Search the Community
Showing results for tags 'military'.
Found 2 results
Adx97 posted a topic in SuggestionsMILITARY Army Morale Army has morale as hp bar. When it reach 0 the army retreat. The chances of army recreating depends on general skill and technology difference. General Each army need a general. Army that doesn't have general has -50% morale. When a general die in a battle it decrease army morale by 50% and have 10% chances to retreat. General skills 1 ⭐ general to 5 ⭐ general Each ⭐ increase morale by 2% Retreat chances : ⭐ - 60% ⭐⭐ - 70% ⭐⭐⭐ - 80% ⭐⭐⭐⭐ - 90% ⭐⭐⭐⭐⭐ -100% No general - 10% Siege Province occupation : No fortress - 1 turn Lv 1 fortress - 2 turn Lv 2 fortress - 3 turn Lv 3 fortress - 4 turn Garrison Each fortress have garrison. Each level add 1000 garrison army. A fortress province need at least equivalent amount of army to occupied. An army will never occupy a fortress province if it has less army than the garrison. Technology Each point of military weapon technology increase 10% attack. (because there is no way a tribe with spear need same amount of army that equipped with gun and have an even casualties in a battle) I'll think about unit type that range from early civilization to modern era later. I don't know how to mod to add all these stuff, probably need some programming (which is I don't know a thing). I just give an idea that will improve the game. Unrelated stuff: Stellaris ancient relic is out.
PETER posted a topic in SuggestionsThere is a serious problem when it comes to technology in the game, and it is ticking like a time bomb. Technology in the game is grossly oversimplified, and in a lot of strategies largely ignored. This post will explore ways to make the game more in depth, realistic, and balanced. It will be split into two subs: Balance and military. BALANCE When it comes to technology, the game is broken. Every time, the bigger nations with the bigger economies are leaps and bounds of the smaller nations, say the HRE. This is a joke, as regions should develop in technology uniformly. Development of technology should be not be dependent on income, but instead possibly a fixed speed. It could be increased with events, which I already do in my Too True 1440 campaign. Of course the problem with this is the player loses the freedom necessary to say, build an Indian colonial empire. As I said earlier, I have events in my campaign giving tech points to certain civilizations. Say, the Renaissance or printing press. There is still much to do in this topic. Any suggestions to replace the income system? MILITARY This is an in depth look on specific new modifiers that could added to invest technology points in. As of now, all seven modifiers basically increase your income. This means people do not care as much about it, and rightfully so. There should be added new modifiers affecting the outcome of a battle. These include: Offensive modifier Defensive modifier Fort modifier Siege modifier Fort maintenance modifier Navel battle modifier These new 6 modifiers would greatly change the game in a good way. Now this would add realism, where a smaller European army could destroy a larger Chinese army. This list can still be worked on, so feel free to comment any changes!