Should we take this as shorthand for "Warhammer IOT when"
TIL CityIOT is bascially Warhammer.
Should we take this as shorthand for "Warhammer IOT when"
So I have an idea for a medieval IOT. Would anyone be intrested?
Do you want to see it in our world (with the CKII:RoI map), or do you want to see it in a fictional world?
If you want to see it in our world, I will need help. Although I can manange Europe well, I will need help in minor details like how the Indian nations will work.
Military mechanics being fun depends a lot upon the scope of systems - I know I alter them pretty readily, so systems have had all sorts of varying interpretations.
I dunno. One of the more mundane but also less concerning parts of the orders. Players tend to be pretty apathetic to the fine details, despite how much war is in these games
TIL CityIOT is bascially Warhammer.
It depends on if the IOT is fresh start or not, but I suggest using the CK2 Rajas map. It should be up around here somewhere in the map thread I think.
I think that modeling military is the easiest thing we can do. It is what most board games do, after all, albeit with varying levels of success/realism/fun. Even just listing "126 Infantry Divisions, 22 Panzer Divisions" etc... is sufficient for most purposes. If you want to go in depth, it's honestly somewhat trivial to keep detailed records of each nation's armed forces down to the division level. If you don't want to write that much, move up to corps. The reason it's easy is because adding more infantry does not increase the complexity of the system.
I think the real reason modern NESes don't exist, aside from the popular perception that modern times just aren't as "interesting" as past times (specifically people who think nukes have somehow ruined the "fun" of warfare), is because modeling economics is such a major pain in the ass. I know it's a conversation I had with EQ a lot, and more recently with Masada, that while for pre-20th century IC or EP works reasonably well as an aggregate spending capabilities stat, the more realistic you want to go, the more you have to account for, and failing to do so obliterates verisimilitude. Furthermore, even in a 19th century situation, how do you realistically differentiate between industrial powers, merchant economies, and vast volume economies (say the UK, Netherlands, and Qing China respectively)? Simply using IC is not satisfactory at representing the ability of a country to produce, much less the ability of a government to... govern.
That having been said, it still works OK and in fact I think IC is the best we can do because you can add more non-IC IC stats - like in SysNES2, there was also a science stat, a talented workforce stat, etc. which were all hard integers, and I think it worked well from a playing perspective but it was obviously not very realistic - but the more modern you go, the less you can get away with. There's no excuse not to try to model GDP and trade balance and in fact you kind of have to because the notion of IC simply fails to encapsulate enough phenomena when you apply it to a modern, globalized economy.
And then the real killer is... okay, we can model stuff produced, we can model different productive sectors of an economy, and with enough creativity and BS we can model supply and demand, but... the more you add to the system, the more complex it gets. Two interacting economies behave very differently from an economy in a "vacuum," especially when governments start changing the rules and doing their own stuff. Bozhe moy, it's too much, I say! And now you want 200 interacting economies in the modern day? Sheezus.
Source: Listening to Masada-sama's lectures on economics and trying to incorporate it into a NES and failing very badly.
Well if we're just doing my pie-in-the-sky desires at this point, first of all let me say that stat-pages should be wholly eliminated. There are innumerable better ways of presenting information than these dumb stat blocks, and realistically the quantity of things that have to be to be simulated warn against using stat blocks anyway.
Suppose you are actually the immortal godlike non-Human entity that has been ruling this nation since time immemorial or the gestalt consciousness of the executive branch of government or the sum total embodiment of the zeitgeist of the nation or whatever (not explicitly defining the player's relation to their "character" is another thing NES has dragged its feet on for literally more than a decade) and you're sitting at your desk (?) one day and a crisis pops up on the other side of the world and you want to muck around in it.
What does Obama do when this happens? Well, he goes and talks to the Pentagon and says "What do we have in the region?" He does not go and consult a catalog that lists every last weapon system and munition the US Military holds on to to create a custom response package to that crisis. (Set aside the fact that having the player's role undefined means that by some peoples' definitions, Obama would go talk to himself in some weird puppet show because they're all played by the same guy.) The Pentagon has various units that do various things and consist of various pieces of hardware. That hardware is important in terms of what it can do, but it's the unit that makes it happen.
You might initially be thinking "So divisions and air wings." No. Because that runs into the same problem of lacking any kind of granularity as to what those things contain.
So to return to my wish list, you should probably imagine something like a Paradox Map, wherein military forces are actual discrete things located in space rather than smeared across the national aether. These are attached to an Order of Battle, which nobody has to my knowledge ever attempted to implement across the board, down to the Divisional or Brigade level (former earlier in time, latter later in time). You go and you grab units based on regional commands or however your military is setup or based on specialty or whatever the circumstance calls for and they go and they do whatever it is you have tasked them with.
In actual practice, this probably means that control of a lot of the military should actually be out of player hands, and that the military would be akin to a faction within government like a political party, with that nation's history and values and traditions determining how much the military listens to the political apparatus or does its own thing or whatever (maybe compare the US Military, PLA, and Indonesian Army for different ideas of how this could look). Incidentally, this would give more value to military reforms and reorganizations than "make mans shoot better" because there would be all these response systems to tinker around with.
Realistically, a player should never have to count up how many guns they have. But that doesn't mean nobody should. Within each of those discrete units on the map there should be a counter of every last gun and bomb they possess. You could cheat and skip this, just giving the unit a net version of what QJM calls "Operational Lethality Index," but the math exists for actually computing it so me personally, I would say actually go and compute it. Actually computing it would mean that if a player really wanted to, they could click on that unit on the map and get its information (or more realistically, since the idea of interactive maps has been kicked around for years and years and nobody cares about that either, open a spreadsheet) right down to how many Makarovs or Berettas it has. Some people would be more into it than others and they would have that operational flexibility to go in and tinker with their stuff as part of their national policy, but they wouldn't have to.
All of this would be hooked into outside variables. For example, say you have a volunteer force, like the US does. It's not actually steady-state in size: people are joining and leaving all the time. You could compute force attrition and recruitment rates (based on... what? National mood? Military benefits? All kinds of fiddly variables you could add in here) to give a total force size that doesn't end in "0" and is actually attached to other things that are going on.
Or we could just continue making it all up as we go because that's a lot of work, which is why we haven't done it, even though it would be easier on everyone once it was actually done and produce a better experience. But if you're going to make things up, don't involve numbers at all, they just complicate things and make it easier for people to call you on having made things up.
To summarize, either go "simulationist," or go "storyist," and never betwixt should the two meet, because compromise makes no one happy.
Some people don't like Alien Space Bats and not everybody has the same interests. I know this is a shocking revelation.
The linked documents are scans from (or in one case, a retype of) material from Numbers, Predictions, & War, first published in 1979 by T. N. Dupuy; T. N. Dupuy is himself dead, and the publishing company for this book, Bobbs-Merrill, is defunct, so this information is presented with the understanding that as long as it is not used for commercial interests, no laws are being broken in its transmission. You are of course invited to purchase the full book on Amazon, or perhaps a later book such as Understanding War. They're pretty cheap, though the availability seems to be going down over time.
Your uses for them, if any, are your own.
worst of megalomaniac fetishists.
When Double A says he wants war stats to be fun, my immediate thought is "make the calculation a game in itself"; sorta like what I did with OFP in IOT4, but instead of just filming the battle I'm actually fighting it.
P.S.: Remind me again why IOT and NES are in separate forums?
P.S.: Remind me again why IOT and NES are in separate forums?
P.S.: Remind me again why IOT and NES are in separate forums?
"The Sneetches" scenario, perhaps? After all CityIOT has shown we do divert from geopolitics at times and the Void game may prove quite intensive indeed. Any-rate I encourage better relations between NESers and IOTers. Hostility is not going to benefit either section of this forum. The 'communities' could get along if we only try.
+1
Speaking of which, I had a non-XVII-related idea.
Is everyone here familiar with cradle NESes? If you aren't, they basically are (End of Empires is far and away the most successful example) fresh starts on a non-Earth map, but with the start limited to a small section of the world - the eponymous "cradle" - with everything outside blacked out until the cradle physically gains knowledge of what's out there. (I'm bad at descriptions but you get the point)
So my idea was running one of these, but with two cradles (on the same map, obviously), with one cradle filled with IOTers and that thread here, and one cradle filled with NESers and their thread there. Perhaps it could end up having two mods, one for IOT and one for NES, if that could work better.
Would there be interest in this?