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Thread: 0 turn building time?

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  1. #1
    Member Member Eucarionte's Avatar
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    Default Re: 0 turn building time?

    Mmmm...what about 0 turn recruitment only for peasants and militia type troops (such as town watch and militia hoplites, for instance)? A city could easily equip quite a number of these troops in 6 months (no training or special equipment required).

    It could represent a last desperate effort to defend a city. It is said that one of the reasons why Hannibal didn´t assault Rome was precisely this (among other reasons like mobility, lack of war engines, etc.).

    I don´t know how the AI would make use of this, though...

  2. #2

    Default Re: 0 turn building time?

    I'm just gunna paste my argument from the RTR forums...

    Okay the main arguement of the No camp appears to be that battles would become unimportant due to the fact you could keep churning out army after army.

    Heres how you counter that: High upkeep costs.

    Yup thats it. Those who have played Roma mod know what i mean. You can churn out a large well-equipted army in 1 turn. Then you go into debt. Whilst this army is being used the debt rises. Then when the army is destroyed or severly depleted you monet slowly rises again. This means you have to cancel out all the debt before you can put another large army out into the field. Add to this the fact that you will have less population due to the Homeland system, and you really can't just throw away your armies. Of course if you own half the map you would probably be able to churn out 3 or 4 armies, and keep them coming after each is destroyed, but that makes sense as you own HALF the map.

    0 turn does not unbalance the game at all as long as it is properly implemented. Most nations may be able to field a few armies at most and this will lead to some epic battles that are meaninful.

    Also if auxillia still take a turn each it means only citizenship cities can produce big armies quickly.

    This system is realistic and will IMPROVE gameplay if it is implemented properly.

  3. #3

    Default Re: 0 turn building time?

    As has been said before, people are arguing about this as if EB will the the one and only holy grail, sacred and untouchable, whereas I would bet money that within days of it's open beta release people will have modded it, altered it and implemented their own things to suit their own preferences. There will WITHOUT A DOUBT be a zero turn mod for EB within a week or two of release.

  4. #4

    Default Re: 0 turn building time?

    True Greek_Fire but you must also accept the argument that those who want 0 turn could turn your argument around and say those who want 1 turn can mod it. Given that supporters of 0 turn recruitment do not want 0 turn across the board, and we will have to mess with upkeep costs ,you can understand that ours will take a lot more modding than simply turning everything to 1 turn.

  5. #5
    Pretentious Title Member ENSAIS's Avatar
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    Default Re: 0 turn building time?

    Personally, I find that the 0 turn recruitment and the resulting massive armies give an epic feel to SPQR battles.

    I hope EB has a recruiting mechanism or options that will allow similarly epic battles.

    I look foward to the diversity of units and recruitment schemes EB will have. I just wanted to put in my 2cents for a 0 recruitment type element for bigger armies.

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