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Age of Civilizations
EmpirePlanner145

Reform on how we recruit an Army

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Instead of building a army using money, scrap that and have it being that it require that province's population to build a army.

This will make so that your gold can not quickly build a army in one turn. 

Example, you select provinces that will build a army for you based off of the population the province has.

Population of 25000, would be able to recruit a army of 1500 but it would take 3 turns.

Each turn makes 500 units

There needs to be a new building so that you can train a army. The higher the level the building is the faster and more units you can build.

The cost would increase the military upkeep.

This would allow a nation prepared for war, have a higher chance of winning.

Even if you are a small nation but have time to build up a army without costing gold would be ideal in terms for war.

A Big Nation will always out produce units because of gold but take that away then this allows a small nation to take down a big nation or at least get them to agree to a peace deal in the small nation favor.

Having these buildings in the game would allow strategic planning since now you know where you should plan your attack.

You would want to take out their building so they cant counter attack or build a army close enough.

With what we currently have a Nation with a high budget can build a army of 2500 in one turn, which is annoying because you probably was prepared for war but suddenly they out number you.

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An additional building may not be necessary, for the existing armory may take on the additional benefit under your proposal.

Also maybe one could invest tech points into recruitment as well.

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I think the idea is nice but not phrased properly. Population is already a factor in how much you can recruit out of a province. What you're suggesting is that this recruitment should be divided into turns (500 per turn to 1500 in your example). A nation with a smaller population then being able to recruit 200 per turn to 600 in a province. I like that.

Gold is most intensely used when you're at war; buildings are not that significant. You would have little reason to keep money in the game if recruitment won't depend on it.

Edited by Kemalakkus

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4 hours ago, Kemalakkus said:

I think the idea is nice but not phrased properly. Population is already a factor in how much you can recruit out of a province. What you're suggesting is that this recruitment should be divided into turns (500 per turn to 1500 in your example). A nation with a smaller population then being able to recruit 200 per turn to 600 in a province. I like that.

Gold is most intensely used when you're at war; buildings are not that significant. You would have little reason to keep money in the game if recruitment won't depend on it.

Money should be used for other things, such as building infrastructure.

Having a bigger economy shouldnt mean you should be able to rush through a war. There should be potential for it but if you do not prepare for war then you would be less likely to win.

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13 hours ago, Texas said:

An additional building may not be necessary, for the existing armory may take on the additional benefit under your proposal.

Also maybe one could invest tech points into recruitment as well.

Right, focus on building the economy or development.

Maybe even having certain governments be able to have a quicker recruitment rate.

The only other thing I would add to this is that supplies should be a major thing. If a invading army is staying in a province for too long then will run out of supplies.

In a way limit how big a army can get

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Actually, maybe just scrap the whole recruitment feature and turn it into mobilization. In a country tab, you can decide to mobilize, and then decide how much % of your population you want to mobilize. The bigger the percent you mobilize, the higher negatives from economy you get. Mobilizing would also cost 1 gold per pop you mobilize. Max would be 5% of your population (with soldiers counting towards the population). Also, when mobilized, you get a happiness boost depending on the percent you're mobilizing times 10, so if you mobilize 1%, that's -10% happiness and so on. Mobilization would work by mobilizing 20% of the full number each turn, so it'd take 5 turns to get all your pops mobilized.

You'd still be able to hire mercenaries (basically the conscript feature) which work the way they do, but cost a lot more.

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50 minutes ago, Sneaky said:

Actually, maybe just scrap the whole recruitment feature and turn it into mobilization. In a country tab, you can decide to mobilize, and then decide how much % of your population you want to mobilize. The bigger the percent you mobilize, the higher negatives from economy you get. Mobilizing would also cost 1 gold per pop you mobilize. Max would be 5% of your population (with soldiers counting towards the population). Also, when mobilized, you get a happiness boost depending on the percent you're mobilizing times 10, so if you mobilize 1%, that's -10% happiness and so on. Mobilization would work by mobilizing 20% of the full number each turn, so it'd take 5 turns to get all your pops mobilized.

You'd still be able to hire mercenaries (basically the conscript feature) which work the way they do, but cost a lot more.

You are right but a bit more balanced.

But so far we are heading the right direction

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