While many people may not consider Monolithic Armies a problem, I think it hurts the strategic breadth of a game.
What I mean is, in many strategy games, pursuing a strategy of always build the strongest soldiers available of each class is almost always the best and it is almost always easy. For instance, in Master of Magic, the only difference between training spearmen and paladins was a longer training time and a higher upkeep. Once you gained a unit of greater strength than previous units, there was rarely a need to build lesser units outside of the need of provide a skeleton garrison.
The Greatest Middle Age battles were interesting and involved great tactical depth specifically because the range of soldiers taking part in the battle were varied. Spear armed peasants marched alongside heavily armored Knights.
I'm wondering how Elemental will be designed to preserve this essence? If not, then why? In my vision, you would always have a certain number of standard footsoldiers on the field throughout the game (which would improve marginally with improving technology) but new technologies and better magicks would allow you to field specialty units like mounted Knights and fantastic monsters which would give you a unique strategic asset.
From what I've seen from Frogboy we don't have to worry about this.
I can tell everyone now as long as the design aspects are right and high end units are expensive then people will almost always mix in weaker units with the heavy hitters. Those weaker units will be in the front lines keeping the more expensive power house units from taking damage. Here's a good example, Empire: Total War.
In Empire: Total War you have a vast variety of units you can command. Some of these are better then others and of course some of them are much more costly then others. It's completely necessary in that game to use a varied army structure. My front line of units consist of Line Infantry. These front line units are of a middle expensive range and always end up taking the most casualties in a battle. They take the brunt of the attack while my more expensive Dragoons circle around to attack from the rear or to flank my enemy. If I fielded a whole army of Dragoons without standard foot soldiers to back them up they'd get wiped out. Their unit count for a full unit isn't quite as high as that of my Line Infantry so I wouldn't have as many fighting men in a army comprised of just Dragoons. Also the Dragoons alone would not have the defensive capacity to stand up to any other unit they may encounter on the battlefield, such as units designed to counter calvary.
This demonstrates that with proper unit design concepts, cannon fodder line infantry are still needed even though there are much better units available to use. That's not even mentioning the cost of upkeep to keep that many Dragoons up and fighting. They have a considerably higher upkeep cost than line infantry.
Preventing monolithic armies is highly dependant on the depth of the tactical battle (on top of balancing the cost/maintainence of high end units). Yes, the Total War series is a great example of how to encourage non-monolithic armies.
Battles are not determined merely by the total power of units but positioning and tactics. Fielding a few elite units against a large army of medium units will end up with the elite units being flanked and slaughtered from behind.Knowing which units to use and where and when to use them is important.
The question will be how deep will the tactical battles be? If battles boils down to pure numbers with units just whacking each other until someone dies (e.g. Civ) then you will end up with monolithic armies no matter what kind of artificial limitation you try to impose using cost/maintainence/resource/unit limits.
You missed my point again. In most games, you are better off training only the best troops you can possibly train (within the different classes of units, of course), even if you could build, say, 2x or 3x as many troops of a little lower quality.
All in all, like has been said, I think most of us agree in general times on what should happen. We should be encouraged to train units of different types, and units of different caliber. Personally I'm against anything that forces us into that (in some rare occasions I might actually be better off fielding a homogenous army, monolithic or not!).
I'm also against the 'exceptional' people idea, because it seems pretty complex to me without really adding much to the game. If I train two regular Archer units and one is an 'exceptional' person and one is a 'lazy, worthless' person, I'm going to be confused as to why one is so much better than the other. It just doesn't seem worthwhile to me, and IMO as long as training costs and times, upkeep costs and combat effectiveness are well-balanced, it's purpose is highly diminished. If those things are not accomplished (which would be really disappointing) then perhaps it'd be time to consider it again...
Also, somewhat off-topic. I was just thinking about being able to reabsorb military units into your population while they are not out marching or patrolling somewhere, or defending some mountain pass or what-have-you, and doing so without losing their training & equipment. It's been brought up a few times and I think I just though of a pretty painless way for it to be implemented... Have it so that armies fortified inside your cities contribute a percentage of their population cost towards the city's population (this would have to be accounted for separately, though, as you wouldn't be able use that population for things like training new soldiers). Perhaps to prevent abuse, you would have to click some sort of 'demobilize' button on the army or on individual squads; to remobilize them would take some turns - as such you would not want to do this if you aren't pretty confident in the safety of the region.
I don't know in Empire, but in Medieval you don't field full elite armies because of a number of reasons:
- The number of units you can recruit per turn is limited.
- Stats matter much less in TW than in games like AoW or MoM. This allows low level units to have a decent fighting change against high level units and makes numbers matter a lot.
- There's fatigue, morale, flanking,...
- Killing a unit (or making it flee) takes time and work.
- Cost.
Also, there's no magic, so developers didn't have to worry about crazy combos happening.
Hopefully we've got that straightened out, and can stay on the point you argued against...
Other ways to limit the 'best' units (time to train, cost, special resources, etc.) tend to lose their effect as the game wears on, so something else may be required should this be a design goal.
This is not part of the 'rock-paper-scissors' balance (where pikes are always useful vs cavalry even in the end-game, etc.), it's something else -- another layer to the game. It would allow very special unit types (the ancient red dragon, or Navy Seals, or the like) without the game devolving into those being the only units one ends up with.
And your being against this idea is fine by me
Intersting, though I wonder how you'd work around exploits such as stacking more garrisons than necessary from other cities to get a focused boost of population in a specific city. At the very least, there might be a certain number of soldiers that are "forgiven" of their maintenance cost while they are garrisoned in a city.
I was responding to multiple people, and not just you. You are not the only person in this thread who is making comments that I think are worth responding to...
Ok, well that's an improvement over the initial impression I got. But it brings up another issue... With fully customizable units, what determines which unit templates require 'exceptional' population and which don't? Wouldn't this also lead to the ability to abuse it by creating units that fall just below the thresholds, resulting in nearly equivalent units that can be produced in much greater numbers than slightly superior ones? I suppose you could have 'population type' as something that goes into unit design, but that wouldn't prevent me from decking out an average person with incredible equipment and thus being able to mass-produce damn good units anyway... They might fall short of 'exceptional' people with the same equipment, but nonetheless the forced variety among troop quality would still be greatly diminished.
Also... ancient red dragon?! You intend to turn regular people into an Ancient Red Dragon?! I don't understand. We will not be training dragons (and if we were I doubt they would be made out of people...). If you are playing a human faction, you will only train human soldiers and likewise for Fallen. Magical creatures will be recruitable via unannounced means, but they will not be trainable.
Edit: Forgot to reply to Demiansky's post!
Food consumption and overcrowding? Personally I'd still like to see troops require food upkeep. And demobilized troops wouldn't count towards city population for things like city size, etc.
Definately right on the food point, but it's reasonable to assume that they won't be spending gold on Inns or fast food while they are on the road if they are simply housed in a city's abundant barracks buildings . Perhaps that will be an advantage of barracks buildings that are not currently in use: they allow a free space for a certain number of soldier maintenance forgiveness.
Come now, use your imagination. When downtrodden villagers sacrifice virgins to dragons you don't honestly think that they eat all of the virgins. Surely, there must be some halfdragons running around in the general population that can enter a barracks and, upon leaving, promptly transform into a 2,000 year old... okay, yeah, I see your point.
So I was thinking on how we could have special units (like Ancient Red Dragons or Navy Seals or the like) that are very powerful, but in a way to not render regular units moot. As some have pointed out, including you, over time the normal restraints on powerful units (time to train, cost, special resources required, etc.) become less effective. So, another restriction would be needed to limit their number -- thus unit 'potential'. Only a small percentage of units would have the 'potential' to be the very best (1%? 5-10%?). Take Navy Seals -- no amount of training, time, resources, etc. can turn me into one of them, I lack that potential. Few can be Seals, even tho the US has considerable time/resources/etc. and impetus to create them.
That's pretty much the extent of this suggestion, owing to not knowing more details on how the basic relevant game design features are being contemplated. Heck, the Devs are probably not interested in this, so further refinement is likely a waste of my time and yours and theirs.
I would like to see special units (adds 'flavor' to the game, and if customizable they'd add a personal stamp), and would like them to be rare and few in number so as to not violate Demainsky's 'no monolithic army' intent of this thread, thus the suggestion.
Perhaps something along the lines of, using modern military unity types: we have infantry, artillery, mech, etc. All require moderate skill/potential. Add in a special unit -- Navy Seals. It's not just that they can do some of the same things the other units can (so fill many roles -- a plus), and not just that they can do some of those things better, but they can do things other units can't.
Maybe think of these units as a step between regular units and hero units?
Regarding your "...decking out an average person with incredible equipment and thus being able to mass-produce damn good units anyway..." I see that as separate from this, and anyways that could be done regardless of this (that is, if I understand your point here). And using the Seals example, giving average people 'incredible equipment' won't allow them to replicate Seals skills or results.
I wouldn't expect there to be 'Navy Seals' either.
Not sure I sufficiently answered your questions. And again apologies to Demiansky for further dragging this mostly (but not entirely) off his topic.
okay, now my elder-dragon epic lair is going to be filled with not only a large Lizardman tribe, but also the religious guides to the lizard-tribe will be a sect of half-dragons that accepts their heritage and has inhereted several draconic attributes, like wings, hardened skin, and/or dragon's breath. Many dragons in fantasy can transform from a Dragon form to a human form at will, while Half-dragons are stuck with whatever the genetic recombination blesses them with.
As to exceptional units and elite units or whatever ... equipment has nothing to do with it in my mind ... neither does a random status added upon unit creation.
What I would like to see, is your ability to "create" a certain amount of "exceptional units" ... and its not a pool that reaches a maximum and then grows back over time ... the number is regulated by total population + total army size multiplied by some small number, theoretically 0.05 or 0.01. The point is, that while all units can gain extra stats/strength through levelling, only these exceptional units can train past 10 strength. All other units will start, on level 1, with a maximum of 10 strength (depending on how much you want to train them). However, an "exceptional unit" can be trained to any level, even if it would take some large degree of time, say they could be trained to as high as 100 strength, if you had enough time to invest in 100 hp starting warriors. Granted, such a creature would be best decked in your best equipment possible, although you don't want to spend all that time conscripting if you have a potential enemy marching towards your way ... however this clearly separates exceptional from non-exceptional without being so obviously arbitrary.
It would be impossible to create a unit-type en-masse which is only "slightly weaker" since a maximum regular would be only 1/10 the ability of a maximum exceptional. Only thing is that a maximum exceptional would require 10x the amount of time to be trained (although same equipment time). a civic like Aristocracy could lower exceptionals training time by 20%, and lower exp requirements by exceptionals by 5%. Assuming that exceptionals would be immediately added into the Nobility. Assuming the reverse, however, and such bonuses could be due to an Egalitarian system, and Aristocracy could have some heavy bonuses to Royalty at the expense of some exceptionals.
The only thing random/probability about Exceptionals would be their involvement in royalty. Perhaps each Royal Family member has a 10% chance of being borne exceptional (if of direct blood-line to Sovereign) or 5% chance (if completely adopted into the family, with no direct blood-ties). Meanwhile the amount of exceptionals in the regular army would be limited to either 1% -> 5% of the total population + total army size. You would make the decision in your unit design, and creating more with said unit design would require extra exceptionals. Or rather, there could be a little box in the unit-design interface, which selects either "Exceptional" or is left blank (for regular).
Yes, I said that tends to happen. But I believe I also said (in different words) that it doesn't have to, and that crazy new mechanics aren't necessary to achieve that. Scarcity of resources, for one, does not make it into many games at all. Training time and costs, and upkeep, for the strongest units tends to be disproportionately low compared to the weaker units, too. Additionally, most games have really low caps on army sizes (like MoM, AoW - armies can only have 8 (?) units in them?). The above combination is the perfect recipe for Monolithic Armies being the superior strategy. Removing any of the above helps, removing all of the above I think would be the cure. Adding in combat mechanics that take into account things like flanking and morale and you're even better off. Just look at Total War - it removes only some of the above causes, and it takes a very very long time before monolithic armies become a problem at all (I have completed it many times before it became a problem at all).
Wow, that sounds terrible to me. No regular, trainable units should ever be able to compete with a hero, let alone any of the crazy powerful magical creatures in the game. I vote a very firm "no" to that idea...
I also do not like arbitrary limits on things. 5% - why 5%? Why not 7%? 3%? 42%? Why not make the feature work as intended in the first place so that you don't need some arbitrary hard cap? If such a thing is needed, then it means the feature was not implemented well to begin with.
That's pretty false man. That hard cap would come from testing and balance, like the number of elite units you can recruit in Medieval:TW, or the base growth rate of units on HoMM, or any other number that appears in a lot of games.
Eh, this seems different to me. In Medieval:TW the number of elite units you can train per turn is limited, not the total number you can have at any given time. Same in HoMM (in this one the numbers can even be justified as racial reproduction rates...). They do not say "only 5% of your army can consist of level 7 creatures!" While anything can be chalked up to game balance, something like how many elite troops you can have being determined by some %age cap just feels wrong. It might work ok in terms of gameplay (but it can be made to work just as well or better with a little more creativity), but it'd ruin any feel of immersion. "Oh no! I've run out of exceptional people in my nation, what am I to do!" It doesn't seem fun to me, and it doesn't seem necessary - in this particular case there seem like much better ways of having limits arise organically.
If I can have at most 5% of my population trained as 'exceptional' troops, why would I ever not train 5% of my population as exception troops (not including the beginning of the game, where this problem tends not to be relevant)? The only reason I can think of for why not is that perhaps they cost so much time or resources to train that I might be better off training an even smaller amount. But if that's the case, then a 5% limit is not needed, because the cost-benefit of said troops already provides incentive not to always train the maximum allowed, and has the advantage of not preventing you from training more as strategy might dictate. It allows additional creativity when coming up with a strategy.
Perhaps you aim to be a major economic force with 10% of your population trained as truly elite soldiers, and very little else in the way of military might. The economic force would be necessary for this strategy in order to support such a large number of exceptional units. On the other hand I might want an army consisting of 40% of my total population trained as mediocre soldiers. Why not? This set up might be much easier to maintain economically, even considering how much more of your population it ties up into troops. Either of these should be viable as long as the player is willing to make the necessary concessions and sacrifices, and of course each would have its pros and cons, and thus you have to consider which is more appropriate in a given situation. Saying "You cannot have more than 5% of these robs the player of interesting, meaningful choices, and breaks immersion.
sounds good
double post
I'm not so sure the 'over time even uber units can be produced at will in large numbers' would be a real problem -- providing the game is balanced such that taking the time/resources to do so puts one far enough behind those that pursue a more 'low-tech' strategy that it balances things out, so it's an option not requirement.
Second, imposed limits are not always a bad thing. We have imposed limits on resources -- there is only so much wheat. We are constrained (somewhat anyways) by the map and created resources/etc. [now, being able to modify somewhat the limits sounds good -- tech/research or something to vary the percentage of exceptionals would be fun and add choice/options, just like being able to modify the land to create/improve/modify resources]
Third, too many exceptionals increases the possibility of monolithic armies.
It's the same idea applied to a different part of the game.
The thing is that normally you can train up to 100% of your military in elites and usually that's what players make, because it's the best choice. Reducing the percentage doesn't disallow you to have a pure elite army, it just makes it smaller compared to the armies other people could have. It may continue to be a viable alternative in some situation.
And btw, if hiring units doesn't break inmersion for you (a totally artificial and alien mechanic), it's surprising hard limiting the number of elites (something that happened in the real world) is going to break any inmersion at all. What is inmersion breaking is watching an empire only raising hordes of paladins armed to the teeth, but not squires, and all the support that should be associated with them.
You just argued my point for me. If done right, other options would be viable anyway and thus no 5% cap would be needed.
And my point is that there are a plethora of mechanics out there which could naturally impose organic limits on the size of an all-elite army you could field, such that other options besides all-elite armies are still viable. This, IMO, is immensely preferable over some random hard cap.
Hiring units is totally artificial and alien? What, were medieval armies made out of clay or something? Sure, depending on who, where and when some armies were composed largely of conscripts, some were composed largely of professional soldiers (ala knights), some were composed out of pretty much the entirety of the male population (ala the mongolians), some were largely mercenary. But you are trying to tell me that no nations anywhere ever trained troops in an organized fashion? Or that doing so in a fantasy world requires suspension of disbelief? You need a better imagination, man.
When I play games, and fantasy games in particular, I enjoy using my imagination to create a setting in which my character or empire exist. If my current strategy revolves around a small army composed entirely of elite troops, I can easily come up with an appropriate fantasy setting. If I hit an arbitrary 5% cap, though, it's harder to deal with. "Sorry, line closed. Our quota for exceptional people is full, move along." Sure, obviously it can be overlooked or worked around, but it is harsh (in that it's irrelevant until it isn't, with no gradation), artificial and unnecessary.
Yep this is exactly the issue that needs to be addressed. If i want to train 40% of my pop as mediocre soldiers what are the actual benefits and tradeoffs? Is there any benefit at all? If there are no benefits, then of course everyone will be going for the 10% elite troops, a.k.a. you end up with monolithic armies.
Remember when i convert 40% of my pop to soldiers i am taking a severe hit in terms of my economic development compared to someone that only converts 10% pop to elite troops. Meaning there has to be some sort of incentive for me to go the 40% route to offset the fact that i am taking an economic hit. What would that incentive be? Just lower maintainence cost?
Next, when the elite army and mediocre horde army meet, will they be evenly matched? Or will the elites win all the time? Or vice versa? Again if one side always win then of course people will again always gravitate towards either all elites or horde only mediocre troops.
So really, what specific aspect/rule can make both playstyles unique yet equally viable?
The details can only be figured out by fiddling with numbers, I think.
But training cost, training time, and upkeep cost are a big part of it. Also, whether or not Elemental counts troops towards the maximum population of your nation, and whether or not troops require food as part of their upkeep could be another big thing. If troops are not counted towards population, then as long as you build your massive army over time then you aren't necessarily taking such a big population hit. If troops require food as part of their upkeep, that does essentially count troops as part of your max population allowed (because food is one of the major factors in determining what that is).
If troops do not eat food, then I'd say elite troops should cost hugely more gold in upkeep than some peasant rabble. After all, pretty much all the gold required for a peasant rabble is what you need to pay them. Elite soldiers would not only be paid much more, but would also have much higher costs associated with equipment maintenance and repair, assuming of course they're better equipped than the peasants...
Balancing it out so that a massive horde of peasants can defeat a small army of elites, but also vice versa, is a matter of fiddling with numbers to get it about right. Morale can aid greatly in this, too, and put much of what determines victory vs. defeat in the hands of strategy/tactics. Let's say an elite soldier is an even match for 10 peasants. So in a straight out fight, 500 elite soldiers would defeat 5000 peasants. Adding in morale allows for all sorts of things to happen - the peasants could swarm and surround the elite troops, crushing their morale - and so perhaps as few as 2-3k peasants would be enough to defeat the elites. On the other hand, if the elite troops are played well perhaps they could slaughter enough peasants quickly enough to rout the peasants... Personally, if we can get a system where which type of army is superior depends on context, tactics and strategy, I think that would be a resounding success.
What I mean by context: Brad already brought this up a little recently, I think. But basically, horse archers wouldn't help much in laying siege to an enemy city. Peasants wouldn't be nearly as effective in defending a city - one of the main advantages of peasantry is large numbers, allowing you to surround the opponent. Depending on how good the combat mechanics are, surrounding would allow more of your troops to engage at once, lower enemy morale, and flanking attacks would do more damage. In a city most of these advantages would be lost - elite troops would be much more effective in these close quarters.
So long as elite troops cost enough that they don't have the advantage in an open field against a massive horde of peasantry (unless perhaps the elite troops in question are horse archers or some other unit particularly well-equipped to deal with such a foe), then I think people will be encouraged to train a variety of all sorts of units of all sorts of types.
I'll point out something that's not been talked about much: Counters.
One way of neutering elite units is to have counters for them, that force you to use meatshields.
For instance, if wizards can cast fireballs that ignore armors, are you going to send in a troop of expensive armored soldiers or a mix of unarmored meatshields to take out the fireballs with a few armored soldiers to deal with the enemy elite?
Yes, it's rock paper scissors again, except not along the usual axis (infantry/cavalry/ranged), but along an elite/non-elite axis.
So armor negating spells make expensive units less useful, buffs (natural armor which doesn't stack with worn armor, berserk, boosted morale or skills) make cheaper/weaker units more useful, can change drazstically the cost/value ratio of units.
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