1
General Discussion / Re: A Not So Quick Question
« on: May 26, 2017, 03:26:44 PM »
I agree in 'less micro and more grand strategy'. Still, there should be a meaningful tactical level where conflict can be resolved - in a fun way. The whole economic system does 'only' produce soldiers and buildings (which is fine - I really like the 'mostly zero sum economy'), with soldiers being the 'marker of strength' of different entities. These need to be usable in a meaningful way.
Towards that we do not need 'equip single soldiers with different weapons' - we need a system where players may coordinate ideas on how to go about the conflict. It should be enough to set up your character - or your 2-5 characters - with 'units' that (optionally have different characteristics and) can fight, ideally by giving them a chain of orders that play out over 2-3 days with: Go here as fast as you can (risking ambush), wait for the others, deploy in line and advance. Sure, numbers need to matter - but intelligent, coordinated use should allow victory over somewhat superior numbers.
Then, once a conflict has been fought it needs to be translated into a result - and that should not be 'obliteration because its the easiest result'. It should in most cases be 'The looser needs to hand over part of his territory'. If there are other outcomes possible (agree to vassalization, dominance of your cult in my area...), so much the better. Towards territory, I like the occupation/control scheme of EU4 (?): I control 5 of your regions militarily - I withdraw from three and you give me 'ownership' of two. Meaning as long as you only 'control' a region, you gain maybe 10% of its resources - but once you own it you have full control...but ownership needs to be 'given'.
If the 'sub regions' are implemented, so much the better - more possibilities of border skirmishes.
Towards that we do not need 'equip single soldiers with different weapons' - we need a system where players may coordinate ideas on how to go about the conflict. It should be enough to set up your character - or your 2-5 characters - with 'units' that (optionally have different characteristics and) can fight, ideally by giving them a chain of orders that play out over 2-3 days with: Go here as fast as you can (risking ambush), wait for the others, deploy in line and advance. Sure, numbers need to matter - but intelligent, coordinated use should allow victory over somewhat superior numbers.
Then, once a conflict has been fought it needs to be translated into a result - and that should not be 'obliteration because its the easiest result'. It should in most cases be 'The looser needs to hand over part of his territory'. If there are other outcomes possible (agree to vassalization, dominance of your cult in my area...), so much the better. Towards territory, I like the occupation/control scheme of EU4 (?): I control 5 of your regions militarily - I withdraw from three and you give me 'ownership' of two. Meaning as long as you only 'control' a region, you gain maybe 10% of its resources - but once you own it you have full control...but ownership needs to be 'given'.
If the 'sub regions' are implemented, so much the better - more possibilities of border skirmishes.
