Malrubius
03-11-2005, 06:29
Anyone have any suggestions or want to discuss what types of restrictions they place on themselves to make RTW more of a challenge?
I'm looking to try to stay realistic with these, and give some rationale for the restrictions.
Here are a few I've seen in various places, like this thread:
http://www.twcenter.net/forums/index.php?showtopic=14355&st=12
I thought there was one on this site, but I couldn't find it. I have seen a few rules as asides in larger conversations, though.
1. Cultural Considerations in Recruiting
Before recruiting/retraining anything better than town watch in a newly-conquered settlement, you must have no culture penalty (town watch and peasants are allowed, to represent collaborators who see that there is a new ruler in town and seek to profit from it, or at least preserve themselves from enslavement/extermination). This most likely means destroying all military production buildings and rebuilding them as your culture's structures.
Rationale: Recruiting hastati, for example, requires some Roman citizens to have settled in the province so there is a pool of manpower to recruit from.
https://forums.totalwar.org/vb/showthread.php?p=715251#post715251
2. Governor Presence Required
A governor must be present to direct the construction of any buildings, and to recruit any units better than Town Watch. This goes for retraining, too, but building repairs can be done without a governor. Of course, the settlement can be set to AI control and given general directions, like Growth, Financial, etc. For further restriction, you could limit yourself to building and recruiting only if a governor is present, and have no AI control of anything.
Rationale: A firm hand has to be present to organize military units and supervise construction.
3. Naval Transportation
A naval unit can only transport one military unit at a time. For example,
an admiral with a stack of 3 ships could only transport 2 hastati and 1 velites.
This is more realistic, and will definitely put a cramp into quick amphibious
invasions. For Spies and Diplomats, of course, these limits do not exist.
Even with retinues, they're not going to take up more space than 40+ men with full military equipment.
What about elephants and horses? Should it require more ships for a
unit of these? Can a single elephant even ride on a bireme or trireme? Could it take 6 ships to carry a unit of elephants? The cost of ships makes this impractical.
4. Treatment of Routers
When fighting anyone but rebels (who can be annoying), once you have set all your enemies to routing, do not hunt them down one by one, just end the battle. Maybe they will be able to regroup in a settlement to fight another day and provide for more exciting battles.
I'm not so sure about this one myself. It's fun and historical to chase routers and is about the only time you can sit back and watch. Also, will it even work? Often times, they will dissolve into the countryside anyway. Maybe it would be best if you only did this when substantial numbers of men were in rout; any unit under 7 men could be chased down and slaughtered, since it will disappear anyway. Also, if the army has the "can't withdraw" skull on the pre-battle scroll, you might as well hunt them down, since they'll be gone anyway.
5. Captain Autocalc and AI Reinforcements
When a captain engages in battle instead of one of your generals, autocalculate the battle. This will better represent him being not as good
as your generals. Also, if you get a man of the hour this way, you'll know he
was something special.
When reinforcements are engaging, set them to AI control unless they
are under the command of one of your generals. Again, for the same reasons.
6. Saving and Reloading After Defeats and Mishaps
With the loadgame bug, this is even worse than it would normally be. Knowing that you can't easily correct a mistake means you'll be more careful or suffer the consequences. But with the bug, it can save you from a seige or prevent AI factions from expanding.
I'm trying to just leave the game running in my current campaign so I don't have to reload.
7. General Exploits/Cheating
I'm sure there are a lot of these, and basically, the Iron man doesn't take advantage, or at least, not excessive advantage, of certain known AI weaknesses. I'm not much for bribing or trying to get exorbitant sums for my maps. Cheating by giving yourself lots of money is right out. This is a kind of fuzzy area, since one man's exploit is another man's sound tactic ~:) , but I'd like to know what rules other people impose on themselves.
8. No Walls
This may be an interesting restriction, since it would reduce the severity of the loadgame bug and also means more effort must be put into defense.
https://forums.totalwar.org/vb/showthread.php?t=44718
Any more? What do you think of these?
I'm looking to try to stay realistic with these, and give some rationale for the restrictions.
Here are a few I've seen in various places, like this thread:
http://www.twcenter.net/forums/index.php?showtopic=14355&st=12
I thought there was one on this site, but I couldn't find it. I have seen a few rules as asides in larger conversations, though.
1. Cultural Considerations in Recruiting
Before recruiting/retraining anything better than town watch in a newly-conquered settlement, you must have no culture penalty (town watch and peasants are allowed, to represent collaborators who see that there is a new ruler in town and seek to profit from it, or at least preserve themselves from enslavement/extermination). This most likely means destroying all military production buildings and rebuilding them as your culture's structures.
Rationale: Recruiting hastati, for example, requires some Roman citizens to have settled in the province so there is a pool of manpower to recruit from.
https://forums.totalwar.org/vb/showthread.php?p=715251#post715251
2. Governor Presence Required
A governor must be present to direct the construction of any buildings, and to recruit any units better than Town Watch. This goes for retraining, too, but building repairs can be done without a governor. Of course, the settlement can be set to AI control and given general directions, like Growth, Financial, etc. For further restriction, you could limit yourself to building and recruiting only if a governor is present, and have no AI control of anything.
Rationale: A firm hand has to be present to organize military units and supervise construction.
3. Naval Transportation
A naval unit can only transport one military unit at a time. For example,
an admiral with a stack of 3 ships could only transport 2 hastati and 1 velites.
This is more realistic, and will definitely put a cramp into quick amphibious
invasions. For Spies and Diplomats, of course, these limits do not exist.
Even with retinues, they're not going to take up more space than 40+ men with full military equipment.
What about elephants and horses? Should it require more ships for a
unit of these? Can a single elephant even ride on a bireme or trireme? Could it take 6 ships to carry a unit of elephants? The cost of ships makes this impractical.
4. Treatment of Routers
When fighting anyone but rebels (who can be annoying), once you have set all your enemies to routing, do not hunt them down one by one, just end the battle. Maybe they will be able to regroup in a settlement to fight another day and provide for more exciting battles.
I'm not so sure about this one myself. It's fun and historical to chase routers and is about the only time you can sit back and watch. Also, will it even work? Often times, they will dissolve into the countryside anyway. Maybe it would be best if you only did this when substantial numbers of men were in rout; any unit under 7 men could be chased down and slaughtered, since it will disappear anyway. Also, if the army has the "can't withdraw" skull on the pre-battle scroll, you might as well hunt them down, since they'll be gone anyway.
5. Captain Autocalc and AI Reinforcements
When a captain engages in battle instead of one of your generals, autocalculate the battle. This will better represent him being not as good
as your generals. Also, if you get a man of the hour this way, you'll know he
was something special.
When reinforcements are engaging, set them to AI control unless they
are under the command of one of your generals. Again, for the same reasons.
6. Saving and Reloading After Defeats and Mishaps
With the loadgame bug, this is even worse than it would normally be. Knowing that you can't easily correct a mistake means you'll be more careful or suffer the consequences. But with the bug, it can save you from a seige or prevent AI factions from expanding.
I'm trying to just leave the game running in my current campaign so I don't have to reload.
7. General Exploits/Cheating
I'm sure there are a lot of these, and basically, the Iron man doesn't take advantage, or at least, not excessive advantage, of certain known AI weaknesses. I'm not much for bribing or trying to get exorbitant sums for my maps. Cheating by giving yourself lots of money is right out. This is a kind of fuzzy area, since one man's exploit is another man's sound tactic ~:) , but I'd like to know what rules other people impose on themselves.
8. No Walls
This may be an interesting restriction, since it would reduce the severity of the loadgame bug and also means more effort must be put into defense.
https://forums.totalwar.org/vb/showthread.php?t=44718
Any more? What do you think of these?