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  1. #1
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Against 4tpy...

    against 4py?
    I am planning to make a month turn system for EB2 via decreasing movement points dramatically so as to make blitzing impossible
    that means you can conquer whole map in ten years like Alexander did.



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  2. #2
    Member Member Horatius Flaccus's Avatar
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    Default Re: Against 4tpy...

    I send my legion back home to retrain
    Maybe try another faction (apart from Romans). Try Hayasdan or Pontus on VH/VH, that will be fun.
    Exegi monumentum aere perennius
    Regalique situ pyramidum altius
    Non omnis moriar

    - Quintus Horatius Flaccus

  3. #3
    EB on ALX player Member ziegenpeter's Avatar
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    Default Re: Against 4tpy...

    Thats true, the Armenians rock! But I will try to switch the campain diff to vh via romesage, because I cling to my romani campain...

    "A wise man once said: Never buy a game full price!"
    - Another wise man

  4. #4
    Member Member Smeel's Avatar
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    Default Re: Against 4tpy...

    Though feel like you, that having the augustan reforms is kind of ridiculous(588 turns, yeah, likely to happen), I have no problem with the expansion in my romani game. It's the year 150-something, and I'm still within historical boundaries. And I'm playing on m/m Exstensive use of FD is the name of the game.

  5. #5

    Default Re: Against 4tpy...

    4tpy is the best for expansion, don t forgot the many turns for take a full control of region(barracks, administration, law building).
    I think with less tpy the game isn t fun.
    I hope for more tpy, maybe 6.
    Proud Roman General




  6. #6
    Member Member Parkev's Avatar
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    Default Re: Against 4tpy...

    I just looked up few things I'd written down a while ago when I was thinking about turns per year, I'm sure the EB team have done a considerably more in depth analysis (a few posts from Foot some months ago suggested so).

    Now if my Pythagoras theorem is anything to go by a grid square in EB 1 is about 20km wide (I think I got show_cursorstat of Gibraltar and one of the pointy bits in the Persian Gulf and compared to Google Earth). Now the most I can crank out of a General in spring on paved roads is 14 tiles, the average is about 12.

    So that gives 20 * 14 = 280 km per turn.

    From this site http://www.reshafim.org.il/ad/egypt/...opics/army.htm
    Marching an army to its destination took much longer, even when depots of food and water were available. On his way to Megiddo Thutmose III crossed the Sinai Desert from Tharu on the eastern border of Egypt to the closest major Canaanite town, Gaza, a distance of about 200 km in 9 days [8], at a speed of about 22 km per day.
    His progress through Canaan was much slower, about 10 km per day [8], probably mostly due to the fact that in ancient times armies in enemy territory generally provisioned themselves by looting the countryside which slowed down their advance.
    Which references this site http://www.reshafim.org.il/ad/egypt/...of_megiddo.htm , which is a little out of the time frame (only 1200 years), but I think rough figures will suffice.

    So 10 * 90 = 900 km per turn.

    So there's is about a factor of 3 discrepancy, and even if those numbers are out by 50%, in the right direction, we only just get back to parity. Since increasing movement points effectively breaks the game, we're looking at 8-12 turns per year.

    Immediate problems that occur:
    1. how is anyone ever going to reach the end date?
    2. easier to blitz (human and AI)
    3. far bit of recoding
    4. time spent at end turns would increase as a proportion of game time

    To address these:
    1. Who does anyway? Moreover, EB is a historical simulation of the world at 272 BC, the further we go down history the thinner the conjectures and assumptions as far as reforms will be (as reasonable as they are), therefore EB would be "more historically correct" in some regards.
    2. Nothing some fairly severe winter/summer movement penalties won't fix, not to mention all the opportunities as far as recruitment pools and such
    3. But what better time when porting to a new engine
    4. Small price to pay

    Personally, I'd prefer to play 20 years of a 12 tpy game than 60 years of a 4tpy, much more intense role play in terms of character development and one could actually exercise a military campaign in one summer season (train a decent amount of levies in the spring, fight a few battles, get home before winter).

    But, as always the BIG but is; could the AI handle it? Or would the AI be forced to act in a way that would cripple it?

    Just my Sunday afternoon musings.

    EDIT: This wasn't the post I remembered but it's got the right gist to it
    To change movement speed you need to edit descr_character.txt

    The reason speed is much slower than the distances that could be traversed in 3 months is for gameplay reasons. When dealing with turn based strategy, increasing movement seriously damages any potential strategies as you and the ai have no chance to react to anyone's movements. Staging an interception for an enemy army is thus impossible because he would already have reached your walls before you had a chance to stop him. We have not changed movement values from vanilla.

    Maintaining a standing army or navy was prohibitably expensive if they are not on campaign. This is not entirely fair as of course a campaigning army could be raised, if needs were high, in a far shorter period of time then we can represent in game (though EBII will change some of these problems). If you aren't on an active campaign, either for conquest or riches, then maintaining an army makes for poor fiscal management. Large Empires of course need and can sustain large standing armies, but smaller kingdoms cannot do so.

    Roads, for example, don't actually represent roads in any particular sense, but rather represent a road network and all that entails. For example the Rome province starts with simple roads, whereas, of course there were some quite large paved road systems there, however these paved road systems were not the major road systems and did not connect the entire province together. The same occurs with farms, ports, military, etc. Basic farming doesn't represent the actual existence of farms in a province, but rather the trade network that allows for a concentrated and centralised distribution of produce to the benefit of the entire province.

    Foot
    More edit: I didn't find what I was looking for but did find a post by Foot from January 2007 advocating 0 turn recruitment for levies, or a massive siege defence script. Seems it's happened to all of us.
    Last edited by Parkev; 08-23-2009 at 02:52.

  7. #7
    Xsaçapāvan é Skudra Member Atraphoenix's Avatar
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    Default Re: Against 4tpy...

    @Parkev
    At first I tried to change EBBS with monthly system, 11 summer 1 winter but as you know we have more than 1100 turns in EB, many players are already blitzers. you can conquer whole map less than 500 turns if I add monthly turns that means 1100 x 3 = 3300 turns and a bit more.
    To reflect the realism I have changed movement points and it works on RTW, BI, Alex , EB even on Alexander EB.
    On the other hand as we have no chance to increase the numbers of the cities even in Kingdoms, I prefer to use second solution I still play Eb with it.

    The Persian Royal Road was an ancient highway reorganized and rebuilt by the Persian king Darius I of the Achaemenid Empire in the 5th century BC. Darius built the road to facilitate rapid communication throughout his very large empire from Susa to Sardis: "centralized rule is the victim of time and distance". Robin Lane Fox has remarked in this context.[1] Mounted couriers could travel 1,677 miles (2,699 km) in seven days; the journey from Susa to Sardis took ninety days on foot. The Greek historian Herodotus wrote, "There is nothing in the world that travels faster than these Persian couriers." Herodotus' praise for these messengers—"Neither snow, nor rain, nor heat, nor darkness of night prevents these couriers from completing their designated stages with utmost speed."—is the inspiration for the unofficial motto of the United States Postal Service.[2]
    I have opted realism and I prefer it to game playabilty. But even I did not dare to increase movement points so as to travel from susa to sardis just in 1 Turn....
    On my campaigns with Realist movement mods I find AI more agressive against me so it does not take 3 YEARS for AS to send reinforcements from Seleukeia to Northern Border (Margiane) even I find 9 mounts (3 turns) unrealistic.
    so I have not had any problem on increasing movement point though I did not tested the possible maximum limit.

    in my signature you can see my mod's screenshot (The realist Movement Mod).

    P.S. I support levies should be in 0 recruitment but I had already got tired of modding EB, so I am waiting for EB2....
    But I hate road-runner traits for generals (current EB system is fine) so I do not wanna try more traits to increase the movement points.

    MONTHLY TURNS OR INCREASED MOVEMENTS,
    I wish we had another solutions.....
    (AFAIK enlarging map twice is meaningless)
    Last edited by Atraphoenix; 08-24-2009 at 08:37.



    My Submods for EB
    Spoiler Alert, click show to read: 
    My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finished
    History is written by the victor." Winston Churchill

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