So basically Land Combat is the same as all the other Paradox games except is entirely missing 1/3 to 1/2 of the mechanics it seems. I literally cannot find anyone who understands and can explain how land combat works and how to compose an Army or Navy. The game literally explains nothing. Combat width doesn't seem to exist. The Wiki has nothing about Army and Navy composition.
I've got to say the combat in Imperator is extremely lacking and disappointing and definitely the worst in any Paradox game I've played. It does a really really bad job at modeling ancient combat. Tactics sounded like a good idea but in reality they way they've implemented them is a joke. It seems like you just pick a tactic and hope you randomly run into an enemy that chose a bad tactic. Is that what Paradox considers strategy? That's a terrible design. It's incredibly lazy. The way Tactics are handled is completely nonsensical and unrealistic. Combat tactics are not an arbitrary random thing you choose for your nation's Armies long before a battle or even war happens. They are something which are decided when you enter a battlefield and see the conditions of the battle - the types of soldiers you have, your General's personality and ideas, the terrain of the battlefield, etc. I'm amazed at how wrong Paradox has gotten this especially when they've done it much better in all their other games.
Combat width doesn't exist apparently or is at least completely hidden. Why they would remove combat width from a game set in the ancient world which was mainly about melee combat of tight formations of men is beyond me. Makes absolutely no sense. Apparently flanks are a thing and you can choose a flank size but the game doesn't explain the setting at all. Have no idea what it actually controls or does. Ok I can choose a 'preferred' flank size. But what does that actually control and do? How is that strategy?
They have like 10 different generic unit types that have different stats yet an explanation on how to compose your Army of the different unit types available is nowhere to be found. Does it even matter? What are the ratios that you should be using? Do certain units need the support of other units? Do certain units protect other units? Is there even a rock-paper-scissors system? Apparently the Romans don't have access to their famous Legionnaires? The Greeks don't have access to their famous Hoplites? The Macedonians don't have access to their famous Phalangites? It's just all generic units that everyone has.
The ancient world empires all had unique types of soldiers. That is one of the coolest things about ancient combat. Now this is really bizarre, it seems like in battles all the soldiers are simply randomly assorted into a single line of men. Apparently there's no middle or rear line of men? Everyone is just randomly thrown into a single line. And there are no phases? That's just...unbelievable and completely irrational and nonsensical. Have the developers of this game never played another Paradox game?
This combat system is so bad I don't even know what to say. It's pathetic. It's extremely poorly designed and unintuitive and unrealistic. Formations were a HUGE deal in ancient combat. Like one of the most important factors. Imperator doesn't even try to model that. A Greek phalanx head on was deadly and very hard to break. Especially in a tight space. The Macedonian phalanx was even more deadly and harder to break head on. As long as they could get into position and the terrain allowed it. The Romans originally used the Greek Phalanx but reformed later into a 3 line combat formation that was more maneuverable. Ambushes of marching armies was a big deal and led to many defeats. Sieges of armies inside cities and forts was a big deal and happened a lot.
Paradox really needs to start playing other RTS and turn based strategy games. All of them do combat better. They're just recycling the same old crappy thing again and again. Paradox needs to read some history and think about all the ancient battles that happened. And design a combat system that actually makes sense in the context of ancient world combat. And not just copy and paste their one old combat design from their old games over into Imperator. The armies of a Celtic tribe should be completely different from the armies of a Greek city-state and Roman Republic.
The one good thing is the Army and Navy controls. That's the one area where Imperator combat is actually good and an improvement on their previous games. But the combat itself is atrocious. And naval combat appears to be broken with some kind of serious bug and just as bad as land combat.
Here's what you need to do Paradox:
Add Formations. Including culturally unique ones like the Roman Acies Triplex, the common Greek Phalanx, the Macedonian Phalanx, etc. And no, I don't mean incredibly lazy small number modifiers.
Add rows. There should at the very least be two rows of battle lines. Probably 3 or even more. Formations could affect this possibly.
Add Phases to combat. Skirmishing before melee combat was very common.
Add culturally unique units. And no, not just lazy tiny number modifiers. Roman melee infantry had a couple spears they could throw for example before melee. Roman troops are a lot different than Greek phalangites for example.
Add multiple types of projectile troops/skirmishers. Archers, Slingers, Javelins, Peltasts, Velites, Stone throwers. Greeks & Romans barely used Archers but used other skirmishers for example.
Add ambushes. Think of Hannibal.
Add Positioning. Important for Formations and Ambushes. A Macedonian Phalanx being attacked while not in correct position/formation is in big trouble.
Add sieges of Armies inside their camps or city. You could even have double sieges like the Battle of Alessia.
Add Artillery. Yes, the ancient world powers used artillery. Especially the Greeks and Romans.
Add Siege Weapons. Sieges could be much more interactive and interesting.
Add ammunition. For artillery and projectile troops.
There are a lot of ancient wargames. Study them. You need to step up your combat game design.
I've got to say the combat in Imperator is extremely lacking and disappointing and definitely the worst in any Paradox game I've played. It does a really really bad job at modeling ancient combat. Tactics sounded like a good idea but in reality they way they've implemented them is a joke. It seems like you just pick a tactic and hope you randomly run into an enemy that chose a bad tactic. Is that what Paradox considers strategy? That's a terrible design. It's incredibly lazy. The way Tactics are handled is completely nonsensical and unrealistic. Combat tactics are not an arbitrary random thing you choose for your nation's Armies long before a battle or even war happens. They are something which are decided when you enter a battlefield and see the conditions of the battle - the types of soldiers you have, your General's personality and ideas, the terrain of the battlefield, etc. I'm amazed at how wrong Paradox has gotten this especially when they've done it much better in all their other games.
Combat width doesn't exist apparently or is at least completely hidden. Why they would remove combat width from a game set in the ancient world which was mainly about melee combat of tight formations of men is beyond me. Makes absolutely no sense. Apparently flanks are a thing and you can choose a flank size but the game doesn't explain the setting at all. Have no idea what it actually controls or does. Ok I can choose a 'preferred' flank size. But what does that actually control and do? How is that strategy?
They have like 10 different generic unit types that have different stats yet an explanation on how to compose your Army of the different unit types available is nowhere to be found. Does it even matter? What are the ratios that you should be using? Do certain units need the support of other units? Do certain units protect other units? Is there even a rock-paper-scissors system? Apparently the Romans don't have access to their famous Legionnaires? The Greeks don't have access to their famous Hoplites? The Macedonians don't have access to their famous Phalangites? It's just all generic units that everyone has.
The ancient world empires all had unique types of soldiers. That is one of the coolest things about ancient combat. Now this is really bizarre, it seems like in battles all the soldiers are simply randomly assorted into a single line of men. Apparently there's no middle or rear line of men? Everyone is just randomly thrown into a single line. And there are no phases? That's just...unbelievable and completely irrational and nonsensical. Have the developers of this game never played another Paradox game?
This combat system is so bad I don't even know what to say. It's pathetic. It's extremely poorly designed and unintuitive and unrealistic. Formations were a HUGE deal in ancient combat. Like one of the most important factors. Imperator doesn't even try to model that. A Greek phalanx head on was deadly and very hard to break. Especially in a tight space. The Macedonian phalanx was even more deadly and harder to break head on. As long as they could get into position and the terrain allowed it. The Romans originally used the Greek Phalanx but reformed later into a 3 line combat formation that was more maneuverable. Ambushes of marching armies was a big deal and led to many defeats. Sieges of armies inside cities and forts was a big deal and happened a lot.
Paradox really needs to start playing other RTS and turn based strategy games. All of them do combat better. They're just recycling the same old crappy thing again and again. Paradox needs to read some history and think about all the ancient battles that happened. And design a combat system that actually makes sense in the context of ancient world combat. And not just copy and paste their one old combat design from their old games over into Imperator. The armies of a Celtic tribe should be completely different from the armies of a Greek city-state and Roman Republic.
The one good thing is the Army and Navy controls. That's the one area where Imperator combat is actually good and an improvement on their previous games. But the combat itself is atrocious. And naval combat appears to be broken with some kind of serious bug and just as bad as land combat.
Here's what you need to do Paradox:
Add Formations. Including culturally unique ones like the Roman Acies Triplex, the common Greek Phalanx, the Macedonian Phalanx, etc. And no, I don't mean incredibly lazy small number modifiers.
Add rows. There should at the very least be two rows of battle lines. Probably 3 or even more. Formations could affect this possibly.
Add Phases to combat. Skirmishing before melee combat was very common.
Add culturally unique units. And no, not just lazy tiny number modifiers. Roman melee infantry had a couple spears they could throw for example before melee. Roman troops are a lot different than Greek phalangites for example.
Add multiple types of projectile troops/skirmishers. Archers, Slingers, Javelins, Peltasts, Velites, Stone throwers. Greeks & Romans barely used Archers but used other skirmishers for example.
Add ambushes. Think of Hannibal.
Add Positioning. Important for Formations and Ambushes. A Macedonian Phalanx being attacked while not in correct position/formation is in big trouble.
Add sieges of Armies inside their camps or city. You could even have double sieges like the Battle of Alessia.
Add Artillery. Yes, the ancient world powers used artillery. Especially the Greeks and Romans.
Add Siege Weapons. Sieges could be much more interactive and interesting.
Add ammunition. For artillery and projectile troops.
There are a lot of ancient wargames. Study them. You need to step up your combat game design.
Hellenistic armies - Wikipedia
en.wikipedia.org
Ancient Greek warfare - Wikipedia
en.wikipedia.org
Roman infantry tactics - Wikipedia
en.wikipedia.org
Skirmisher - Wikipedia
en.wikipedia.org
Ancient Macedonian army - Wikipedia
en.wikipedia.org
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