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Khan7
10-13-2001, 03:00
Take a minute if you will to think on this idea (at this point only dealing with Campaign Game)--

Have a certain default level of weapons and armor to start with, for each unit.

Then when you build a unit, regardless of what facilities you have in terms of "Armouries" and "Swordsmiths", you have the option of buying a certain quality of weapons for them. If this concept were to be taken to a pure and comprehensive extreme, you would start out with a naked Samurai or Ashigaru and add weapons/armor/horse as you saw fit. Of course this would be a bit involved for the current engine, and too much flexibility starts to get tedious as well as unrealistic..

But anyway, you decide whether you want, for instance, your Heavy Cavalry dudes to just have the armor and swords they bring for themselves, or maybe you want to buy them all better armor, or give them better swords or lances.. you know, stuff along those lines. Then based on how much you wanted to spruce them up, you would pay extra for the upgrades.

Swordsmiths and Armouries would come in thus--

If you have no Swordsmiths or Armouries, upgrades would be *quite* costly.

If you have a Swordsmith or Armoury (whichever is in question) somewhere in your domain, the cost of buying the upgrades would be considerably reduced.

If you have a Swordsmith or Armoury (whichever is in question) in the same province where you are assembling the unit, then the cost is lowest (but it still costs extra!!).

An extension of this system could be incorporated to take into account the quality of the Swordsmith/Armoury you're dealing with, in basically the same manner.

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Now, what you're about to hear next is a much more radical idea..

Make it so that if you have a castle in a province, you can assemble a unit there, of any type, with no other buildings! The catch is, of course, that doing it this way would be *MUCH* more expensive, and in the case of certain unit types could reduce the starting troop quality.

And of course higher quality dojos in which to train your troops would still be the preferred way in which to get the boost in starting honor.

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A correlating idea to all of this would be to perhaps have different troop types have different specific effects from weapons and armor upgrades.. without going into detail, I hope you can see what I'm talking about.. for instance, an Ashigaru with a blunt stick and no armour has an EXPONENTIALLY greater potential for improvement than does a mounted samurai who has already acquired for himself the basic necessities.

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One more thing that might be addressed-- the model for force support. Perhaps consider it this way--

Supporting a unit in a territory with a castle will cost a standard amount, as long as the castle's capacity is not exceeded. As in, the first 4 units in a territory with a small castle would recieve a support cost bonus, but any beyond that would count as being in a friendly territory with no castle.

Units in a friendly territory without a castle would have a significantly increased support cost.

Units in a friendly territory with less than 100% loyalty will have even greater support cost.

Sending units on a military campaign costs even *more*. Added to this, the support cost for these units for that season would be the highest possible. The support cost could be mitigated, though, if they are successful and are able to plunder some supplies from the province they have taken.

Units that are besieging an enemy castle in a territory with 100% or greater loyalty would have the same support cost rate as units in a friendly territory with less than 100% loyalty. Support for units besieging an enemy castle in a territory with *less* than 100% loyalty would have the same rate as if they had just attacked the province, without the possibility of getting a kick from plunder.

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Yet another possible idea-- allow a spear dojo to pump out 2 honor 0 Ashigaru units per turn (both full cost). Add an option (extra training), to put out 1 honor 1 Ashigaru.

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Now one might think that all these new rules about support would stagnate the game, no matter how realistic they might be. But I would disagree with that. What all of the OTHER things I suggested would do is make it easier to get a balanced force earlier in the game, and to rapidly recruit massive numbers of Ashigaru if you can buy them all.

So perhaps conquering would be harder in the beginning, but once you started "teching up", things would get less expensive, and you would start to consolidate and get better income. Then you can field and support larger and larger armies, AND you will get more of an advantage from conquering a territory and getting more income (due to the same support rules that would otherwise 'stagnate' the game).

Also unity and infrastructure become much more important, making it perhaps easier to go after the Ronin states, but making an organized major clan a hard target in the beginning. But once people get their infrastructure and income built up, the stage is set for cataclysmic confrontations and swifter campaigns.. I believe this is the way it went in the actual Sengoku Jidai?

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Also perhaps a system like this would allow build times and costs etc. to be set back down a bit, if people wanted to do this.. because having access to troop types would no longer be an exlusive function of having the prerequisite dojo.. "teching up" would be more properly called "improving infrastructure"..

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Anyway, I would be interested to hear what people think about all of this..

Matt

//P.S.: Add another condition to force support..

If there is a direct, friendly land route from the capital province to the province in question, force support costs normal (an advanced form of this would take into account distance form the capital and proximity to other castles, but this may be a bit much to do all at once!).

If there is a sea route, support costs more.

If there is a land route through neutral territory, support costs more.

A land route through allied territory is the same as if it were your own.

You cannot support units through the territory of a clan that is at war with you!!

If your troops are cut off, they will act as if they are under siege and slowly die off, though they will be in better shape as they will still have access to (limited) plunder from the surrounding area. You could work something out like a lone cut-off territory has a capacity to provide some plunder for 1 unit per season, two adjacent cut off territories might be in better shape.. perhaps work out a special rule for if there happens to be a castle and some infrastructure in the cut off territory(s).

And of course make the cost of launching an attack in the winter much greater!

Annnyways..//

[This message has been edited by Khan7 (edited 10-12-2001).]

Gothmog
10-13-2001, 03:13
My impression is that, by doing these, you are basically rewriting a completely different game.

Which in my humble opinion, is both tedious and unneccessary.

Khan7
10-13-2001, 03:20
About 50-60% of these suggestions could be integrated into the existing engine with a bit of work..

Obviously to do all of it WOULD be making an entirely new game, not in spirit, but as a practical matter since the good 'ol Shogun Campaign engine just would'nt be able to handle it!

And I was mainly interested in comments on the merits, or lack thereof, of these ideas, in a more theoretical sense..

Matt

[This message has been edited by Khan7 (edited 10-12-2001).]

Gothmog
10-13-2001, 03:29
well, basially your idea is to emphasize on the economy side of the game, and make it sort of like civilization III (or what they want it to be). It'll be very tough job justifying the cost. And, may I suggest that you INCREASE the cost of BUILDINGS themselves by a huge amount.

Zone
10-13-2001, 04:30
I like some of the ideas although you say in one of the later points:

So perhaps conquering would be harder in the beginning, but once you started "teching up", things would get less expensive, and you would start to consolidate and get better income. Then you can field and support larger and larger armies, AND you will get more of an advantage from conquering a territory and getting more income (due to the same support rules that would otherwise 'stagnate' the game).

Isn't this what happens anyway? I find this to be the case.

I'm not so sure about all the different values for supporting units, this would just make your brain hurt from trying to figure out how much koku you can spare for buildings and units. Isn't it costly enough?

Perhaps not have the castles producing all units but you could have areas of the map (like there already are provinces) that specialise in particular units but they aren't cheaper, they can be built in those provinces without the dojo? say with a castle?

I quite like the idea of 2h0 or 1h1 but the trouble with this is once you've got the legendary dojo's you'd be able to churn out an entire army in one turn, wipe out an enemy province and have another army ready the next turn to back it up incase it took heavy loses, I think that the worry of whether you have enough units to spread over your borders to prevent easy invasions or rebellions would dissappear with this.

As Gothmog pointed out, your ideas make this game far more to do with the economics and fine tuning of the game. I think it would get too 'bogged down' with all this and it would take far to long to get from battle to battle which is where this game really excels.

But don't give up on ideas, it's always nice to hear about everyones thoughts on the future of the game and who knows, it may spark the birth of a completly new game with your suggestions http://www.totalwar.org/ubb/smile.gif

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Fight first, ask questions later.

BSM_Skkzarg
10-13-2001, 06:07
Khan7,

Your basing your idea on the fact that an army "travels on its stomach" - and I can tell ya, not only is it historically accurate - but it would be a bloody great addition to the game. Having castles "support" a certain # of units would be fantastic - although there would always need to be some support cost regardless of the buildings in the province. A castle, fortress or citadel could reduce the cost for a certain ammount of units. The idea is bloody dead on!

Also - the idea of "buying" better equipment for your forces is indeed a good one - and one I myself have wished for. A legendary armory could supply all 3 grades of weapons - each step up at increased cost. Same with a swordsmith. Again - another idea I would rejoice to see.

As for having units created without a dojo, well on that one I differ, although i could see raising Yari Ashigaru anywhere....

I can see having the ashigaru built in 2's with a spear dojo, but no more than 2 every turn - no letting a legendary dojo pump out 6 ashigaru units!

Oh - and castle type structures - due to their allowing upkeep to be reduced - would have to cost more.

All in all - some great ideas. I like em!
Qapla!


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BSM_Skkzarg
"A mind is a terrible thing to taste."

Khan7
10-13-2001, 08:01
The idea behind having only a castle be required to raise units is thus--

What are you really doing when you "train" samurai? Are you really "training" them? Samurai in particular are in it for life, train on their own, and there will always be a certain number of them just hanging around. When you "train" a samurai unit, you're really just assembling them into a unit and putting them under your command.

So you could do this with just a prominent name, money and a castle. Of course, OWNING a major training center, and having it right in the castle where you are going to assemble the unit, is going to be VERY beneficial both for quality and cost. But this wouldn't be necessary.

For instance, say it's early in the game and you want some heavy cavalry. You send out a call, and go searching around your domain, and scrounge up 60-odd samurai, able to provide their own swords, horses, and armor, and willing to go on your payroll. This is exactly the way things happened in many cases.

Of course, due to all the relatively limited number of such samurai available, their relative dispersal, and thus the time you have to go looking for them, and the extra recruiting money they're going to want-- this could be a rather costly way to go about it, perhaps for such an advanced unit as heavy cavalry, twice as much.. and of course you wouldn't be able to upgrade their honor. But early in the game this might indeed be worth it, if you just want to field a bit of good cavalry support.

The same goes with being able to buy possibly any level of weapon or armor upgrade for any unit you're building anywhere. It's not as if there's not some really great weapons and armor OUT there anyway.. it's just going to be MUCH MUCH cheaper if their places of manufacture are under your direct jurisdiction, and even cheaper if they are close to where you are assembling the unit.

And to clarify-- when I talk about unit support cost, I'm talking about perhaps making the *minimum*, like when your unit is in a castle, the same as the standard cost now, if not a bit higher, and go from there. What is it now, 1 koku per man? Yes, 1 koku = amount of rice needed to feed 1 man for 1 year, but that is deceptive logic, there is really a whole slew of other costs involved with an army, especially when you start dealing with samurai, *especially* when you start dealing with *elite* samurai, and *ESPECIALLY* when you start dealing with elite, *mounted* samurai (if ONLY for the extra cost of horses).

Another clarification-- No, I don't mean pump out 6 Ashis from a Legendary dojo, lol :-P.. just give them the honor bonus :-)

Matt

Swazza-kun
10-16-2001, 17:01
I'd have to say that these suggestions all sound great, and any game which manages to include them all will be No.1 on by To Buy list as soon as it comes out. Too bad those days look a long way off...

Papewaio
10-17-2001, 12:12
All in all excellent!

Although the koku in the game really represents more of a fluid number in the thousands not one to one.

The current cost of one koku per season per samurai (even at one koku = one koku not thousands) would still mean that each one is getting 4* what he needs per annum. And if the battle engine/computers could handle more sprites you would have 600 ->1200 man units produced and wars of 30,000 then the economics should be modeled more realistically.

Samurai in particular are in it for life, [actually in it for death http://www.totalwar.org/ubb/smile.gif]
train on their own, and there will always be a certain number of them just hanging around.
[Ronin train without a lord, but normally started off with one. Samurai = servants = train under someone.]

Very cool but the first aim of a game is to be fun! And it could be, the problem is it doesn't obey the KISS approach unless most of this was handled in the background like morale it could get very tedious and a matter of min maxing your economy not fighting on the battlefield.

Also in the Samurai caste system it goes Samurai, Peasants, Merchants etc... Samurai just paid merchants whatever price they, the Samurai thought was fair... so I think in the spirit of the Samurai a mighty Daimyo heading to be Shogun should not become a game of Monopoly with the pieces occassionaly duking it out between filling in tax returns [with depreciation for castle wear and tear].

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Victory first, Battle last.