Shogun / Mideaval Japan

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marcusm
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Shogun / Mideaval Japan

Post by marcusm »

Would this engine work well in that period? I can't really see any formal show stoppers.

I would like to do this like a Diplomacy game (of course hehe).

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ShadowB
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RE: Shogun / Mideaval Japan

Post by ShadowB »

Well, there's a Tolkien-esque scenario out, so I can't see why a feudal Japan one wouldn't work. [:)]
marcusm
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RE: Shogun / Mideaval Japan

Post by marcusm »

Cool. Didn't analyse that scenario before.

I have some ideas about the Crusades as well. Would make for some great Diplo gaming.

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serg3d1
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RE: Shogun / Mideaval Japan

Post by serg3d1 »

All preindustrial scenarios are not realistic with AT engine. Preindustrial armies  were relying mostly not on supply from center, but on foraging around the camps.
Powerslave
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RE: Shogun / Mideaval Japan

Post by Powerslave »

ORIGINAL: serg3d1

All preindustrial scenarios are not realistic with AT engine. Preindustrial armies  were relying mostly not on supply from center, but on foraging around the camps.

Easy to go around just put SFtypes basic supply need at 0. Still armies at that time usually required some payment and for that you could use supply but make the armies be able to carry much more supplies with them or just make supply movement very low so that they can be supplied in almost all circumstances.
marcusm
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RE: Shogun / Mideaval Japan

Post by marcusm »

Also. HQ.s = Generals and I would think that similar supply rules applied for them.

I just read a book about Genghis Khan, it seems his armies had basically the same logistical challenges as more modern armies.
We have to remember that this is a more abstract engien so things can be abstracted :).

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Bombur
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RE: Shogun / Mideaval Japan

Post by Bombur »

I think that you can simulate pre industrial logistics by increasing supply cost movement (in the settings), decreasing transport capacirty for horses and then creating more supply sources (as farm hexes) thus forcing the armies to rely on local supply sources...not sure if it works....
marcusm
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RE: Shogun / Mideaval Japan

Post by marcusm »

I thought about this and wonder if the best would be to look at something industrial age.

Maybe the British campaigns in India? That would make for an interesting Diplomacy game.
Sides would be British East Indies Company, Hyderabad, French East India company and Mysore as potential factions.
That would make for something different :).


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PDiFolco
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RE: Shogun / Mideaval Japan

Post by PDiFolco »

Armies always needed gold, weapons and such. I don't see any problem with the game system in the Middle Ages. You can give as low supply reqs as you wish.
And indeed Sengoku Jidai era ("civil war" in the 1500s-1600s) is a pretty good candidate for AT, there was lots of clans fighting together, against each other, betrayals ... [:)].

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serg3d1
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RE: Shogun / Mideaval Japan

Post by serg3d1 »

The problem is, that you don't need permanent open line of supply to transport gold. Weapon supply needed were mostly arrows, and not for all armies, in fact only for english AFAIK, and for that you also don't need open supply line - it was done episodically, once per couple of month.
Another factor, which couldn't be reproduced with AT engine - armies eat country bare around them quite soon, and had to either disperse or move. Thais is very different logistics strategy. There territory control was done not by front lines as AT engine, but by controlling fortresses.
tweber
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RE: Shogun / Mideaval Japan

Post by tweber »

You could create a location type called a farm that cannot autorepair.  Every turn, it gets damage through an event that represents depletion.  You could also create an sftype called a peasant who has horrible combat stats but can build farms and repair.  
 
Also, you can use regime variables to represent manpower to limit builds.  Also, you could use game or regime variables to represent the winter season.  During this time, you could make a new item type of supply called 'very expensive supply'  to represent seasonality. 
 
Also, you could lower concentric attacks to reduce the impact of front lines and improve defense power in fortresses.
 
All these things could get at a more realistic fuedal game.
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