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Recruitment limits
Posted: Tue Jan 14, 2020 12:32 pm
by Southern Hunter
In general, I find that I recruit about 1% of the troops that I could recruit due to my recruitment / equipment limits. The real restriction are the maintenance costs in money, manpower and metal. Would it be reasonable to increase (2,3,4,5x?) the construction costs of troops in equipment? This would provide a meaningful restriction to the rate at which I could recruit, and would provide an incentive to build all the equipment / store buildings that increase my limits. It might also mean that I need to recruit troops from various provinces, rather than my current practice, to centralise training and recruitment wherever possible.
Re: Recruitment limits
Posted: Tue Jan 14, 2020 3:21 pm
by Seamus
Southern Hunter wrote: ↑Tue Jan 14, 2020 12:32 pm
In general, I find that I recruit about 1% of the troops that I could recruit due to my recruitment / equipment limits. The real restriction are the maintenance costs in money, manpower and metal. Would it be reasonable to increase (2,3,4,5x?) the construction costs of troops in equipment? This would provide a meaningful restriction to the rate at which I could recruit, and would provide an incentive to build all the equipment / store buildings that increase my limits. It might also mean that I need to recruit troops from various provinces, rather than my current practice, to centralise training and recruitment wherever possible.
Sounds like you need to adjust how you grow your society to focus more on money, manpower and metal?

Re: Recruitment limits
Posted: Tue Jan 14, 2020 10:28 pm
by Southern Hunter
Are you saying that you continually recruit troops at somewhere near your equipment limits? Do you end up with many huge armies?
Re: Recruitment limits
Posted: Wed Jan 15, 2020 1:50 am
by Seamus
I don't think I've ever seen a "not enough equipment" tool tip when I tried to muster. I have run into the negative on manpower a few times, and I've been too short on money to muster before too. Metal, I've rarely been short on, but in my most recent play I've seen it drop below maxed out stockpile. In truth, I haven't paid much attention to "Equipment" and I'm not even certain how it functions.
I've only played as Rome though, and this stuff surely varies a lot between starting positions.
Re: Recruitment limits
Posted: Wed Jan 15, 2020 2:00 am
by Seamus
I skimmed through all 17 mentions of "equipment" in the manual, the following two seem most instructive.
Depending on the available military equipment in the
region/province a unit may take more than one turn to complete. If
you lack the needed manpower, money or metal then recruitment
cannot be started.
Three velites units are ordered here – note that they will not
be completed for the next four turns due to a shortage of military
equipment. I could have ordered some Alae here but will leave them for
the final region.
It sounds like the intended function of equipment is to put an incentive on building a sufficient military infrastructure at the regional or provincial level that units can be mustered quickly (assuming the vital resources of manpower, money and metal are sufficient to begin mustering). As long as one is content for mustering to take place slowly, the rules seem to imply that having a military infrastructure that is short on equipment production and storage is doable by intent.