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  1. #1

    Default Migrations

    I think it would to the dynamic of the game, if some sort of event would fire where Germanic tribes travel/fight their way through southern Europe in search for a new homeland.

    This happened historically (Cimbrians + other tribes) and would add a challenge for Roman players in the mid-late game period. Maybe it could be fired by some trigger (Roman faction reaching a certain size/power) or the possibility of overpopulation for Germanic faction(s).

    If the Romans are able to put the invasion down, they should hold a great triumph in Rome, and also get some monetary buff (prisoners of war, loot)

    The main reason I suggest this, is to prevent mid-late game from being a siege/static fest and add some dynamic to the game

  2. #2

    Default Re: Migrations

    I like this idea and agree. The migrating factions and horde behavior made the Barbarian Invasions expansion challenging and more dynamic. In this earlier time period Rome still had to deal with this phenomenon to a lesser extent. Making alliances with settled tribes against the migrators or being able to negotiate with them to move elsewhere would be interesting.

  3. #3
    West3634's Avatar Libertus
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    Default Re: Migrations

    What i really like about this is that it would mean that unexpected migrations would go into your land and you would have to grab some armies to go take them out. Meaning that you cant leave large regions without an army. I want to see when the Romans hold north Africa for there to be an army stationed there for these sorts of things and for rebellions (i know there weren't necessarily migrations in Africa).

  4. #4
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Migrations

    Quote Originally Posted by Hasforth9 View Post
    I think it would to the dynamic of the game, if some sort of event would fire where Germanic tribes travel/fight their way through southern Europe in search for a new homeland.

    This happened historically (Cimbrians + other tribes) and would add a challenge for Roman players in the mid-late game period. Maybe it could be fired by some trigger (Roman faction reaching a certain size/power) or the possibility of overpopulation for Germanic faction(s).

    If the Romans are able to put the invasion down, they should hold a great triumph in Rome, and also get some monetary buff (prisoners of war, loot)

    The main reason I suggest this, is to prevent mid-late game from being a siege/static fest and add some dynamic to the game
    Quote Originally Posted by MrOuija View Post
    I like this idea and agree. The migrating factions and horde behavior made the Barbarian Invasions expansion challenging and more dynamic. In this earlier time period Rome still had to deal with this phenomenon to a lesser extent. Making alliances with settled tribes against the migrators or being able to negotiate with them to move elsewhere would be interesting.
    Quote Originally Posted by West3634 View Post
    What i really like about this is that it would mean that unexpected migrations would go into your land and you would have to grab some armies to go take them out. Meaning that you cant leave large regions without an army. I want to see when the Romans hold north Africa for there to be an army stationed there for these sorts of things and for rebellions (i know there weren't necessarily migrations in Africa).
    Your totally right. I would love such events. I also have the feeling once you reach middle/late game of the newer engine(s) it is turning into a siege-rush, while in ME II you had certain nice events like Mongols, America opening new possibilities, bringing some diversity into the game. (Or may be it only appeared that way to me since it was my first TW )

  5. #5
    Rhaegar1's Avatar Campidoctor
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    Default Re: Migrations

    some sort of horde function for German and steppe tribes is a must and can probably be scripted to start a migration towards gaul under certain conditions like overpopulation or to much of a thread from neighbouring german tribes or so.

    I also hope factions like Saka-Rauka and Yuezhi will be emerging at the eastern end of the map (mongol style). they would spice up possible parthian, seleucid and perhaps even Sarmatian and Indian campaigns. Reducing the advantage of being on the edge of the map.
    'I'll be damned ' Marcellus Wallis


  6. #6
    West3634's Avatar Libertus
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    Default Re: Migrations

    Unpredictability about these events would be real good thanks. Like in MTW2 you knew about the americas and the mongols. Hopefully this time around they COULD possibly pop up at random times, times you least expect it. And therefore bringing challenges and CHOICES (something i believe they are making a thing of). Do you allow them to settle in your lands ? (problems occuring, new recruits ???, new units ??) or do you decide to lead them into a deadly ambush etc ?

  7. #7

    Default Re: Migrations

    Quote Originally Posted by West3634 View Post
    Unpredictability about these events would be real good thanks. Like in MTW2 you knew about the americas and the mongols. Hopefully this time around they COULD possibly pop up at random times, times you least expect it. And therefore bringing challenges and CHOICES (something i believe they are making a thing of). Do you allow them to settle in your lands ? (problems occuring, new recruits ???, new units ??) or do you decide to lead them into a deadly ambush etc ?
    "Like in MTW2 you knew about the americas and the mongols."

    Which is why it would be interesting if the migrations would trigger under certain circumstances
    -Depiction of overpopulation in Northern Germania (the agriculture was not able to support larger populations)
    -A tribe fleeing from occupation
    -A strong warlord leads his tribe in search of plunder
    -Rome expanding to a certain extent (to counter Romes steamrolling through Europe
    -A tribe fleeing from natural disaster

    The tribe doing the migration/invasion should have clear goals, to prevent them from just roaming around forever, these goals would differ between which type of invasion/migration said tribe would do.

    If it was a large scale raid-the tribe should raid border provinces and make incursions into enemy land, and retreat after

    If it was a migration, the tribe should be looking for a fitting homeland. The only problem is that Rome 2 has a AoR recruitment system, how would a Germanic tribe in Balkans or Iberia train new units? maybe new units with mixed Celtic + Germanic would be available

  8. #8

    Default Re: Migrations

    I support this as long as its dynamic and built into the way the faction plays as opposed to being scripted to fire at a certain ate.

  9. #9
    Domesticus
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    Default Re: Migrations

    Absolutely. In Europe, such tribes would be Germanic. In the middle east and north Africa, you'd have to deal with desert nomads. In Asia, steppe nomads could migrate into your territory.

  10. #10

    Default Re: Migrations

    Quote Originally Posted by Rasic View Post
    I support this as long as its dynamic and built into the way the faction plays as opposed to being scripted to fire at a certain ate.
    That is the idea

  11. #11

    Default Re: Migrations

    Actually I think it's better where one faction emerges from the northern edge of the map to the east near Scandinavia every now and then. Not a major invasion, but a large enough size to represent a tribe or tribes of Germans migrating. The Migration Period of the late Roman empire wasn't the first time Germanic peoples moved southwards- Julius Caesar's Gallic Wars had as a background an influx of Germanic tribes causing pressure amongst the Gauls and Germans already settled in Germania/Gaul. Having a new tribe "emerge" from the edge of the map every now and then could create new problems- and new challenges- to the AI and players around that region.

  12. #12
    Deutschland's Avatar East of Rome Mod Leader
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    Default Re: Migrations

    I really think CA should open an alternative to settlent based cultures. F.e. Make steppe civilisations have transferable camps instead of cities. That would remove the campus x nonsense.

  13. #13

    Default Re: Migrations

    Quote Originally Posted by Deutschland View Post
    I really think CA should open an alternative to settlent based cultures. F.e. Make steppe civilisations have transferable camps instead of cities. That would remove the campus x nonsense.
    Sure, CA could improve the whole feel and game play of the steppe factions a lot, but this is kinda off-topic

  14. #14

    Default Re: Migrations

    Migrations would be good. For Parthia, perhaps, this is where the Han could finally have their day in the sun? But seriously.
    Originally Posted by Tyer032392:
    "The problem about having troops killing soldiers is that if CA implemented that, than they will earn the ire of Jack Thompson, and that is something CA doesn't need. If anyone doesn't know who he is, google "Jack Thompson"."

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