Too much, too many

Please post any comments regarding limited beta versions available via the Members' Club here.
Post Reply
Grand_Armee
Posts: 364
Joined: Tue Jul 05, 2005 7:18 am

Too much, too many

Post by Grand_Armee »

Although this version is far superior to previous versions regarding performance of various functions, there is simply too many troops available.

I've noticed that there are a lot fewer militia in my enemy's armies, but there are so many troops available to them that the game is blown way out of proportion.

I'm continually culling my feudals. The AI, I'm certain, doesn't do this.

Hey, it's great having enough food and linens to make progress with your economy. But having so many men given to you is ridiculous. I haven't had to build a single infantry or regular cavalry.

Whenever I get a glance of another nation's capital under seige, there are enough green squares to almost blot out the province.

Protectorates are producing far more men than they could ever hope to afford to pay. If we're trying to have a historical wargame, couldn't we have something historical like realistic troop limits?

I've been enjoying this game since I bought it. But this is becoming a killer for me.
User avatar
Windfire
Posts: 134
Joined: Fri Oct 24, 2003 6:24 am
Location: Colorado Springs, CO

RE: Too much, too many

Post by Windfire »

Have the same thought, the overall armies are to large. It is to easy for the AI and the players to create huge armies that slow down game play. In my current game the Ottomans had 6 to 7 huge stacks rampaging through North Africa reestablishing the Ottoman Empire. 4 to 5 of them have since moved to the Balkans, sizes are ranging from 10 to 18.

Overall the sizes seem to be more than the historical nations could have realistically maintained while on campaign. Appears to be a result of the large amount of resources available mentioned in the other thread on waste.
Grand_Armee
Posts: 364
Joined: Tue Jul 05, 2005 7:18 am

RE: Too much, too many

Post by Grand_Armee »

I believe the trouble is just the feudals. They come every April...and never go away. Even tiny Prussia gets something like 7 divisions every year from the Polish provinces. And tinier Saxony comes out with 4. Ridiculous
Naomi
Posts: 654
Joined: Mon Jun 20, 2005 11:22 pm
Location: Osaka

RE: Too much, too many

Post by Naomi »

I appreciate this latest patch where France finally enjoys the arrivals of spring levies, which were absent even if I raised its feudal duties to above the middle of the scale.

We can yet choose to "discard" some of the less useful units to make ends meet, right?
Azog
Posts: 64
Joined: Wed Sep 28, 2005 6:46 am

RE: Too much, too many

Post by Azog »

Naomi, I am with you. I looooove this patch. I am playing also with France and cant get enough of them. .
I also had a suply nightmare in mother Russia in winter, my troops falling like flies. Now I dont run like amok to the capital, I slowly conquer an advance. There is plenty of time....
User avatar
ericbabe
Posts: 11852
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: Too much, too many

Post by ericbabe »

I am planning to add decreased production at the higher difficulty levels in the next build, and to cap feudal levies once a nation's army has reached a certain size.

Anyone have any suggestions on what good levels of resource production decrease might be?
Image
Naomi
Posts: 654
Joined: Mon Jun 20, 2005 11:22 pm
Location: Osaka

RE: Too much, too many

Post by Naomi »

I've never bothered myself to stage an offensive deep into Russian land. Ensconcing troops where Russians will pass and beating them a couple of times are an easier winner.
Naomi
Posts: 654
Joined: Mon Jun 20, 2005 11:22 pm
Location: Osaka

RE: Too much, too many

Post by Naomi »

ORIGINAL: ericbabe

I am planning to add decreased production at the higher difficulty levels in the next build, and to cap feudal levies once a nation's army has reached a certain size.

Anyone have any suggestions on what good levels of resource production decrease might be?
IMHO,
the maximum levies = a variable times the number of provinces (protectorates included) - another variable times the total military strength

[:'(] Hope it'll be understandable.

Besides, I don't see reason regarding introducing such decreased production on a human player's part. Doesn't the AI now enjoy increased production at higher levels of difficulty?
User avatar
Uncle_Joe
Posts: 1117
Joined: Thu Aug 26, 2004 5:15 pm

RE: Too much, too many

Post by Uncle_Joe »

Honestly I think the plethora of levies is a good part of the reason that the econ might seem too easy. I rarely have to build basic troops of my own as England or Spain except the specialty units. The levies just pile up and pile up leaving me with plenty of resources to do other things. If the number of levies was reduced, more would have to come out of pocket to field the same sized armies, meaning less disposable income for other projects and tighter econ overall.

Regarding waste, I also think waste should be far higher in conquered provinces and lower in 'home' provinces. Maybe take the basic waste percentage based on number of provinces and halve it for home provinces (maybe quartered for the Capital?), but increase waste in any conquered provinces by maybe 50-100%. So, if your base waste from provinces was 18%, all home provinces would suffer only 9%, while conquered lands would suffer up to 36%.

This would adequately prevent the conquering monster nations from being able to continually grow ad nauseum, while still allowing for viable production from the home nations.

Thoughts?
Naomi
Posts: 654
Joined: Mon Jun 20, 2005 11:22 pm
Location: Osaka

RE: Too much, too many

Post by Naomi »

Albeit not empirically supported, my opinion is levies should not be tinkered with but waste burden be lessened, the prevailing waste condition reeking of rampant bread riots.
User avatar
ericbabe
Posts: 11852
Joined: Wed Mar 23, 2005 3:57 am
Contact:

RE: Too much, too many

Post by ericbabe »


Current changes to rules I'm tinkering with at present:

90% maximum waste.

5% decreased production per game difficulty level above 3, to a maximum of -50% production at the hardest level. (Affects all players equally.)

Levy cap of 5 divisions per province in a protectorate. Protectorates can still build units above this limit, but feudal levy will not raise any more.


Increased waste in non-homeland provinces; decreased waste in homeland provinces is a good idea...


Eric


Image
User avatar
Doobious
Posts: 195
Joined: Sat Jun 18, 2005 8:55 pm
Location: Texas
Contact:

RE: Too much, too many

Post by Doobious »

ORIGINAL: Grand_Armee
Although this version is far superior to previous versions regarding performance of various functions, there is simply too many troops available.

I agree completely.
Hey, it's great having enough food and linens to make progress with your economy.

I disagree completely.

Before there was a sense of satisfaction with being conservative with my building program to achieve the most efficient use of resources.

Now there is plenty of everything.

Not to say that I'm not having fun with my Howitzer Corps, or my Heavy Cavalry Corps, but the pendulem seems to swung way to far the other way now. [:(]
Where is that smoke coming from?
Post Reply

Return to “Limited Beta Feedback”