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Thread: Would TW work with modular unit design?

  1. #1

    Default Would TW work with modular unit design?

    This is pretty much a copy of what I wrote over at a totalwar.com, but I'd like to hear what people have to say about it here.

    I'm mostly an Medieval II player, so most of my examples come from that, but I think it's applicable to most TW games.

    I'd be interested in seeing an alteration of the current system of pre-defined units for something modular where you design units. For instance (thinking if Medieval II terms), rather than a "mamluk archer," you design a mounted unit with a composite bow and a mace for weapons, moderately armored, which is well-trained in archery, and moderately trained in melee.

    Or you don't. Maybe you swap out the bow for few javelins, creating a kind of jinete. Maybe swap its mace for a sword. There would be a "military advisor" type who will design the old familiar troops for you, but you could also try your own hand: see what happens when you give your heavily armored dismounted feudal knights an arquebus.

    Most custom-designed units that veer too far from the historical would probably be poor units (in cost-benefit terms), which is why they historically weren't used, but hey, maybe a clever player could figure out something neat that works well but wasn't ever used historically, but would have been viable. (After all, people of the past may not have been idiots, but they didn't get everything right.)

    Different factions and areas would have different resources. For instance, England, with no possessions in the middle east or North Africa, isn't going to have an easy time making a corps of camel cavalry. There would also be different customary effects. For instance, maybe the English start with certain level of proficiency with bows, making competent archers cheaper and easier to train, while the Hungarians start with a certain level of proficiency at riding horses. Maybe some cultures tend to be better with tight, orderly formations (e.g., Macedonians), whereas others are more individualistic (e.g., Celts). So, nations, factions, etc, would still matter, but it might be in the form of different competencies at varying styles of unit, rather than a rigid pre-defined unit list.

    Different buildings would be required for each component (training, mount, armor, weapons) of the unit, rather than having a single recruitment building. Stables for mounts, smiths for metal stuff, bowyers for bows, etc. If you have a town that has the stuff necessary to train legionaries, manufacture pila and gladii, but the best armor you can make is hardened leather rather than lorica segmentata or the like, then you can basically make legionaries, but they'll wear leather armor.

    Thoughts? Do you think this would work?

  2. #2
    Lord Baal's Avatar Praefectus
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    Default Re: Would TW work with modular unit design?

    That would be the pinnacle of freedom and customization for us!
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  3. #3

    Default Re: Would TW work with modular unit design?

    I think this would be excellent if it were correctly balanced against historical accuracy, also I don't know how the ai could handle it.
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    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Would TW work with modular unit design?

    This was what probably intended for NTW but didn't make it for release though mostly from what I read is some sort of uniform editor.


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    Default Re: Would TW work with modular unit design?

    This would be just about the coolest thing. Ever.
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  6. #6

    Default Re: Would TW work with modular unit design?

    One could go deeper and have to deal with buildings that manufacture said weapons. Like you only produced X spears and Y swords this year so you can only equip a certain amount of soldiers with weapons or have a certain amount of soldiers that do such and such.

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    ♘Top Hat Zebra's Avatar Praepositus
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    Default Re: Would TW work with modular unit design?

    ^No thank you. That needlessly complicates things when that could be handled in an abstract way.
    "Rajadharma! The Duty of Kings. Know you: Kingship is a Trust. The King is the most exalted and conscientious servant of the people."

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    Lord Baal's Avatar Praefectus
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    Default Re: Would TW work with modular unit design?

    That would be a yes for me. I like the strategic challenge, as this would put more pressure on you to capture and ensure the safety of your production centers, instead of just capturing a province for a stupid +2 on weapon damage that only applies to troops trained there.
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  9. #9

    Default Re: Would TW work with modular unit design?

    Quote Originally Posted by ♘Top Hat Zebra View Post
    ^No thank you. That needlessly complicates things when that could be handled in an abstract way.

    It can be optional. It isn't even that complicated. These are strategy games...

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    ♘Top Hat Zebra's Avatar Praepositus
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    Default Re: Would TW work with modular unit design?

    Quote Originally Posted by Metz View Post
    It can be optional. It isn't even that complicated. These are strategy games...
    Yes, and things like supplying troops isn't what a ruler even does. He has people to do that for him. Kings don't know exactly how many spears they have in their entire kingdom.

    That's why this is handled in an abstract way, like it is now. I just don't feel that this would actually add anything to the game at all.
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    Lord Baal's Avatar Praefectus
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    Default Re: Would TW work with modular unit design?

    But in total war we are not kings, emperors or dukes... we are kind of a magic spirit or god or whatever. Otherwise the game would consist on sitting on a throne room and fighting in very few cases...

    Weapons numbers did matter, I see no reason to not include this somehow in the game. Re-read my last post.
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  12. #12

    Default Re: Would TW work with modular unit design?

    Quote Originally Posted by ♘Top Hat Zebra View Post
    Yes, and things like supplying troops isn't what a ruler even does. He has people to do that for him. Kings don't know exactly how many spears they have in their entire kingdom.

    That's why this is handled in an abstract way, like it is now. I just don't feel that this would actually add anything to the game at all.


    Who said Total War games are controlled by "rulers"? Total War games are about controlling a state/nation/country.

  13. #13

    Default Re: Would TW work with modular unit design?

    As I see it, detailed supply and modular unit design aren't really necessarily related. For instance, you could have a fixed "spearmen" unit, with no ability to change out the spears for axes, or give them javelins, or anything like that (as in current TW games), and you could still have a requirement that they have enough spears, with spears being tracked.

    Conversely, you could have a very modular unit design -- put your spearmen on a horse, give them javelins, take away their spears, etc -- without keeping track of individual bits of equipment, mounts, etc.

  14. #14
    Lord Baal's Avatar Praefectus
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    Default Re: Would TW work with modular unit design?

    That too. In a low difficulty or menu option or whatever, in the case of mounts for example just having the tech or the stables or the horse ranch thing would be enough to produce unlimited horse units. Now you select the counting option and now their numbers are not unlimited, but caped at so many units per turn, so you need to track those resources. This way everybody happy by just selecting a few options on the menu.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  15. #15

    Default Re: Would TW work with modular unit design?

    I've done a basic one for my own personal use. This is the EDB file for medieval vanilla 1.05. Basically ive added a condition "requires_building_min_level" i think it is, to each recruitment building so you need to have the appropriate blacksmith level to train those units
    Attached Files Attached Files

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