Akka
03-09-2005, 22:22
Well, as we all say, playing the same way can become a bit repetitive after a while. So, well, here is a little type of game I propose.
It always seemed quite strange, when I was playing, to be able to replenish my troops wherever I were, and to instantly gain experienced and loyal soldier in freshly conquered provinces. It's particularly true for units that, like most barbarians, eastern archers, desert units and hoplites, came more from cultural traditions than plain training.
Sadly, unlike Civilization, there is no "cultural counter" to determine if the people in the city are of your culture, or are foreigners actually subdued.
So here are the rules for this kind of game : only recruit units (and it includes retraining) in provinces that are culturally yours.
Example : for Greeks Cities, it would be mainland Greece, obviously, Syracuse, Crete, the coasts of Asia Minor, Macedonia, and Crimea. A case could be made for southern Italy too.
The goal is to play with the limited military and population supplies of your "core provinces", which hold the people that feel really part of your empire, and are loyal to it.
This main rules can be changed a bit with optionnal rules, I think, like :
Optionnal rule 1 : "Police" units could be recruited anywhere (by "police", I think about the militia-like type of unit, like Town Watch, Militia Hoplite and so on). It can be rationnalized that they represent the "collaborators", or the part of the people who are more interested in order than in nationalism, or the police forces of the city which have to serve the law of the conqueror.
Optionnal rule 2 : After a while, a city can be considered "integrated" into your culture, and the population feels like it's part of your nation (just like, today, Turks feel Turk and not Byzantines ^^). It can be implemented in two ways :
- Way A : the easy way, as the city is considered "yours" (and as such, able to recruit units) once there is no culture penalty. It's easy to see, and as such easy to determine if a city is available or not, but it's usually far too short of a time to be realistic in any way.
- Way B : the hard way, as it requires a lot of painful paperwork. In this case, when you conquer a city, note the date. After a long period of time (about 50 to 100 years, so 100 to 200 turns), the people are supposed assimilated, and the city is available.
If you lose it, each turn you do not hold it count against the time you need (so, for example, if you capture a city, hold it for 25 turns, lose it for 10 turns and then retake it, you will be considered to have hold it for only 15 turns so far).
The recruiting limitations can be implemented automatically, I think, if a hidden ressource is created for each culture, and required to build the units of this said culture. Such implementation, though, would forbid any "assimilation" like the optionnal rule 2.
If there is a way to automatically implement the "way B", I would be greatly happy, but I doubt it.
Well, I hope this idea can give some people some ideas :)
It always seemed quite strange, when I was playing, to be able to replenish my troops wherever I were, and to instantly gain experienced and loyal soldier in freshly conquered provinces. It's particularly true for units that, like most barbarians, eastern archers, desert units and hoplites, came more from cultural traditions than plain training.
Sadly, unlike Civilization, there is no "cultural counter" to determine if the people in the city are of your culture, or are foreigners actually subdued.
So here are the rules for this kind of game : only recruit units (and it includes retraining) in provinces that are culturally yours.
Example : for Greeks Cities, it would be mainland Greece, obviously, Syracuse, Crete, the coasts of Asia Minor, Macedonia, and Crimea. A case could be made for southern Italy too.
The goal is to play with the limited military and population supplies of your "core provinces", which hold the people that feel really part of your empire, and are loyal to it.
This main rules can be changed a bit with optionnal rules, I think, like :
Optionnal rule 1 : "Police" units could be recruited anywhere (by "police", I think about the militia-like type of unit, like Town Watch, Militia Hoplite and so on). It can be rationnalized that they represent the "collaborators", or the part of the people who are more interested in order than in nationalism, or the police forces of the city which have to serve the law of the conqueror.
Optionnal rule 2 : After a while, a city can be considered "integrated" into your culture, and the population feels like it's part of your nation (just like, today, Turks feel Turk and not Byzantines ^^). It can be implemented in two ways :
- Way A : the easy way, as the city is considered "yours" (and as such, able to recruit units) once there is no culture penalty. It's easy to see, and as such easy to determine if a city is available or not, but it's usually far too short of a time to be realistic in any way.
- Way B : the hard way, as it requires a lot of painful paperwork. In this case, when you conquer a city, note the date. After a long period of time (about 50 to 100 years, so 100 to 200 turns), the people are supposed assimilated, and the city is available.
If you lose it, each turn you do not hold it count against the time you need (so, for example, if you capture a city, hold it for 25 turns, lose it for 10 turns and then retake it, you will be considered to have hold it for only 15 turns so far).
The recruiting limitations can be implemented automatically, I think, if a hidden ressource is created for each culture, and required to build the units of this said culture. Such implementation, though, would forbid any "assimilation" like the optionnal rule 2.
If there is a way to automatically implement the "way B", I would be greatly happy, but I doubt it.
Well, I hope this idea can give some people some ideas :)