[Idea] Balancing Squad Sizes, Individuals, and Armies
Almost everyone agrees that the current system of Individuals / Squads / etc. needs some work. Part of this is mixed up in general balancing and tweaking, but I think there are a few fundamental issues with the system that could be improved on.
Right now, we have Individual Champions and mundane units that can be individuals or groups. These can then be thrown together as Parties / Armies. In order to create groups of mundane units, we have to research. This doesn't really make sense...why do I need extensive research to put 10 guys in a group? GalCiv II had Logistics as a limiting technology on the size of fleets. Again, it doesn't make sense because I don't need to research how to put 10 ships in a group. However, it does make sense to use logistics to limit how effectively we can manage groups of soldiers / ships / whatever.
We also need better balance between different sizes of units, ie: individuals and groups. Many of the ideas to make Champions more effective and interesting are great...I especially like the idea of combining a Champion with a group of mundane units since this would give the champion a bodyguard and allow the Champion to provide leadership.
1) Group Sizes: Remove the limitation on group sizes from technology. Allow players to decide on sizes from the start or hardcode it to unit types. So a Dragon would be an individual unit, a team of Battle Mages would be a group of 4, an elite squad of Knights would be a group of 10, and a regiment of normal soldiers would be a group of 20. Keep experience in but have it be more important so that I can train a unit of 10 elite soldiers that are much more powerful individually than 10 normal soldiers. We have the basics of this already, just expand it a bit more so that it is more than just an HP jump. Tie Experience to all stats and also to special abilities, so that I need to invest in Elite Training if I want to give a unit really advanced abilities or even special equipment. I would personally like to see the overall sizes of units greatly increased to give a more epic feel...allow for a unit of 100 normal soldiers, for example. This would obviously require a change in scale on the map...but why not? We have those big tiles already....
2) Logistics: Change the technology to impact overall Armies / Parties. Make it a true Logistics system. So for example, at the start of the game the Player should be able to train up an Army of 100 peasants. However, that Army won't be as effective until the Player gets better Logistics tech. Limit the armies morale, movement, etc. based on the Logistics technology. If the Sovereign has a trait like 'Organized' have that be a bonus to Logistics. the key is to give the Player more choice and decision making ability to promote better gameplay. If the Player wants to make a rabble of 100 cheap units at the start of the game, great. That is a decision, and it should have consequences (ie: lowered effectiveness). This would reward players that invest in Logistics since they will be able to create armies that are more effective. Perhaps an enemy will have more troops or even better troops, but the Player with better logistics will be able to use their armies more effectively, which could prove decisive. Logistics could determine the size / number of slots in an Army, but I would prefer to allow Players to make armies as big as they want and accept the consequences.
3) Formations: Change the technology to reflect Formations. So at the start of the game, the Player isn't limited artificially in the sizes of units...but the way to use those groups is. This makes far more sense. Allow for the Player to discover more advanced formations and ways to use troops. So for example, a faction that has not invested in this technology will be stuck with hordes of poorly organized mobs that fight as a group of individuals, the same way that less advanced cultures tend to fight. However, the Player can research more disciplined formations that are more effective, ie: Phalanx, Skirmish Line, Shieldwall, etc.
4) Adventuring Parties: Allow for the creation of 'Adventuring Parties.' These would be groups of Champions, and would be able to explore and undertake quests. This would keep you from sending entire armies into the Dungeon to poke around, which is kinda silly, and would allow for greater development of the quest and adventure systems. It would also allow for much better balance in the quest system since you could balance the quests against a group of champions, instead of entire armies. The size of the party would be small, perhaps no more than 10 individuals. You would be able to send a party into battle against an enemy party of even an enemy army if you wanted, but a party could also evade large armies, possibly through skills. Allow the quest system to make use of individuals in the party. So for example, a quest segment might involve some traps in a Dungeon. If the party has a Rogue type character, they may find this section easier. Another segment might involve searching an Ancient Library for spell lore. A Mage character might help here. Another segment might involve talking to a rival party...a charismatic leader might help here. This would give Adventure, Champions, and a huge section of the game more life, and would make this section of the game a better simulation of RPG parties.
Some of these ideas are new, some of them are similar to what others have been talking about since Beta. Let me know what you think...there are plenty of ways that we can rework the current system to create greater depth and more interesting gameplay.