An idea to make Units and Armies more unique.

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cosmeIII

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I personally believe the troop system currently used is somewhat underwhelming to represent antique wars. Methods of recruitment, battling, tactics, strategy... These all differed between the many cultures of Europe. Then again, doing one system for each nation is a lot of work.

The Carthaginians, for example, used a small amount of phoenician citizens in their armies, preferring instead to use mercenaries from their allies. This is somewhat represented by the military traditions, but I'm sure you'll still be seeing Carthaginians fielding standing armies of tens of thousands of 'nameless' soldiers loyal to either the state or a specific general.

The biggest issue here is that troops have no 'origin'. Traditions dictate the strengths of your whole national army, such as Romans having a powerful heavy infantry buff, it doesn't matter if the cohort was recruited from a Gallic tribe or from Rome itself, it will have that buff. The entertaining way to do it would be to have buffs depend on the origin of those troops. If, for example, you recruit from a city with a majority Gallic population, you should go for Light Infantry, as the Gauls specialize in that aspect of warfare. If you recruit Macedonians, you should have access to powerful Heavy Infantry, if you recruit Thessalians, you'll have powerful Heavy Cavalry.

I've thought up of a way to translate this into actual gameplay:

The best way to do it with the current system might be to make a separate 'Auxiliary Unit' which would draw from their city's culture's hypothetical martial bonus, but not from the traditions' bonus since these troops are auxiliaries and not fully fledged 'state troops'. Your own units will be able to draw from both the traditions' bonus and their cultural bonus. This way, a country's mainstay units, such as the Roman's Heavy Infantry, will never be substituted by a foreign Heavy Infantry, but their Light Infantry and Heavy Cavalry might just be substituted by Gauls and Thessalians, respectively, since neither their traditions nor their cultural martial bonus are centered around such units.

You could also tie units to pops, so one freeman/tribal pop can support X number of cohorts instead of just influencing an arbitrary nationwide maximum cap. Thus, Carthage would have its national Heavy Infantry quite capped, and would have to rely on conquering/vassalizing regions which would provide excellent quality Auxiliary Units to support their regular army, as they did with the Iberian and Balearic tribes. This also provides a further incentive to spread your culture as you want more sources for your beefy beefy National Unit.

This could lead to some more incentive to use diplomacy. Usually, you didn't call an allied country to war unless they had a distinct interest in the war you were fighting. Might be that you still want that beefy Numidian cavalry to reinforce your army without having to drag Numidia herself into war. All you'd have to do is get their permission to use some of their cohorts of National Units in exchange of an alliance, marriage, or a lump sum plus wage payment. These cohorts would behave like an allied army and follow the armies you assign them to. These units would also both enjoy the bonuses from both Traditions and Culture of their homeland. This would, thus, also incentivize having big vassal states from which you can get strong National Units in exchange of a lack of direct control over their provinces.

You'd then be confronted by a choice. Should I just annex everything outright in order to gain a higher tax base and have more direct control over the lands I exert influence upon? Or should I make client states and alliances which will provide me with beefy beefy National Units to fight in my wars? The first choice will weaken my army's overall performance and increase revolt risk due to subjugated peoples, while the second choice will weaken my economy and power projection since I don't have direct control over their territories.

I've spent way too much time making this up and elongated my study break way too much. I hope you guys enjoy my idea, and Paradox gives it a read and has their own ideas on how to better the current system that they have.

Thanks for reading

EDIT: I realized that I forgot to explain one of the types of unit you can recruit. If you recruit a National Unit from a foreign pop, it'll have your tradition bonuses, but not their cultural bonuses. An example of this would be Alexander recruiting thousands of Persians in the Macedonian way after the defeat of the Persians. It's a less efficient unit, but it's a way to round up your army if you must do it.

EDIT2: Damn me and my penchant for correction. I'd like to mention that, though pops influence a cap for their own type of units, this has no bearing to the Manpower pool present in the nation itself. Recruitment is still completely reliant on the global manpower pool.
 
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Squared79

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Yes, this would make the armies so much more colorful. It would make the armies look more like they do when you read about the battles of antiquity.

Even if they don’t manage to do this for the release, understandable, I hope they file the idea away for the next expansion.

^2
 

cosmeIII

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Yes, this would make the armies so much more colorful. It would make the armies look more like they do when you read about the battles of antiquity.

Even if they don’t manage to do this for the release, understandable, I hope they file the idea away for the next expansion.

^2
Thank you ^2. I believe this will also give a new and fresh playstyle for the tall players, as Stellaris did with the Megacorp expansion.
 

Chipmunk216

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Yeah, this is a great idea, for a mod even if it doesn't end up being workable for the base game.

I've also wondered whether it doesn't make sense to use CK2s system of a mix of levies and standing armies rather than just having EU's large standing armies. Standing armies did exist in the ancient world in some contexts but would usually be supplemented by temporary levies in wartime (and would not have existed on a large scale in tribal societies, though small-scale raiding and warfare was near-constant).
 
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Tisifoni12

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Tried to suggest something like this soon after Imperator was first announced.

Rather than recruitment being based on access to resources, having recruitment based on access to pools of different types of troops from different culture groups.

Also to have this influence army composition. For example the limit for recruitment of Greek heavy cavalry in Ptolemaic Egypt might be 2,000. Or if you raise an allied contingent of Iberian tribal troops, you get cavalry, infantry (scutarii) and light infantry (caetrati), but you don't have much say in the balance / composition of that force.
 

cosmeIII

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Yeah, this is a great idea, for a mod even if it doesn't end up being workable for the base game.

I've also wondered whether it doesn't make sense to use CK2s system of a mix of levies and standing armies rather than just having EU's large standing armies. Standing armies did exist in the ancient world in some contexts but would usually be supplemented by temporary levies in wartime (and would not have existed on a large scale in tribal societies, though small-scale raiding and warfare was near-constant).

Considering how this game is based off EU4, I highly doubt the levy/retinue thing will make a comeback. It should stick to the current recruitment method but use new and fresh ways to handle armies. Keeping armies as blank slates of numbers is, IMO, a mistake.
 

Kinkness

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Considering how this game is based off EU4, I highly doubt the levy/retinue thing will make a comeback. It should stick to the current recruitment method but use new and fresh ways to handle armies. Keeping armies as blank slates of numbers is, IMO, a mistake.

This game is based off of EU4, CK2, and Vic II. They've taken elements from all 3 games, and seemingly are trying to cherry pick the best aspects of those games that can work together. Which I love. The Levy/standing armies would in my opinion really help with this, and the levies being culturally focused while the standing army is not, would help supplement this posts idea and allow it to happen.
 

Strigoi Tyrannus

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Maybe this could be achieved with a building for example. Training your soldiers in the official way of your army would require a certain building like a barracks or something like that. Without this building you would recruit local auxiliary troops with bonuses related to their culture and not your traditions.
 

mavregade

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Seeing army compositions actually influenced by geography, culture, and resources makes a lot of sense. I think you need to tie it to both culture and resources. Just because there were horses in Thessaly doesn't mean there was enough to support the steppe nomad army way of warfare. I still think resources need to contribute to a hard unit cap. Just because I have a horse farm in Thessaly and 100K troops in my manpower pool, I shouldn't be able to make 100K horsemen.
 

cosmeIII

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Seeing army compositions actually influenced by geography, culture, and resources makes a lot of sense. I think you need to tie it to both culture and resources. Just because there were horses in Thessaly doesn't mean there was enough to support the steppe nomad army way of warfare. I still think resources need to contribute to a hard unit cap. Just because I have a horse farm in Thessaly and 100K troops in my manpower pool, I shouldn't be able to make 100K horsemen.
I wholly agree, I think the resource requirement system should be used along with these changes.
 

mavregade

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I think that each available unit of a resource (horses/iron etc) should allow a certain number of that type of unit (and if you exceed it it will just be super expensive). I.e. if each iron was worth a cap of 5 heavy infantry, if I was Carthage I might spend time conquering around in Iberia securing resources to prepare for a war with Rome.
 

Tisifoni12

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The resource requirement system, unless radically different to that of Rome: EU will be terrible.

Iron is used for weapon blades and spear heads by light and heavy troops, much armour is made from bronze, leather and textiles.

Horses were 'everywhere' not just in certain provinces, but the numbers in which they were available and how they were used militarily varied with geography and culture (social, economic and political factors).
 

mavregade

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The resource requirement system, unless radically different to that of Rome: EU will be terrible.

Iron is used for weapon blades and spear heads by light and heavy troops, much armour is made from bronze, leather and textiles.

Horses were 'everywhere' not just in certain provinces, but the numbers in which they were available and how they were used militarily varied with geography and culture (social, economic and political factors).

There’s some abstraction required in any game.
 

Tisifoni12

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There’s some abstraction required in any game.
Sure, but there's abstraction that reflects realities and there's abstraction that doesn't.

If what is meant is iron is required for ring mail then very few people historically had access to that, certainly few units historically before the late Republic (after the Marian reforms). The exceptions that come to mind are Roman Triarii and Galatian 'mercenaries' in Ptolemaic service (the latter were numbered in hundreds not thousands).

Also iron is a recyclable material.
 

mavregade

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Sure, but there's abstraction that reflects realities and there's abstraction that doesn't.

If what is meant is iron is required for ring mail then very few people historically had access to that, certainly few units historically before the late Republic (after the Marian reforms). The exceptions that come to mind are Roman Triarii and Galatian 'mercenaries' in Ptolemaic service (the latter were numbered in hundreds not thousands).

Also iron is a recyclable material.

So it's your position that the hoplites or phalangites of Greece were only equally as armored as the Celtic tribesmen of Northern Gaul or the spearmen of Egypt?
 

Tisifoni12

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So it's your position that the hoplites or phalangites of Greece were only equally as armored as the Celtic tribesmen of Northern Gaul or the spearmen of Egypt?
No, that's not my position, but if iron is the key requirement for heavy infantry then I fear the game design team's resource model would.

Hoplites and phalangites; iron sword blade and spear point, bronze helmet and greaves, bronze faced wooden shield, textile linothorax armour. Heavy Infantry.

Gallic warband infantry; iron swords and spearpoints, wooden shields, no armour for most, though a few would have bronze helmets and a very few nobles with ring mail.
Not heavy infantry.
 

mavregade

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No, that's not my position, but if iron is the key requirement for heavy infantry then I fear the game design team's resource model would.

Hoplites and phalangites; iron sword blade and spear point, bronze helmet and greaves, bronze faced wooden shield, textile linothorax armour. Heavy Infantry.

Gallic warband infantry; iron swords and spearpoints, wooden shields, no armour for most, though a few would have bronze helmets and a very few nobles with ring mail.
Not heavy infantry.

So what's the issue with abstracting it into iron?
 

cristofolmc

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This could lead to some more incentive to use diplomacy. Usually, you didn't call an allied country to war unless they had a distinct interest in the war you were fighting. Might be that you still want that beefy Numidian cavalry to reinforce your army without having to drag Numidia herself into war. All you'd have to do is get their permission to use some of their cohorts of National Units in exchange of an alliance, marriage, or a lump sum plus wage payment. These cohorts would behave like an allied army and follow the armies you assign them to. These units would also both enjoy the bonuses from both Traditions and Culture of their homeland. This would, thus, also incentivize having big vassal states from which you can get strong National Units in exchange of a lack of direct control over their provinces.

You'd then be confronted by a choice. Should I just annex everything outright in order to gain a higher tax base and have more direct control over the lands I exert influence upon? Or should I make client states and alliances which will provide me with beefy beefy National Units to fight in my wars? The first choice will weaken my army's overall performance and increase revolt risk due to subjugated peoples, while the second choice will weaken my economy and power projection since I don't have direct control over their territories.

Love this idea a lot. And it wouldn't be too hard to implement. Its probably too late for it, but I hope it makes it into future patches
 

Tisifoni12

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So what's the issue with abstracting it into iron?
If you re-read my earlier post (and perhaps earlier posts on other threads) then maybe you'll realise what I was saying.

But, Roman hastati, principes and triarii, liby-phoenician spearmen, phalangites and hoplites are all heavy infantry. However many of these take no more iron to equip than Iberian scutarii or thureophoroi and they are not.

It's about fighting methods, formation, drill. Like I wrote most armour wasn't iron.

Instead abstraction based on the military systems and populations. With potential for reform of those systems.