I've got a question for you all that will help with my upcoming project(s). What was you favourite combat system in an IOT/NES and why?
Ramblings inbound.
If you aim for realism, anything but strategic movement of armies (which requires some creative direction and peoplet end to get) is superfluous. Because the average NESing or IOT guy knows exceedingly little of how warfare was actually performed. There are some nuances to this, I'll get there.
Most of the mod energy is often spent in the wrong places. You should use a combat system that more deeply concerns itself with resupplying and cost effeciency, because that's what wins wars. It doesn't matter if you can produce the best sword if the overall sword supplying cost is massively higher but equal in impact than just throwing pointy stick peasants onto the field. Also while good pitched battle tactics are important people seriously overrate how important pitched battles are. They are evocative and colorful and sometimes actually crucial but the majority of historical warfare and the majority of progress was done in sieges. Which requires lots and lots of resources to maintain. It's not just secluded to our understanding of medieval European warfare. It is the vast majority of Europe's history, that way of fighting ending in the 1800s or something from the top of my head. Maybe less true outside Europe but still true.
Also, simulating it with say Excel is practically pointless. Because crafting a program that properly simulates battles is a) impossible even by today's experts and b) requires you to know more about historical warfare than you currently do and c) changes rules slightly for each technological development, and d), and d) is the most important, it's a *HUGE* opportunity cost. You could just have spent that time actually hosting the IOT for a swathe of fun updates.
Here's the best combat system for cost-effective realism. You have say two army stats, numbers and quality, the better army wins. This is balanced by imminent neihgbours that will work against problematic conquests. Also use your moderator fiat: You must emphasize the army economy in a much larger degree than most people do. Each sword has to be manually forged by someone and then sent out in numbers to each soldier. Each meal has to be prepared. The army equipment must be both effecient but also light so they can travel long distances. Some modern military historians speculate that depictions of soldiers may not be accurate because modern soldiers use massive backpacks. Why wouldn't historical armies do that? This is very important for battles, because exhaustion is a serious factor when you're actually standing in front of a prepared opponent with a raised sword.
But again, minimalist stats and moderator fiat should actually compute most of this if you're just thinking critically. For easy, cost-effective overview, have a qualitative/descriptive stat for each quantitative stat so players know what is overall going on.
Also massive conquests of swathes of land is not the norm. Several partition of Poland events every update doesn't make any sense.
Lastly, you may not aim for realism and may be aiming for something that's just fun. If you want to do that, still stick with minimalist stats and roll with it. That is, if you ask me. Because that's simply my personal preference. Other people will disagree with me.