Thalassicus
Bytes and Nibblers
This thread will focus on making land warfare interesting. My goals are:
Early Game
These goals were successfully accomplished in the early game in VEM. The only major change to G&K armies in the early game is the addition of Composite Bowmen, so it should be easy to transfer the early game from VEM to GEM, with some minor tweaks.
Check out the Combat Roles thread for a details about combat roles and the Vanguard unit class. This unit class has better sight and speed than other unit classes, letting it fill the Detection role very well. We can specialize vanguards into many powerful and useful secondary roles:
Vanguards
I posted my first-draft thoughts for early game units below. I attempted to start in a middle ground between Vem and G&K. I plan to keep similar unit movement speeds and promotions in Gem as Vem.
Average strength is the strength units have in average circumstances on battlefield. The percentages on left and right compare this to VEM and G&K. I conservatively estimated each unit has 1 fewer promotion than I usually see, since I play conquest, and most people are peaceful.
Note: the vs-vem/gem relationship comparisons include global modifiers. For example, units in Gem have 25% higher strength & cost than in Vem, so I multiplied Vem values by 1.25 before comparing them to Gem. It's easier to compare individual units with these global modifiers factored out.
Late Game
Things become more complicated in the late game, since G&K added many new units to later eras. Based on the feedback below I changed the plan for how to deal with unit roles in the late game. Machine guns will be a slow and strong unit good for holding ground. The current plan is:
- Combat roles
Each unit has primary and secondary roles. The primary role is something the unit is better at than any other unit. Secondary roles are other things the unit is decent at. Primary roles should be very obvious and powerful, since units without a strong primary role are seldom built (like vanilla Lancers). - Reward combined arms
Mixing units with different roles is more challenging and fun than winning with 1 type of unit. - Common and Strong units
Common units are the majority of our troops. They are less expensive than Strong units, which are the rare and powerful core of the army. Strong units usually require strategic resources.
- Land/Air: discuss primary roles
- Land/Air: add basic design to GEM
- Land/Air: release a playable version of land+air changes
- Sea: discuss primary roles
- Sea: add basic design to GEM
- Sea: release a playable version of sea+land+air changes
- Balance specific units based on playtesting.
Early Game
These goals were successfully accomplished in the early game in VEM. The only major change to G&K armies in the early game is the addition of Composite Bowmen, so it should be easy to transfer the early game from VEM to GEM, with some minor tweaks.
Check out the Combat Roles thread for a details about combat roles and the Vanguard unit class. This unit class has better sight and speed than other unit classes, letting it fill the Detection role very well. We can specialize vanguards into many powerful and useful secondary roles:
- Scouts (improve detection)
- Medics (defense)
- Holding ground (defense)
- Common footsolder
Vanguards
- Start - Scout
- Ancient - Sentinel
- Medieval - Levy
- Renaissance - Skirmisher
- Industrial - Irregular
- Modern - Airborne (Paratrooper)
I posted my first-draft thoughts for early game units below. I attempted to start in a middle ground between Vem and G&K. I plan to keep similar unit movement speeds and promotions in Gem as Vem.
Average strength is the strength units have in average circumstances on battlefield. The percentages on left and right compare this to VEM and G&K. I conservatively estimated each unit has 1 fewer promotion than I usually see, since I play conquest, and most people are peaceful.
Note: the vs-vem/gem relationship comparisons include global modifiers. For example, units in Gem have 25% higher strength & cost than in Vem, so I multiplied Vem values by 1.25 before comparing them to Gem. It's easier to compare individual units with these global modifiers factored out.
Late Game
Things become more complicated in the late game, since G&K added many new units to later eras. Based on the feedback below I changed the plan for how to deal with unit roles in the late game. Machine guns will be a slow and strong unit good for holding ground. The current plan is:
Spoiler Old Plan :
Old Plan
I'm thinking instead of the light/heavy infantry split of VEM we could have infantry/machine guns (and their WW1 equivalents). Each army builds a lot of cheap infantry, and a few stronger but more expensive machine guns. The machine guns are limited by the fact they cannot take cities. Tanks could also counter machine guns (as they did in the real world) to ensure we don't focus too heavily on machine guns.
Tanks
I'm thinking instead of the light/heavy infantry split of VEM we could have infantry/machine guns (and their WW1 equivalents). Each army builds a lot of cheap infantry, and a few stronger but more expensive machine guns. The machine guns are limited by the fact they cannot take cities. Tanks could also counter machine guns (as they did in the real world) to ensure we don't focus too heavily on machine guns.
Tanks
- Roles: elite unit, counters machine guns
- Uses oil
- Expensive
- Powerful
- Fast
- Bonus vs machine guns
- Weak vs cities
- Roles: weaken units, counters infantry
- Expensive
- Powerful
- Slow
- Weak vs tanks
- Cannot capture cities
- Roles: kill cities, main bulk of army
- Cheap
- Medium speed
- Bonus vs cities
- Weak vs machine guns