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  1. #1

    Default question about army and economics

    Hi,

    i like very much to play to RTR, indeed I also appreciate roman culture in most of its forms.
    I would submit some questions about army and economics, in order to understand if is possible add more realism.

    (sorry if some questions have been already done in the past!!)


    1) it's possible introduce a new type of movement for the military units? I mean the possibility for the units, during a fight, to step backward while keeping the face towards the enemy, without turn and offer him the shoulders.
    (this tattical movement grant a correct switch with the backup unit behind, or to perform the first step for an ordinate retreat, or other strategical solution)

    2) The "Legions" in mission are strictly dependent with the provisioning. It's possible introduce some mechanism which reckon with this statement? For example a bonus/malus for legions far from the street, or in an enemy, isolated region.
    It's not realistic, for example, to see for years and years a legion located in the far north of the Caledonian lands, isolated, without food nor salary, miles and miles far from his country.

    3) When I recruit ships from the same port, the ships appare not be able to merge in a multi-formation (if i leave the queque active it cause a CTD when the new ship try to merge with the previous). Some info related to this issue?

    4)Economics: I don't understand well as the local economy of a settlement is related to the economics of the others.
    For example: if a city have a goldsmith but no other city, in trade with that, have the dedicated shop for jewels, that means the first city couldn't get no benefit from the goldsmith because no one will buy it? So, the local economics is to be develop in according to the economics of all other?


    Thanks

    plautho
    Hi,

    i like very much to play to RTR, indeed I also appreciate roman culture in most of its forms.
    I would submit some questions about army and economics, in order to understand if is possible add more realism.

    (sorry if some questions have been already done in the past!!)


    1) it's possible introduce a new type of movement for the military units? I mean the possibility for the units, during a fight, to step backward while keeping the face towards the enemy, without turn and offer him the shoulders.
    (this tattical movement grant a correct switch with the backup unit behind, or to perform the first step for an ordinate retreat, or other strategical solution)

    2) The "Legions" in mission are strictly dependent with the provisioning. It's possible introduce some mechanism which reckon with this statement? For example a bonus/malus for legions far from the street, or in an enemy, isolated region.
    It's not realistic, for example, to see for years and years a legion located in the far north of the Caledonian lands, isolated, without food nor salary, miles and miles far from his country.

    3) When I recruit ships from the same port, the ships appare not be able to merge in a multi-formation (if i leave the queque active it cause a CTD when the new ship try to merge with the previous). Some info related to this issue?

    4)Economics: I don't understand well as the local economy of a settlement is related to the economics of the others.
    For example: if a city have a goldsmith but no other city, in trade with that, have the dedicated shop for jewels, that means the first city couldn't get no benefit from the goldsmith because no one will buy it? So, the local economics is to be develop in according to the economics of all other?


    Thanks

  2. #2

    Default Re: question about army and economics

    Quote Originally Posted by plautho View Post
    Hi,

    i like very much to play to RTR, indeed I also appreciate roman culture in most of its forms.
    I would submit some questions about army and economics, in order to understand if is possible add more realism.

    (sorry if some questions have been already done in the past!!)


    1) it's possible introduce a new type of movement for the military units? I mean the possibility for the units, during a fight, to step backward while keeping the face towards the enemy, without turn and offer him the shoulders.
    (this tattical movement grant a correct switch with the backup unit behind, or to perform the first step for an ordinate retreat, or other strategical solution)
    Unfortunately this is hard coded and we cant do anything about it

    Quote Originally Posted by plautho View Post
    2) The "Legions" in mission are strictly dependent with the provisioning. It's possible introduce some mechanism which reckon with this statement? For example a bonus/malus for legions far from the street, or in an enemy, isolated region.
    It's not realistic, for example, to see for years and years a legion located in the far north of the Caledonian lands, isolated, without food nor salary, miles and miles far from his country.
    Unfortunately this is hard coded too and we cant do anything about it. Armies would forage for food in the short term, and in the case of a permanent garrison/fort, camp followers would supply the army (for a fee), until the settlement developed. If the garrison was permanent, (colchester in england) the garrison could develop into a town in its own right. If the garrison was temporary, when the army moved, the camp followers would err.... follow it to its new location.

    Quote Originally Posted by plautho View Post
    3) When I recruit ships from the same port, the ships appare not be able to merge in a multi-formation (if i leave the queque active it cause a CTD when the new ship try to merge with the previous). Some info related to this issue?
    Depends on which mod you are playing (statements below need confirming)
    RTRPE, there is a known issue if recruiting while upgrading a port - may cause a ctd (crash to desktop)
    FOE, once an admiral has been granted a trait (usually from fighting a battle), you cant merge other fleets which contain another admiral. In FOE if I remember correctly, a trait is granted to an admiral as soon as the ship is built. I think this is something that is being looked into


    Quote Originally Posted by plautho View Post
    4)Economics: I don't understand well as the local economy of a settlement is related to the economics of the others.
    For example: if a city have a goldsmith but no other city, in trade with that, have the dedicated shop for jewels, that means the first city couldn't get no benefit from the goldsmith because no one will buy it? So, the local economics is to be develop in according to the economics of all other?
    Economic buildings are not linked to trade buildings in other cities directly. They are merely a representation of trade in the region and grant bonuses which the game converts into cash for you to spend every turn.



    Wellcome to the forums
    Semi-Retired RTR Developer and Researcher
    Dont get into a fight if there is nothing to win


  3. #3

    Default Re: question about army and economics

    Thanks at all. ^_^

    Related to ships, the mod i play is FOE.

    By


    Quote Originally Posted by Clearchus of Sparta View Post
    Unfortunately this is hard coded and we cant do anything about it



    Unfortunately this is hard coded too and we cant do anything about it. Armies would forage for food in the short term, and in the case of a permanent garrison/fort, camp followers would supply the army (for a fee), until the settlement developed. If the garrison was permanent, (colchester in england) the garrison could develop into a town in its own right. If the garrison was temporary, when the army moved, the camp followers would err.... follow it to its new location.



    Depends on which mod you are playing (statements below need confirming)
    RTRPE, there is a known issue if recruiting while upgrading a port - may cause a ctd (crash to desktop)
    FOE, once an admiral has been granted a trait (usually from fighting a battle), you cant merge other fleets which contain another admiral. In FOE if I remember correctly, a trait is granted to an admiral as soon as the ship is built. I think this is something that is being looked into




    Economic buildings are not linked to trade buildings in other cities directly. They are merely a representation of trade in the region and grant bonuses which the game converts into cash for you to spend every turn.



    Wellcome to the forums

  4. #4
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    Default Re: question about army and economics

    Hi Plautho, welcome to TWC and the RTR forums.

    As Clearchus says, combining fleets is a bit of an issue in FOE, the only way it can be done is by leaving your fleet in port and adding to it by building a new ship. That's OK, if not ideal, for the player, but the AI, of course has great problems with it. When it builds a ship it tends to send it out to sea as soon as it can, and from its second turn the ship will pick up a trait for its admiral, making it impossible for it to be combined. However, we are currently working on the FOE 1.4 Patch and this is one of the issues that is being addressed in it.

  5. #5

    Default Re: question about army and economics

    ah good to hear Tony.

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