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Topic Subject: improvements
posted 13 September 2012 17:03 EDT (US)   
To make things a little bit more difficult and/or realistic here are some thoughts:
WATCH TOWER
- All Watch Towers should have, at the least, one Army unit. Either Town Militia, Peasents, whatever.
SPY
- In Antiquity there were no Spys (like the Modern way of spying). Kingdoms used Merchants or Diplomats as sources of information. So, no Spys for RTWII, but relying on the travellers of Merchants and Diplomats. Foreign Countries could expel or kill them. But relations between countries would worsened.
PROVISION
- Wouldn't it be more accurate if armies had to rely on provision? Friendly armies would be taken care by nearby cities. When on enemy territory, they could plunder the country side as well as cities, or thay could bring with them some units called Caravan or something.
Replies:
posted 13 September 2012 19:28 EDT (US)     1 / 8  
and the ability to destroy watch towers...come on now

R[3vol]UTION
posted 14 September 2012 01:10 EDT (US)     2 / 8  
When on enemy territory, they could plunder the country side as well as cities
This was in RTW. It was called devastation, and made those unsightly black marks

Watch towers in Roman antiquity held a six-eight man detail, often auxiliaries. I would not want to waste one of my 160-man units manning a single tower. Sorry, mate.

I agree about the spy bit. There were indeed many other sorts of intelligence gatherers than Jamius Bondus. It would be nice if merchant caravans moving along the roads provided a limited recon of the area they traverse, like the Diplomat's line-of-sight.

Watch towers were often burned if abandoned. I like the suggestion of being able to destroy one (if owned by oneself or another).

I have played a game where logisitics were an integral part of armies. I beat a huge horde with but a handful of men once, due to the fact that my cavalry was capturing their supply wagons and bringing them to their fort. The barbarian horde was starving by the time they finally realized what was going on and attacked. Starving men fight for shit. My well-fed army ripped through the horde (outnumbered like five-to-one) with hardly any casualties worth noting. It would indeed add a new dimension to warfare to have to consider supplies.

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[This message has been edited by Terikel Grayhair (edited 09-15-2012 @ 08:47 AM).]

posted 14 September 2012 17:02 EDT (US)     3 / 8  
Of course, Junya, and the ability to destroy watch towers, that's for sure. Something Medieval II should already have!
..............................

To Terikel Grayhair :
- LOL , of course 160 man in a Watch Tower would be laughable! So, let's stick with the ability to destroy them. Looks more reasonable.
- I know there's already devastation, but what I meant was that this devastation should increase enemy provisions and/or gold pillage, and decresase the city provisions/population growth. As well as create some unrest, maybe. Remember that many sieges were often called off because of the lack of provisions brought and even after extensive pillage of the country side.
posted 15 September 2012 08:50 EDT (US)     4 / 8  
Devastation in the game does cause some unrest, and lowers the income of the province as well.

It does not touch logisitics or supplies, but that is because the game does not count supplies. I am quite sure if logistics were to play a part, devastation would add to the local occupant's supplies- but not drain the city being besieged, as its food and grain are already stored inside.

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Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
posted 17 September 2012 07:29 EDT (US)     5 / 8  
Ah yes logistics, a gameplay system I would indeed like to see modeled in future Total War games. It doesn't necessarily have to be complex either, as shown by games like Hegemony: Wars of Ancient Greece. I guess it is more a matter of implementing a system which gameplay mechanics resembling logistics which fits in with all the other without being unclear and complicated to learn.
posted 20 September 2012 14:37 EDT (US)     6 / 8  
EASTERN MAP
Game Map should extend itself more to the east. So that Persia and other factions could have stronger empires in the east.
Syria, Palestine, Armenia, the Caucasus and Mesoptamia were all hight density regions. So there should be more cities in these areas. Maybe that's one of the reasons why war between Rome and Persia never meant big areas of permanent conquests.
REBELS
Why not have 2 types of rebels. Brigants and Barbarians. To simplify the game , they would be part of the same Faction: Rebels.
Brigants would behave like in Rome Total War. Usually standing still, and disrupting road traffic and trade.
Barbarians would move much more freely and be more agressive. Usually coming from forests, steppes and deserts. Their main objective would be to attack cities and ports, pillage them and then retreat. This way, the game could recreate those marauding Arab and Berber tribes, those Germanic and Britannic tribes.
posted 21 September 2012 00:31 EDT (US)     7 / 8  
They sort-of did that last bit in BI- the horde.

|||||||||||||||| A transplanted Viking, born a millennium too late. |||||||||||||||||
|||||||||||||||| Too many Awards to list in Signature, sorry lords...|||||||||||||||||
|||||||||||||||| Listed on my page for your convenience and envy.|||||||||||||||||
Somewhere over the EXCO Rainbow
Master Skald, Order of the Silver Quill, Guild of the Skalds
Champion of the Sepia Joust- Joust I, II, IV, VI, VII, VIII
posted 21 September 2012 07:35 EDT (US)     8 / 8  
But hordes were different. They were more of a super group of Barbarian tribes looking for a new place to settle.
I was thinking of other situations:
- Berber raids in Africa and Tripolitania
- Arab raids in Syria
- Heruli/Goth raids in Asia Minor/Greece/Moesia
- Frank/Alamani raids in Gaul
etc, etc.
They would plunder and retreat. And vanish back to the forest and deserts.
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