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5. Cumans

Feudal Town Center​

The implementation of this bonus is handled with extra resources to control the amount of town center that can be in game.

First of all, note that the town center you build and the one standing are different, you build one and the ``Stack unit'' mechanic changes it. This is in order to have part of the building passable. What interest us is the standing building, id 109, and the ones you actually build and then disappear, ids 621, 617, 484 and 597 for the four ages respectively.

Of these last four buildings, note that the ones corresponding to dark and feudal have three resource costs: the usual wood and stone and an extra one, resource 218, of which each town center requires one unit although it's not paid for. The castle and imperial versions of the town center don't require this resource. On the other hand, the standing town center has resource 218 in the ``resource storages'' section, with the instruction to reduce the resource by one unit but return it upon death.

If we now go to the civilizations tab and look for this resource, we see that each civilization has 10002.1 units of it, including Cumans. This would allow to build more than ten thousand town centers per game.

Let's look now at the technology that allows Cumans to build town centers in feudal age, id 709, triggered in feudal age. The effect of this technology reduces resource 218 by ten thousand, leaving it at 2.1. Technology 709 also triggers the one that makes town centers available for builders without having to wait for the castle age technology to do so.

In a normal game, with a starting town center, upon reaching the feudal age and gaining access to extra town centers, a cuman player has exactly 1.1 units of resource 218, which allows to build one extra town center. When they reach castle age, the town center stops requiring resource 218 and they can build as many as they want.

Cuman mercenaries​

This technology allows allies to train five elite kipchaks per castle, present and future. This is achieved via extra resources.

Every castle, apart from the 20 population space, also gives 5 units of resource 214. This resource is programmed to be given once the castle is complete and remain in the bank if the castle is destroyed. This is regardless of the player being allied to a cuman.

On the other hand, there is a second elite kipchak unit apart from the cuman elite unit. Unit 1260 costs only one unit of resource 214.

The final piece is the technology itself, that enables the special elite kipchak for the allies.
 
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