Gary:
We can certainly try most of this stuff out. But I think its all longer-term. If there are any restrictions in the code to making this happen, then we should try to get rid of them. But as Laurent said, much of it is doable, much with no or very small tweaks.
I'm not sure exactly how this would work. We had some extensive discussions a long time ago, I think in the previous mil thread, about military doctrines for elements, units, or civs. And you could express the Marian reforms as a change to a doctrine representing more flexibility. But you're the mil lead, go ahead and throw together a spec on how this would work in your copious spare time. Gotcha You might want to skim the old threads first, since they do contain a lot of good ideas. But again I think this is a thing for four or five months from now...
I still think building all units with 0 training would be very bad. The default level of training in building a unit should be set similarly to the way it is now. A Roman Legion or tank battalion with no training is Militarily Useless. Several experiments of this type have been carried out over history, with the predictable results. I do not think Clash will be improved in any way if we give the player the flexibility to build useless units! OTOH units like a horde can be built with very little training, and should be reasonably successful at fighting that way.
If we do the slider for training idea, we can let the slider go all the way to 0, and the player can experience no-training for themselves. This ties in with the idea of having a function that determines the result of training. Types of units with complicated or flexible structure should be Severly penalized at the low-training end.
We can certainly try most of this stuff out. But I think its all longer-term. If there are any restrictions in the code to making this happen, then we should try to get rid of them. But as Laurent said, much of it is doable, much with no or very small tweaks.
Originally posted by Gary Thomas
The other is that the present model precludes a player making some of the significant changes that have affected military history. The Marian reforms of the Roman army, for example, would have to be presented externally under the present model ("OK, now you are able to build a manipular legion"). I like the idea of players being able to experiment with different organizational patterns (or not, if they don't wan to).
The other is that the present model precludes a player making some of the significant changes that have affected military history. The Marian reforms of the Roman army, for example, would have to be presented externally under the present model ("OK, now you are able to build a manipular legion"). I like the idea of players being able to experiment with different organizational patterns (or not, if they don't wan to).
Originally posted by LDiCesare
Training:
I will build units with 0 training. It is also easy to put experience in the code at the same level as training except gained differently, (even though I don't like it much).
Training:
I will build units with 0 training.
If we do the slider for training idea, we can let the slider go all the way to 0, and the player can experience no-training for themselves. This ties in with the idea of having a function that determines the result of training. Types of units with complicated or flexible structure should be Severly penalized at the low-training end.
Comment