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Amnistiado por viejuno
May 12, 2004
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Some nations like Castile, have an army with a couple of cannons at the start of the game. They serve no purpose while slowing down the army and increasing the attrition (the chance of being moving on the first of the month). The first thing a player has to do is to get rid of them, but the AI never gets to disband them, and has to drag them around until they get killed in battle.

Therefore I'd like to make a proposal that all cannons in 1419 are eliminated.
 

Toio

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Fodoron said:
Some nations like Castile, have an army with a couple of cannons at the start of the game. They serve no purpose while slowing down the army and increasing the attrition (the chance of being moving on the first of the month). The first thing a player has to do is to get rid of them, but the AI never gets to disband them, and has to drag them around until they get killed in battle.

Therefore I'd like to make a proposal that all cannons in 1419 are eliminated.


agree, same problem as VEN had in the previous version.
 

doktarr

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Agreed, unless we feel like giving them a small army in a seperate province with more than 40 cannons. At that point it becomes a useful siege implement. But if that quantity cannot be justified, then eliminate them.
 

doktarr

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YodaMaster said:
Castile: artillery = 2
OE: artillery = 40

That's all in 1419 scenario
Definitely axe the Castille artillery. The OE has enough that it offers a siege bonus, although it should probably be upped to 45 or so so that it doesn't immediately become useless.
 

Toio

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IIRC, its -1 in fort for every 10 cannons, so

40 cannons means -4 in the defence of the town

we really do not need to go to 45 guns
 

unmerged(29041)

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Toio said:
IIRC, its -1 in fort for every 10 cannons
You remember incorrectly. The artillery bonus is 1 for 10x the fortress level, 2 for 25x the fortress level, and 3 for 40x the fortress level.

40 cannons is bonus 3 against a level 1 fortress, bonus 2 against a level 2 fortress, and bonus 1 against a level 3 fortress. There is no bonus 4. Let's remember that Constantinople has a level 3 fortress.
 

Toio

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Fodoron said:
You remember incorrectly. The artillery bonus is 1 for 10x the fortress level, 2 for 25x the fortress level, and 3 for 40x the fortress level.

40 cannons is bonus 3 against a level 1 fortress, bonus 2 against a level 2 fortress, and bonus 1 against a level 3 fortress. There is no bonus 4. Let's remember that Constantinople has a level 3 fortress.

thanks for info.

So I was partly right , that 45 guns is useless.

Should you not correct this erred statement with the person who wanted to up it to 45 guns???

or state in my post that the 45 guns was correct in that it was useless so that said person would know.?

or

are have you informed them in other means?

Basically, what I am saying is. I appreciate you correcting me, but at least cover all things within that post for other modders knowledge.
 

unmerged(40707)

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Yes => let Castile have 2 cannons and remove OE artillery. Right? ;)

Or is it th other way around?

Ok, only removal of useless and annoying Castilian artillery then...
 

cfeedback

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Toio said:
thanks for info.

So I was partly right , that 45 guns is useless.

Should you not correct this erred statement with the person who wanted to up it to 45 guns???

I took it to mean that the cannons should be upped to 45 so they would not quickly atrophy below the 40 needed for the siege bonus on Constantinople...seems reasonable to me.
 

Toio

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cfeedback said:
I took it to mean that the cannons should be upped to 45 so they would not quickly atrophy below the 40 needed for the siege bonus on Constantinople...seems reasonable to me.


problem is that many years pass before constantinople is seiged, so if you want 40 for it , then they must start with ....hmmm, maybe 70
 

cfeedback

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Toio said:
problem is that many years pass before constantinople is seiged, so if you want 40 for it , then they must start with ....hmmm, maybe 70

I agree, it'll be many years before they attack Thrace - wasn't sure how badly the AI would lose its cannons in the years before that. I'm no expert - I just enjoy playing this mod that you guys all work so hard on!
 

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for the cannons, it's possible to make an event to simulate its arrival no ? (i don't know if it's historically right)
 

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De-VILLARS said:
for the cannons, it's possible to make an event to simulate its arrival no ? (i don't know if it's historically right)

Like this?

Code:
event = {
	id = 23015 #triggered by BYZ_23014 A
	random = no
	country = TUR
	name = "EVENTNAME23014" #It's not the size of the cannon, but who owns it
	desc = "EVENTHIST23014"
	#-#Artillery had become increasingly useful over the previous 150 years, and were now beginning to have a major impact on sieges. In 1452, a Hungarian engineer named Urban approached Constantine XI with a proposal for a major artillery development program. The cash-strapped emperor could not afford to finance it, and instead Urban went to Mehmed II. Mehmed was delighted to finance Urban, who eventually created a cannon with a 27 foot barrel that shot 1200 pound balls.

	action_a = {
		name = "ACTIONNAME23014B" #Yes, we need Urban
		command = { type = treasury value = -150 }
		command = { type = domestic which = offensive value = -1 }
		command = { type = ART which = -2 value = 10 }
	}
	action_b = {
		name = "ACTIONNAME23014A" #We can't afford him
		command = { type = domestic which = offensive value = 1 }
		command = { type = domestic which = quality value = -1 }
	}
}