In various other threads I have seen two subjects talked about frequently; army and agent move distances, and recruitment balancing. I would like to offer an opinion on how these two gameplay devices might be improved for BC1.1.
Currently, I have found that the general consensus on movement points is that they are too high and should therefore be lowered in 1.1 to promote more strategic gameplay. While I agree that having slower armies would force you as the player to think further ahead when you send your Legions out to conquer distant lands, I feel that there is a more realistic way to create the same level of strategic challenge.
This is done instead by changing the duration frequency of the recruitment system. In a word, certain units should take more than one turn to train, and others should take longer to return to the recruitment pool than they currently do. Some will argue that this change will limit the size of armies and to a point I must concede this is true. However, as I will express below, I do not think this is necessarily either a bad, or unstrategic thing.
My argument for both of these changes has its basis in a simple understanding of medieval history. With the current Turn system in BC, every 3 turns constitutes 1 year. Ergo, every turn is 4 months. Currently, with a well developed road system, one can march an army from Constantinople to Jerusalem in 3 to 5 turns, or 12 to 20 months. We know from medieval history that it would only have taken 1 to 2 months at most for such a march in real life, and that by sea the journey would have been measured in weeks.
In contrast, history also teaches us that the act of raising said army for the march, was indeed a far more time consuming task. As a simple example, the 4th Crusade took nearly 2 years to prepare, more than 12 months even if you discount the fact that much of the first year was spent raising money and not troops.
The point here is that raising an army should take longer than marching it, not the other way around. This was true of the medieval period, and, I believe, if it becomes true of BC, it will only serve to improve the gameplay. While slowing army movement would making players think about where they send their forces, slowing army recruitment instead goes an additional step further, forcing players to think about when and what they recruit.
To specify a little bit, I am not proposing that every unit takes 5+ turns to recruit, on the contrary, my idea is both elegant and simple. Tier 1 and Tier 2 units should take one turn to recruit as they do currently. Tier 3 and 4 units should require 2 turns to recruit. And finally, tier 5 units should get the respect they deserve by taking 3 turns to recruit. For retraining purposes, the number of turns would be relative to the damage to the unit, so a tier 4 units with less than 50% damage would only require 1 turn to repair.
This system would also make players take better care of their elite units, as was also the case in the real medieval theater of war. While tier 1 and 2 units will be plentiful, tier 3 and 4 units will be less expendable, and tier 5 elites will be rare and worth their values.
Questions and Comments are welcome. As noted at the beginning of the thread, this is merely my humble opinion, as supported by historical inquiry.




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