I am pleased to finally release a patch for our Custom Battle Demo in order that you, dear fans, could enjoy our latest Unit Balance System! I won't lie that I needed fervent guinea pigs to test my system which I hope is better than the 1.0 version.
Unit Balance 2.0 Features:
Cavalry charge are less devastating than before (but still deadly).
Improve and adjusted accuracy/range for all missile units.
Rebalanced weapon stats.
Rebalanced armour stats.
Reworked Unit Categories and bonuses given.
Adjusted stamina and heat endurance.
Adjusted movement speed (now armours can affect speed).
Rebalanced unit price.
Company size variation added!
Company Size Variations
In many historical chronicles, books and such, unit company's size varied greatly dependably on the availability of men, the importance of conflict and faction's military organization. As such, variation was the word for describing unit formation and the number of men. Then I wanted to represent this variation and here I am today to present this for WotW.
Basically, the feature is to make one unit having varied number of men per company of that same unit. In several references (which for instance, I am basing on Osprey books), companies were organized as Vintenaries or in group ranging from 20 to 30 men (especially professional troops). However, the number raised and vintenaries could be merged to form Centenaries (hundred men) and the number could rise even more (The Swiss, in his beginning, a company was made of 500 men, later, more than a thousand !). As explained,d each culture/faction had their own way to organize their soldiers and then it comes to this feature of coding more variation of a unit and gifting them with varied numbers. The initial plan and organization will be as follow:
This feature will have a major impact on the recruitment. The very first thing that will affect recruitment is the availability; the smaller the company is, the faster the replenishment rate and bigger the unit pool and vice-versa. This will be very important because our intention is to make the game very challenging and to reflect the reality of medieval recruitment and the smaller companies will be quite important for making quick defense or skirmishes, you name it. And to mention, obviously, you will have varied unit cost and upkeep.
Secondly, your settlement will not have right away access to any variations of a unit. Rather, you will "unlock" a "building tree" linked to your initial building that will give you varied companies (up to 3). Not only that, in order to get bigger companies, you will need to have your culture well implanted into your region.
Advantage of this feature
Smaller companies will get quicker experience than bigger companies.
Varied cost and upkeep.
Smaller companies have better maneuverability than larger formation (think flanking position).
Portray a more accurate historical reflection of army composition and organization.
More challenging by requiring more micro-management.
Most excellent Polycarpe! I'm downloading right now and will let you know what I think.
Upon further review..........I like it. I like how now the cavalry are still very effective but they won't just smash through a unit of 250 men. It also seem like they do most of their damage in melee just after the charge. I'm not to picky when it com es to unit balancing so I don't have any constructive criticisms. I think last time my only criticism was the over-effectiveness of the cavalry charge.
However about the new Company Sizes. I can envision one problem when it comes to actually playing a campaign. After a big battle where you suffer a whole lot of casualties you won't be able merge all the same units together, only small with small, large with large etc. That won't be a game breakign issue however just more annoying than anything as one would think it should be soo easy as to just merge two small units to make one big one. Too bad the engine won't allow for that.
Last edited by Emperor Hantscher; February 17, 2013 at 01:33 PM.