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Voldurak78

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It would be very nice if CK 2 included events for characters leading troops. I distinguish between two "sorts" of events, fighting ones and leading ones. The fighting events would be similar to the AGOT/ASOIAF mod, the leading ones will change the course of battles by influencing the moral and the number of troops, events could also be different depending on the terrain, for example : "The enemy is taking control of the hill ! Option 1 : Bring back all our forces to challenge the defenser Option 2 : Launch a skirmish with our light troops to stop them from reaching it". Then whether or not the operation is a success would be determined in an event that will folllow whom modifier would be similar to the ones the dragon events does in AGOT/ASOIAF mod. Concerning which type of event would fire in a battle, I think that adding a trait for characters with 10 or more in martial that would determine if they are fighters or leaders would be enough and for the character with less of 10 would receive just fighting events unless their leading one of the three principal flanks.
 
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Rags17

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That sounds a bit like the "Battle Practice"event chain for the War focus from WOL - you get tactical problems and then provide your input. Not sure how much your own input should affect the battle though - if your character is a stupid leader than he should be a stupid leader. Maybe make the options selectable based on Traits and skills, a bit like Feasts etc (eg Temperate characters can't send lavishly on food etc).

ANYTHING to make all that complex battle tactic selection process a little bit more than a series of background die rolls over which you have no control !
 

Voldurak78

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Yse the "Battle Practice" events are the one who inspired me, and I agree with you about the fact that the decision should be different for "stupid" leaders, maybe making some choices requires a certain level of martial or a certain trait thus making their success more or less probable depending on the martial level. With system characters with very high martial can really change the course of a battle, like some commanders did in History.
 
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BrokenSky

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Yse the "Battle Practice" events are the one who inspired me, and I agree with you about the fact that the decision should be different for "stupid" leaders, maybe making some choices requires a certain level of martial or a certain trait thus making their success more or less probable depending on the martial level. With system characters with very high martial can really change the course of a battle, like some commanders did in History.

"This option is available becuase of your high martial" type stuff would be good, but the high martial option wouldn't necessarily be better all the time.
Stuff based on traits too.
 
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Rags17

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(Popup)

"The enemy has decided to form shield wall. What should we do ?"

A) Continue to rain missile upon them hoping that they will break formation
B) Charge directly in to them hoping to break ranks (This option is available because you have the Wroth trait)
C) Attempt to flank the formation and charge from the side (This option is available because you have a Martial skill of 15 or more)
D) Feign retreat and counterattack when they follow (This option is available because you have the Trickster trait)
 
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BrokenSky

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(Popup)

"The enemy has decided to form shield wall. What should we do ?"

A) Continue to rain missile upon them hoping that they will break formation
B) Charge directly in to them hoping to break ranks (This option is available because you have the Wroth trait)
C) Attempt to flank the formation and charge from the side (This option is available because you have a Martial skill of 15 or more)
D) Feign retreat and counterattack when they follow (This option is available because you have the Trickster trait)
Or Mongol culture for D. Also there need to be at least 2 options which don't require anything. Possibly stop firing and wait for them to break formation?
 

Rags17

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There could be say 8-10 "standard" tactics, each good in a certain situation. The game would then pick four of these based partly on luck and partly on skill, with the more appropriate ones selected at higher skill levels. At the highest skill levels the four selected would be the four most appropriate tactics for that situation. The engine would then have the option of replacing some of the least appropriate options with better or worse ones based on traits, then scramble the results to avoid the "always pick the first option" problem.

Example - Average skill commander with one good trait and one bad trait -

a) 7th best standard option
b) Lousy but appealingly worded option (eg "Smash the enemy centre with our fresh troops") (Commander has Arbitrary)
c) 2nd best standard option
d) Very good but risky option (eg "Fall back and draw the enemy out of formation") (Commander has Trickster)
 
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