The idea is to overhaul the game military mechanics to improve it while actually requiring less computational resources for the AI to be fluent in it.
The main theme is to represent armies by "camps". The army camp then becomes the main military unit in the game. Imagine it as a provincial building, similar to how forts and trade posts are represented now. It has a leader and a bunch of of other attributes, which can be accessed from a "camp view" screen, which includes a detailed breakdown of the troops present within it, and possibly other cool additions: baggage train and supplies, siege equipment and tools, etc.
There would be no more little guys running around the map to represent troops. Demesne and retinue troops are raised directly from within the camp screen. Levies are as well, but they take time to show up in camp. Same thing with mercenaries, but now they are regional (can only hire them if the camp is in the region where the mercenaries are based). This should decrease the load on the AI, as it doesn't have to calculate and coordinate paths of many little regiments. It also gets rid of an un-fun chore for the player: putting your troops together.
(From a realistic point of view, this makes sense. When a liege went to war, he would raise his flags, summon his vassals and their levies, and wait. Not personally coordinate every little regiment).
When two hostile armies are present within the same province, battle can be initiated by either army.
Now the second part of this suggestion: military diplomacy.
Each camp has a sphere of influence which depends on its size. This sphere of influence provides the army owner with a quantity named "Leverage". Leverage is localised to provinces, regions, and realms. Two hostile armies decrease each other leverage if they are within the same province/region/realm (depending on the size).
Example: You have a massive army camp and your arrive at your enemy's land. Your enemy is out of money and cannot raise an army (i.e. build a new camp). His entire realm is within your army's sphere of influence, and there's no opposing army to counter it. Therefore you now have "leverage" in all his provinces, the highest leverage is in the province where you're currently camping.
Now you can go to the diplomacy screen, and negotiate terms for peace. Leverage means that you can demand ownership of the provinces where you have high enough leverage.
Castles and fortifications decrease enemy's leverage, and sieging these and conquering them removes this effect, thereby giving you more leverage.
The game doesn't need to calculate leverages continuously, but only when you or the AI wants to negotiate terms.
The main theme is to represent armies by "camps". The army camp then becomes the main military unit in the game. Imagine it as a provincial building, similar to how forts and trade posts are represented now. It has a leader and a bunch of of other attributes, which can be accessed from a "camp view" screen, which includes a detailed breakdown of the troops present within it, and possibly other cool additions: baggage train and supplies, siege equipment and tools, etc.
There would be no more little guys running around the map to represent troops. Demesne and retinue troops are raised directly from within the camp screen. Levies are as well, but they take time to show up in camp. Same thing with mercenaries, but now they are regional (can only hire them if the camp is in the region where the mercenaries are based). This should decrease the load on the AI, as it doesn't have to calculate and coordinate paths of many little regiments. It also gets rid of an un-fun chore for the player: putting your troops together.
(From a realistic point of view, this makes sense. When a liege went to war, he would raise his flags, summon his vassals and their levies, and wait. Not personally coordinate every little regiment).
When two hostile armies are present within the same province, battle can be initiated by either army.
Now the second part of this suggestion: military diplomacy.
Each camp has a sphere of influence which depends on its size. This sphere of influence provides the army owner with a quantity named "Leverage". Leverage is localised to provinces, regions, and realms. Two hostile armies decrease each other leverage if they are within the same province/region/realm (depending on the size).
Example: You have a massive army camp and your arrive at your enemy's land. Your enemy is out of money and cannot raise an army (i.e. build a new camp). His entire realm is within your army's sphere of influence, and there's no opposing army to counter it. Therefore you now have "leverage" in all his provinces, the highest leverage is in the province where you're currently camping.
Now you can go to the diplomacy screen, and negotiate terms for peace. Leverage means that you can demand ownership of the provinces where you have high enough leverage.
Castles and fortifications decrease enemy's leverage, and sieging these and conquering them removes this effect, thereby giving you more leverage.
The game doesn't need to calculate leverages continuously, but only when you or the AI wants to negotiate terms.
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