Acularius
King
Sounds pretty good to me. Though still think you need to throw a turn or two to mobalise.
Make it era dependent?
Or civic dependent?
Maybe technology improves on it every so often.
Sounds pretty good to me. Though still think you need to throw a turn or two to mobalise.
Make it era dependent?
Or civic dependent?
Maybe technology improves on it every so often.
"mothballing" fleets has been around since ancient greece due to the high upkeep of keeping so many galley rowers. But yeah tecnologys should improve mobisation time.
Example in the 1700 and eary 1800's it could take months to mobilse ships and get them crewed and restored. Now as I posted in my link the US navy can have ships ready in days.
To achive this we can
reprogram sleep function
- unit in sleep will generate 1/4 cost
- unit with sleep will be unable to fight (capture as a prize)
- sleep we be available only for water and air units
of course we must rise 4 times maintiance costs for water and air units
Forgot add one requirement to my idea
- sleep will be only avaiable inside the city.
Another idea is inspired by call to power
There was global variable that store info about your army.
It had three values. At peace, alert, wartime. Depending on it value units support cost and units strenght was diffrent. Changing this value always take few turns.
So if someone attack you and your military is at peace state you can be doomed becuse your military is totaly unprepared ( huge strenght penalty)
- sleep will be only avaiable inside the city.
A few comments.
- I don't really like the idea of replacing sleep with immobilizing for several reasons but the most obvious being that immobilizing should be kept for cities only.
- The idea of tech speeding up time is good in theory but keep in mind that the number of years per turn will automatically take care of the concept of time as eras change. I don't like the idea of taking more than one or two turns to immobilize when the number of years per turn is considered. I think that control over stack mobilization should be handled differently (see below).
- Mothballing also lends itself to the idea already mentioned of making a museum/exhibit (I like that idea) as well as upgrading to current times.
As for my ideas of keeping numbers down so that mothballing isn't completely exploited:
I think there should be a cost associated with reactivating units, something that is taken out of the treasury. I also think that upgrading should be an option for reactivation (where upgrading automatically takes it out of mothball mode). This cost is logical in terms of reality too. Think of the refurbishing and/or safety checks that must be done for things put away too long; of transportation costs for mobilization; both storage and recommissioning costs are something that are part of real life.
Another idea would to make multi-turn recommissioning free but also allow a "rush" that costs kind of like a rush build.
While we are at it , i dont really think ships are upgradable in real-life :>
Of course they can get better weaponry but still there is a limit of upgrade.
Similar thing is with normal units. They can be upgraded instantly , that does not represent real mechanics ( like training required )