Preface: In ancient times there were spies for diplomacy, internal affairs and military action.
Observation: small countries have less population (manpower), and many times are overwhelmed by big doom stacks. Investing some of the manpower in spies could give small nations an edge when battling bigger forces.
Suggestion:
A new support unit named spy will be available for all nations. With a cost of 1 cohort, it will allow every time a battle starts, to switch combat tactics with the information provided by the spy unit.
This information can be bogus, the outcome decided by a D6 roll with modifiers:
Spy information outcome:
In every battle, the spy unit will have a risk to be discovered and killed. Again, to allow for conservation of manpower for smaller nations, this chance will be affected by modifiers. Bonuses and improvements on this modifier could be incorporated in inventions or military traditions.
Chance of losing the spy unit:
A little off-topic from the original thread intention but I have to say that I got inspiration by this post from @Bovrick :
Observation: small countries have less population (manpower), and many times are overwhelmed by big doom stacks. Investing some of the manpower in spies could give small nations an edge when battling bigger forces.
Suggestion:
A new support unit named spy will be available for all nations. With a cost of 1 cohort, it will allow every time a battle starts, to switch combat tactics with the information provided by the spy unit.
This information can be bogus, the outcome decided by a D6 roll with modifiers:
Spy information outcome:
- 1-3: information about the other army is accurate (50% chance without modifiers)
- 4-6: information about the other army is bogus (50% chance without modifiers)
- x1.5 Spied army size is between 5 and 10 cohorts (33% chance of accurate spy report)
- X3 Spied army size is less than 5 cohorts (17% chance of accurate spy report)
- X0.7 spied army size is bigger than 10 cohorts (83% change of accurate spy report)
In every battle, the spy unit will have a risk to be discovered and killed. Again, to allow for conservation of manpower for smaller nations, this chance will be affected by modifiers. Bonuses and improvements on this modifier could be incorporated in inventions or military traditions.
Chance of losing the spy unit:
- D6 roll: 1-3, the unit has been discovered and it is lost (50% chance)
- D6 roll: 3-6, the unit is successful disguising itself from the enemy (50% chance)
- X3 spy nation has less than 100 POPS (83% chance of spy unit surviving)
- X1.5 spy nation has discovered spy warfare (67% chance of spy unit surviving)
A little off-topic from the original thread intention but I have to say that I got inspiration by this post from @Bovrick :
Just a small change that could help the army composition meta a little. I'd suggest requiring an overall Tactic Effectiveness of 1/3* to be required to use a Military Tactic. With this restriction, you would need to build an army around the Tactics you intend to use. With knowledge of the composition of an enemy army, you can predict which subset of Tactics they may be able to employ, rather than them having a full array to randomly select from, and thus can gain an edge by making sure your composition can handle/beat their available Tactics. As a nice bonus, this should nerf mono-type armies, as they will have 1 (Archers, LI, Elephants) to 3 (Camelry, Heavy Cavalry, Horse Archers) regular Tactics to select from, so with the right composition you can always avoid losing the Tactic RPS game.
*Afaik the MinMax value for non-supply units comes out at 1/3, any lower and you could get a composition with no available Tactic - but to be safe you could always add that the Most Effective Tactic is always available.
The unlockable Tactics would also provide a big boost to what your army can now handle, without becoming a very large selection (as will be theoretically possible once we have access to any Military Tradition).
We already have a system that restricts available Military Tactics based on culture/unlocks, so I'd think implementation *should* be pretty simple. An immediate loophole issue if of course armies joining existing battles altering the overall Tactic Effectiveness. In theory, you could compose a smaller army that has greater tactical flexibility than a main army, and attach a good general to them to always get the best tactic, like now. I'd personally just change the rules so that Military Tactics cannot change once a battle has begun, rather than defaulting to the best general. Then, if you want to have the flexibility, you need the flexible army to be the one to engage first, and guess correctly at that point.
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