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Old August 19th, 2002, 04:51 PM
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Default Re: Ancient Wars, SEIV style

I like the idea of having individual components represent small companies of warriors within a larger integrated unit. You could have small divisions composed of frontline warriors, bowman, pikeman, etc.

You'd have to do a lot of component adjusting and removal. For instance, ranged weapons would not be the norm now; you would have maybe two families of distance-damage weapons only, representing bows and javelins. These could be upgraded by improving arrowhead/javelin shaft composition, with greater resulting accuracy, range, and damage. Pretty much everything else would have to be weapons with range 1, or maybe 2 (for pikes and the like).

Engines would be tricky to handle. They don't really fit in well with the concept of ground combat. Perhaps experience (which should now include morale) could bestow movement bonuses as well as the other combat bonuses? That way a more experienced, determined army could march further than a disorganized rabble. Other than this, I don't know how you would represent the addition of engines; if a ship is now a unified conglomeration of soldiers, the "ship" can only move as quickly as its slowest constituent, and you can't just add in "fast warriors" to increase the movement of the army.

Cavalry presents an interesting dilemma. If anything matches the fighter analogue, it would be cavalry (even this is not a good fit, though). You can't really make cavalry part of this army/ship, because cavalry tactics typically consist of separating from the main army and outflanking. They don't just line up with the other soldiers; they do their own thing. I suppose you could represent this with a particular type of medium-distance weapon, but IMHO this is unsatisfactory. If you made fighters into cavalry, they could then separate from the ship/army and conduct their own movement.

If this is done, the concept of fighters would have to change, because in addition to being faster than infantry, cavalry is more powerful and does much more damage, which is not true of starfighters when compared to ships. Fighters would have to be bigger and more powerful, and significantly faster than all other ships. Yet they would have to have a weakness to avoid having them unbalance the game (although cavalry really was overwhelmingly powerful).

Hmm...now it sounds like cavalry should be its own ship type. But then you couldn't have it be part of a ship/army, in accordance with your idea.

Interesting concept.
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Old August 19th, 2002, 05:11 PM
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Default Re: Ancient Wars, SEIV style

I think the engines would be represented as horses, wagons or whatever transportation you're using.

Give the ship a +1 standard movement built into the hull to represent basic marching.

Each component soldier can be given a movement bonus ability. The slowest soldier will then determine the army's speed.
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Old August 19th, 2002, 05:25 PM
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Default Re: Ancient Wars, SEIV style

Quote:
I think the engines would be represented as horses, wagons or whatever transportation you're using.
I dunno...I'm probably being needlessly nitpicky here, but this just doesn't capture the idea well. If adding engines is like adding, say, wagons, then the only way that this would speed the army is if all of the army rode in these wagons, or on the horses, which is obviously unrealistic and kind of silly. Just throwing some wagons into the army doesn't speed up poor Joe Legionnaire, who still has to walk and determines the speed of the entire army. Obviously, there could be specialized armies consisting only of cavalry and the like, in which adding better engines could be like adding higher-quality horses, but these would be the exception.

I guess the engines = wagons/horses would work for terrain (non-combat) movement, in a limited way. If you have 1000 soldiers and 333 wagons, then a third of the soldiers could be cycled in and out of the wagons, resting while the army moved, in order to retain overall stamina and freshness. Even this is of limited effectiveness, though, and it's still pretty unrealistic, historically speaking. Regardless, combat speed would have to be handled separately, using this concept.

I like the idea of each component having its own movement rate much better. That solves things right there. I would do away with engines altogether, and give each component a movement speed, with the lowest speed determing the overall speed of the army.
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Old August 19th, 2002, 06:07 PM
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Default Re: Ancient Wars, SEIV style

Well I was thinking of something the equivalent of a train. Shove the army in, and row the boat.

But the bonus movement for every troop would work very well to make your army go at the speed of the slowest men.

You even get to go faster if the slow guys are killed!
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Old August 19th, 2002, 06:23 PM
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Default Re: Ancient Wars, SEIV style

Actually I think you guys have worked it out nicely. You give the army unit(ship) a base movement of 1. Then each sub unit(component) gets a move bonus. The movement of the army unit is then equal to 1+the loswest surviving units bonus.

Cavalry would have a higher bonus of course. And if you have only cavalry units in the army unit then that army unit could move faster than anybody else on the battle field. So you wouldn't put cavalry units in with foot soldiers. You could, but you wouldn't cause they could only move as fast as the slowest guy.

In fast most army units would be stritcly one type of component and a commander(bridge). The Exception might be you might want some infantry mixed in with your archers as protection from roaming cavalry. That would lessen the offensive impact of the archer company, but it would increase there posibility of survival. Even if they are damaged you want your your companies to survive cause that's how they accquire experience.

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Old August 19th, 2002, 06:25 PM
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Default Re: Ancient Wars, SEIV style

And as you get more advanced you could field larger army units. This would be done by adding lieutenants(life support) along with the commander(bridge).

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Old August 19th, 2002, 07:00 PM
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Default Re: Ancient Wars, SEIV style

How about these for "racial techs":

--Religious (Religious)
--Gemworking (Crystalline)
--Sanitation (Organic)
--Construction/transportation (Temporal)
--Shamanism (Psychic)

These would obviously have far different effects than their counterparts, and they need not be modeled after the counterparts at all. (I do so only because it's easy, and for reference purposes.) This would do well to account for the various cultures that might be around in a Roman Empire type game. The Romans would be religious, obviously, while the various Germanic tribes might have Shamanism. (Perhaps "Druidic" for Pictish/Celtic cultures?) The Romans would also have Construction/Transportation, while Middle-eastern cultures would have mercantile technologies such as Gemworking. Indic civilizations, renowned for their sanitation and mathematical city plans, would have Sanitation, which would bestow population and happiness modifiers for various buildings (facilities).

There are many other ways to go with this, that need not have any parallel to the SE4 tech fields. Any ideas?
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