hasemwi.blogg.se

Caesar iv mods
Caesar iv mods











Here, you might find Caesar IV tips, tricks, strategy guide that might help you finish, or even experience the Caesar IV game to the fullest, much faster and much smoother or even with some flair or style. Maybe, you just want to get some more powerful items, character or weapon and armor upgrades or tips, that might help you reach the goal you want in Caesar IV or similar game more quickly and more efficiently. An enemy, a puzzle or a simple environment obstacle might ruin your experience of Caesar IV or any video game, in general, immensely. You might feel that you are not experiencing Caesar IV game to the fullest. There is no need to re-acquire bonuses when the cohort replenishes its losses.In a video game Caesar IV, you might encounter some difficulties or some obstacles that might hinder your progress. Elite cohorts gain an additional 25% bonus to attack and hit points (defense), and a 25 point bonus to base morale.Īll experience bonuses are retained by a unit that suffers losses, so long as the cohort has at least one surviving member. Units that are both expert and seasoned are considered ‘elite’ Successfully returning from being dispatched for an order or request counts as one battle for all surviving cohorts. Cohorts that have fought in at least 2 battles are referred to as ‘seasoned troops’.

caesar iv mods

Cohorts that have fought 1 or fewer battles are referred to as ‘regular troops’. For each invasion event in which the cohort inflicts damage on an enemy unit, the cohort is considered to have fought one battle. Experienced is earned based on the total amount of time the cohort has spent training.Ĭohorts that have spent at least 24 weeks training at a drill yard gain a 25% bonus to hit points (defense) and are described as ‘trained’.Ĭohorts that have spent at least 48 weeks training at a drill yard gain a 50% bonus to hit points (defense) which supersedes the 6 month bonus. Training is kept track of in increments of weeks, but is displayed to the player in months. Training can be interrupted if a player chooses to deploy the cohort on the city level or dispatch it for Empire Level orders/requests. Training at drill yards and fighting in battles can earn experience bonuses for cohorts that improve their combat capabilities.Īt the end of a visit, a cohort returns ‘home’ to its fort for a time similar to citizen workers at the end of a work day. The replacement soldiers require new weapons and armor as appropriate to their cohort type, since lost or deserting soldiers take their equipment. Replacements for loses or desertions follow the same recruitment rules as for new soldiers. Note that this is referred to as recruitment rather than migration in game, but is essentially identical to the migration systems. Soldiers do not migrate from existing civilian populations on the map. Quartermasters function as retrievers for the military, but are a separate figure from ordinary pleb retrievers.Ī fort is the destination for soldiers migrating onto the map. Occupied forts send quartermasters to the Mess Hall to obtain food for the cohort. * Time spent recovering in the fort and being fed will recover morale. * Time spent in the Fort allows a unit to recover from morale penalties. * Battle Casualties: See Battle Casualties below. * Insufficient food: See Cohort Upkeep below. * A cohort’s current morale is its base morale minus any penalties accrued from the following: The morale of a cohort is based on a number of factors, and affects both the cohort’s combat effectiveness and its willingness to fight. The flag bearer is a unit that moves as a part of the cohort but is not considered part of the cohort for any combat purposes, nor counted in the max figures. The battle standard is carried by a flag bearer. For player cohorts, the standard also displays the cohort’s battle experience. This standard is created whenever a new cohort is created, and uses coloration and icons to provide distinguishing variations. Clicking on the battle standard is the same as clicking on any other figure in the cohort, i.e.

caesar iv mods

It’s a themed, but unique, flag that identifies, distinguishes and provides some info about a cohort. * Raiders (weaker than other cohorts, with limited behaviors – no siege or scaling of walls) Cavalry Auxilia – requires weapon and armorĮnemy units are not constrained to the four types of player cohorts above, and may include Heavy Infantry – requires weapon and armor Players can create and control four types of Cohorts:













Caesar iv mods