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Re: War Rules

Posted: Tue Sep 17, 2019 2:36 am
by SG - Sigrun Godefroy
I will also add that time oda nobunaga defeated an army like 30 times his own with a simple raid

Re: War Rules

Posted: Tue Sep 17, 2019 5:24 am
by DCT - Destiny Corben-Talas
And when Victor Davion Steiner snooze so hard than defeated several galaxies of clanners bred to war while everybody was worshipping him..,)

Re: War Rules

Posted: Tue Sep 17, 2019 7:43 am
by DM Juan
In a way, it is. Defenders get a number of bonuses (forest/mountain DEF, hills only defenders can charge, less concern for attrition, Fortification bonuses).

Re: War Rules

Posted: Tue Sep 17, 2019 10:23 am
by MS - Meaghan Smith
Leadership is factored in as well.

What specific issue is the concern out of curiosity? Having been involved with several battles/wars now, the rules seem pretty decent and easy to enact now with the battle system. Leadership matters. Terrain matters. Troop make up/type matters. Spells matter.

Re: War Rules

Posted: Tue Sep 17, 2019 10:47 am
by SG - Sigrun Godefroy
Id have to double check how things go since i havent seen a war report but i do think things snowball fast and there is no huge comeback

Re: War Rules

Posted: Tue Sep 17, 2019 11:03 am
by WM - The Waste Mage
If you are a province owner or a holding owner the land and/or holdings are considered "owned" by you until x amount of turns or all law is taken plus x amount of agitates in any specific province to "quell" the province. Until that happens you get x number of free random units that pop up based on how far away from quelling the province the enemy is. If it was a level 5 province and the enemy had no law you would have a larger chance of more units than if the enemy had 4 law already. Maybe base the roll chance for units like holding income rolls. Slows an enemy down and allows for partisans and a William Moergen like resistance.

Re: War Rules

Posted: Tue Sep 17, 2019 12:11 pm
by SG - Sigrun Godefroy
Perhaps working along that religion and races might make a differenece. Like opposing gods and different races might make conqueouring a land harder.

Like a dwarven kingdom conquering a human land might have like to give that province more autonomy for a more peaceful takeover or displacing pops for a faster takeover but having a higher chance of rebelions. With a chance of the displacement failing

Another option would be vassalizing a land instead, but a land would be able to attempt to break off when oppurtunitty arises. Like they get a freedom war justification. Also adds more dynamic play. Like how well can you control your empire

Re: War Rules

Posted: Tue Sep 17, 2019 2:30 pm
by CI - Charrek Ironfist
IT - Inari Tali-Ilhanta wrote:
Tue Sep 17, 2019 12:11 pm
Perhaps working along that religion and races might make a differenece. Like opposing gods and different races might make conqueouring a land harder.

Like a dwarven kingdom conquering a human land might have like to give that province more autonomy for a more peaceful takeover or displacing pops for a faster takeover but having a higher chance of rebelions. With a chance of the displacement failing

Another option would be vassalizing a land instead, but a land would be able to attempt to break off when oppurtunitty arises. Like they get a freedom war justification. Also adds more dynamic play. Like how well can you control your empire
A lot of this is in the game. You'd get a penalty ruling a human province as a dwarf. War justifications are just...free. If you can convince players its just, its just.
More autonomy = lower taxes. So, if you have 0 law, and take over a human province with severe taxes, its going to rebel immediately. You go to no taxes, you can rule for a long time before establishing your authority. I think a lot of your ideas are sort of covered by the existing rules.

Another take on autonomy could be law holdings being lower level, but the ruler go exactly opposite of that direction. Ruins of Empire talks about realms tolerating more or less law, like max law always isn't always the best thing...but of course..it is.

Re: War Rules

Posted: Tue Sep 17, 2019 2:45 pm
by TH - The Hunt
The desire for autonomy is best represented by hostile regents who'd rather be independent or at least vassals than be dispossessed completely while the land they claim gets neglected by some faraway ruler. If there's no regent representing local interests, then there's no resistance to foreign rule, because non-characters don't get to take actions. Events may cause new characters to appear, but they tend to be easy to deal with. Or rather, just as easy to deal with regardless of what exactly the ruler's relationship with the province is.

Re: War Rules

Posted: Tue Sep 17, 2019 3:52 pm
by SG - Sigrun Godefroy
They are sort of in the game. And i do think that war justification should be implemented into the system. Like relavant to the alignment of your nation as well.

Like a LG nation conquering a CN nation theres going to be dificulties. What im proposing is that a strong option would be force vassal and integrate them into the nation. Like they can replace rulers of the nation or puppet them. But the vassal wouldnt get the blood penalty if they managed to win a war of independence against their ruler