Rates of Pay

PC/MAC : Turn based Empire building in the ancient Greek World.

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brasidas
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Rates of Pay

Post by brasidas »

In the squads.txt file in the mod kit the cost of maintenance of a unit is shown as the cost in silver.

Is this an arbitrary figure or is it based on some research?

As far as I can fathom the rate of pay was usually set in obols, 6 obols = 1 drachma, 100 drachma = 1 minae, 36000 obols = 1 talent.

In 382 BC Sparta set the obligation of its allies,should they wish to commute their obligation in actual troops, as 3 Aeginetan obols per day for a hoplite and 12 for a horseman.

The rate of pay in Phillip II time was set as 3 obols/day for hoplites and 4 for mercenary hoplite. By 200 BC the rate of pay for a mercenary hoplite had risen to 9 obols per day.

So taking the Hoplite and the early 4thC BC as an example a squad of 40 hoplites costs 168 silver per month.
Therefore at the rate of 3 obols/day the squad would cost 3 * 30(days) * 40 (squad size) = 3600 obols = 168 silver, around 210 obols = 1 silver.
efthimios
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Post by efthimios »

I think you are thinking too much. :P
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brasidas
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Post by brasidas »

Not the answer i had hoped for
pipfromslitherine
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Post by pipfromslitherine »

It's almost certainly based on what makes the game balance work rather than any historic values - although perhaps Iain managed to make it be both ;)

Cheers

Pip
brasidas
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Post by brasidas »

yes I guessed the squad costs were for game balance primarily. However I think you have set cavalry too cheap and Thureophoroi and Thorakitai have each others values. I beleive Thorakitai were more heavily armoured version.

I am working on a historical mod so i am more inclined to focus on historical values at the expense of game play.

To this end I would like to know if it is possible to alter the training and experience of units that are already on the board.
Training grounds are only relevant for newly recruited squads so allocating a training ground to a city would not help initially.
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Post by IainMcNeil »

You can't set starting experience, but you could make each city produce a specific type of unit by editing buildings & city text files. If you made these buildings have 0 sell cost then they cannot be sold or destroyed when captured. Also porevent any new buildings for recruiting troops being built. You can then set the training level for those special recruitment buildings to anything you like so all new units of Hoplites will come out at training level X, while all archers will come out at training level Y. You'd need one building per squad type for this to work. It could be an interesting alternative. You'd need to make each squad type buildable by all side types.

This would mean ethnic groups no longer effected recruitment. If the Persians captured Sparta, they could recruit the Spartiates. If The Persians captured a Persian city they'd get archers of Sparabara. Could be cool but would be a lot of work!
brasidas
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Post by brasidas »

Good idea after all Alexander when in Asia didnt recuit Macedonians from captured Asian cities he recruited local troops.
efthimios
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Post by efthimios »

Yes, but apart from specialist troops, the local troops were trained to fight as greeks with greek tactics and weapons.
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brasidas
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Post by brasidas »

I have created specialist recruitment barracks in the buildings text file and added them in a free slot in the cities text file.
However it does not show up in the city view screen but does show up as available to build. I also find this when I want to have a mercenary barracks in a city at the start. Any ideas?
What is the purpose of the ProxyBld text file?

here is my text file

Name SpartaiteBarracks1
NameID 83
Type SpartaiteBarracks1
Type Barracks
// None
// None
// None
// None
// None
// None
// Override
AIWeighting 1000 1000 1000 3 3 3 3 3 3 3 3 3
// Spare title
Animation 120
// None
BuildingSlots 0
PopulationModifier 0
BuildingFactors 0 0 0 0 0
FactorPerWorker 0 20 0 0 0
// None
// None
// None
// None
// None
// None
RequiredBuilding Capital
// None
// None
// None
// None
CantBuildIfHave SpartaiteBarracks1
// No
// No
// No
MadeBy Spartan
// No
// No
// No
// No
// No
// No
// No
// No
// No
// No
// No
// None
// None
// No
// None
// None
NeedResLevel 0 0 0 0 0 0 0 0 0
CostToBuild 0 0 0 500 0 100 0 0 0
CostPerTurn 0 0 0 18 0 0 0 0 0
// UpgradeCost 0 0 0 0 0 250 0 0 0
// UpgradeMaintenance 0 0 0 5 0 0 0 0 0
// SellPrice 0 0 0 0 0 0 0 0 0
BuildTime 8
// MaxUpgrade 0
// UpgradeTime 0
MaxWorkers 2
OutputPerWorker 0 0 0 0 0 0 0 0 0
PercentageBonus 0 0 0 0 0 0 0 0 0
SquadScale 0
GivesGarrisons 0
Garrison P_Levy
Graphic
HiBar1.pcx
OnePerSide 1
// NavalSpeedBonus
// None
// ArmourBonusLevel
// ShotArmourBonusLevel
// DamageBonusLevel
// MoraleBonusLevel
// No
// No
Xoffset 62
// Walls
// Spare 14
// Spare 15
// Spare 16
// Spare 17
// Spare 18
// Spare 19
// Spare 20
IainMcNeil
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Post by IainMcNeil »

For starting buildings that are in cities.txt you need to add them to proxybuild.txt and each side needs to define that proxy building and what you get for it (in the sides dir, buildings.txt). Have a look and see if it makes sense.
brasidas
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Post by brasidas »

Thanks that did the trick
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