Topic: Armies too large

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CI - Charrek Ironfist
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Topic: Armies too large

Post by CI - Charrek Ironfist » Thu Mar 28, 2019 1:20 pm

I think there were too many units. For some of us, the limit was "how many troops can I safely quarter without attrition" rather then Gold or Training Tme.

Remedies:
1. Increase gold cost of units to train and maintain
2. Further limit levies and irregulars so that bypassing 1 above by using crap units is not a valid strategy.

Benefits:
1. Less GM bookkeeping
2. Players will care more about losing an army and be less willing fight(thus less work for GM)
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Stormpriestess Khalia Ironfist

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BS - Torpor
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Re: Topic: Armies too large

Post by BS - Torpor » Thu Mar 28, 2019 1:30 pm

Aye. I don´t think the increase needs to be that big, but a small increase to both trainingpoints and gold cost would propably be good.
Tor'por
"When I was a fighting-man, the kettle-drums they beat,
The people scattered gold-dust before my horses feet;
But now I am a great king, the people hound my track,
With poison in my wine cup, and daggers at my back."
- Robert E. Howard

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TH - The Hunt
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Re: Topic: Armies too large

Post by TH - The Hunt » Thu Mar 28, 2019 3:38 pm

It's not unrealistic for attrition to become more of a limiting factor than raising the army... in the late game that seems very reasonable. And in the early game, raising six units was hard. An advantage of this 'problem' is that it means wars become more strategic and less about sheer economy.

Mustered levies could have the same restriction raised levies do, in that the province they're from loses loyalty if they're sent into hostile territory. That'd discourage using them to bulk up a force, at least.

Training point costs were very difficult for me to meet, since I wasn't playing a fighter and couldn't build training grounds. So I can't say I'd be comfortable with increasing them. If they're so high that someone with 24 training points per turn feels limited, what's that mean for someone with 3?
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DM Juan
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Re: Topic: Armies too large

Post by DM Juan » Thu Mar 28, 2019 4:15 pm

I agree, training points are problematic late game. That, or we eliminate training grounds I guess. So it will always be hard to train up an army, and you cannot Dhoesone-style burn 10 Tier 3 units an action because you can raise them just as quickly.

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JB - Jontinius Bruin
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Re: Topic: Armies too large

Post by JB - Jontinius Bruin » Thu Mar 28, 2019 4:27 pm

Yeah, I think building class restrictions is the biggest culprit of the super specialization.

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WB - Water's Blessing
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Re: Topic: Armies too large

Post by WB - Water's Blessing » Thu Mar 28, 2019 4:32 pm

Well, I do think that making it harder for any non-warrior regent to compete militarily is a good thing. Every class has some sort of edge -- priests generate gold and ok magic from their holdings, mages don't generate gold but have good magic from their holdings, guilders don't have magic but generate lots of gold from their holdings, but warriors don't generate gold or magic from their holdings. Giving them an edge in raising armies creates balance, and makes it logical why landed regents should want to be fighter-based. But, maybe you can make all the class-specific buildings behave like Cathedral -- guilders can only build 1 shipyard, and warriors can build only 1 training ground, but they act like a palace in addition to their other ability.
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JB - Jontinius Bruin
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Re: Topic: Armies too large

Post by JB - Jontinius Bruin » Thu Mar 28, 2019 4:34 pm

I second The Architect's idea that sounds perfect

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WM - The Waste Mage
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Re: Topic: Armies too large

Post by WM - The Waste Mage » Thu Mar 28, 2019 4:58 pm

Make units cost 5-10 times more. Each regent has 1 unit of bodyguards that is free. Maybe you get more units of this type if you gain a higher rank of nobility or level based or blood based. But only like max of 1 or 2 more. The rest are 5-10 times the cost to maintain.

There are many ways to go about it but it domino effects other aspects of the game. The least domino effect would be just to make units a lot more expensive and that keeps you from having to balance a lot of other game aspects.


At the start it isnt a problem but later when realms get going they quickly are able to field large armies. Maybe some sort of formula where the price goes up exponentially at certain stages. 1-3 units base GB. 4-6 units GB at 5 times the cost. 7-10 is 10 times the cost.

Plus we could change the type pf game we play and have us all in one kingdom jammed into just a few provinces and struggling against each other with incomes of 1-3 RP and GB while also forced to cooperate against forces outside our kingdom. Maybe we are all family and vying for the throne. Maybe we are all Adurians in the first colony in what will become Anuire. Surrounded by tribes of orogs, goblins, elves and dwarves. And we are trying to expand and survive against all that while at the same time trying to gain power and prestige at home.


Could have 1-4 players playing against us as goblins, orogs or elves etc. But the rest would be Adurians fresh from their flight from the south.

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WM - The Waste Mage
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Re: Topic: Armies too large

Post by WM - The Waste Mage » Thu Mar 28, 2019 5:02 pm

Maybe an NPC king at the start who we all try to get favor from and he decides how many units we are allowed to have. He taxes the shit out of us. We gain favor and rise in rank and favor with king determines who gets first rights to any new conquests. Adventures get you a few RP so if you are contested out you can always contest back in since the king would be taxing the rest of the regents giving you a good chance of contesting a holding back by adventuring. Council of lords to name a new king when the npc one dies. He keeps the throne as long as he keeps majority happy.

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JB - Jana Boulderbrew
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Re: Topic: Armies too large

Post by JB - Jana Boulderbrew » Thu Mar 28, 2019 5:06 pm

I assume there is no way to program in things like regiments. Where commands would be for groups of 5. Although that would be the same as just multiplying to costs by 5.
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