I've recently returned to Imperator Rome after not playing since 1.1 and I've enjoyed some adventures in 1.5.3. I'm looking forward to what they do with 1.6 and I'm hoping it isn't too late to actually influence where the military update will head. I took inspiration from @curtadams comment about strengthening the military integration with the Pops, characters and provinces and came up with this is list that I think would help:
General/Admiral Characters:
- Require a character to raise and lead EVERY army and navy
- Levy armies from within a region at any Provincial capital like CK3 levies appear at the capital
- Levy army units from any region directly at the national capital to limit micromanagement, again like CK3
- Either teleport units like CK3 levies or add an EU4 black flag style mechanic to limit stack wiping of single units rallying to their general
- Add a carpet siege ability to armies that sieges neighboring settlements like forts currently do to minimize carpet siege micromanagement
- Provide buffs to specific unit types and/or moral recovery rate based on the general's character traits (I miss the CK2 army leader buffs)
- Reduce the need to drill armies by increasing military experience mana gained during warfare
- Link character abilities and traits to max army size so a poor level 3 martial Pop can't lead a 70 stack army effectively
- Add a trait to monarchs / national leaders so they can always lead a large army even if they will suck at it with their horrible martial
- Allow generals to link to each other so doom stacks require super generals or multiple generals
- Generate event chains to simulate interactions between Character generals in the same army, province, or region
- Event chains would create dynamic gameplay and simulate armies competing with each other for glory and fame
- Friendly generals could go carousing and boost army moral while rivals would have events that reflected animosity and competition between them and by extension their armies
- Add short term traits to generals that generate from event chains or military success that provide army buffs or debuffs
- Add a fatigue mechanic to characters so a general loses loyalty if they have led armies for years without a break (see below for unit fatigue ideas)
- Add events so the player knows a general wants to go home and make it easy to swap generals directly in the event popup
- Make inland forts more valuable since the carpet siege army ability would allow an army to siege multiple unprotected cities at once
- Limit barbarian carpet sieges to mid or late game barbarian hordes to create more difficult challenges but not overpower early game barbarians
Pops and Manpower:
- Scrap the existing manpower mechanic and link units to actual Pops as others have suggested, including @Yems 'Pops and Military rework (refined 2)'
- Military units are linked to the Pop and province where they were recruited
- Military levies requires Pops that matches with the class the military unit would be recruited from (Can't recruit elite troops in your uncivilized border regions)
- Heavy Cavalry would need Nobles plus supplies of iron AND horses
- Heavy Infantry would need Citizens and iron
- Light Cavalry would need Freemen and horses
- etc...
- Levied units lower the happiness, production, and growth of their Pop class while they are levied
- Disbanded units provide a short term boost if/when they return (short term campaigns don't hurt pop growth but extended campaigns or losses do)
- Reduce national army maintenance cost to balance the fact that each unit will have a Pop production debuff
- Happy Pops boost starting unit moral and buff attack/defense slightly since happy Pops will gladly sign up and will fight better for a country the love
- Show how many additional units can be levied as the new Manpower meter
- Add manpower laws like HOI4 so you can scrape the barrel and tank your Pop growth rate if you desperately need more troops (unit to Pop ratio could be easily tuned for game balance)
- Light manpower law would allow 1 unit per Pop with smaller production and growth rate debuffs per levied unit, icon: Mother and father standing with two children
- Standard manpower law could allow 3 units per Pop with stardard production and growth debuffs per levied unit, icon: Mother and child waving at a soldier
- Scraping the barrel for manpower would allow 5 units per Pop with high production debuff and greatly reduced growth rate, icon: Mother reaching out toward 2 soldiers
- Add technologies to boost the units per Pop ratio and/or reduce the debuffs to Pop production
- Add governor ability to shift the local manpower law by +1 or -1 level
- Diplomacy windows shows their current manpower law icon, how many units they have in the field and the max number then can levy (35/60)
- Pops can become loyal to generals which would allow you to see which provinces have disloyal Pops and how many units a disloyal general could rally in rebellion
- Disloyal pops could have small debuffs to production and happiness or big buffs if their general becomes governor, what could go wrong?
- Add a drydock mechanic so naval units could be lowered and/or built up during peace times
- Navies would levy from drydocks which could also function as naval forts and draw manpower from Pops in the entire region
- Add the ability to sell excess naval units to your traders to partially recoup build costs and boost your trade production
- Create a naval mercenary group that is your traders that is cheaper to hire but has a large trade income debuffs (like levied naval units in CK2)
- Add elite standing armies tied to the head of state based on tech/empire to allow Achaemenid Immortals, Roman Praetorians, etc (Similar to CK3 Men-at-Arms)
Army management:
- Armies are levied at provincial or national capitals and/or forts
- Smaller region populations limit regional levied army sizes since they are linked to Pop counts
- Create army templates to make raising your desired army composition quick and easy (like EU4)
- Show counts of each unit type in the template when you are levying armies
- Allow disbanded army units to automatically "teleport" home (like lowering levies in CK2 or Stellaris fleet retreat mechanic)
- Limit the "teleport" ability based on enemies in neighboring provinces and only within your borders and occupied territory
- Change the recruit to army button to be a levy reinforcements button
- Teleport reinforcements to reduce micromanagement with limits from enemy territory so armies can't reinforce behind enemy lines
- Show approaching army reinforcements like black flag troops so players can see enemy reinforcements coming and try to cut them off or know when armies will be growing in strength
- Add a refresh fatigued troops button like the detach damaged ships mechanic in EU4 that would swap units based on available unlevied Pops or "Manpower"
- Siege armies don't cost manpower but could increase the Pop fatigue rate for army units
- Generate history for armies with minor buffs that can be lost if too many units are lost in battle
- A capital's first army unit would have an extensive history reflecting the many battles it has fought to grow the nation
Future Wishlist:
- Integrate military supply with a rebuilt trade system
- Allow armies to resupply based on trade range and not always drain local province food supply
- Cut off trade supply routes based on occupied territory or enemy armies so you can starve out armies by isolating them
- Allow supply trains to function as a mobile market that extends trade/supply range to create supply networks for distant or extended wars
- Supply trains would burn through their supplies when they are isolated behind enemy lines or outside the nations trade range
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