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2 Points for consideration
Caveat:
I am not playing EB-open beta, these comments are derivative based on thread discussions I have been perusing.
1) Gast' infantry:
These doped up maniacs strike me as correctly depicted in that many of them would have been able to continue the fight despite mortal wounds -- like a dying bear.
Do they survive after the battle? If my hoplite ran the Gast' through the belly, he may well be drugged up enough to shrug it off, kill my hoplite and 6 of his comrades, and then scream in victory over their corpses -- but he would almost certainly be dead in the next few weeks from infection. But doesn't the game have him surviving to fight in the next battle two months hence? Is there any way to address this within the framework of the engine?
2) Upkeep costs on ships:
What the game lacks -- from what I've read -- is a "trireme shed." My readings (admittedly not as focused as the design team) suggest that numerous naval factions would have trireme sheds constructed so that they could safely store and maintain their ships for use in the future, manning them at need but not building them whole cloth each time. Could such a building be developed to drastically reduce the upkeep costs of a naval unit that stayed in port for the entirety of a turn? This would allow folks to build large fleets, mobilize them for war, but then limit costs during quiet times (though of course not have them for deployment).
I also like the idea of under-armed transport ships. This would fit well since the combat ships of the med weren't really intended for transporting numbers of troops and fighting as a navy (the way the system shows it currently).
Thoughts?
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Re: 2 Points for consideration
Our navy building system does not have such small scale to include "trireme sheds" as separate building. It's assumed to be included in one of the larger naval ports for appropriate factions. I suppose it could be referred to in the building description, but that's about it, I think.
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Re: 2 Points for consideration
Quote:
Originally Posted by Seamus Fermanagh
Is there any way to address this within the framework of the engine?
Not that I know of. :no:
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Re: 2 Points for consideration
Some interesting points. Is there any way at all that at certain ports, the upkeep is drastically reduced if a fleet is docked there. That would be pretty effective.
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Re: 2 Points for consideration
We can probably script something.
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Re: 2 Points for consideration
I think the only way to detect the location of a fleet would be to have something checking whether the admiral is near a certain tile, for every naval port. There's not a "FleetIsDocked" condition, that I'm aware of.
Something like this (sorry for the scripting pseudocode, I'm not well-informed in this area):
Code:
for every possible port location for every single faction (probably only a few hundred checks):
Condition I_CharacterTypeNearTile romans_julii admiral, 1, x, y
add_money romans_julii 1000
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Re: 2 Points for consideration
Quote:
Originally Posted by QwertyMIDX
We can probably script something.
Will you? Do you agree it's a pretty good idea and will help with the concerns over naval upkeep costs?
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Re: 2 Points for consideration
Would only two or three factions get access to this? What factions in our time period pulled their ships up into ship sheds to decrease the cost of keeping fleets.
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Re: 2 Points for consideration
Well it would be more of a gameplay enhancing deal for all factions. I don't assume there were any nations that kept their entire fleets out at sea, all the time. It doesn't necessarily have to be a ship shed, just the port itself, unless you want to just add it in the description as mentioned for certain ports I suppose.
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Re: 2 Points for consideration
Quote:
Originally Posted by Malrubius
I think the only way to detect the location of a fleet would be to have something checking whether the admiral is near a certain tile, for every naval port. There's not a "FleetIsDocked" condition, that I'm aware of.
Something like this (sorry for the scripting pseudocode, I'm not well-informed in this area):
Code:
for every possible port location for every single faction (probably only a few hundred checks):
Condition I_CharacterTypeNearTile romans_julii admiral, 1, x, y
add_money romans_julii 1000
Why hasn't anyone thought of this earlier? With a bit more sophisticated code we could link upkeep to the fleets' distance from nearest docks, at least up to a certain level.
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Re: 2 Points for consideration
Hmm, this also brings up what may be a solution for the Militia upkeep problem. Would it possible to use an add_money script that would negate or reduce the upkeep of a militia unit when they have been in a city for one or two turns? This would represent their working in the fields and shops and still be available to repel invaders.
Is it possible to script for a unit type like that?
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Re: 2 Points for consideration
Deleted, The_Mark likes the idea ~;)
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Re: 2 Points for consideration
@jebes,
Im not sure but i think youd have to make each militia squadron a family member, why is not a totally bad idea, if you make him have a trait like "Captain of Militia" and have that trait make him infertile and everything, could it work?
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Re: 2 Points for consideration
I really feel sorry for the guy that writes EB's code...
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Re: 2 Points for consideration
Quote:
Originally Posted by Jebus
I really feel sorry for the guy that writes EB's code...
I feel grateful and appreciative. And the whole team as well.
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Re: 2 Points for consideration
Quote:
I really feel sorry for the guy that writes EB's code...
Why? Its quite simple.
I must say that i like this idea. Now our historians myst say what they think about this.
Each port will get refound for only one fleet.
Quote:
Hmm, this also brings up what may be a solution for the Militia upkeep problem. Would it possible to use an add_money script that would negate or reduce the upkeep of a militia unit when they have been in a city for one or two turns?
Nope it wont work for land units. We just cant get enough info.
On sea it simple.
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Re: 2 Points for consideration
HEll
you know you guyz are awesome. though you are very humble. :2thumbsup:
We're getting good ideas here guys..
:idea2:
Could not this idea even be used to simulate supply lines for amies?
Could the script check if an army was on a tile owned by an enemy?
And if so, let's hypothetically say we have such a script.
When the army is in homeland provinces (type1 gov), the script would add more money.
And if the army was in one of your government type 4-5 provinces, the script could add less money than with typ1 gov.
This could reflect the attrition of going through a poorly organized (type 4-5) home-province, contrary to going through a highly organized (type 1) homeland province. And then, you could also add even less money while going through allied territory..
And going through enemy territory should naturally be very expensive. This again could be offset by a general with a "forage" trait..
See where I'm going with this? ~;) :2thumbsup:
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Re: 2 Points for consideration
Can we remove money from the players treasury if theyt have armies which are more than say 10 squares from one of their settlements (since all armies in the field are led by a character of some kind) to represent the difficulties of resupplying?
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Re: 2 Points for consideration
Quote:
Originally Posted by The_Mark
Why hasn't anyone thought of this earlier? With a bit more sophisticated code we could link upkeep to the fleets' distance from nearest docks, at least up to a certain level.
Keep in mind that the AI will never associate naval cost with distance from docks. But there may be a plus/minus for each side:
Human: Knows about the cost/distance link, and so makes an effort to keep fleets as close to home ports as possible. This encourages behaviour that mirrors history, which is good. The AI will not be able to do likewise, so advantage Human.
AI: Unlike the AI, the human player is often prone to send fleets off on great voyages of exploration. In the past there was no reason not to - the cost of maintaining a Pontic fleet off the cost of Norway was the same as being in the Black Sea. Well, no longer. And since the AI typically doesn't launch long range naval explorations, advantage AI.
In sum, this idea would seem to make the game more realistic, and wouldn't unduly penalize one side over the other.
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Re: 2 Points for consideration
You could have it only effect the players faction
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Re: 2 Points for consideration
Quote:
Originally Posted by Kull
Keep in mind that the AI will never associate naval cost with distance from docks. But there may be a plus/minus for each side:
Human: Knows about the cost/distance link, and so makes an effort to keep fleets as close to home ports as possible. This encourages behaviour that mirrors history, which is good. The AI will not be able to do likewise, so advantage Human.
Even with the Human advantage of knowing to keep fleets close to ports, it doesn't matter because the AI has the huge money advantage, so even if they have plenty of fleets all over the place, they won't take too big a hit. So technically, the AI has the overall advantage ~;) .
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Re: 2 Points for consideration
Quote:
Originally Posted by Wonderland
Even with the Human advantage of knowing to keep fleets close to ports, it doesn't matter because the AI has the huge money advantage, so even if they have plenty of fleets all over the place, they won't take too big a hit. So technically, the AI has the overall advantage ~;) .
I'm only talking about advantage in the sense of "versus the status quo". Since the AI is already getting money, that's the "as-is" state. With this change it's now likely that they will get less - or at least less in relation to the human.
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Re: 2 Points for consideration
I am honored to have sparked such a seemingly useful discussion.
My limited knowledge -- its been years since I read up on triremes, suggests that storage sheds were not uncommon, but that the facilities of Rhodes and Carthage (to use their English names) were the most extensive.
I love the distance idea. I always wondered about the Scythian fleets I would encounter off Carthago Nova in RTW Vanilla.
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Re: 2 Points for consideration
Militia unit garrison upkeep bonus can be done, to an extent, with the I_NumberUnitsInSettlement.
Supply lines: Now we're talking! Though, I'm afraid that we can't link it to government buildings in the provinces, we can certainly detect if a character is in enemy lands, but basing it on distance would probably be overly complex with the engine we have at hand. Traiting could, however, tie it to the time the general has spent in hostile territory..
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Re: 2 Points for consideration
Quote:
Originally Posted by The_Mark
Supply lines: Now we're talking! Though, I'm afraid that we can't link it to government buildings in the provinces, we can certainly detect if a character is in enemy lands, but basing it on distance would probably be overly complex with the engine we have at hand. Traiting could, however, tie it to the time the general has spent in hostile territory..
:bow:
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Re: 2 Points for consideration
Yay i finnally came up with something worth persueing, i did come up with it right? Even if someone else did i have some ideas about that
You could have a quatermaster ancillary, and alsorts of other ancillaries that could be derived from the howlong have you been in enemy territory trait, like if you took a new town or something like that after spending along time outside a city you get a "quatermaster" or something similar.
Also you could give him a trait based on what buildings were in the last town he stayed in cant you, you could say that a granary or armoury in that town dictates how good his logistics are, which could have an effect on the money he costs extra.
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Re: 2 Points for consideration
Seamus helped spark something potentially great.
Thanks for your ideas Seamus and Spitful. :bow:
It's always nice when fans and the community provide us with good ideas like this. ~:grouphug:
Kudos to the community for being so excellent. :2thumbsup:
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Re: 2 Points for consideration
You would hate me ... But still I have to say that there is one problem - in some areas plunder would be very big - in fact many wars were pure plunder which RTW is not depicting.
Making staying on enemy land very expensive won't be historical - in fact (exept some regions - forests, deserts) staying on enemy teritory should in fact give you money, not take it from you. On the other hand, in your land army needs to be fed and paid by your own men ...
also is there any posibility to give money to army winning a battle if anemy is destoyed or routs? It should be scaled to enemy army size, as it is to reflect capture enemy camp, loot the dead, sell captives.
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Re: 2 Points for consideration
If the army is larger than the province could sustain, even if it is a foreign one, then supplylines are more important, but if it's of a certain small to medium size it could merit the bonus I would think in most provinces; and of course in winter it would be even worse. But I don't know how good the system could be at determining all of these variants. :dizzy2:
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Re: 2 Points for consideration
I just read in Xenophon's history of grece that spartan army plundering Korkyra got so much, that soliders refused to drink wine other that tastes like flowers. :) :book: