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Gen.Dragolen
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Cube,
Nice touch. I remember those improvements from other versions like Civ 1 & 2, Warcraft, AoK, etc... Much needed for the detail in this game. Not to mention it will help alot in my next game.
Since you are already making some improvements, let me bounce a couple of things off you:
First, how big do you think the combat units are in ctp2 ? I am trying to figure what would be the best scale for the wargaming aspect as a settler unit is 10000 persons, I would think that the units like phallanx and archers would be somewhat smaller, under 1000 persons. I need to decide if this is workable, because it feels like a 12 unit stack is grossly under powered for what it can do. For scale, the Egyptians were able to raise armies in the hundreds of thousands but I think that included the garrisons. At the battle of Qadesh in 1299 BC. they would have had 3 divisions as follows:
"...A division numbered several thousand men, typically 4000 infantry and 1000 chariotry, organised into ten battalions of about 500 soldiers, which were subdivided into companies 250 strong, platoons of fifty men and ten men squads...."
(http://www.terraflex.co.il/ad/egypt...topics/army.htm)
So call it in ctp2 terms as I see them: 12 spearmen units and 3 chariots. This would make combat at the strategic level, not tactical. The only tactic would be in unit choices and where to fight. The other problem was the influence of this number of people being pulled out of the general popluation. This becomes even more important with modern units: a WW2 German panzer division was 12000 men with about 300 tanks. Well at least on paper. This included a huge logistics tail and the combat strength was usually around 50% of total when the unit was in action if they were lucky.
Second, this also makes it more interesting when it comes to building in a city and the effects of siege warfare: I need to figure out how to make it so that a city is besieged. This would stop food production, cut production on the building queues, stop trade, affect happiness, and eventually starve the popluation. Should be an interesting thing to create.
Then all I have to do is figure out how to allow an ancient army to plunder a city. It would strip out food, gold, reduce population, and destroy improvements in the surrounding area.
The main point would of this would be to make the armies clash outside the cities as it would be too costly to allow a city to be besieged. Add in the idea of prisoners/slaves and it gets interesting. The only thing missing would be army morale...
Got any ideas/criticism to add ?
Good hunting.
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Pedrunn
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of Natal, Brazil
Jul 2001 time: 02:15
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quote: Originally posted by Pedrunn
Once i had a thought to decrease the number of citizens per city number size. Somethinihg like a 1000. So i would increase the city growth making size 10 cities a small city size and size 100 a common size. That way i would have Warfare units taking a pop off the city like a settler.
That was going to be awesome and realistic.
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After posting this ideas i decided to make them real. And i did make it to my mod.
I increased the city growth organized some others things like max growth and city sizes. Although the 1 city size still equals to 10.000 people but the city sizes arent unrealistics like the quote above.
I made the possible to let it balanced. Althouugh i still think that the science is slow (needs more play testing). I suggest increase the Knowlegdecoeff by +0.1 or +0.2 in all Govs (AS_govern.txt) if needed (please tell me if you do).
Every infantry unit (assault, defense and ranged) now removes a pop when built and the adds when disbanded over a city.
I already played almost 200 turns and a thing that really made me happy was the AI handlind amazing sometimes looks even better than the regular game (No, it is not disbanding itself)
If someone interests it can be find in hexagonia's website or get in this link:
http://www.mydocsonline.com/pub/hex...olute State.zip. Its size is 1.5 MB but you need to have MM2 already installed.
It does not have charts included yet but if someone wants the ones that are ready just ask me (Conventional Units, Advance and Wonder charts). I hope to include this weekend.
When you start modswaper you get 2 options
The PedrunnMod: Absolute State v1.0 (this option is all balanced and ready to play)
and Absolute State v1.0 Quck Growth.
This last one is the on with these changes.
Here is the readmes draft
Last edited by Pedrunn on 13-09-2001 at 18:20
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