LAYING DOWN THE CONCEPT
Hey guys,
I’ve recently started working on a new modding project focused on the aspects of armies’ supply and movement. Starting with the movement; currently the way it works is quite linear. One starts with an army stack where the movement range is identical for all the units with the exception of the cavalry having slightly longer movement range and the artillery and elephants having the shorter one. Given this lack of variety, the player never really needs to consider the selection of his units from the perspective of the movement range and instead the focus is put on pumping it up with the arcade bonuses from skills, agents, ancillaries, etc. The goal of this mod is to offer you an alternative to this aspect of the game, making the campaign movement of your armies more dynamic and more historically accurate. To fully accomplish this, I will also touch upon the DeI supply system.
The first milestone in this process is to give some variety to how far each unit can move on the campaign map. Instead of the three aforementioned categories I propose to introduce the following five categories (beginning with the slowest);
1. Artillery
2. Elephants and chariots
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
3. Slow-moving infantry
4. Fast-moving infantry
5. Cavalry
The purpose of this modification is thus to give the player some tactical flexibility in regard to the composition of his armies and enable him to form smaller, lighter detachments on the side of the main army corps that can be utilized to carry out tasks requiring greater speed and mobility.
Historical note on the movement rate of the ancient armies;
A host of various factors played their role in affecting the movement rate of an ancient army, the most important of which were its size, the number of pack animals the soldiers would bring along and the means of transporting the supplies that the army was practising. The success of the Macedonian army of Phillip and Alexander was in large part due to the reduction of non-combatant followers and the ban by Phillip on the usage of carts which would always significantly slow down the army and impair its mobility. Instead, the Macedonian soldiers were carrying on their own all their equipment and at least a part of their daily rations. That led to the situation when they would always be quite encumbered while on the march, though their movement speed was still much improved thanks to their light baggage train and a limited number of followers. In that respect they had a significant advantage over their Greek and Persian peers and the similar system was later adapted and further improved by the Romans.
Once on the march, the army’s movement rate was dependent on its size and the length of its marching column. This subject was thoroughly researched by Donald W. Engels in his book, “Alexander the Great and the Logistics of the Macedonian Army”. Without going into details of his dissertation, what is the most important fact for the purpose of this mod is the march rates the Alexandrian army is known to have achieved and the significant difference between the speed of the entire army and its light detachments. Basically, the average daily march rate for the entire army is estimated to be around 14-15 miles per day with the fastest rate ever recorded being 19.5 miles per day at which the army marched between Gaza and Pelusium at the start of Alexander’s expedition into Egypt. On the other hand, we have multiple records of smaller, lighter detachments composed of troops such as cavalry, archers, peltasts, hypaspists, Agrianian light infantry and sometimes even the phalangites who were able to cover up to 40-45, or at times even more than 50 miles per day. Such system I aim to replicate in this mod by modifying the campaign movement range for a selected group of light infantry units so as to allow the player to combine them into smaller army detachments with greater speed and mobility.
Once this is accomplished, I will focus my attention on redoing the supply script. The supply script is frankly my favourite one in DeI, even ahead of the population script. I think, however, that the version of it that we currently have, is quite softcore and my goal will thus be to make it more hardcore, to reflect to an even greater extent the importance of supply and logistics in the ancient warfare. What exactly I intend to change will be decided in detail once I dive more deeply into that script, but I’ve, in particular, been mulling over increasing the supply consumption of the armies and making it more difficult for the armies to live off foraging, thus putting more emphasis on the supply lines, supply carts and the role of fleets in supplying the land forces. I’d also love to enable fleets to resupply near the allied ports. That will, however, put my scripting skills to a real test and only time will show whether I will succeed, or not.
On top of that, I’d also like the supply system to play a more important role in defining the movement speed of an army with well-supplied armies passing swiftly through the enemy territory while the shortage of supplies will significantly hinder their movement speed. The seasons will also have more impact on the army movement range as well as the general’s personal skills and traits. Those, however, will have a lesser impact than now and other similar effects associated with the extended movement speed from agents, ancillaries, etc., will either be significantly nerfed or entirely removed. I want thus the campaign movement to be defined by the combination of army composition + supply status + season + terrain (non-moddable) and, to a lesser extent, the general’s skill. That should make for a more dynamic and historically accurate approach, I believe.