Bigtex, if Hillary Clinton was the devil, how come all the nations of the world in the beginning of time have put more resources into international tribal warfare rather than building and expanding habitat?
If the worst that you could think of is Hillary Clinton, you really don't know what's worst in life.
Suggestion:
-Currently when a faction message pops up, there is only a "yes" or "no" (check mark or x mark), it'd be great if the messages had multiple choices like in RPGs.
-In RTW, the archer/slingers/ballistas etc. could only fire at the flag of units. So if the unit moves, the arrows/slingstones/bolts changes the aim with it. That's great. However, it'd be great if there was an additional fire mode implemented: area fire, and that's much more realistic as well because in real life soldiers have no idea which people is in which little unit on the battlefield when firing. So with the area fire, you'd click on a missile unit (in ETW, nearly all infantry, plus cannons, are missile units) and indicate an area where they keep firing at. It's much easier that way, because there are many times in RTW where I wish I could have the ballistas and catapults launch their projectiles at a fixed point on the battlemap, rather than moving its aim with whichever unit. Not saying that the aiming-at-an-unit firing system is bad. It's excellent. But it would be more complete, if a second firing system was implemented, the aiming-at-an-area fire.
-When clicking the faction icon in the strategic map and opening the family tree, it'd be great if the royal dynasty (think in ETW all were still kingdoms) had a family tree, and then on another part of the page are a pool of generals, and perhaps, governors. So that not all generals have to be family members, since the 19th century empires were run differently from the ancient ones.
And in the middle of the game, the gamer could pull up the family tree + horizontal general list, and at anytime adopt a general by clicking and dragging from one part of the page into another. So that if a general develops a lot of stars and good traits, he could be added into the dynasty. It's better this way than having it only happen as a pop-up faction event.
This further idea has to do with the upkeep cost of armies:
variable upkeep cost, a great hope and dream for Empire Total War
-In the stats of public order in cities (squalor+unrest+distance from capital, etc), perhaps changing the "distance from capital city" stat. Because in the 19th century, empires were able to take cities and maintain them at huge distance from the capital city, with relatively tiny amount of troops, such as most of the colonial wars.
It's a bit odd to occupy a town of 400 people with a full stack, and the full stack gets ejected because the 80% of distance from capital is driving the public order below 70%.
Instead of having distance from capital city affect the cities, it's better to have it affect the soldiers. Like, in RTW and M2TW, it's essentially the same engine, so a unit is recruited at the same price and has upkeep at the same price, no matter where on the map.
It'd be great if further from the capital city (or perhaps, major military training towns), the recruiting cost of a unit increases. And even better, the upkeep of a unit increases with a scalar multiplier, depending on distance from capital city.
This would be a more realistic implementation of raising armies, maintaining armies, and invading and keeping cities.
Better yet. Not only does the upkeep cost of units increase by a percentage the further away from the capital, but also, the upkeep of units increases when an enemy army is near (to simulate the difficulty of maintaining armies without desertions, and more difficulty in getting material, ammo, etc), and especially increases if a city is under siege.
This would motivate armies to sally forth so there'd be less siege battles.
Or, even better: in the RTW (and probably M2TW) engine, when a faction takes over certain other factions' cities, there is a cultural difference of between 0 and 50% in the public order of the city, to simulate the cost and labor of maintaining an occupied city.
What if in Empire: Total War, this was reflected in the upkeep. Depending on the player's faction, each geographical location has different upkeep multipliers. It increases with distance to capital, but it also has added value based on the geographical location's historical inclinations, and/or what's going on on the campaign map. So let's say the player's faction is Napoleonic France. France's unit upkeep in French territory is +0%. In Spain, France's unit upkeep get +5% because of distance from capital city, but also +10% because of Spanish guerilla warfare. In Poland, France's unit upkeep get +(some-number)% because of distance to capital, and that's it. In Russia, France's unit upkeep get +(some-number)% because of distance to capital, and +50% because of scorched earth tactics of the Russians.
And, it'd be great if an army invading a province, didn't just cause devastation to agriculture (minus some percentage of agriculture income to the city), but also drive up the upkeep cost of the enemy units in that province, especially if it turtles inside a city, because it rampages through the countryside taking all the supplies. That would encourage armies to not stay inside cities for sieges (did any siege happen at all in 19th century?) but go fight battles.
It's especially great if in Empire:Total War, a unit that costs 100 to upkeep in the home territories would cost many hundreds or even a thousand to upkeep, in far away territories. It totally simulates the colonial warfares, and even the war among the relatively near countries in Europe.
From what I read of the previews, the dev teams probably thought of this idea already. If it isn't implemented or not in the final version of the game, depending on the devs' superior knowledge and experience in game-making, would the devs please just add a upkeep_multiplier attribute to each units in the .txt files, so modders could play with it. If something like that is implemented,![]()
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