![]() ![]() It should be noted, however, that, more than any other faction, the Romans get some great units out of the Local Levy building chains, especially from the Germanic and Alan chains. ![]() ![]() ![]() Medium troops hardly exist: While the imperial roster had an all-round selection this one is quite top-heavy, with its elite units distinguishing themselves clearly from the rest. As such, with these limiting rules you will learn to specialize your settlements: certain towns will pump out low-tier troops to throw at the enemy, while your greatest cities will host Palatine Fortresses which can train truly the best quality troops in the entire campaign.Ī look at a decently developed Roman city's recruitment, in this case limited to upper tier infantry, lower tier cavalry and mid-tier missile troops:Īs you can see this new roster has a similar amount of recruitable troops as the imperial one. In the Regulars' Barracks, you may be able to recruit locally sourced and superior Comitatenses units, but you will lose access to Limitanei! When you want to construct Catapults and Ballistæ, you must give up recruitment of archer units. In Limitanei Barracks you will no longer be able to recruit the cheap Garrison units, blessed with free upkeep in settlements. But the Roman recruitment system is different than that of other factions: as you progress over different levels of Barracks, Ranges and Stables, you will notice that the lower tier units disappear. I decided to try and surprise, confuse and challenge people expecting to play another straightforward Imperial campaign! At the start, rest assured, you're in charge of a well-oiled war machine pumping out Limitanei and Comitatenses all over the place. I had delayed working on the Gallo-Roman faction for a long, long time because it was such an important faction and it seems everyone had a different idea on how to approach them. Garrison units prices range from 100 to 250, medium units between 300-500, elites between 550- 750 and General's Bodyguards fetch from 800 up to 1200 depending on their quality. Same goes for custom battle prices, although it was clear from the get go that the Romans have unfairly high prices (to go with their unfairly populous cities which yield unfairly high tax revenues) so I brought those down to the standard. I eventually decided to have recruitment and upkeep be the same number at all times, to make it clearer to the player what they were getting themselves into when recruiting a unit: when you do so, you immediately know what you'll be paying every single turn. My standard advice for an Insularis Draco player with economic issues is: be ultra-aggressive and get plundering from turn 1 or disband all your expensive troops and turtle up! The economy of most factions' starts is still quite challenging, but at least the prices' effects on your economy will be easier to predict. I'm happy to say prices have been rounded down. I've always agreed with it, but until recently I'd never really systematically handled that problem because who in their right mind wants to manually standardize 430+ units' worth of stats?! But it became too pressing and so I decided to just do it. Right off the bat I'd like to address one of the most common critiques we've been getting: that unit prices (especially upkeep) are too damn high. Today I'd like to show you what kind of things we've been doing with our extensive (430+) unit roster. Greetings, and welcome to Insularis Draco's second Dev Diary, as our outward silence stood in stark contrast to the constant business happening behind the scenes. ![]()
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