Thank you for your comment guys!
When I started this topic I seem to have overlooked a major issue - target audience. I guess I'm a strange kind of a history fan, my two favourite periods are Romans and WWII. I suppose most TW players prefer ancient and medieval period. And it may be true that current engine isn't suited for anything modern (say 20th century) but I meant that the basic principal should be used, not just making diferent skins for this one![]()
The key word as cannon_fodder said would have to be abstraction. Every strategic game is full of it. RTW has many abstract elements. The battles are scaled down and accellerated simulations of real battles. You can have an army of say 1500-1700 people and fight an enemy army of similar size. Eventually you can have another AI controlled army of similar size (in such situations on my system the game becomes a slide show). So, altogether you can have about 5000 men maximum in one battle. Historical battles were fought with lot more than that and lasted for hours and hours. In RTW even such large battles usualy last about 10 minutes. If there's trouble on the left flank your cavalry from the right flank can arrive in a matter of seconds and solve the problem. That was impossible in reality. Not to mention the fact that any unit instantly responds to your command. Ancient commanders had no such luxury, their units had to be preissued commands on how to behave under what conditions. Alternatively they could send runners to element commanders.
Another example is strategic map movement. A unit needs one move (i.e. six months) to get from one town to another. Most turtles would get there quicker![]()
A WWII game doesn't have to simulate the exact number of tanks, men and infantry. As far as I can tell none of them do. The Close Combat series simulated most great WWII battles with 'the tip of the spear' principle. You commanded batallion size units which happend to be where most of the action was. If the battle was not resolved, both sides could agree to ceasfire and the battle would continue another day. Something similar could be employed here. Airplanes could either be attached to army units and then called on demand (close support planes such as JU-87). Strategic and air superiority planes could be treated like navy units in RTW.
Simon Appleton said it would be hard to swallow for example Italy dominate the Med. Why's that? After all, when the game starts it doesn't have to follow the real history line at all. In my Scipii campaign there was just one Punic war. And Julius Ceasar didn't conquer the Gaul in 1st century BC, I did it in 3rd century. In my Western Roman Empire BI campaign I destroyed all the barbarian hordes and captured Consantinople. Currently I'm playing Seleucid campaign where I restored Alexander's empire (at least parts that are on the map). None of that things really happened. In WWII simulation you could have for example Germans making a deal with Soviets instead of attacking them. Together they could have defeated Western powers, who knows. The diplomatic and alliance element should also be made more complex.
Since I don't want to turn this post into a full scale novel I quit for now. Salute to everyone who joined the discussion!
Aulus Paulinus
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