lwarmonger lwarmonger

Of Water and Morale

Of Water and Morale

The more I think about it the more I think these two things are important to a game of this age, and I am hoping we get confirmation on whether they will be included soon.

Morale:  Combat up until the modern era chiefly consisted of two armies coming together until one of them broke and ran.  Most games do not represent this, and instead have their armies unrealistically fighting to the death, however the real trick of Medieval and Ancient warfare was not to kill all of the enemy but to break them, causing them to run.  That is how specialized super-units like the heavily armored knight or the viking berserker acquired capabilities all out of proportion to their numbers.  This would be especially important with creatures like dragons and other super units... a creature that would cause panic among lesser soldiers, and whom only the most elite troops could stand up to would accurately represent the power of such animals and the difficulty that an empire consisting largely of humans would have confronting them.

Water:  During the medieval and ancient time periods the only efficient way to move bulk goods was via water.  Control of the water enabled food, stone and manufactured goods to be transported en masse, and dramatically influenced just how large and powerful cities could get.  All major cities in Europe were either on the water, or connected to the water, and large seagirt cities like Byzantium could not be successfully besieged until their sea lines had been cut.  Therefore I hope that at the very least a naval system is included in the game, and hopefully the advantages of being on the water are represented.

 

edit:

Actually, I think I've got an idea of how to model morale.  Each time a unit takes damage it makes a morale check against a value that is determined by the amount of time spent in training/the experience of the unit.  The more damage inflicted on the unit in a brief time the more penalties go into the morale check.  For example, a heavy cavalry charge into a unit of lightly armed, poorly trained peasants kills 10% of them in a go, in addition to a shock effect (for the larger size of the unit, and probably a charge bonus for cavalry... if it was a dragon it would have a significant fear bonus against regular units).  So while only 10% of the unit is killed (normally cavalry charges themselves didn't actually kill that many... but the shock effect would shatter enemy lines), the poorly trained and equipped peasants break and run, and are then mopped up unless they can be protected long enough to rally (the chance of which could be determined by the leaders or heroes you have on the field, and where they are located).

That way hastily trained but well equipped troops will have difficulties standing up to well trained battle hardened troops with similar armaments (as was the case in history).

75,043 views 28 replies
Reply #26 Top

Quoting lwarmonger, reply 22
If I recall, in EU: Rome (and I think EU3: In Nomine as well) they added rules to prevent the common problem of a continually running stack.  If an army twice its size routed it in less than five days (and armies can't retreat voluntarily for the first five days) then the smaller army would be destroyed.  That was to prevent having to detach a large army to continiously chase down those annoying 1-2K armies that just refused to die.

I don't know.  I only played the first one.  I would like to maybe buy one of the sequels though, because it was a fun game.

To be honest, I didn't mind not being able to completely destroy an opposing army.  It just became part of the game that I knew I had to deal with.  It also seemed more realistic to me.

Reply #27 Top

The difficulty isn't so much the inability to wipe out that 7000 man army to the last man, it's the difficulty of having to either wipe them out or deal with them staying as an organized unit and running around pillaging.  Maybe I'm wrong but I'd think the realistic thing is that they'd be sufficiently disorganized to cease functioning as a military unit and (at worst) revert to the sort of banditry-sized pest that the local police forces are supposed to deal with.  In other words, they disappear from significance.

Reply #28 Top

Quoting keithLamothe, reply 2
In other words, they disappear from significance.
Classicaly, that's not fading out of significance but destroying the countryside.
I don't think there will a mechanic which allows opposing forces to stay in the same tile, but a general mechanic which increases civilian unrest near battlefield or close to where enemy forces are stationed? Ccould be an interesting and realistic feature, depending on what timescale the game will work on