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Thread: [Scripted mechanics] Winning-Loosing a war

  1. #1

    Default [Scripted mechanics] Winning-Loosing a war

    INTRODUCTION
    This is an entirely new scripted Battle Fatigue (BF) mechanism..
    Currently in the game the player does not care if he is in war with 1 or 100 factions and if he is losing or winning the current war. With the BF he will care and he will feel the consequences. Now Public order will fluctuate according to parameters. How much money you got ? how many territories ? You gain or loosing land ? winning or loosing battles ? and where ? a big win can boost the prestige of your empire making it more stable while a loss can damage you and promote rebellions. So when a war is declared the player must act in order to maintain the structure of his empire intact. He Is forced to go campaigning , raiding and generally taking actions in order to keep his land controlled. All things count. Number of alliances , troop numbers number of war fronts etc.All mechanisms are dynamic and not constant. A defeat penalty will not go on forever and the same goes for a victory.In a few words there is going to be a feel of winning or loosing. BUT as it was in history a big win can turn the tables and get you back on track..The whole set of mechanics below aim to one thing. Simulate an actual warlike experience where events matter and affect the integrity of your state plus give a feel of winning or losing the war. Rome 2 evolves mainly around war and battles but strangely these events have no outcome in the player apart the obvious ones (win or lose land). In reality things were a bit different a single decisive win could turn the psychology around and transform a situation from hopeless to promising. So with the new set of the Battle Fatigue system (from now on BF) events have an outcome to your PO. This resembles the worry or the demands of the people on how war is going.
    Events are divided to general , those with positive impact to PO and those with negative impact

    GENERAL GAMEPLAY SCRIPTS
    Spoiler Alert, click show to read: 

    • REBELLIONS – WAR DECLARATIONS

    Historic background
    This is one of the most troubled periods in Greek history. Oligarchy and Democracy clash their swords to see who is going to prevail in the Greek world. Governments are over thrown and rebellions are everywhere depending on the winning side of the war. When Athens suffered a setback Oligarchic governments which were suppressed by them raised to claim their lost power. To simulate this we kept some of the early rebellions in the exact dates but for those that happened late in the Peloponnesian war we linked their triggering on events and not on dates. Loosing important regions may trigger the rebellions earlier or later than the actual historic time
    FIXED REBELLIONS
    KORKURA 428 BC
    In reality when hostilities opened between local oligarchy and democrats.Both Sparta and Athens send fleets to promote their interests by supporting the preferred side .Athens won the local sea battles and then helped democrats to get into power in Korkyra. In our case this is simulated quite accurately i think.For 3 turns Korkyra will have a PO near to -100.It is in your power to promote a rebellion there by raiding for example or send a defending fleet to put out the rebellion if it starts.
    MYTILENE 428 BC
    In reality Mytilene turned against Athens but they responded swiftly quelling the rebellion in order to stop its possible spread to nearby regions.
    A) Mytilene rebells in 428 BC as in history
    Spoiler Alert, click show to read: 


    B) If not quelled the rebellion in 5 turns then Chios rebels also
    Spoiler Alert, click show to read: 

    C) If not quelled in another 5 turns rebellion spreads to Ionia
    Spoiler Alert, click show to read: 


    TRIGGERED – REGION LINKED REBELLIONS


    1. By loosing Hellespont Euboia rebells . (Near the end of war during the wars over Hellespont Euboia rebelled)
      Spoiler Alert, click show to read: 
    2. By loosing control over Kos is another trigger for Ionia to rebel. (In history Ionian cities rebelled during the 3rd phase of war arround 412 BC when sparta started challenging Athenian dominion in samos and Kos)
      Spoiler Alert, click show to read: 
    3. For almost the same reason Chios rebelled again in the same time. waiting support from Mytilene who was also oligarchic. In our mod if by turn 80 Mytilene is not Athenian then it rebells again
      Spoiler Alert, click show to read: 
    4. If Sparta looses any territory in Lacedaimon Elis and Mantineia brake alliances and go to war against it. This was the case in Battle of Mantineia in which Athens after taking Pylos rallied Elis and Argos against Sparta.Ufortunately for them the Spartan victory discouraged any dreams of non spartan controlled Peloponnesos



    • ARMY FUNDING – DIPLOMACY

    The more % of your income is spent for army upkeep the more this is considered a hostile action causing diplomatic harm . Values below 50% cause diplomatic bonuses since they are considered acts of low aggression


    • DYNAMIC AI MONEY BOOST

    According to military strength AI gets some money bonuses. More for weaker states and less for stronger


    • NAVAL MOVEMENT ON WINTER

    During winter naval range is reduces considerably since triremes could not sail at all in rough seas


    • NAVAL MAINTENACE – WOOD DECAY


    Prolonged stay in water made the ships vulnerable due to wood decay. Ships needed to dry every now or then. So there are 5 levels of decay reducing ship’s effectiveness. To counter this there are two ways.

    1. Quick repairs. Quick repair cost 50% increase to upkeep only for a turn.They remove decay from ships BUT next turn the problems continue from were they left off. To quickly fix a ship you just go in and out from a port in the same turn.This is useful if a battle is imminent and you need cheaply your ships in top form
    2. Drying – extensive repairs. They cost double upkeep for a turn and the ship must remain in the port for a turn BUT all damage is completely removed.

    Example of 2 ships.

    1. Ship A and B got the same level of damage
      Spoiler Alert, click show to read: 
      [IMG][/IMG] [IMG][/IMG]
    2. They go in the prots
      Spoiler Alert, click show to read: 
      [IMG][/IMG]
    3. The ship A leaves the port to receive quick fixes while ship B stays in for a turn to receive extensive repairs
      Spoiler Alert, click show to read: 
      [IMG][/IMG]
    4. Next turn ship A has increased its decay status
      Spoiler Alert, click show to read: 
      [IMG][/IMG]
    5. Ship B is as good as new
      Spoiler Alert, click show to read: 
      [IMG][/IMG]





    POSITIVE BF FACTORS
    Spoiler Alert, click show to read: 

    • TREASURY . Amount of money gives a sense of security. Treasury effects are of 3 types > 20,000 , >10,000 and >5000. So keeping a positive income and an emergency fund will help you during war.
    • NUMBER OF ALLIANCES . The more allies you got the more secured the people. Allies are considered both the defensive and complete allies. Here we have 4 levels. >12 , >9 , >6 and >3.
    • SENDING ARMIES INTO FOREIGN TERRITORY will give the people a sense of winning since you are fighting away from own regions.. Keep in mind though that prolonged stays away have the opposite effect. For land units you can keep troops abroad for 5 turns. Longer expeditions than this cause a minor harm to PO. Sea campaigning permits you to stay away from your ports for longer. Trouble starts after 7 turns of absence . These factors do not apply for Persia.
    • Winning a battle in land
    • Winning a battle in sea
    • Winning a region
    • Annihilating an army

    (For those Battle mechanics see below the specific section for battles)

    NEGATIVE BF FACTORS
    Spoiler Alert, click show to read: 

    • NEW WARS . Each new declaration of war raises the level of PO penalties. People will not feel the same when you are at war with 3 or 6 nations at the same time so no easy declarations of war anymore. You need to think and plan your strategy=ic expansion
    • Each new war also brings a defiance penalty to politically mixed or hostile regions (see political section of the manual) .Political enemies will get more enthusiastic in overthrowing your rule after a new declaration of war since you are having multiple fronts and they feel that it is the ideal time to rebel also.
    • BORDERS WITH ENEMY REGIONS . For every enemy you share borders you get a penalty. So sometimes you may want to close many fronts by asking an ally to take a region for you or completely destroying the threat before opening another front.
    • PROLONGED FIGHTING tires your people . You start with a small boost to morals due to early war enthusiasm but slowly every 10 turns or so PO drops regardless of the overall situation. Of course this can be easily outnumbered when winning all around the map but this battle fatigue situation happened in history and presented quite successfully even as a comedy from Aristophanis in his “Lysistrati” theatrical play
    • Losing a general in battle
    • Losing land
    • Losing naval
    • Losing land battles
    • Special cases of defeats ( all those are explained below)


    BATTLE SECTION -EXPLANATION OF EVENT INTERACTIONS
    (Or how to nullify all those negative penalties..)
    Spoiler Alert, click show to read: 
    Most of the effects above have a time duration but there are ways to remove them faster than it is expected. To do this we use a “Trait-anti-trait” system where a positive event can neutralize a negative and vise versa.
    (In red is the anti-trait and in green the trait for quick reference)

    • Defiance. This can be removed if you make a win in which you completely annihilate the opponent . By completely destroying an army (regardless of size) shows your determination to those easy to defy you and removes the negative effect. Of course another war declaration will re-enable the defiance effect.



    • Land/Sea Defeats or Wins. Defeats are divided in 3 types. Big, small and special . Wins into 2 types : Big and small

    A small defeat (for land) or (for sea) is a defeat in which you lose a battle while not stronger than the enemy and it neutralizes a small win (land) or (this is a win in which are stronger than the enemy)
    A Big defeat (for navy) (for armies) (this is a defeat in which you lose a battle while stronger than the enemy) neutralizes a Big win (for navy) (for armies) (this is a win in which are not stronger than the enemy)
    A small win , however does not negate a small loss while
    A Big win or only negates a small defeat ,
    • Loosing/ Wining a siege battle.

    If you fail an attack siege then you only get your removed and you dont face extra penalties since failing a siege was happening very often and not that big deal..

    If you gain land then you get a positive bonus (win land ) and also this removes the following effects Loss land and special defeats (see below ) like Athenian naval defeat and Spartan land defeat .

    There are also some special cases. Loosing a land battle as Sparta is always a Big defeat BUT it can be neutralized by a Big land victory or a Siege Win .
    The same is for every naval defeat as Athens (is neutralized with Big sea victory or a Siege Win )

    • Loosing land gives the Loss Land penalty which is negated from win land
    • News of distant successes of AI in siege or distant big wins in battles also cause a small PO problem and those cannot be negated but they last only 1-2 turns if not happen again.Your only option is to out-dazzle competition with your wins..
    • A loss of General is also cannot be negated .

    As a conclusion when under pressure or after a military setback try to quickly gain land or make some wins in land and sea. You will find that a change is the situation can happen extremely fast .


    ALL the above will be added to the manual page also.I am at your disposal for any clarifications
    Last edited by Phalangitis; October 15, 2015 at 02:24 PM.

  2. #2

    Default Re: [Scripted mechanics] Winning-Loosing a war


    Now let Hoplite of Elis complaining that Rome 2 is too easy..
    Last edited by M@x1mus; October 15, 2015 at 04:34 PM.

  3. #3

    Default Re: [Scripted mechanics] Winning-Loosing a war

    hahaha rome 2 is too easy. And the game you made guyz is a different game much better than rome 2 , so im gonna agree with my fellow Hoplite. Read it all. Cant wait to play...

  4. #4

    Default Re: [Scripted mechanics] Winning-Loosing a war

    to give you a measure of the difficulty at some point back few months ago me and m@ximus were searching for a bug and we were just passing turns to see if any crashes happen.We said that 120 turn are enough.So we were hitting the end turn button for 120 times to see what will happen. The result was to conclude all 120 turns with no problems and not many regions lost.Now I did the same to check the new mechanics.By turn 10 i was about to loose the campaign. In order to reach turn 30 and see some effects I had to actually play a bit and make some strategic moves in order to keep my nation intact.I think this says it all

  5. #5

    Default Re: [Scripted mechanics] Winning-Loosing a war

    What can i say Christo... Amazing!!!
    Tonight i fight with Athens...to see how impossible they are

  6. #6

    Default Re: [Scripted mechanics] Winning-Loosing a war

    Amazing. Cant wait

  7. #7
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: [Scripted mechanics] Winning-Loosing a war

    Quote Originally Posted by M@x1mus View Post

    Now let Hoplite of Elis complaining that Rome 2 is too easy..
    ...... I'll give you rep otherwise! I'll try in a while!

  8. #8

    Default Re: [Scripted mechanics] Winning-Loosing a war

    Excellent mod. A big hat off sir ! When it will be available and how it will be called ?

  9. #9

    Default Re: [Scripted mechanics] Winning-Loosing a war

    Hard to say when "Greeks at War" will be published but this project will take some time.

  10. #10

    Default Re: [Scripted mechanics] Winning-Loosing a war

    There is only one final task left to be created before release.Historical characters-generals with unique graphics. If all goes well i think 2 months is a logical time frame.We will keep you all updated of course

  11. #11
    KAM 2150's Avatar Artifex
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    Default Re: [Scripted mechanics] Winning-Loosing a war

    Wow, sounds awesome! Gives a bit of a Paradox Games feel to the campaign
    Official DeI Instagram Account! https://www.instagram.com/divideetimperamod/
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  12. #12

    Default Re: [Scripted mechanics] Winning-Loosing a war

    That was my inspiration indeed.EU IV

  13. #13
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: [Scripted mechanics] Winning-Loosing a war

    M@x1mus +1

  14. #14

    Default Re: [Scripted mechanics] Winning-Loosing a war

    2 questions?
    1) how does the ai handle it? As in does it see fewer penalties for losing battles or does it affect the ai at all?
    2) Does losing different sized cities incur different penalties? An example would losing a city with 5 building slots have a larger impact than losing a city with 1 building slot?

  15. #15

    Default Re: [Scripted mechanics] Winning-Loosing a war

    1)All those mechanics are a human player problem only.AI does not have to deal with those problems.

    2)No, each region loss counts the same as to public order impact.The philosophy behind this mechanic is the psychology of the masses during wartime.

    When Athens was defeated in Mantineia for example went and took over Mylos.Mylos was a small island and a small power, insignificant in comparison with the loss of all Northern Peloponnesus.BUT it gave the message that "hey we are still here and we are still able to win".Same example the Spartan defeat in Pylos.They lost only 150 men there but the psychologic impact was immense because they were forced to surrender.They asked for peace desperately and and as Thucididis is writting " there was a feeling that whatever task we would undertake we would fail..No matter how small or easy.."

    Of course almost every region is unique in GaW so loosing a specific region has different impact in your nation but we dont evaluate regions according to slot numbers. Trust me by loosing a region you will have to deal with much greater problems in almost every aspect.Economy , recruitment, siege defense,some special or AOR unit availability,unit caps and the list goes on..All those together are much more of a problem than the actual PO penalties.
    Thanks for your remarks

  16. #16
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: [Scripted mechanics] Winning-Loosing a war

    Fantastico
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  17. #17

    Default Re: [Scripted mechanics] Winning-Loosing a war

    Wow, I eagerly await this! Will these public order/politics changes be portable to the vanilla Rome 2 game?

  18. #18
    AnimaMea's Avatar Miles
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    Default Re: [Scripted mechanics] Winning-Loosing a war

    Absolutely wonderful - think I might have to buy wrath of sparta! With this and the recent Dei update I hope CA will realise that faction packs and fancy graphics are useless without advanced campaign mechanics. Huge well done and I look forward to playing when it's out! (For now, back to EU4...)

  19. #19

    Default Re: [Scripted mechanics] Winning-Loosing a war

    At last... Additional dificulty to this game! Desperately needed!!!
    I hate steamrolling everyone so easilly!

  20. #20

    Default Re: [Scripted mechanics] Winning-Loosing a war

    Quote Originally Posted by Thyra13 View Post
    At last... Additional dificulty to this game! Desperately needed!!!
    I hate steamrolling everyone so easilly!
    Thanks..Dificulty and actualy thinking your moves for a change is our aim.
    And to answer to your private question.. "Ναι.."

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