This seems like a good pick after Attila, which will act as a stepping stone for improved cavalry mechanics.
The game would be set in approx 1100-1300 AD with either 4 turns or 2 per year. Obviously, this time period is interesting as it saw masses of Mongol invasions all over Asia including China, Japan and Vietnam etc. The map should cover from Iran in the west to Japan to the east, providing a large amount of unit and cultural variety.
Each faction should have different attributes.
For example.
China will have 300 unit spear men (huge unit size) but with low morale and fighting ability (historically, this was the case as many Song Chinese were farmers drafted into war).
Mongol units will be relatively low in number (80 horse archers on max unit size) but their quality would be much better.
Japan (Kamakura) should have medium to high fighting ability but also have better morale than other factions due to Bushido.
Persia/indians should have elephants
etc
Supply lines should also be made into this game. Make it so armies will carry a certain amount of supplies (you can choose how much). If an army is cut off supply, they will quickly deteriorate. Of course, armies will have an option to feed off the land but the opponent could raise everything usable to the ground (much like what Russians did to Napoleon.)
Terrain and weather should also be a factor. For example, Mongol units should suffer heavy attrition if they invade Vietnam, which is full of jungles, an environment the Mongols wouldn't be used to nor able to perform cavalry tactics very well. Native units should fare better when on their home turf, which brings me to the next point;
Unit recruitment based on location.
This will mean that for example, if the Mongols manage to conquer China, they shouldn't be able to train Mongol horse archers in Chinese territory, due to obviously not having access to them or at the very least not have them as good as Mongol horsemen trained in Mongolia. This could be changed by population navigation mechanics. What the Mongols could recruit in China could be masses of ground spearmen (but in Mongol uniform). Overall, my point is that factions shouldn't be able to recruit their own culture units in lands populated by other ethnics.
Factions off the top of my head.
Mongol empire
Song Dynasty (China)
Kamakura Shogunate (Japan)
Korea
Vietnam
Persia (Iran)
India
East Europe (maybe)
Obviously they all have different cultures and religions like Islam, Shinto, Confucianism, Christianity etc
And a few more that I can't remember ATM.
Also, unit experience should be completely reworked. For example, if a unit killed many enemies without taking much casualties, they would get an attack bonus. If that unit takes alot of casualties for instance, they would get a defense point. If a unit routs/or at least wavers, then they would get a morale bonus. Each of these = 1 exp point. Once they get enough exp points, they will advance in chevrons, which basically improves every aspect of that unit (attack, defense, attack speed, morale etc).
First Chevron = 3 exp points needed
Second Chevron = 6 Exp points needed
Third = 9 exp points needed
Fourth = 12 exp points needed
Up until 9 Chevrons. Obviously, retraining units would decrease the amount of experience if said unit takes alot of casualties.
What also should change is that buildings/tech that provide experience bonuses should be completely wiped out. Unit experience should only be gained in battle. This was my major gripe with Shogun 2, where experience essentially didn't matter as by late game you could keep pumping out 6 chevron units.
Finally, the warscape 1v1 engine needs to go in order for CA to make any type of pre gunpowder game. I also hope they make battles a lot more longer.
Overall, how you think of these ideas so far?


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