Re: First shot at modding a new nation based on Ar
Heh. I did not intend to go with an accuracte depiction of Byzantine armys (or even a somewhat decent display;, but merely used Byzance as an inspiration in this case. However, as Arcoscephale is an old kingdom attempting to make a go for world domination once more (according to their description), so they may be argued as being already akin to the early Byzance. Or perhaps I should just drop out any kind of inspiration from our own history, and solely use fiction as a base. Arcoscephale would then adopt the strategies of the feudal kingdoms such as Ulm and Marignon, and would know major changes in her society.
My ramblings aside, I had thought about giving the sailing ability, but two nations are already present in this field, and so a third one might not be needed. It was the main reason I decided to go with enchanted troops able to go underwater instead (with the possible exception of Ermor and some of its undead, I think no other land nation has amphibian regular troops).
I like your idea about having a supply wagon. Much better than sticking it to a commander, and more interesting as well. The Engineers are already present in Golden Era, and so I am a bit reluctant to "steal" them from there. I may do so though, if only because they aren't so widely used to the best of my knowledge.
A mostly cavalry army would be very interesting to do, if I can make it work out in the end. I am not a big fond of cavalry, and so I will likely fail to make actually worthwhile cavalry units in my first mod draft.
Priests were given a maximum level 4 mostly because of the importance of Byzance as a place of faith (before the rise of Mscowo at any rate), and of their influence with the Roman Church. Downgrading them by one rank remains an option however, especially if they happen to be too good for their price.
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