Results 1 to 30 of 136

Thread: Features the EB team wants to see in R2TW

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Features the EB team wants to see in R2TW

    The ability to coordinate with AI on a strategy in the campaign map will be nice as well.

  2. #2
    Legatvs Member SwissBarbar's Avatar
    Join Date
    May 2008
    Location
    Helvetia
    Posts
    1,905

    Default Re: Features the EB team wants to see in R2TW

    Nomad "camps" would move with migrating populations, adding "buildings" and loot, with the ability to found a new city if they choose to settle down in one place.
    Seconded. Actually it would be nice to have 1 great steppe-region, with several spots which would be good to build a town/settlement/village. If you do, a part of the region becomes a new "region" , which is controlled from this new settlement. If you build settlements on all spots, you have many regions to govern...not populated territory is nomansland. And you could abandon your settlement...
    Last edited by SwissBarbar; 03-22-2009 at 17:54.
    Balloon-Count: x 15


    Many thanks to Hooahguy for this great sig.

  3. #3
    Guest desert's Avatar
    Join Date
    May 2008
    Location
    The greatest polis built by men.
    Posts
    1,120

    Default Re: Features the EB team wants to see in R2TW

    These are big ones:

    • Men die while marching/on campaign, to starvation, sickness, desertion, raids, disease, etc.
    • After too much of this, units can abandon you for the enemy, just abandon you (dissolve), and maybe even kill the general of the army
    • Units can be bribed to assassinate their general or side with the enemy (as opposed to whole armies)
    • If you defeat an enemy in battle, and certain criteria are met (like maybe many of the survivors are mercenaries), then some of the remaining enemy troops can join you (big with elephants and successors and maybe Romans in the Social Wars and civil wars)
    • Much more siege variety, especially with siege times
    Last edited by desert; 03-22-2009 at 22:05.

  4. #4

    Default Re: Features the EB team wants to see in R2TW

    Quote Originally Posted by desert View Post
    [*]Men die while marching/on campaign, to starvation, sickness, desertion, raids, disease, etc.
    I think if you did this, then in EB at least (due to AOR system) you would also have to look closely at travel times and re-training abilities. Attrition works great in a game like Victoria because you can retrain troops in any friendly territory. But if its going to take several years to recover from two seasons' campaigning in hostile territory, it might be more difficult to implement.

    Would be great to have supply issues implemented in the game in a realistic manner though.

  5. #5
    Guest desert's Avatar
    Join Date
    May 2008
    Location
    The greatest polis built by men.
    Posts
    1,120

    Default Re: Features the EB team wants to see in R2TW

    But in EB, things are artificially time-consuming. Distances that take turns to cover in reality would only take weeks. And it doesn't take a season to recruit a few hundred men. All this can easily be solved by

    a. Increasing movement rates by two or threefold AT LEAST
    OR
    b. Making a year = 8 turns/12 turns

    c. Making use of 0-turn recruitment times (which is already being done in EB II).

  6. #6
    Deadhead Member Owen Glyndwr's Avatar
    Join Date
    Jan 2007
    Location
    Santa Cruz, California, USA
    Posts
    464

    Default Re: Features the EB team wants to see in R2TW

    I would love to see realistic city layouts (I know, people are working on this for EB II), but this is something I've really wanted to see since M2 come out. What would be cooler than marching through the actual Jerusalem of Rome. If CA doesn't do this, I hope they at least make it easier to mod in.
    "You must know, then, that there are two methods of fight, the one by law, the other by force: the first method is that of men, the second of beasts; but as the first method is often insufficient, one must have recourse to the second. It is therefore necessary for a prince to know well how to use both the beast and the man.
    -Niccolo Machiavelli


    AARs:
    The Aeduic War: A Casse Mini AAR
    The Kings of Land's End: A Lusitani AAR

  7. #7
    Guest desert's Avatar
    Join Date
    May 2008
    Location
    The greatest polis built by men.
    Posts
    1,120

    Default Re: Features the EB team wants to see in R2TW

    I just noticed that I put "disease" and "sickness" in the same line.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO