Go Militia Go!
Hi Laurent, good framing of the issues! I like your approach, and will mostly only respond briefly where you cited problems. I think we can likely get it in for D7.
I think we should do it right from the start (Gary's influence upon me. Geez, what a bloody do-gooder )
IMO that means there should be a pool of "militia-eligible" ME population, and only those can turn into militia. The ME population in each EG would grow slowly toward a steady-state value of 5%-10% or so. As you say this should vary by EG culture, although we can skip this for now. When the militia unit is created the ME is set to 0, and of course the overall EG population is reduced. Any ME that survives is returned to the ME pool when the unit is disbanded.
Off the top of my head 10% seems better as a default since otherwise militias will only infrequently come into play.
I think my proposal above takes care of these exploits.
This one is complicated. For now we should use your EG-indexing for who is supported as you suggest. There are of course details to work out.
Sounds good to me for now.
There used to be a majorityEG or some such for each civ in the code. After a short look, I believe it has been commented out in the code after Gary's refactoring of the social model. Is this accurate Gary? In any case we could skip the EG-civ effect for militia formation for now IMO.
There's also an ethnic tolerance setting in the social stuff. If A conquers B's city but is good to the B EG... when the B army returns, the chance of militia generation should be reduced.
Hi Laurent, good framing of the issues! I like your approach, and will mostly only respond briefly where you cited problems. I think we can likely get it in for D7.
Originally posted by LDiCesare
1) How many units should be spawned?
I'd say it amounts to a percentage of the population would rise. I think something around 5%. For a 10,000 pop square, 5% leads to 500, which is currently one element. This means a 100,000 pop builds the equivalent of a warriorband or horde, and 1 million builds ten of these.
Are these figures okay? Should the 5% be tweakable based on EG preferences/policies?
1) How many units should be spawned?
I'd say it amounts to a percentage of the population would rise. I think something around 5%. For a 10,000 pop square, 5% leads to 500, which is currently one element. This means a 100,000 pop builds the equivalent of a warriorband or horde, and 1 million builds ten of these.
Are these figures okay? Should the 5% be tweakable based on EG preferences/policies?
IMO that means there should be a pool of "militia-eligible" ME population, and only those can turn into militia. The ME population in each EG would grow slowly toward a steady-state value of 5%-10% or so. As you say this should vary by EG culture, although we can skip this for now. When the militia unit is created the ME is set to 0, and of course the overall EG population is reduced. Any ME that survives is returned to the ME pool when the unit is disbanded.
Off the top of my head 10% seems better as a default since otherwise militias will only infrequently come into play.
There are a few loopholes there. Mainly:
4.1)Militia should be spawned only once, when an opponent comes in. Then, it will remain for as long as the opponent is in the square, (and the militia is alive). It mustn't respawn a new one on the following turn if the enemy stayed there.
4.2)There is a little abuse available, as you can attack a square, reduce its population thru fighting militia, withdraw, come back and start again. This is probably not an issue, but I thought it worth mentioning.
4.1)Militia should be spawned only once, when an opponent comes in. Then, it will remain for as long as the opponent is in the square, (and the militia is alive). It mustn't respawn a new one on the following turn if the enemy stayed there.
4.2)There is a little abuse available, as you can attack a square, reduce its population thru fighting militia, withdraw, come back and start again. This is probably not an issue, but I thought it worth mentioning.
4.3)The detail I mentioned at the start is not a small detail the more I think of it. If Carthage conquers Massilia on turn 4, and a big militia rose against them but was crushed, I don't expect a militia to rise against Roman liberators if they come on turn 5. Actually, a militia could rise again to help the Romans. This leads to point 5) below.
5) When does the militia spawn, and for who; does it fight?
Militia shouldn't spawn if it is badly outnumbered. Maybe they will fight if spawning gives them at least 1 vs.2 odds, not otherwise.
Militia shouldn't spawn if it is badly outnumbered. Maybe they will fight if spawning gives them at least 1 vs.2 odds, not otherwise.
Militia should fight for the civ their ethnic group prefers. Is that info available in the code? Note this can in theory lead to situations where militias form for both the defender and the invader. I like it in theory, it could even give good event messages in the military events, but will I be able to reduce each EG population accordingly?
There's also an ethnic tolerance setting in the social stuff. If A conquers B's city but is good to the B EG... when the B army returns, the chance of militia generation should be reduced.
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