i like it, it's what i think i suggested before
"The Golden Spire is looking for members, Anyone with good sense of game mechanics and a discord account can apply"
Secretary of Nova0213
Apologies to those who read a similar write-up already. I submitted the first version on an unrelated thread about transport speed.
This is how militia should function, and how militia mechanics should work with rebellion. All opinions are of course mine and are just that, opinions. I naturally think this is brilliant, but feel free to disagree
1. Militia spawn automatically. Their number depends on province population (or manpower) together with morale. Taking a core province from its original owner generates more militia because the citizens are loyal and angry and want their country back. Taking an already conquered province generates little or no militia because the citizens are not loyal to their current occupier and don't care any more.
2. Militia cannot leave their country. They can go to neighboring provinces, because the citizens want their country back, and are willing to die for their country. Militia cannot leave their country because they need to go home to their civilian lives. They are not real soldiers. Once their families are safe, they are going home. They won't listen to orders.
3. Militia research can improve the quantity and/or the quality of militia that are produced. This is a "passive" type of research similar to transport ships, because you can't directly produce the unit. If you think you're going to be invaded, research militia, and your citizens will be more willing to die for their country.
4. Militia production is not directly affected by barracks or other improvements. Militia are not produced, or trained. They are generated immediately and automatically from the people who rise up to resist the invader.
5. Militia production is indirectly affected by improvements that boost morale, because that affects the starting morale of the province before it was taken over by the invader. High morale is a higher multiplier to manpower (or population) which produces more militia.
6. An uprising of militia can be a significant hindrance to the invader, who has to invest men and time to suppress the rebels. High-morale core provinces and cities will be especially difficult to conquer. This effectively replaces the rebellion mechanic. How? In the late game, most provinces that change hands don't belong to their original owners. They don't have loyalty to either the attacker or the defender in the current battle. Those provinces should generate few or no militia, making it more practical to finish large maps. At the same time, it's difficult to cripple countries with a blitz attack in the early game. Those kinds of attacks are too easy, especially at 1.5 game speeds. In other words, this idea scales better, making it harder to cripple an opponent (especially when the opponent is offline) while making it easier to finish a map once the big wars have been won and the final outcome has been decided.
i like it, it's what i think i suggested before
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