More unique nation modifiers, units, and decisions

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

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kvnrthr
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More unique nation modifiers, units, and decisions

Post by kvnrthr »

Enjoying everything so far but non-Romans don't feel as fleshed out decision and unit-wise. I hope the devs continue to add more unique decisions and some extra unique modifiers/units for nations. A lot of the modifiers seem slight rather than really changing your playstyle. The Romans have a lot of unique stuff going on (Corvus, infantry reforms etc) so it would be cool to have other nations brought up to that standard.

E.g. Historically Diadochi only used Greeks in their phalanxes most of the time. The Ptolemies at one point had to make a decision to recruit native Egyptians into the phalanx. Maybe this could be represented in game by making separate units of Hellenic and Egyptian phalanx, with the former cost tied to number of Hellenic citizens and number of phalanxes already recruited, while the latter would give a hit to loyalty for some turns.
Geffalrus
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Re: More unique nation modifiers, units, and decisions

Post by Geffalrus »

kvnrthr wrote: Thu Jul 25, 2019 4:55 pm E.g. Historically Diadochi only used Greeks in their phalanxes most of the time. The Ptolemies at one point had to make a decision to recruit native Egyptians into the phalanx. Maybe this could be represented in game by making separate units of Hellenic and Egyptian phalanx, with the former cost tied to number of Hellenic citizens and number of phalanxes already recruited, while the latter would give a hit to loyalty for some turns.
A slightly simpler representation of this would be a decision that would decrease the manpower cost of Phalanxes, to represent the increased manpower pool available for service in the phalanx, but also apply a loyalty hit to every region for a long duration. The ending of the loyalty hit duration would represent the successful integration of the Ptolemaic phalanx and the acceptance of their new station in the kingdom/empire.

I would argue that this could be considered for every Diadochi faction to represent their opening of the phalanx to non-Greeks (Thracians, Galatians, Syrians, Persians, etc). Historically, the Ptolemies did this because they were in danger of being rolled over by Antiochus III and the Seleucids. A threat of that sort could have compelled other Diadochi to do the same in similar circumstances. To be more accurate, you could have it come up either when the Diadochi player achieves Empire status - or - regresses to Old or Decadent. In the case of the empire, the catalyst would be the military's need for more manpower, similar to what Rome did with the Marian Reforms. In the case of Old and Decadent, that's the classification that best represents what the Ptolemies were going through prior to the Battle of Raphia.
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MoLAoS
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Re: More unique nation modifiers, units, and decisions

Post by MoLAoS »

I agree with this post 100%. Like when you defeat the Romans as the Etruscans your great payoff is, playing a boring generic nation.
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