I noticed EB was considering adding scripts to spawn defenders to besieged capitals. While at first I must say I didn't like the idea, I'm warming to it now. However, I do have a couple of suggestions that would add some plausibility to the process imo:
1. Special unit: Levied Peasants
I propose that the spawned units be a designated 'levied peasant' unit that has good morale, below-average but not pushover stats and poor discipline. This may be a completely new unit that is not normally trainable (or retrainable) with 0 upkeep. Alternatively, it could be a specific unit for each faction out of the faction roster but must correspond to a reasonable approximation of hurriedly trained recruits and feature the requisite good morale/low stats for plausibility. Each approach has its merit but the core principle is the same - you shouldn't get legionaires for free just because you are besieged.
PS: If you're wondering, the good morale is to simulate people defending their lives, freedom and possessions.
2. Equality
I know the ultimate aim is to give the AI a helping hand, but it strikes me as strange that only the AI should get this option. I know it can be argued that the human player hardly needs the assistance, but that merely means that it is highly unlikely the human player will lose with or without the help. At least this way you have one less conditional to check (whether the besieged city belongs to the human player or not) and maintain the immersion factor of your populace rising to defend their homes. Besides, how often have you as the human player had to defend 'homeland' provinces anyway?
3. Locale
I know it has been suggested that the extra troops only spawn at faction capitals but I would posit that any province with a 'homeland' type government should get the benefit of this assistance.
4. Progressive spawning
Instead of a variable number of units suddenly appearing, I propose that a set amount of troops appears per turn over the duration of the siege depending on the settlement size. e.g.:
- village: no spawners
- small town: 1 single unit
- large town: 1 unit/turn for a total of 3 units
- city: 1 unit/turn for as long as the siege holds
- huge city: 2 units/turn for the first 3 turns and then 1 unit/turn for the remainder of the siege
... or something like that. I fully expect the EB team to come up with an even better system than this one that is easily implementable with the scripting system. The point though is to encourage the player to attack earlier as opposed to waiting for the city to starve without making the situation absurd.
5. Unit count checks
I'm not sure if this is even possible, but I think it is imperative that any new spawned units not exceed the garrison's 20 unit limit resulting in the immersion-killing (and purpose-defeating) appearance of units outside the city walls. For one thing, we know the AI will do something stupid with these external units and try to counterattack precipitating a highly winnable defensive battle for the player.
Thanks for listening.




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