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Cheexsta

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This thread got me thinking, so I've been brainstorming some ideas over the past few days while bored at work. So, instead of derailing that thread, it might be easiest to just make a new thread about it and see what everyone thinks. I haven't figured out exact numbers yet, but so far the ideas are just conceptual.

First, remove a fair few of the current 'Military' National Ideas (Horse Lords, Professional Soldiers, etc), and add the following Ideas. All are assigned to specific countries from the start, but any country can potentially gain that army type through a specific set of Laws and Decisions (more on this later).
  1. Citizen Levy. Citizen armies, such as pre-Marian Roman armies and many Greek states, consist of property-owning citizens who are called forth in times of war. They are not paid as a labourer is paid for his work; instead, they are conscripted into the army and are only allowed some limited pay in the form of loot from defeated enemies. They are only expected to fight on the basis that if they don't, their land will likely be under threat from the enemy, which is why the soldiers were only drawn from the propertied class as they had some stakes in the outcome of any particular war.
    Bonuses: -Recruitment cost; -Loyalty chance (ie they're less likely to become loyal to a general).
    Penalties: -Manpower; +War Exhaustion.
    Who: Rome, Achaeans, Aetolians, Lycians; maybe others.
  2. Mercenary Army (open). Armies that consist of relatively few citizens and mostly mercenaries were common amongst multicultural empires like the Carthaginians, who used all sorts of soldiers in their armies, from Celts, Libyans and Iberians. Such armies would be costly to field and would have a tendancy to revolt when there isn't much money flowing into their purses, but would alleviate all sorts of stress from the state's citizens, increasing overall manpower.
    Bonuses: +Manpower; +Citizen growth?
    Penalties: +Recruitment & Upkeep costs; +Civil war risk?
    Who: Carthage, Pontus, maybe others.
  3. Mercenary Army (closed). Armies that consist of a very limited pool of mercenaries, such as the Ptolemaic phalanxes that consisted almost exclusively of Hellenic mercenaries, since the local Egyptians were untrusted by their Macedonian rulers. As time went on, the Hellenic mercenary pool dwindled, and the Ptolemies were forced to recruit from locals as well; while this proved to be useful in the Battle of Raphia in 217BC, it also gave the local Egyptians a newfound confidence in their strength of arms against their foreign oppressive government.
    Bonuses: +Heavy Infantry Discipline; -Loyalty chance.
    Penalties: -Manpower; +Recruitment & Upkeep costs.
    Who: Egypt.
  4. Professional Army. Most full-time professional armies, such as the Marian Roman legions and the troops from Hellenic cleruchies, were 'paid' a pension of land after their service. In the case of the Romans, the non-propertied class was allowed entrance to the Roman army, vastly increasing her manpower reserves. In the case of Greeks, many soldiers were given farming land in return for continued service; they'd normally live as private citizens, but would be required to go to war when the state called for them.
    Bonuses: +Manpower; +Heavy Infantry Discipline
    Penalties: +Unit Cost; +Loyalty Chance; +Civil War risk?
    Who: Post-Marian Rome, Macedon? (I know the Macedonian army was 'professional' by the time of Philip II, I just don't remember if the Antigonids kept it that way.)
  5. Tribal Armies. Tribal armies would have been pretty similar to the 'citizen levy' of Rome in concept, but a greater emphasis would have been placed on basic militia types rather than heavy infantry. In desperate times, all able-bodied men of a tribe would have been able to pick up a sword and fight in defense of their tribe or while their tribe was migrating elsewhere.
    Bonuses: +Manpower; -Militia Cost; +Land Organisation
    Penalties: +Heavy Infantry Cost
    Who: Most Tribes.
  6. Cavalry Armies. Some states preferred a heavy use of cavalry, particularly cavalry archers and javelineers. Parthia and Numidia are famous for such armies, though as Numidia became a more centralised state, its armies became more infantry-based to match. The main disadvantage of such armies was the time it took for sieges to be completed and their relatively limited numbers, though they otherwise proved to be extremely efficient.
    Bonuses: -Cavalry & Horse Archer Cost; +Cavalry & Horse Archer Discipline.
    Penalties: +Siege Time; -Manpower.
    Who: Parthia, Numidia (early).
  7. Mixed Armies. Some states were able to draw upon a large number of varied troops from their vast realms, most notably the Seleucids, whose armies consisted of Hellenic and Persian phalangites, Arabic infantry, Bedouin mercenaries, Asian elephants, etc. Despite the presumed language barrier, such armies had enough strengths to counter their weaknesses and vice versa through their sheer versatility.
    Bonuses: None.
    Penalties: None.
    Who: Seleucids (and anyone else who doesn't really fit into any other major category).
  8. Naval Ethos. Some states had a natural predisposition towards maintaining a large fleet, usually in order to protect a large, overseas empire.
    Bonuses: +Naval Organisation
    Penalties: -Land Organisation
    Who: Carthage, Rhodes, etc.
  9. Martial Ethos. Other states were more advantaged on land, such as Rome, who even turned their naval battles into virtual land battles through the use of the corvus during the Punic Wars.
    Bonuses: +Land Organisation
    Penalties: -Naval Organisation
    Who: Basically everyone else. Both this and the Naval Ethos ideas should be fairly easy to change and not require extensive reforms through laws and decisions.

Then, introduce a number of laws to reflect those introduced in history that allowed the known military conversions (eg, Marius' agrarian bill, inclusion of the capti censi into the armies, etc etc) so that the player can change military type if they so choose, and those laws would have a further effect on how the armies would perform in the end as well.

Finally, when all prerequesites are met, the army type can then be changed to whatever the player wants.

Thoughts?
 

out

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Your ideas are good, but then they aren't really "ideas" in the EUR sense. EUR ideas are exclusively benefitial, and your proposals are more like "laws".

That said, I'd much rather see EUR do away with ideas and decisions altogether, and replace them by one comprehensive Law system. After all, ideas, decisions and laws, in game term, are just different ways of doing more or less the same thing. Why have them separate into three?
 

vanin

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Cheexsta;9431816[* said:
Who: Post-Marian Rome, Macedon? (I know the Macedonian army was 'professional' by the time of Philip II, I just don't remember if the Antigonids kept it that way.)

As far as I know all the successor states of Alexander kept it this way. The diadochi had to pay their makedonian soldiers or they would defect to the enemy, unless the one they (atleast nominally) fought for was from the Argead family. This most likely continued even after the Argead family disappeared, but obviously the soldiers' loyalties belonged to those who commanded them to victories. I just can't see how the pay-then-fight system would be removed as soon as the Diadochi came to power.

I really like the way you put this up, using laws and these very defined national ideas seem to be a great thing. Would be very interesting if you got this working.
 

Cheexsta

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Your ideas are good, but then they aren't really "ideas" in the EUR sense. EUR ideas are exclusively benefitial, and your proposals are more like "laws".
Well, that was the whole reason for expanding upon the NI system; as it is now, you only get relatively small benefits (that may have a big long-term benefit but does next to nothing in the short term) but they are not enough to make each state individual. What I'm trying to do here is make each country start down different paths that make them very different and give them massive bonuses in specific areas, and have to go through a lot of trouble in order to reach another path if they think it's more beneficial. As far as I'm concerned, there are exactly two ways to accomplish this: National Ideas and country modifiers, both of which are quite valid. National Ideas got the advantage in my mind because they are a far more visual system than country modifiers, which the player never gets to see until they actually happen.

So why not just make it laws? That's actually not a bad idea, I just feel that the NI system represents more than just laws--it represents the 'flavour' of that country, rather than a legal system. I'm sure all of these things could be done as laws instead, but I like the idea that in order to make military reforms, you must:

1. Enact the required Laws that may or may not have beneficial effects in the short- and long-term.
2. Make a final Decision to do something that may be traditionally unconstitutional (and therefore doesn't really fit in with the Law system).
3. The Decision then unlocks the ability to change military system.

It works in my mind, at least, and I hope that made sense (I have a distinct problem with translating the gibberish in my head sometimes :p).
 

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Will you cut the tie between NI's and technology? Tech in Rome is kind of wierd, since the progress wasn't really that noticable within the timeframe. I still don't get why they chose the EU3 approach to tech rather than the CK approach. Hmm... perhaps one should mod in a EU3-CK hybrid. Could be done by using province modifiers. Anyways that isn't the purpose of this thread. I need to focus... ;)

My first thought was that all your ideas can be grouped into three types of ideas:
1 Source of coercion. Where does the stat get its soldiers from? This seems to be the issue of idea 1-5.
2 Form of coercion. What shape does the countries forces take? This would be idea 6 and 7.
3 Ethos of coercion. What constitutes the "proper" defense? This overlaps somewhat with the form of coercion, but it isn't entirely the same thing. Ethos is concerned with broder defense issues, while form of coercion is concerned with army composition. Idea 8 and 9 falls into this group.

Within that classification it makes sense that a given country should never be able to select more that one idea in each group. Also the first group seems to have far more ideas than the last two. Also group two seems to have a mobility school (cavalry armies) and a balanced school (mixed armies) but no counterpoint to the mobility school.

Some comments to a few of the ideas:

Professional Armies: A benefit could be reduced experience decay.
Tribal Armies: I don't see why they should get an organisation bonus. Tribals armies arn't know for their level of organisation. An alternative bonus could be to increase the reinforcement speed. Also tribal armies might have an increased loyalty chance, since tribal armies are usually based on personal ties rather than abstract concepts such as loyalty to the state.
Mixed Armies: First thought was that this isn't an idea but rather that lack of specialised idea. Since you seem to be going for more "balanced" ideas anyways, a player could simply opt not to choose any idea leaving him with balanced armies. If you decided to keep it as an idea it should have some boni to be worth taking. Improved organisation or improved combat event chance could be two good candidates. After all mixed armies provide flexibility to adjust faster than specialized armies.
 

vanin

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Could be interesting if you made ½ ideas military and then split the rest between the 3 remaining techs. Military sure has the most possiblites, most religious ideas (for example) seem useless, so slamming it together with either economy or civic could perhaps be done without harming too much. But then the problem of 2 different idea slots with the same purpose arises, but perhaps that could be a good way of forcing the AI to pick one of each?
 

out

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So why not just make it laws? That's actually not a bad idea, I just feel that the NI system represents more than just laws--it represents the 'flavour' of that country, rather than a legal system.
Well, in the EUR timeframe, law in the broad sense would represent not simply the jurisprudence, but also the customs and traditions of a country. The difference between codified laws and "customs/ethos", in game terms, would be that laws would require specific political circumstance to pass and repeal (i.e. based on the party in power), whereas customs/ethos would have very different pass/repeal requirement. For example you may need to have a certain army-navy ratio and/or a number of land victories to enact land ethos; and for naval ethos you'd need the reverse with a significant part of your territory coastal. Of course most countries should also start out with some customs as determined by the history files.

Again I'd prefer NI, laws and decisions to be consolidated into one cohesive system, whatever it may be called. This would also potentially reduce the interface clutter. (Combining tech, mission/decision and senate windows into one big government window?)

But another problem with EUR is that there are relatively few things that are determined in the Scenario. As such, all nations start out with zero ideas, laws and decision. The EUR program itself must be changed so that these factors can be read from the scenario files at game start. Otherwise you're just as likely to see Rome starting with naval ethos.
 
Last edited:

Sute]{h

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But another problem with EUR is that there are relatively few things that are determined in the Scenario. As such, all nations start out with zero ideas, laws and decision. The EUR program itself must be changed so that these factors can be read from the scenario files at game start. Otherwise you're just as likely to see Rome starting with naval ethos.
You could simply do the title trick to assign the correct NI to a given country at the start of the game couldn't you?
 

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... I'd much rather see EUR do away with ideas and decisions altogether, and replace them by one comprehensive Law system. After all, ideas, decisions and laws, in game term, are just different ways of doing more or less the same thing. Why have them separate into three?

Methinks ideas should reflect the cultural heritage of a country. Therefore, changing them should be far more difficult (and detrimental) to a state than changing a law.

I must say I like Cheexsta's stance on the NI problem a lot. Giving nations a fixed starter set of ideas is indeed a good way to set them apart, and give them a more unique feeling. Carthage's naval hegemony, for instance, should be clearly reflected in its tradition, ie. in its naval ideas. Maybe then the AI will be less inclined to neglect the Carthagianian navy and reduce the Punic Wars to a block-the-gibraltar-straits-and-be-done-with-it thingie.

Hope to post a more detailed reaction to your ideas on the ideas later, Cheexsta. Great to see you tackling this.
 

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Title trick?
Someone wrote a post in the mod section on it a few months back. Basically you use titles to create instant effects.
 

Cheexsta

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Sute]{h;9432628 said:
You could simply do the title trick to assign the correct NI to a given country at the start of the game couldn't you?
I'm pretty sure you could even do it with the history files, like this:

Code:
474.1.1 = { idea = citizen_levy }

No time for more replies right now, I'll get back to it later.

Edit: looks like my assumptions were wrong :( We'd probably have to go with the title hack method. I couldn't even get a country flag to fire from the start...
 
Last edited:

Cheexsta

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Sute]{h;9432343 said:
Will you cut the tie between NI's and technology? Tech in Rome is kind of wierd, since the progress wasn't really that noticable within the timeframe. I still don't get why they chose the EU3 approach to tech rather than the CK approach. Hmm... perhaps one should mod in a EU3-CK hybrid. Could be done by using province modifiers. Anyways that isn't the purpose of this thread. I need to focus... ;)
I agree completely, tech in this game is just plain wrong. If I could, I'd remove teching completely, but that'd make for a rather boring game. If anything, technology should come from being beaten by your opponent or by seeing what other states are doing: Roman armies, for example, are a conglomeration of foreign technology all rolled up into one, and Roman writers claim that other states began to copy their style and be 'armed in the Roman fashion'--whether this is strictly the case or not, I'm sure there's some kernel of truth in that sort of statement.

Regarding the 'NI groups' that you mentioned, that was exactly what I had in mind, though I failed to make it entirely clear. Ideas 1-7 are supposed to define both where the manpower is drawn from, and to try to define and encourage the army's composition. Ideas 8-9 are supposed to reinforce that some states were inclined to have either a stronger navy (to protect overseas empires, like Carthage) or a stronger army (to protect a land-based empire, like Rome, Seleucids and Egyptians); all else being fair, Carthage should beat Rome in a naval conflict, for example.

Good points on your other suggestions for the NI's, I've added them to my draft ideas.txt.

Could be interesting if you made ½ ideas military and then split the rest between the 3 remaining techs. Military sure has the most possiblites, most religious ideas (for example) seem useless, so slamming it together with either economy or civic could perhaps be done without harming too much. But then the problem of 2 different idea slots with the same purpose arises, but perhaps that could be a good way of forcing the AI to pick one of each?
Well, maybe the other 'techs' should receive just as much loving as military?

Well, in the EUR timeframe, law in the broad sense would represent not simply the jurisprudence, but also the customs and traditions of a country. The difference between codified laws and "customs/ethos", in game terms, would be that laws would require specific political circumstance to pass and repeal (i.e. based on the party in power), whereas customs/ethos would have very different pass/repeal requirement. For example you may need to have a certain army-navy ratio and/or a number of land victories to enact land ethos; and for naval ethos you'd need the reverse with a significant part of your territory coastal. Of course most countries should also start out with some customs as determined by the history files.

Again I'd prefer NI, laws and decisions to be consolidated into one cohesive system, whatever it may be called. This would also potentially reduce the interface clutter. (Combining tech, mission/decision and senate windows into one big government window?)

But another problem with EUR is that there are relatively few things that are determined in the Scenario. As such, all nations start out with zero ideas, laws and decision. The EUR program itself must be changed so that these factors can be read from the scenario files at game start. Otherwise you're just as likely to see Rome starting with naval ethos.
Don't worry about Rome getting naval ethos; in the draft at least, the ideas are being restricted to the countries that would have had them, historically (in a very rough sense). Other countries can get those ideas eventually, but they'd require extensive, Marianesque reforms.

As for consolidating NI's, Laws and Decisions, the thought certainly has merit. I don't mind it as it is, since it's easy enough to explain in my mind: NI's represent the traditions of a state; Laws represent actual legislation that are brought in during a game's timeframe; Decisions are just manual event triggers. I understand your point that there is a vast overlap in some cases, I just think that their existance as separate entities is not entirely superfluous (though I struggle sometimes finding a reason to keep Decisions--I'd much rather that PI intriduces provincial decisions instead).

Thanks everyone for the feedback, keep the ideas flowing!
 

Darthvegeta800

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Well Rome borrowed 'some' things over time.
Originally of course they were heavily influenced by the Greek States and especially Etruskans. (the direct Greek influence culturally and in all other ways is still under debate among historians)
But over time they slid into their own distinct war methodology.
Which afterwards as they expanded beyond Italy and the likes changed mostly equipment wise. (Gallic Helmet and Spanish Sword are things they assimilated) Tactic-wise etc a lot of their ways are uniquely Roman.
And indeed a lot of enemies supposedly began to rather well 'imitate' the Roman Legions and manner of equipment. If i recall correctly Macedonia was one of those.

Anyway the idea of National Ideas being used to reflect very specific things have been considered by me too. And i like your train of thought.
I'm at times inclined to give each 'Empire' a slot of each type (religious, military etc) and each idea is 'Roman military' - 'Roman politics' etc with a series of effects that specialize them. Switching from say Roman Politics idea to Greek Politics idea should have a massively heavy penalty to avoid 'min-maxing'.
 

out

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I agree completely, tech in this game is just plain wrong. If I could, I'd remove teching completely, but that'd make for a rather boring game. If anything, technology should come from being beaten by your opponent or by seeing what other states are doing: Roman armies, for example, are a conglomeration of foreign technology all rolled up into one, and Roman writers claim that other states began to copy their style and be 'armed in the Roman fashion'--whether this is strictly the case or not, I'm sure there's some kernel of truth in that sort of statement.
I think I'm getting a better idea of what you're shooting for in principle. It's a bit like a freeform doctrines proposal I made for HOI3 a while back. It's a long read if you're interested.

But yeah, I agree that technology, on the whole, should be replaced with specialization instead of improvement. Roman army certainly wasn't "better" than any of their barbarian counterparts, but just better adapted in certain situation. What's more ironic, is that Romans are considered rather on the slow side when it comes to adopting new ideas. So the EUR tech model is very awkward indeed.

Still, I'd say make these ideas into laws instead. Why? Because you can have an unlimited number of laws, and laws have conditions to pass or repeal. On the whole it's a much better, more dynamic system than the NI's. I've always felt that NI's are fossils of Paradox's boardgame design mindset: it's a model that abstracts the complex history down to very simplistic and limited variations. But EUR is not a board game, we can live with a lot more complexities.

A country like Rome should start out with a number of laws already passed to reflect their more developed, or rather specialized, army and society. A country should not be arbitrarily limited in the number of specialization they can have, as with NI's. Of course on the other hand, these laws must be carefully balanced to maintain game balance.
 

Cheexsta

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Well Rome borrowed 'some' things over time.
Originally of course they were heavily influenced by the Greek States and especially Etruskans. (the direct Greek influence culturally and in all other ways is still under debate among historians)
But over time they slid into their own distinct war methodology.
Which afterwards as they expanded beyond Italy and the likes changed mostly equipment wise. (Gallic Helmet and Spanish Sword are things they assimilated) Tactic-wise etc a lot of their ways are uniquely Roman.
Uniquely Roman...mostly inspired by Samnite warfare :p Prior to the Samnite Wars, Rome still used the classical Greek phalanx type warfare, IIRC.

I think I'm getting a better idea of what you're shooting for in principle. It's a bit like a freeform doctrines proposal I made for HOI3 a while back. It's a long read if you're interested.

But yeah, I agree that technology, on the whole, should be replaced with specialization instead of improvement. Roman army certainly wasn't "better" than any of their barbarian counterparts, but just better adapted in certain situation. What's more ironic, is that Romans are considered rather on the slow side when it comes to adopting new ideas. So the EUR tech model is very awkward indeed.

Still, I'd say make these ideas into laws instead. Why? Because you can have an unlimited number of laws, and laws have conditions to pass or repeal. On the whole it's a much better, more dynamic system than the NI's. I've always felt that NI's are fossils of Paradox's boardgame design mindset: it's a model that abstracts the complex history down to very simplistic and limited variations. But EUR is not a board game, we can live with a lot more complexities.
What I had in mind was a number of Laws in addition to these NI's, which may serve as a precursor to change the Military NI to another 'doctrine' (a much closer term to what I'm looking for, thanks for that), but not always. Ultimately, with the mixture of NI's and Laws, every state would have a unique set of 'rules' for its own military, with these NI's as a foundation.

Yes, you could merge them in with Laws completely. My biggest worry about such a move is when a country changes government type (eg, from Republic to Dictatorship), all of its Laws and NI's are reset. It'd be easy enough to re-establish that NI, since the country would still have the prerequisite country flag, but to re-establish those Laws it'd have to go through all sorts of Stability and ruler prerequisite fun.

Which, I suppose, is also a problem for my NI/Law mixture proposition. Minor setback in my thoughts :p