He is an idea I've been conjuring for a while now. Here's my attempt to put it into writing.
There are many rough edges to it, and nowhere near fleshed out - as many ideas are. It borrows from many different games and seemingly good ideas. It adds to my other idea thread's ideas.
The large aspect of this idea is to move the static and clunky gameplay the Total War series has now into something more organic and fluid. It's great but I feel like in the coming years with technological improvements being what they are, some of these ideas may become a reality. Perhaps. Either way, they might interest some people out there and I'd like to know what you think.
- Have every single individial in the game be identified in a unique and different way. This would probably be very slight but it could get really complex depending. Here's a simple list: Age, Loyalty, Trade*.
* - Trade would be essentially the role the citizen plays in your dominion. They can have multiple roles over the course of their lives, but they won't excel at something they aren't experienced in doing. The list would be something like: Soldier (increasing Experience by battle/training), Citizen (one who extracts goods for production/consumption), Tradesman/Producer (blacksmith, carpenter, merchant etc),
- When you want to have an army be created or a certain task completed, you send your Governers orders for certain tasks to be completed. It would essentially mean you guiding your empire but it taking on a much more organic feel. You would give macro orders which would be completed depending on a couple of factors. Granted, you could take a bunch of blacksmiths and order them into the ranks of your army, but usually you would trust the governer to put people with the required skills into the correct fields.
Tasks your populace would be orderd to perform:
/1 - extrating goods including hunting/foraging/farming/food production/fishing etc, logging, mining and pillaging/land stripping. These all are improved in efficiency as technoloy and Development improves. The more people assinged a task the faster it would be completed. Also, the more people in an area means instead of just some tents for your loggers, they begin to make permanent structures to house all of their number once the logging camp swells enough; similar to how armies would assemble.
/2 - trades/craftsmen/specialists including crafting all of your extracted and imported goods into various impliments. Like in all games, improving technology includes inherent bonus' associated to where you invest your technological minds towards. In this idea this would be similar to in Civilisation having to choose a path for your scholars to research, but in a more tangible way. You'd be able to extract iron ore finally to bring your culture into an "iron age" which would give you a range of options of where to invest your profits; better equipment for warfare, better farm impliments to give a boost to population growth, mining improvements (the list goes on). Basically, if you've read my other thread, it lines up perfectly with a Development stat for your culture.
/3 - forming an army after a time there would become on the map a gathering of people and less would be put into the other aspects of your dominion. These soldiers would gather until the amount of soldiers needed would form a "stack" or units enough to form a true army. When the first soldiers arrive everything is very unordered, tents and troops camping in the open, massing together. If a General is present things are sorted out much faster. More soldiers are needed to Form an Army in a gathering which doesn't have a General - less Gathered Men needed when a General is present as Order in the ranks would increase.. A mass of men armed for battle but not in a stack can be ordered around but will have less discipline because the lack of a General to lead them and train them. This would make good Generals even more important. Half disciplined troops would break and run, partially hold up against an onslaught in half-formed ranks, scatter about attacking the enemy but it would create a much more ambiguous feel to a leaderless army.
As you can tell from this design, it would make for very interesting choices as to what you wish for your empire to do. You could go to battle, taking your men from the fields and mines and dockyards and training them for battle which may not be profitous to your ambitions if the victory is not decisive. It would demand the player think about the seasons as reasons to attack or not - and would allow for the ability to surprise a neighboring culture in the winter when they have less Soldiers Assembled.
That's all I have for right now - let me know what you think and if you have more ideas to add on top of it.
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