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Thread: Best Movement Range for 4 Turn Years?

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  1. #1

    Default Best Movement Range for 4 Turn Years?

    I always felt that the movement range for a whole season for armies and especially navies was extremely small. It could take a whole year to walk up and down the Italian peninsula. Was one of the reasons I downloaded the 12 turns per year mod, but that also felt silly with how my first general would live through the Polybian, Marian, and Imperial reforms and would die just before the world was more or less conquered. I suppose it is a difficult balance to strike, but at least for me I would like to know if there is any way to

    A) Increase movement ranges and replenishment rates to be more realistic or

    B) Know how to tweak the campaign so that it will move slow enough to match 12 turns a year.

  2. #2
    FlashHeart07's Avatar Praepositus
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    Default Re: Best Movement Range for 4 Turn Years?

    A) it is possible to increase the movement range but it would mean that you will have no chance of intercepting enemy armies since they will be able to march directly to your cities in one turn and attack it. Would be the same for you. Also not difficult to increase replenishment rates but this might, depending on how much you increase it mean that an army will be able to attack a city per turn also combined with the increased movement range. I would advice against this. Dont think it would make the game fun.

    B) what do you mean? You could change the turn number for reforms making them happen at a later date.

  3. #3

    Default Re: Best Movement Range for 4 Turn Years?

    What I meant in option B was is there a way to slow down the game so that within a generation the empires of the world are at their height.

    But now I see that there is a submod in the 12 turns per year submod that also scales build times and such to that. I wish I could have a little more control over modifying that, though.

  4. #4

    Default Re: Best Movement Range for 4 Turn Years?

    While I agree I find that moment is not realistic since roman legions could march over 20 miles a day if I rember right, it is one thing that has to be sacrificed for game play in my experience. The faster the movement rates the quicker the game play and the campaign and countering enemy armies is almost impossible. In fact the more turns per year you have the slower you really want the movement to be because like you said your starting generals will easily live the entire game especially if you incress the turns per year to more then 4. I use to think it should be increased as well but after trying a hundred different submods I found the best way to slow the campaign down is to lower movement speeds unless you play on 1TPY but then your generals die so quickly. I highly suggest downloading the reduced movement range mod plus the 4tpy or 12tpy building speed submod. While it will slow everything down quite a bit it allows you to play 4 turns per year and actually play a long campaign.
    But to answer your questions
    1. Download pack file manger and then download the decreased movement range submod but instead of making the movement numbers negative change them to positive (I have not tried this but I believe it will work) as for increased replenishment rates I started a thread in the submod section asking how to decress replenishment but you should be able to follow the same directions someone posted but to incress it instead.

    2. Like I said earlier the only way to increase a campaign length is to decrease movement anything bellow 1TPY should have slower movement gameplay wise. You can download the 12tpy building submod but even that will only slow you down so much and will mainly effect you in the start of the campaign until your economy is up and running. You could also download the public disorder nightmare submod (not sure if it's the right name) for newly conquered areas which should slow you down even further. Their are other submods as well you just have to look through the submod section and try things out.

    3. Anything you want to change as far as building times, building bonus, building negatives can be done in pack file manger.

  5. #5

    Default Re: Best Movement Range for 4 Turn Years?

    I don't worry too much about realism here and have opted, like many other DEI users, to reduce movement range (see submod forum).

    This creates much more interesting cat and mouse tactics, and interception strategies, and increases field battle frequency. It also brings a lot of meaning to every move you make. Once you reduce, you never go back.

    I haven't thought about it until now, but I guess I believe the map I'm playing on is 20x the actual size of Europe

    This won't suit the purists I must admit.
    Last edited by rjacko10; February 05, 2015 at 05:06 PM. Reason: spelling

  6. #6

    Default Re: Best Movement Range for 4 Turn Years?

    Anabasis(sp?) had a submod from some time ago that gave stacks realistic movement rates, and his cure for not being able to intercept enemy stacks was to make the zone of control larger, although that had it's own drawbacks for some situations too. I found it to be an all in all bo a good improvement, and when the increased zone of control made a situation...weird, I would just disable the submod, play a battle, and then re-enable it.

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