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Mans
Sep 14, 2011

by Jeffrey of YOSPOS

AAAAA! Real Muenster posted:

Spain+Portugal was a slightly different story though. Napoleon clobbered the Austrians, Italians, Germans, Prussians, and Russians without needing to do any protracted sieges as compared to how EU4 works. Meanwhile in EU4 you would have to take multiple years each to siege down every single prince in the HRE as well as the 5+ forts in Austria just to get them to come to the table.

I was mostly joking but yeah, sieges were simply not that common as it was much more pratical to face the enemy on the field.

Remember how in EU2 every single province would get the fort upgrades? end game combat made the ww1 western front look like a high speed chase.

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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
It would be good if they found some way to make light infantry worth having even when you have lots of cash.

IMO an interesting option would be to allow them to attack from the back row at reduced strength so that they are a weak but versatile unit which can do everything but not very well compared to heavy inf and archers which are stronger but specialised. You can flavour this as them being skirmish units with javelins etc. which I believe is fairly period appropriate.

This would also make light inf a good way to bulk up a core of heavy inf as they would be able to filter into the front line as your expensive front liners lose morale, to keep the fight going for long enough for you to win, while still giving some value when not directly engaged.

feller
Jul 5, 2006


What we need is a bar currency called veteranness that you gain by having light infantry fight or train and can spend to recruit heavy infantry

Technowolf
Nov 4, 2009




Mans posted:

Chariots being useless is historically accurate :v:

I always thought that chariots were historically strong vs. priests. :dadjoke:

GrossMurpel
Apr 8, 2011

Mans posted:

Chariots being useless is historically accurate :v:

I thought chariots were great before cavalry was invented?

aphid_licker
Jan 7, 2009


AAAAA! Real Muenster posted:

The problem with this is that it requires you play a very certain way doing specific things with subjects and idea groups. I dont like playing that way and I should not have to, in addition to the fact that playing that way may not always be an option.

The last bit was just something that occurred to me as I was writing the post as a funny gimmick to try. A single march or vassal was very useful to me in the described way though and does not require much in terms of gameplay sacrifice.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

GrossMurpel posted:

I thought chariots were great before cavalry was invented?
To my (somewhat limited) understanding, they were very useful when they were useful, but their ability to be useful was limited by the battlefield. An uneven, rocky, muddy/swampy, or forested battlefield pretty much nullified their ability to function. They also take quite a bit of expertise to build; a good chariot can be easily picked up with one arm and have perfectly round wheels. Therefore damaging them or losing them because of poor battlefield conditions was avoided at all costs.

Redeye Flight
Mar 26, 2010

God, I'm so tired. What the hell did I post last night?

double nine posted:

Warlords and captains

Generals and statesmen

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
Oh sick, this is a welcome change:

quote:

SNEAKY EDIT:
Removed the following line: You may not solicit directly or indirectly donation in any form.
Our terms of use has been updated and you are allowed to include a link to Patreon (for example). If someone wants to donate for the time you've invested in creating your mod, that's fine, but make sure it follows rule 8 above.

Getting donations for your mods is now allowed. Probably not gonna be remotely close to a living wage except for a couple of people but I would not be surprised at all if we start seeing some stuff with significantly higher production values coming out now that there’s some legitimate payoff, since that’ll motivate more people with genuine skills to join in. I also eagerly await endless drama from the big mod teams as nobody in them can agree on who actually deserves what from the money they get.

(Woulda been nice if this had been the case a couple of years back when my mod was briefly the hotness, but I guess this means I have to actually put out something new)

Koramei fucked around with this message at 20:33 on Jun 18, 2018

double nine
Aug 8, 2013

Redeye Flight posted:

Generals and statesmen

:hist101::respek::awesomelon:

Mans
Sep 14, 2011

by Jeffrey of YOSPOS

GrossMurpel posted:

I thought chariots were great before cavalry was invented?

Yeah but that was a few thousand years before this era

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

RabidWeasel posted:

It would be good if they found some way to make light infantry worth having even when you have lots of cash.

Maybe through tying it into the pop system? I have forgotten how they said the pops relate to troops but I could see there being some sort of, slaves and tribespeople can become certain cheap military units and the freemen/citizens/etc, the high ranking pops, can become heavy infantry and other more expensive unit types. If killing the unit kills the pop, deciding on an army composition for a war would then also become a process where you figure out where you want the demographic impact of the casualties to fall. Maybe you're behind on research but just got a ton of slaves from conquering Iberia so you just want to keep your citizens at home to contribute to tech development and throw all your new slaves into the meat grinder conquering north Africa. Do the military units work like in Vic2 where they are also pops with a culture and a religion etc that decide whether they participate in rebellions?

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands
The fact that they emphasize the movement speed of the various units is interesting. If you're keeping the army in one coherent mass, movement speed shouldn't matter worth a drat since you're moving at the speed of your slowest unit, and if they're making it so that different units have different strategic speeds on the map that sounds like it's asking for a micromanagement nightmare as you split and reform armies constantly.

The way they talk about units like the horse archers instead implies that movement on the tactical battlefield actually matters somehow, in some way. In most EU games maneuver just means the ability to hit units you're not directly facing, but that only matters if you outnumber the enemy. If horse archers are just plain "deadly to slower moving units," that seems to imply some kind of shakeup to the combat system. Something like the naval combat system in V2, maybe?

ThaumPenguin
Oct 9, 2013

It probably means that armies will default to the movement speed of its slowest unit, which might encourage you to split of light cavalry as scouts, or possibly using fast units to trick a weaker opposing army into battle until the slower units can reinforce them and crush the opposing army

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

ThaumPenguin posted:

It probably means that armies will default to the movement speed of its slowest unit, which might encourage you to split of light cavalry as scouts, or possibly using fast units to trick a weaker opposing army into battle until the slower units can reinforce them and crush the opposing army

I hope not, this sort of thing is incredibly frustrating to deal with unless the speed difference is huge. If light infantry move double the speed of heavy inf it would be a big deal, if it's 20% not so much.

feller
Jul 5, 2006


If that ends up being the case I’m going to make mister Fister Roboto sound like the apm king

Poil
Mar 17, 2007

Maybe if they made units commit to movement after 1 day regardless of how long the journey is or something. Probably a bad idea but it would reduce the obnoxious spamming a little.

Dr. Video Games 0031
Jul 17, 2004

ThaumPenguin posted:

It probably means that armies will default to the movement speed of its slowest unit, which might encourage you to split of light cavalry as scouts, or possibly using fast units to trick a weaker opposing army into battle until the slower units can reinforce them and crush the opposing army

Movement used to work like this in EU3 but they patched it so cavalry moves at the same speed as infantry because having a difference promoted tedious gameplay.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Dr. Video Games 0031 posted:

Movement used to work like this in EU3 but they patched it so cavalry moves at the same speed as infantry because having a difference promoted tedious gameplay.

Yeah the "Pop Demand mod" for Victora 2 does this as well and it's tedious as hell. The game is micromanagey enough as is without needing to split all my cavalry, infantry, and artillery into separate armies.

Fister Roboto
Feb 21, 2008

Senor Dog posted:

If that ends up being the case I’m going to make mister Fister Roboto sound like the apm king

lol

I really hope it is something to do with tactical combat, and that battles aren't just going to be the same old thing as in EU3/4 and V2 (and EU:R).

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


The Cheshire Cat posted:

Yeah the "Pop Demand mod" for Victora 2 does this as well and it's tedious as hell. The game is micromanagey enough as is without needing to split all my cavalry, infantry, and artillery into separate armies.

I'm pretty sure it was similar in the base game as well

The Cheshire Cat
Jun 10, 2008

Fun Shoe

ThatBasqueGuy posted:

I'm pretty sure it was similar in the base game as well

Somewhat, but the mod really leans into it. In the base game artillery and infantry move at the same rate and cavalry are a bit faster. In the mod, artillery are about half the speed of infantry and you really notice it when you're trying to chase down enemy armies if you're got them all grouped up.

Alchenar
Apr 9, 2008

I've said before that while it would be a big investment, changing CK/EU/V battles so that they take place on something like an 32x32 square checkerboard and you actually do get to see the two opposing generals fight it out on a 2d battlefield would be an interesting move.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Dr. Video Games 0031 posted:

Movement used to work like this in EU3 but they patched it so cavalry moves at the same speed as infantry because having a difference promoted tedious gameplay.

Yes, I too remember the good old days of having a siege stack of artillery and infantry, assault stacks of infantry and cavalry, and occasionally detaching the cavalry to hunt down a stack that had been evading me for months and a few dozen mouse clicks only for them to get ripped apart because unsupported cavalry isn't the best against a full battle stack.

By which I mean I was immensely happy when they announced that all units moved at the same pace strategically.

mossyfisk
Nov 8, 2010

FF0000
Just replace the combat with a copy of Dominions' and make everyone miserable.

Stairmaster
Jun 8, 2012

Just buy out slitherine and use the pike and shot engine for combat resolution.

Reveilled
Apr 19, 2007

Take up your rifles
I wonder how combat in these games would function if it wasn’t possible for additional troops to join a battle. Either by making battles last no more than one or two days, or by locking units out of provinces where battle is taking place. One of the things I’ve often found frustrating in EU particularly is how battles can drag on for months meaning if you’re a medium sized country taking on a large one, a 40k vs 40k battle can quickly turn into a 40k vs 120k before it’s over. Or a battle against the HRE starts out as your force versus a few thousand, then a few more thousand, then a few more thousand, just and endless train of additional troops for the battle until Austria’s doom stack shows up. Preventing units from joining in-progress battles would prevent this while opening up some actual risk-reward considerations for both carpet sieges and variable unit speeds.

Stairmaster
Jun 8, 2012

Have time stop while combat resolves. Give us a log of events like march of the eagles.

Pakled
Aug 6, 2011

WE ARE SMART

Stairmaster posted:

Have time stop while combat resolves. Give us a log of events like march of the eagles.

That'd be bad for multiplayer.

aphid_licker
Jan 7, 2009


Would there be a gameplay downside to just having the battles instaresolve the tick they're joined? Spontaneously I'd say it seems like a good idea.

feller
Jul 5, 2006


aphid_licker posted:

Would there be a gameplay downside to just having the battles instaresolve the tick they're joined? Spontaneously I'd say it seems like a good idea.

Yes, you couldn't reinforce.

Minenfeld!
Aug 21, 2012



aphid_licker posted:

Would there be a gameplay downside to just having the battles instaresolve the tick they're joined? Spontaneously I'd say it seems like a good idea.

If this was implemented, I'd like it to pause the game ahead of combat.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

aphid_licker posted:

Would there be a gameplay downside to just having the battles instaresolve the tick they're joined? Spontaneously I'd say it seems like a good idea.
Some battles lasted more than one day. 99.9% of battles in EU4's timeperiod lasted no longer than 3 days. Battles should last 1-3 days. The game should give you better feedback about what happened in the battle/let you watch some sort of slow-mo replay of it (even a replay of the numbers churning). Problem solved.

Prav
Oct 29, 2011

16 combat phases per day instead of 1

wouldn't make the game more fun, but it would give more realistic battle durations

Mantis42
Jul 26, 2010

You should have to expend military points on digging latrines whenever your army stops moving for a day. Otherwise they'll lose men to attrition as the camp diseases build up. /s

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

it'd be interesting to have armies lock position when they enter a province and wait a week or so to actually engage, so you can rush in reinforcements but the battle is over in a tick once it happens

GrossMurpel
Apr 8, 2011
I remember playing Steppenwolf back when EU3 had different strategic speeds for cavalry, infantry, and artillery. The barbarian tribes around Rome had -100% attrition reduction so you could just zoom around with sonic doomstacks of cavalry and instantly win all battles :allears:

Alchenar
Apr 9, 2008

Battle length has always been handwaved as 'also the time spent by the armies skirmishing and moving around the province, abstracted together'. Pick the right length for gameplay reasons then justify back from there.

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

StashAugustine posted:

it'd be interesting to have armies lock position when they enter a province and wait a week or so to actually engage, so you can rush in reinforcements but the battle is over in a tick once it happens
I was gonna suggest something like this, though I was thinking the maneuver phase would be of variable length, depending on terrain/army sizes/army composition/generals, and whether either army actually wants to engage the enemy. If for example one army is outnumbered, but reinforcements are moving in, that army would be attempting to delay the engagement for as long as possible. Having a more mobile army would of course help with that. With combat delayed, the actual fighty bit of a "battle" could then be far deadlier, rather than drag on for months as more and more armies enter the fray.

I think something like the above could have potential, and making maneuver a more important thing at the battle/tactical level could open up a bit of variety - some armies being harder to engage, but perhaps also not particularly strong at anything but raiding, to better differentiate between different approaches to warfare. The countdown for being able to outright flee would also begin during the maneuver phase, so it might be possible for one army to be defeated without a battle being fought. That'd obviously be annoying in the context of EU4, but if battles were made to actually count for a lot - even ones where the enemy just runs away before you even engage them, I think it could be made to work. The important bit would really be that winning a war wasn't contingent on essentially slaughtering an entire generation of fighting men.

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punched my v-card at camp
Sep 4, 2008

Broken and smokin' where the infrared deer plunge in the digital snake

A Buttery Pastry posted:

I was gonna suggest something like this, though I was thinking the maneuver phase would be of variable length, depending on terrain/army sizes/army composition/generals, and whether either army actually wants to engage the enemy. If for example one army is outnumbered, but reinforcements are moving in, that army would be attempting to delay the engagement for as long as possible. Having a more mobile army would of course help with that. With combat delayed, the actual fighty bit of a "battle" could then be far deadlier, rather than drag on for months as more and more armies enter the fray.

I think something like the above could have potential, and making maneuver a more important thing at the battle/tactical level could open up a bit of variety - some armies being harder to engage, but perhaps also not particularly strong at anything but raiding, to better differentiate between different approaches to warfare. The countdown for being able to outright flee would also begin during the maneuver phase, so it might be possible for one army to be defeated without a battle being fought. That'd obviously be annoying in the context of EU4, but if battles were made to actually count for a lot - even ones where the enemy just runs away before you even engage them, I think it could be made to work. The important bit would really be that winning a war wasn't contingent on essentially slaughtering an entire generation of fighting men.

Yeah, I think this is the best approach. Have some lead-up where both sides see pretty minimal casualties as their armies scout and skirmish, and after a semi-random amount of time have 1-3 days of decisive battle. It might require ridiculous micromanagement, but it could be really cool if you could set different instructions for different armies, with the unit's stats and the generals determining if their ability to achieve them. It could even lead to historically accurate situations where an army gets tied up in a province for months without seeing battle because the defenders keep out-maneuvering them.

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