Dear Devs and Paradoxians!
There were already many threads with many great suggestions and ideas regarding the warfare (manpower, peace-deals, attrition, leadership-resource generated by citizens etc. etc.) in IR.
I dont want to repeat all of them in the first posting and try to keep it simple and short at first. Arheo wrote that in Autumn there will be a War-Update for IR. I am really looking forward to it and really hope it will not just tweak stuff, but go innovative ways. In my opinion a own IR-Warfare-Style is the absolute key to make IR an outstandig Pdx-Game which no longer stays in the shadow of more popular Pdxgames for any longer. Thats why it is important also to think about unorthodox ways and may go new ways in this part of the game. A first big step was "food" which has great potential for a more sophisticated warfare which delivers more fun and challenge to the player. Its something which never existed in any other Pdx-Game before.
I hope Arheo or one of the other Devs could tells us about their Vision how Warfare in IR shall work in future so that the community is able to give feedback to this, because autumn is almost here.
First of all I like the tactics and unit-variety in IR and also the existence of "food".
What I personally miss - without going any further into details (=possible features) right now:
-) warfare shall make fun and be a challenge and should not feel like work which has to be done to make progress
-) that should be possible by reducing the amount of unfun-micromanagement (huge amount of troops and stacks have to be maneuvered and coordinated like for example organizing carpet-sieging)
-) ... and having just less battles but decisive ones. The outcome of these decisive battles should depending on many factors* so that its less a question of the mass of troops than of preparation* and strategical decision which were made in the time before the battle itself.**
-) peace deals which make great deals possible because who wins can dictate the conditions (making more historical outcome possible and challenging wars more rewarding).
*factors like: terrain, wheater, experience of troops & leader, personality of leader, right timing, food, morale which for example could depend on certain level of (pop-)happiness (if a cohort is originally from an un-/happy province or does not like the leader or ruler), professional cohorts vs drafted cohorts etc. I think a good orientation what warfare is about offers SunTzus Art of War (Planning, Leadership, Espionage beside the tactic during the battle itself).
I now there are many great ways and possible features to achieve this, but before I go into detail I would recommend to discuss it generally if you also see it like this or if you for example love the way how it is right now and just want the Devs to improve it. So the question is: Improving the status quo or would you prefer a advanced rework of warfare in IR?
**to be clear: i dont want 1 decisive battle per war, but that battles can be decisive, remarkable and memorable. So just less battles but making them weight more.
There were already many threads with many great suggestions and ideas regarding the warfare (manpower, peace-deals, attrition, leadership-resource generated by citizens etc. etc.) in IR.
I dont want to repeat all of them in the first posting and try to keep it simple and short at first. Arheo wrote that in Autumn there will be a War-Update for IR. I am really looking forward to it and really hope it will not just tweak stuff, but go innovative ways. In my opinion a own IR-Warfare-Style is the absolute key to make IR an outstandig Pdx-Game which no longer stays in the shadow of more popular Pdxgames for any longer. Thats why it is important also to think about unorthodox ways and may go new ways in this part of the game. A first big step was "food" which has great potential for a more sophisticated warfare which delivers more fun and challenge to the player. Its something which never existed in any other Pdx-Game before.
I hope Arheo or one of the other Devs could tells us about their Vision how Warfare in IR shall work in future so that the community is able to give feedback to this, because autumn is almost here.
First of all I like the tactics and unit-variety in IR and also the existence of "food".
What I personally miss - without going any further into details (=possible features) right now:
-) warfare shall make fun and be a challenge and should not feel like work which has to be done to make progress
-) that should be possible by reducing the amount of unfun-micromanagement (huge amount of troops and stacks have to be maneuvered and coordinated like for example organizing carpet-sieging)
-) ... and having just less battles but decisive ones. The outcome of these decisive battles should depending on many factors* so that its less a question of the mass of troops than of preparation* and strategical decision which were made in the time before the battle itself.**
-) peace deals which make great deals possible because who wins can dictate the conditions (making more historical outcome possible and challenging wars more rewarding).
*factors like: terrain, wheater, experience of troops & leader, personality of leader, right timing, food, morale which for example could depend on certain level of (pop-)happiness (if a cohort is originally from an un-/happy province or does not like the leader or ruler), professional cohorts vs drafted cohorts etc. I think a good orientation what warfare is about offers SunTzus Art of War (Planning, Leadership, Espionage beside the tactic during the battle itself).
I now there are many great ways and possible features to achieve this, but before I go into detail I would recommend to discuss it generally if you also see it like this or if you for example love the way how it is right now and just want the Devs to improve it. So the question is: Improving the status quo or would you prefer a advanced rework of warfare in IR?
**to be clear: i dont want 1 decisive battle per war, but that battles can be decisive, remarkable and memorable. So just less battles but making them weight more.
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