Development Diary: War Over Land...
I must study politics and war that my sons may have liberty to study mathematics and philosophy.
War works rather differently in this IOT than my previous IOTs. The basic idea, sending X number of soldiers to take that hill over yonder, is still there. However, the cost of getting that soldier fed, armed, and motivated has increased. Greatly. War is expensive and risky, but the potential reward is immeasurable. Prestige, wealth, new valuable lands, that string of border of forts your rival used to control, and more are yours for the taking.
But there is still one basic question.
Costs
There are three land units: Infantry, Cavalry, and Artillery. Infantry is cheaper than cavalry, which is cheaper than artillery. Each has a manpower cost (the same), and monetary cost, as well as annual maintenance that has to be paid. Already, there is an economic impact have just having a large army, but there is an added cost of war.
Combat in hostile territory has a cost, which can be offset somewhat by pillaging. Investing forts instead of merely attacking them, to, has costs. The cost of operating in even allied territory is higher than your troops merely operating within your own country.
A standing division (ten infantry regiments) can cost you $10,000 a year alone. The cost goes up to $50,000 when operating in hostile territory. The average starting revenue for players is ~$120,000, so as you can imagine, war isn't something to take lightly.
Besides pillaging, building a war chest (you're no longer penalized for not living paycheck to paycheck), and taking out loans are all means by which you can pay off the cost of a war. Hiring mercenary regiments from other players is another way of decreasing costs, as you're not sending your own taxpaying manpower into the war.
And if the occupied territories no longer have anything worth pillaging, your war chest is empty, and the bank won't loan you money? Well, I hope you like mutinies and desertion.
Leaders, Units, and Battles
Instead of hundreds of small scale battles for individual provinces, the number of attacks against an enemy you can perform is limited by the number of generals you have. Generals lead your armies and provide valuable bonuses in combat. Battles generate Army Tradition for both sides, which increases the chance of a new general appearing.
A single battle represents a lot more than just one pitched battle in any case, and individual battles can decide the course of entire wars.
Each battle has three phrases: Skirmish, Main Battle, and Routing. The skirmish is a small scale battle in which cavalry is key and casualties are light. The main battle is the part of the battle where regiments and artillery are key, but cavalry still maintain important power. When a side wins 2/3 phrases, the routing begins. If one person wins the skirmish and another the main battle, another main battle phrase is held before a victor is determined. During the rout, the victor gains a massive bonus to casualties inflicted against the loser (casualties inflicted by the loser are nerfed) and, again, cavalry plays an important role.
Artillery, unlike infantry and cavalry, provide no direct points in determining the victor of a battle. An army made up entirely of artillery will lose, always. But artillery does provide a major support bonus during the main battle. Artillery is extremely expensive, but five artillery regiments in an army can negate even the most powerful fort bonus.
Forts
Forts are marked on the fort map. Forts come in six levels: 0 to 5. All capitals start at level one and a province's fortification level can only be increased by one per year.
Forts are a combination infantry-artillery regiment that can't move. Each fort level increases the militia of a territory by 1000 and increases the support bonus when defending the territory in an amount equal to the same number of artillery. Even though fort levels increase the number of garrison troops you have, garrison troops still can work and pay taxes. They just can't defend outside the fort province.
An invading army has two choices when it comes to dealing with a fort province. It can either assault the fort, in which case the defending garrison+defending army and the support bonus all come into play. Assaults have no skirmish phrase.
Fort battles have three phrases. During the first phrase, the attacker attacks the defenses and cavalry has no special bonus. Both attacker and defender have support bonuses. If the attacker wins the first phrase, the second phrase is fought without any support bonuses on either side. If the attacker loses, support bonuses are back on.
If the attacker wins both first and second phrase, the third phrase is a victorious phrase in which the attacker receives a massive bonus to casualties inflicted and casualties inflicted by the defender are nerfed. If the attackers loses the first phrase, but wins the second, the third battle is a battle with again, no supports, but massively increased casualties inflicted on
both sides. If the attacker loses both the first and second phrase, the defender inflicts massive casualties, attacker inflction is nerfed, and best yet, the defender's cavalry, mostly useless the entire battle, get the usual bonus.
If the attacker takes the fort, the fort level of the province decreases by one.
The alternative is to lay siege to the fort by occupying surrounding provinces and waiting one turn.
After the War...
Territory doesn't change hands without a formal peace treaty, or without complete annexation (prepare for a stability hit).
However, throughout a war you will lose soldiers
but not regiments. If you started the war off with ten regiments of 10,000 soldiers and end it with 5,000 soldiers, you technically still have ten regiments, but only have the strength and maintenance cost of five regiments.
Your military manpower will gradually replenish (at a rate of 100 soldiers per regiment). In the middle of a war, a depleted army can be damning and the cost of training new regiments from scratch can be daunting as well.