One thing I have noticed in MTW is that the perennial standing armies don't match up much with history, and that the invasion, conquest, and assimilation of new territories seems a little too easy to me. Also the management of building and infrastructure that goes into constructing units seems a bit cumbersome. So consider the following hypothetical changes:
Imagine if the upkeep cost for troops was much higher. Imagine if, instead of having all your troops in a standing army at once, you held most of them in an reserve pool. Whenever you disbanded a unit or soldiers were ransomed back from the enemy, they would go into this pool, to be recalled to service at a "recruiting station" for a fraction of their original training cost.
Each faction could start with a pool of a certain number of soldiers of different varieties. In provinces with the proper improvements, there would always be a plentiful supply of, say, peasants and urban militia to be called up, usually for short-term duty.
Any troops coming out of the pool would be activated similarly to Mercenaries and treated the same as ransomed soldiers are now-- they would be able to defend immediately, but would have to wait a full turn to attack.
This would create a much more realistic model of the mobilization necessary for war, the high cost of a standing army, and a much more sensible portrayal of the role of Peasants and other low-class part-timers.
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Imagine if troops being ordered on offensive operations or troops involved in sieges had their upkeep cost doubled. Imagine if a besieging army that had its "lines of communication" cut would not be able to recieve this upkeep and would suffer high levels of death and desertion.
The player would have to pay extra to launch an attack, and would have to pay extra for any troops in a besieging army, as their ability to forage locally would be hampered.
Also, what if there were certain buildings requisite to troop upkeep and that any troops stationed in a province that lacked them would require extra upkeep? These buildings could be linked to the level of integration and loyalty of the local population-- making a lengthy occupation of foreign lands quite costly indeed.
There could also be more buildings and improvements and time involved in bringing a local population over to your side-- and a strong link between these factors and the quality of troops that can be produced or called up from any particular province.
This would accurately model the high cost of launching offensive operations and occupying hostile lands, as well as the difficulty of getting the full potential value out of a conquered people. We would see more punitive wars, and wars where the out-and-out destruction of your enemy and annexation of all his lands is not the objective.
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Also, what if there were a small happiness factor linked to the overseas deployment of troops, and an agricultural/trade income factor linked to the call-up of massive numbers of peasants and militia? This too would be accurate and depict the economic consequences of war.
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So what do you guys think of these hypothetical changes? It would probably make conquering the entire map alot less feasible, but this never happened historically anyway, and for me the micromanagement involved in that victory goal makes the game un-fun.
In My Opinion, if the changes I mentioned here were possible, the game would be simpler and more fun, by making factions more surviveable, and focusing the game more on specific provinces and strategic moves than simply spamming and gobbling up as many provinces as you can.
What's your opinion?
DA
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