Realism Mod Wishlist
Posted: Mon Aug 09, 2021 1:11 am
I haven't yet learned anything about how to mod FOGE, but after several (very enjoyable!) campaigns some of the 'concessions to gameplay' have lost my interest; I play grand strategy games with my "historical modeling and analysis" hat on more than my "balanced gameplay" hat on.
Now, I don't have much time to mod at the moment, and I am not sure exactly what the limits of modding in FOGE might be. So I figure a good starting place might be to make a "wishlist" of features - accumulating as people make suggestions and as I come upon ideas. I'll be trying to give (easy reading) citations for ideas, and others' ideas with some citation will be easier to research and follow up on as well. Hopefully we can get some sense of what is feasible within FOGE, as well. I'll be editing the OP here (and on the Slitherine Forum) periodically to include new ideas (or exclude failed old ones). Perhaps in a few months I will have the time to take this up, or perhaps not - hopefully it results in some interesting discussion about history either way!
To kick things off:
Ideas on logistics:
- Make food stockpiles/supplies/population growth (and decline) more of a variable, year-to-year affair.
- Food stockpile/supplies should more severely limit army sizes in many cases (giving reasons to divide armies on the march and assemble them at the planned battlefield, allowing large armies to almost immediately cause famine, making filling frontage less of a sure thing)
Some logistics easy-reading inspiring these ideas:
https://acoup.blog/2019/10/04/collectio ... ones-s7e4/
https://acoup.blog/2019/05/28/new-acqui ... es-part-i/
https://acoup.blog/2019/05/10/collectio ... of-gondor/
https://600transformer.blogspot.com/201 ... ation.html
Thoughts on 'civilian' economics:
-redefine Trade Range to incorporate movement cost for different regions, so that roads help trade along the entire route rather than in the hosting region (and bad terrain/landlocked areas generally are harder to reach)
-Try to incorporate trade along large, navigable rivers to ease the above.
-tradeable food resources should have a much stronger impact on being able to support a large population - Rome cannot reach the population it did with region-level or italia superior-level farming alone! This means things like "large mill" and granary bonuses should be nearly a requirement for continuing population growth past some point.
-random, regional disruptions in availability of trade goods (as well as raw food) should be a reason for having redundant supply (for instance, you want to be able to ship grain to Rome from both Africa and Egypt in case of a bad harvest in one region that doesn't affect the other). These disruptions should create 'equilibrium' populations with higher populations supported by better farm land (and more farming infrastructure) or by robust, redundant access to food through trade.
-Broadly make it harder to reach a point where money, metal, and manpower are no object, making fully developed field armies and large battles rarer and more decisive (closer to how they are at the start of the game, but throughout the game). Large and well-developed empires will have more field armies, of course, but compare the size of the army available to Athens in the early classical period to various estimates of the Roman Empire's military size, and it is clear there should not be easy access to dozens of full-frontage forces across the empire!
-Supposing that population growth is also about urbanization in this game, and noting that many ancient cities were population sinks (that is they were sustained by immigration even as more people died than were born), having some non-food stockpile based pull factors might be nice - perhaps culture or trade based population importation on occasion?
- Hopefully the aforementioned changes make marginal lands less attractive to empires, allowing smaller 'barbarian' powers to survive on these lands without developing into 20 pop+ cities - thus maintaining a desire to move away from the marginal land and seize the cities!
- Warfare and particularly extended sieges should be more likely to cause significant damage to population level and/or structures.
Easy reading citations for these ideas:
https://www.reddit.com/r/AskHistorians/ ... re_system/
https://acoup.blog/2020/07/24/collectio ... -i-farmers
https://www.reddit.com/r/AskHistorians/ ... opulation/
https://acoup.blog/2020/01/17/collectio ... ilization/
Thoughts on citizenry and so on:
- Citizenry right now is loosely modeled by in-game ethnicity (+being free/not enslaved) and so some factions (like Rome) are better able to convert ethnicities to represent easier access to citizenship. I think more could be done to distinguish more open models of citizenship than equating that with ethnicity, but I'm unsure exactly how to approach that.
- In some cases at least population cubes and their ethnicity might play into manpower or available units? (I'm actually unsure as it is very easy to have excessive manpower whether or not having 'negative' manpower results in losing population cubes, but if it doesn't that might make for a good mod mechanic). Similarly disbanding units might create an influx of population cubes.
- enslaving populations should be more likely to draw from the existing population of the battlefield.
https://acoup.blog/2019/08/23/collectio ... -equality/
https://600transformer.blogspot.com/201 ... nness.html
https://acoup.blog/2021/06/25/collectio ... nd-allies/
Link to the Steam thread:
https://steamcommunity.com/app/1011390/ ... 460276946/
Now, I don't have much time to mod at the moment, and I am not sure exactly what the limits of modding in FOGE might be. So I figure a good starting place might be to make a "wishlist" of features - accumulating as people make suggestions and as I come upon ideas. I'll be trying to give (easy reading) citations for ideas, and others' ideas with some citation will be easier to research and follow up on as well. Hopefully we can get some sense of what is feasible within FOGE, as well. I'll be editing the OP here (and on the Slitherine Forum) periodically to include new ideas (or exclude failed old ones). Perhaps in a few months I will have the time to take this up, or perhaps not - hopefully it results in some interesting discussion about history either way!
To kick things off:
Ideas on logistics:
- Make food stockpiles/supplies/population growth (and decline) more of a variable, year-to-year affair.
- Food stockpile/supplies should more severely limit army sizes in many cases (giving reasons to divide armies on the march and assemble them at the planned battlefield, allowing large armies to almost immediately cause famine, making filling frontage less of a sure thing)
Some logistics easy-reading inspiring these ideas:
https://acoup.blog/2019/10/04/collectio ... ones-s7e4/
https://acoup.blog/2019/05/28/new-acqui ... es-part-i/
https://acoup.blog/2019/05/10/collectio ... of-gondor/
https://600transformer.blogspot.com/201 ... ation.html
Thoughts on 'civilian' economics:
-redefine Trade Range to incorporate movement cost for different regions, so that roads help trade along the entire route rather than in the hosting region (and bad terrain/landlocked areas generally are harder to reach)
-Try to incorporate trade along large, navigable rivers to ease the above.
-tradeable food resources should have a much stronger impact on being able to support a large population - Rome cannot reach the population it did with region-level or italia superior-level farming alone! This means things like "large mill" and granary bonuses should be nearly a requirement for continuing population growth past some point.
-random, regional disruptions in availability of trade goods (as well as raw food) should be a reason for having redundant supply (for instance, you want to be able to ship grain to Rome from both Africa and Egypt in case of a bad harvest in one region that doesn't affect the other). These disruptions should create 'equilibrium' populations with higher populations supported by better farm land (and more farming infrastructure) or by robust, redundant access to food through trade.
-Broadly make it harder to reach a point where money, metal, and manpower are no object, making fully developed field armies and large battles rarer and more decisive (closer to how they are at the start of the game, but throughout the game). Large and well-developed empires will have more field armies, of course, but compare the size of the army available to Athens in the early classical period to various estimates of the Roman Empire's military size, and it is clear there should not be easy access to dozens of full-frontage forces across the empire!
-Supposing that population growth is also about urbanization in this game, and noting that many ancient cities were population sinks (that is they were sustained by immigration even as more people died than were born), having some non-food stockpile based pull factors might be nice - perhaps culture or trade based population importation on occasion?
- Hopefully the aforementioned changes make marginal lands less attractive to empires, allowing smaller 'barbarian' powers to survive on these lands without developing into 20 pop+ cities - thus maintaining a desire to move away from the marginal land and seize the cities!
- Warfare and particularly extended sieges should be more likely to cause significant damage to population level and/or structures.
Easy reading citations for these ideas:
https://www.reddit.com/r/AskHistorians/ ... re_system/
https://acoup.blog/2020/07/24/collectio ... -i-farmers
https://www.reddit.com/r/AskHistorians/ ... opulation/
https://acoup.blog/2020/01/17/collectio ... ilization/
Thoughts on citizenry and so on:
- Citizenry right now is loosely modeled by in-game ethnicity (+being free/not enslaved) and so some factions (like Rome) are better able to convert ethnicities to represent easier access to citizenship. I think more could be done to distinguish more open models of citizenship than equating that with ethnicity, but I'm unsure exactly how to approach that.
- In some cases at least population cubes and their ethnicity might play into manpower or available units? (I'm actually unsure as it is very easy to have excessive manpower whether or not having 'negative' manpower results in losing population cubes, but if it doesn't that might make for a good mod mechanic). Similarly disbanding units might create an influx of population cubes.
- enslaving populations should be more likely to draw from the existing population of the battlefield.
https://acoup.blog/2019/08/23/collectio ... -equality/
https://600transformer.blogspot.com/201 ... nness.html
https://acoup.blog/2021/06/25/collectio ... nd-allies/
Link to the Steam thread:
https://steamcommunity.com/app/1011390/ ... 460276946/