Lord Reliant Lord Reliant

Handling the "Spoils of War" after victory

Handling the "Spoils of War" after victory

I was thinking about the new economics system Brad talked about.  It tends to give a high focus on available and persistent resources.  So, what happens if you go to battle and defeat the enemy units?  There should be a salvageable amount of equipment laying around afterwards that could either be re-used or recycled.  My questions are:

1.  What sorts of spoils of war should you be able to get (other than experience and the standard of gold) in a victory?

2.  Should you be able to capture units and re-use them instead of just doing utter defeat?  This leads to some interesting implications...

3.  What restrictions (if any) should be placed on collecting any spoils of war?  Should you need to have a caravan with your war party to take back the spoils?  Or can they lay there to be picked up later by anyone?  Or should they be automatically added to your resources if you had victory within the boundaries of your control?

 

22,021 views 62 replies
Reply #51 Top

Slavery? Why not. It could add some options. But I hope it will change the good/evil side (if the same concept seen in G2 is used again)

Reply #52 Top

That would be another use for a morale stat. And you would need some kind of "slavery doctrine".

Reply #53 Top

1) I'd like there to be a mechanic that lets your soldiers or army simply take what they can carry. Just as an example, let's say that my army of 1000 soldiers (with +1 Flails of Fail) crushes an army of 300 soldiers (with +2 Axes of Win); An average of 150 of my surviving 1000 soldiers (for arguments sake, let's say all my soldiers survived) is now using +2 Axes of Win, instead of their previous equipment - thus increasing the average damage or attack of said soldiers. This would also extend 1 square in every direction (covering a full 9 tiles) for the purpose of dividing unusable loot - after all, my footsoldiers will obviously not be able to use (or rather, not WANT to use) archery equipment or surviving horses.

2) Have no spoils of war remain on the map. I could see this cluttering the map, even if they only persist for 10-or-so turns. If they army doesn't use or take it then and there, it's considered to be taken by peasants, passer-bys, or whatever. Scavengers are ripe in the footsteps of armies. Whores and salesmen too, but that's another story.

3) The equipment of dead heroes will be transported to the nearest city or armory, and if your heroes want to pick them up, they can either intercept the convoy or take it from the city/armory when (if) they go there. The same goes for enemy heroes, of course. Convoys are undefended, but can have light support attached to them, as a result of technology.

Just my three cent on the subject.

Edit: And I'm all in for slavery, but I'd like it to function like it did in.. what game was that? Civlization 3? Basicly, slaves are just like workers, except that they work slower. Add restrictions to their build order and make them tradable, and we not only have free workers, but also diplomatic bargaining chips.

And no, no moral penalty, except under certain civics (which I'm still hoping for), with certain other civics completely prohibiting slavery (and maybe yet other civics, that increase the use of slavery, or ban slavery if you have certain civics in cunjunction with eachother).

Reply #54 Top

At the risk of being shot for suggesting it...

 

How about weapons and other supplies be caravaned out to armies in the field and used in an appropriate manner.  For instance, a percentage of swords would break during battle. :)

 

That way you could turn the game into a hardcore historical sim and drive people bonkers.

Reply #55 Top

Whats wrong with that? You could use it to your advantage by intercepting and stealing the enemy shipments to armies in the field.

Reply #56 Top

Whats wrong with that? You could use it to your advantage by intercepting and stealing the enemy shipments to armies in the field.
End of quote


I'd say nothing's wrong with it -- just remember to have the army carry a storehouse of weapons of its own!  (and if the army looses, the enemy gets to capture these weapons...)

Reply #57 Top

Quoting psychoak, reply 4
[...]
That way you could turn the game into a hardcore historical sim and drive people bonkers.
End of psychoak's quote
Nothing wrong with the idea, it's just that I think it'd add very little to the gameplay, while doing much to, as you say, drive people bonkers.

XO :rofl: XO

Reply #58 Top

except under certain civics (which I'm still hoping for)
End of quote

I hadn't thought of this before, but this could be awesome! Especially with magic (or the study of) One thing I always wanted but could never think of a manageable or proficient way of doing so would be that depending on location, or history of your nation, certain civics gave you more benefits than the other ones did. I never truly understood why certain nations in Civilization 4 picked the civics they did by the end of the game, other than they were their "favorites" and I suppose I would like something that I could look at their nation and say, "oh they have numerous amounts of magic crystal, and so that's why their nation has the *blank* civic" or "This once happened to them (say a random event) and so they change this civic to manage that better" idk... This is why im not a game designer but I think it would add a depth to the game in that every game would be different, even civilizations you thought you had mapped out because of their starting traits might just be different from game to game

Reply #59 Top

The devs already said "once you have a full warehouse, caravans start popping out and trade with cities" so I think that caravans spawn on demand. So, after a battle, a window would pop up and you just click "resupply army" which fixes up the problem that 200 soldiers came crying to their general that their sword has broke and pops message "ressuply succesful" OR "resupply failed" which can mean that enemies had spears instead of swords. Either way, after ressuplying comes the "what with the rest" part; you can either click "Nah, I dont need this" after which the loot instantly disappears. Or you can click "take home" which spawns a caravan from nearest city, you have to leave some soldiers to guard the loot (and you happen to have 200 volunteers) and it costs a little amount of gold. Once caravans come, they pack up the desired items and take the guarding soldiers with them.

Once they get in city, soldiers can kiss their wives and the loot can be sold or reduced to raw materials and then used to create equipment of your own.

At the "what with the rest" part a window should pop up describing whats left; also I want to be informed with what equipment my army was ressuplied. And by simple checkboxes I can define that wood clubs can go to hell but metal spears could be useful and take them home.

The criteria for resupplying should be simple; if soldier was two-handed swordsman and after battle there are two-handed swords, they can ressuply with them. I dont want to bother with things like these particular swords needs 240 strength and my soldiers have only 230 -_- Some soldiers truly could handle more than one type of weapon; but these things are learned at barracks in city, not on battlefield. So if I dont have simple "two handed swordsmen" but "Silver Legionnaire" that uses a crossbow besides of two handed sword, they can resupply with TH swords and Xbows.

 

In case of magical items in loot an alert should be present that this type of event has happened. Window showing what it is and how many of it is. If there happens to be 120 enchanted magical TH swords, I naturally would like my soldiers to use them.

And here I assume one thing. How the soldiers will be handled and controlled ? One by one, or in stacks ? I mean if it will be like Total War - when i click "Create Silver Legionnaire" if i create one poor soldier or a unit of 60.  I believe the TW method will be used.

So, we have 120 enchanted TH swords and 600 Silver Legionnaires; that means I have 10 units of SL and the TH swords are just for 2 of them; so I can give those swords to 2 units of SL and name them Silver Legionnaires Ultra. BUT if there would be 90 TH swords, I can only upgrade one unit of SL and the remaining 30 swords have to be taken to city or left to rot ? Thats sounds rather dumb.

The info window of unit could say something like "Equipment of unit: 30x Silver two handed sword (the original) and 30x simple iron two handed sword (resupplied from battle)" but that complicates damage calculating. What would be the actual damage of the unit ?

Will the game work with damage of unit or damage of a particular soldier ? If first option, we have a slight problem here. This "damage of unit" is propably averaged from the equipment; and since now we have 30 great swords and 30 not so great swords, you in fact by averaging decrease the ability of better one and increase the worse one. If second option, we have a complicated and computer power expensive system.

 

One solution that I have is, even though SL unit is created with 60 soldiers, it can later be divided to 30 and 30. Both manually or automatically. Every number of units that are struck by some event are divided from their former unit and create their own. That also means those 200 soldiers that had their swords broke during battle would appear as 200 "Silver Legionnaire (unarmed)" ;) 30 man unit of SL with different weapon than the other 30 man unit. They do not have to have their own name; but once you click I want info, you can read that their weapon pwns compared to others and thus they have different stats.

One thing worth mentioning are spells, particularly buffs. I assume buffs are cast on whole units, not on soldiers. ;)

 

 

 

Reply #60 Top

There are a lot of fairly complex ideas here. I'm all for most of them. However, for something easier for the devs to implement, how about something like:

 

After tactical combat ends, a Salvage window opens (if there is any salvage to be had). The loot available = the weapons, armor, and accessories the enemy force was equipped with, with a percent chance that each item on the list is broken and not salvagable. Armor would have a higher chance of being broken than weapons (since you would typically impale the enemy, etc. to kill them). The Salvage window would list the loot on the left and all of the units in your army on the right. Thus, you could select which particular unit would get which particular item of loot. Giving a unit a weapon would replace that unit's weapon, adding the dropped weapon to the loot on the left (in case you made a mistake or want to give it to one of your other units). The same would go for armor if your unit already had armor in that location (helm, torso, armlet, greaves). If the unit had no armor there then the salvaged item simply be added.

 

After that the devs can decide whether to have anything left behind remain on the ground for a time after the Salvage window closes or to simply have it all vanish.

Reply #61 Top

Cannibalism should make the best food resource for Fallen after battle.  Humans run for your lives!

Reply #62 Top

Just paper-doll it.

 

1. Only Champion equipped lewt can be picked up (starter lewt CAN and SHOULD be removed!)

2. Lewt you don't pick up off a fallen champions corpse will STILL BE ON THEM if and when they are resurrected.

3. If you sell Items, there will be a small chance that they show up on New Champions' inventory ... or as lewt in new goody huts.