Does anyone have an estimate of how to convert movement points to real world units of distance? I'd like to tweak the movement points to be a bit more realistic.
Does anyone have an estimate of how to convert movement points to real world units of distance? I'd like to tweak the movement points to be a bit more realistic.
My best guess from just looking at the fact that on turn 1 the Scottish family member, with 140 points, in Edinburgh can just make it to York, ~180 miles away, is roughly 7/9 points/mile.
Ok, so assuming a 6 month turn(2tpy submod), and based on a figure of about 20 miles per day for an army to march, there should be about 2800 points for an army each turn. Please tell me I did it wrong. That's enormous.
If the army goes 20 miles per day, he should have made it to York in 9 days (rather then 6 months for 1 turn).
So.... yea.
If the movement points were real-world realistic, an army would move 18-20 times farther then they are currently capable of every turn.
You could go from one side of the world to the other in a single turn if you didnt stop at all.
I think the game takes into consideration things like having to stop and forage and the game would be pretty much unplayable that way.
The only way I can see fixing that without breaking gameplay would be to maybe change it to 12 turns per year then adjust all build times accordingly.
Then traveling time/movement points would be closer to realistic (still 3-to-1, but better then 20-to-1)
Of course, then it will take 168 turns for a child to grow from 1 to playable at 14 yrs old. Your family will grow super slow.
And it will take like 1000 turns (instead of 200-300) to get to some of the end-game units and advancements.
So, I guess you have to pick your poison if you want to maintain realism in other aspects of the game.
Last edited by Duck of Death; July 16, 2014 at 10:22 PM.
Honest and truly, I AM Robin Hood!
Maybe CA could consider adopting the focus of paradox games where there are no turns but a continuous flow of time that the player can stop at will when he has to plan the strategy, it would give so much more immersion into the game.
CA can't come up with a decent game engine or decent AI now-a-days. I don't think the best game developers in the world combined could create the engine and programming needed to build what you're suggesting I'm afraid, which is a shame because it's a cool idea. I don't know if it would just feel like playing the SIMs though, where you fast forward through everything and then pause whenever you have to do anything. One of the thing I like about turn based games is that when the AI is good it becomes a strategical game of chess.
You could mod the descr_events and put everything in the right time.
Multicore!