter has some issues

xeofox

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Re: Nomad Buildings
« Reply #8 on: October 29, 2016, 08:58:12 PM »
I think need a general meeting. To define characteristics of gaming nomads.



xeofox

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Re: Nomad Buildings
« Reply #9 on: October 30, 2016, 07:35:48 AM »
simple way:



DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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Re: Nomad Buildings
« Reply #10 on: October 30, 2016, 07:44:52 AM »
well our system needs 3 "barbarian levels" then a path choice between 3 western civilized and 3 eastern civilized levels

xeofox

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Re: Nomad Buildings
« Reply #11 on: October 30, 2016, 07:51:27 AM »
or more simple:




xeofox

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Re: Nomad Buildings
« Reply #12 on: October 30, 2016, 08:05:02 AM »
If nomads start in game with cities we can:
Event window " Welcome to Seminomadism time. Bigest part of Nomads army in stepee but have few cities" etc
or two Event window "you captured the city..." chigu and kasia )
Maybe try to make a revolt in the cities at first turn for show the step from nomadism to seminomadsism by  capture.
« Last Edit: October 30, 2016, 08:29:15 AM by xeofox »



ahowl11

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Re: Nomad Buildings
« Reply #13 on: October 31, 2016, 05:13:40 AM »
Hording is not possible in our mod sadly :/
God, Family, Baseball, Friends, Rome Total War, and Exilian. What more could I possibly need?

xeofox

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Re: Nomad Buildings
« Reply #14 on: October 31, 2016, 08:07:01 AM »
Hording is not possible in our mod sadly :/
Let`s Some events at start?