So i recently came back to this game because most of the things i had problems with it on launch have been fixed. However, i am still finding myself utterly left out in the cold by just how LONG it can take for majors to eat each other. Considering the time period includes things like Caesar's conquest of Gaul, Alexander's conquest of Persia, the Wars of the Diadochi, the Punic Wars, Sulla eating almost all of Asia Minor in like 3 wars, the Conquest of Macedonia, all of the various Roman Civil Wars (which spanned the entirety of the Mediterranean), the fact that it takes me like 10 wars as Rome to eat Carthage is ridiculous. Heck the fact that the Phygrian kingdom died within like 20 years of the game start IRL and yet it commonly sticks around for the whole game in I:R is also ridiculous. This was the period when the Diadochi were destroying each other/themselves at an alarming rate.
So what im suggesting is an overhaul of how wars work on the macro scale. IE wars arent just you attack someone and they call in all of their allies and you yours. There should be "tiers" of wars. Lemme put out a list as an example:
Tier 0: Border Skirmish/Border Raid (All wars start out this way) (Available to every nation rank)
-Only allows for minor conquests, drastically increases warscore costs of conquests compared to current game.
-Nations cannot call in allies (Except Defensive Leagues)
-No War Strain
<Escalation>
Tier 1: Minor War/Tribal Subjugation (Available to every nation rank)
-Allows for smaller conquests, moderately increases warscore costs of conquests compared to current game.
-Alliances are allowed to be called in.
-War Strain for City-State Rank (This can take the form of negative modifiers if the war goes on for too long)
-Minor Emergency War Powers can be used (these can be things like taxes and such)
<Escalation>
Tier 2: Moderate War/Tribal Unification (Available to nations of rank Local Power and higher)
-Allows for moderate conquests, slight increase in warscore costs of conquests compared to current game.
-Alliances are allowed to be called in.
-War Strain for Local Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Unlocks more Emergency War Powers (Minor Conscription/Mild War Taxes for instance)
-Cannot be escalated on war-leading nations of City-State Rank or lower.
<Escalation>
Tier 3: Regional War/Tribal Conquest (Available to nations of rank Regional Power and higher)
-Allows for regional conquests, warscore costs of conquests inline with current game, warscore costs for releasing nations reduced compared to current game.
-Alliances are allowed to be called in.
-Most Emergency War Powers unlocked (Probably everything except Total Mobilization/Highest possible War Taxes)
-War Strain for Regional Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Cannot be escalated on war-leading nations of Local Power Rank or lower.
-Draws moderate attention from within diplomatic range Major Power Rank nations or higher. They may intervene in a non war way (IE subsidies or lending manpower)
<Escalation>
Tier 4: Major War/Tribal Great Conquest (Available to nations of rank Regional Power and higher)
-Allows for major regional conquests, warscore costs moderately reduced from current game, warscore costs for releasing nations drastically reduced from current game.
-Alliances are obligated to be called in or the alliance is broken (with a truce timer)
-All Emergency War Powers unlocked (Total mobilization and Highest possible war taxes)
-Massive War Strain for Regional Power Rank that begins immediately upon escalation (major negative modifiers that will break a nation if it lasts for too long)
-War Strain for Major Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Draws major attention from within Diplomatic Range Major Rank Nations or higher. They may declare for one side or the other.
-Cannot be escalated on war-leading nations of Local Power Rank or lower. Escalating on war-leading nations of Regional Power Rank causes significant internal turmoil for Regional Power Rank nations (loss of Major Family loyalty, Tribal Clan loyalty or requiring 90+ popularity within Republican Senates)
<Escalation>
Tier 5: Great War/Total War (Available to nations of rank Major Power and higher)
-The losing side is completely destroyed at the end of the war, all nations are annexed/forced to release any nations the victor(s) wants. If a player loses this type of war, its INSTANT Game Over. If on Ironman, save is DELETED and all achievements attained in this playthrough are re-locked. Multiplayer games have a HOI-ish style of peace conference. Singleplayer games, the player brokers the peace but must give out territory based upon war participation.
-Alliances are obligated to be called in.
-All Emergency War Powers unlocked (Total mobilization and Highest possible war taxes)
-Massive War Strain for Major Power Rank that begins immediately upon escalation (major negative modifiers that will break a nation if it lasts for too long)
-War Strain for Great Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Draws MASSIVE attention from within Diplomatic Range Major Rank Nations or higher. They are HIGHLY likely declare for one side or the other unless they are already at war or are having major internal issues.
-Cannot be escalated on war-leading nations of Regional Power Rank or lower. Escalating on war-leading nations of Major Power Rank causes MASSIVE internal turmoil for Major Power Rank nations (large losses of Major Family loyalty, Tribal Clan loyalty or requiring 95+ popularity within Republican Senates). Escalating on war-leading nations of Great Power Rank causes significant internal turmoil for Great Power Rank nations (loss of Major Family loyalty, Tribal Clan loyalty or requiring 90+ popularity within Republican Senates)
I feel like this will resolve the problem of I:R not being able to support the kinds of historical wars that happened in this period of history (IE it doesn't take 10 wars to defeat Carthage as Rome or Vice-Versa).
So what im suggesting is an overhaul of how wars work on the macro scale. IE wars arent just you attack someone and they call in all of their allies and you yours. There should be "tiers" of wars. Lemme put out a list as an example:
Tier 0: Border Skirmish/Border Raid (All wars start out this way) (Available to every nation rank)
-Only allows for minor conquests, drastically increases warscore costs of conquests compared to current game.
-Nations cannot call in allies (Except Defensive Leagues)
-No War Strain
<Escalation>
Tier 1: Minor War/Tribal Subjugation (Available to every nation rank)
-Allows for smaller conquests, moderately increases warscore costs of conquests compared to current game.
-Alliances are allowed to be called in.
-War Strain for City-State Rank (This can take the form of negative modifiers if the war goes on for too long)
-Minor Emergency War Powers can be used (these can be things like taxes and such)
<Escalation>
Tier 2: Moderate War/Tribal Unification (Available to nations of rank Local Power and higher)
-Allows for moderate conquests, slight increase in warscore costs of conquests compared to current game.
-Alliances are allowed to be called in.
-War Strain for Local Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Unlocks more Emergency War Powers (Minor Conscription/Mild War Taxes for instance)
-Cannot be escalated on war-leading nations of City-State Rank or lower.
<Escalation>
Tier 3: Regional War/Tribal Conquest (Available to nations of rank Regional Power and higher)
-Allows for regional conquests, warscore costs of conquests inline with current game, warscore costs for releasing nations reduced compared to current game.
-Alliances are allowed to be called in.
-Most Emergency War Powers unlocked (Probably everything except Total Mobilization/Highest possible War Taxes)
-War Strain for Regional Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Cannot be escalated on war-leading nations of Local Power Rank or lower.
-Draws moderate attention from within diplomatic range Major Power Rank nations or higher. They may intervene in a non war way (IE subsidies or lending manpower)
<Escalation>
Tier 4: Major War/Tribal Great Conquest (Available to nations of rank Regional Power and higher)
-Allows for major regional conquests, warscore costs moderately reduced from current game, warscore costs for releasing nations drastically reduced from current game.
-Alliances are obligated to be called in or the alliance is broken (with a truce timer)
-All Emergency War Powers unlocked (Total mobilization and Highest possible war taxes)
-Massive War Strain for Regional Power Rank that begins immediately upon escalation (major negative modifiers that will break a nation if it lasts for too long)
-War Strain for Major Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Draws major attention from within Diplomatic Range Major Rank Nations or higher. They may declare for one side or the other.
-Cannot be escalated on war-leading nations of Local Power Rank or lower. Escalating on war-leading nations of Regional Power Rank causes significant internal turmoil for Regional Power Rank nations (loss of Major Family loyalty, Tribal Clan loyalty or requiring 90+ popularity within Republican Senates)
<Escalation>
Tier 5: Great War/Total War (Available to nations of rank Major Power and higher)
-The losing side is completely destroyed at the end of the war, all nations are annexed/forced to release any nations the victor(s) wants. If a player loses this type of war, its INSTANT Game Over. If on Ironman, save is DELETED and all achievements attained in this playthrough are re-locked. Multiplayer games have a HOI-ish style of peace conference. Singleplayer games, the player brokers the peace but must give out territory based upon war participation.
-Alliances are obligated to be called in.
-All Emergency War Powers unlocked (Total mobilization and Highest possible war taxes)
-Massive War Strain for Major Power Rank that begins immediately upon escalation (major negative modifiers that will break a nation if it lasts for too long)
-War Strain for Great Power Rank (This can take the form of negative modifiers if the war goes on for too long)
-Draws MASSIVE attention from within Diplomatic Range Major Rank Nations or higher. They are HIGHLY likely declare for one side or the other unless they are already at war or are having major internal issues.
-Cannot be escalated on war-leading nations of Regional Power Rank or lower. Escalating on war-leading nations of Major Power Rank causes MASSIVE internal turmoil for Major Power Rank nations (large losses of Major Family loyalty, Tribal Clan loyalty or requiring 95+ popularity within Republican Senates). Escalating on war-leading nations of Great Power Rank causes significant internal turmoil for Great Power Rank nations (loss of Major Family loyalty, Tribal Clan loyalty or requiring 90+ popularity within Republican Senates)
I feel like this will resolve the problem of I:R not being able to support the kinds of historical wars that happened in this period of history (IE it doesn't take 10 wars to defeat Carthage as Rome or Vice-Versa).
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