





tico13 说:![]()
Hello NW Community! I'd like to start now by saying thanks to those of you that have given us support and ideas! Ice and I are now just about done in the development stage and moving on into the actual campaign planning. I also want to explain that none of this is meant to be historically accurate at this point. Each faction here is at war with each other and in it for themselves. This campaign will be based on the regiments in a faction working together and the commanding of the faction leader.
The campaign will have a country set-up. The countries that are being played are as follows: The United Kingdom, Spain, France, Italy, Russia, Prussia, Austria, and The Ottoman Empire. Each country is receiving 9 starting territories, except for Russia and the Ottoman Empire, who both receive 10.
Two New Paragraphs!
Turns will be set to one turn every three days. At the beginning of each turn, the faction treasuries are given their income for that turn, and attacks can be made. Limitations are currently set at 1 attack for each faction per turn. Also, to avoid factions getting pummeled by several factions all at once, there is a limit to one battle per faction per turn. Remember, even if you are not the initial attacker, if you win a battle, you gain the enemy territory. This limits it to 4 battles per turn. Sorry if this upsets anyone, but the admin team can't really watch 12 battles every 3 daysFirst to tell us their plans, is the first to move!
If your commander gives us your turn actions without your acknowledgement or acceptance, perhaps it's time to pick a new commander!

SPQR707 说:tico13 说:![]()
Hello NW Community! I'd like to start now by saying thanks to those of you that have given us support and ideas! Ice and I are now just about done in the development stage and moving on into the actual campaign planning. I also want to explain that none of this is meant to be historically accurate at this point. Each faction here is at war with each other and in it for themselves. This campaign will be based on the regiments in a faction working together and the commanding of the faction leader.
The campaign will have a country set-up. The countries that are being played are as follows: The United Kingdom, Spain, France, Italy, Russia, Prussia, Austria, and The Ottoman Empire. Each country is receiving 9 starting territories, except for Russia and the Ottoman Empire, who both receive 10.
Two New Paragraphs!
Turns will be set to one turn every three days. At the beginning of each turn, the faction treasuries are given their income for that turn, and attacks can be made. Limitations are currently set at 1 attack for each faction per turn. Also, to avoid factions getting pummeled by several factions all at once, there is a limit to one battle per faction per turn. Remember, even if you are not the initial attacker, if you win a battle, you gain the enemy territory. This limits it to 4 battles per turn. Sorry if this upsets anyone, but the admin team can't really watch 12 battles every 3 daysFirst to tell us their plans, is the first to move!
If your commander gives us your turn actions without your acknowledgement or acceptance, perhaps it's time to pick a new commander!
Two questions:
1) With 8 factions, each getting one attack per turn, doesn't that mean there will be 8 battles per turn, not 4?
2) How will purchasing units (such as cavalry)work? Are they forever, or are they one battle only then removed, or are they removed if destroyed in the line battle?
Who decides what units are purchased and placed with which regiment?



tico13 说:That's four questions xD
1. When we were deciding the first time, we were thinking "Well to not have a huge amount of linebattles per turn, let's just make it so that if you get attacked first, you have to defend." But now we're looking back at it, it seems a bit silly. So, yes it'll be 8 battles now. We're just going to have to field a couple more admins
2,3. Units shall be purchased from the faction treasury. Once a purchase is made, the side with the purchase is allowed to field 25 instead of 20 men. The max for detatchments is 8 per purchase. It lasts only for one battle.
4. The colonels decide amongst themselves where to spend their money. Then the commander (Who is the colonel that talks to the admins on behalf of his faction) tells the admins of any purchases in that turn. They can field it in one of their battles, be it defensive or offensive, that turn.





Hawkes 说:I like the Stronghold Kingdom icons in the map.
1 question - will you schedule these battles or will they be dead on the time you attack? Oh - and 3 days per turn, doesn't necessarily mean on every turn you're going to attack? Surely your interests would be on moving troops into positions at the start of the campaign, rather than going blitzkrieg style on the whole entire map. This makes the campaign last too long in my opinion, and I think people would soon forget to take their turns if it's a 3 day limit. That means it would take maybe a month or more to take at least a quarter of Europe?
Oh - and as an edit, SPQR speaks the truth about attendance in Strategus. I aided the Wolves in Strategus, and the battles were usually on a 4:1 ratio - the other team never showed up. People need an insentive to show up, otherwise they're only showing up to watch an overwhelming horde of numbers stampede through them.
My suggestion would be have a minimum amount of reserves for each province so it isn't uncontested when under attack - something like default reserves = 100 men? Then all you would simply have to do is throw your regiments into that province and add onto the reserves.
As for cutting out factions, I would leave them as neutral factions with a higher reserve number for each province - then hire some regiments to play 'npcs' the first time one of the neutral province is attacked.
E.g - Italy is attacked by a force of 500 men; the province in Italy has 300 men. Host asks a regiment to play as Italy, battle plays out.

SPQR707 说:tico13 说:That's four questions xD
1. When we were deciding the first time, we were thinking "Well to not have a huge amount of linebattles per turn, let's just make it so that if you get attacked first, you have to defend." But now we're looking back at it, it seems a bit silly. So, yes it'll be 8 battles now. We're just going to have to field a couple more admins
2,3. Units shall be purchased from the faction treasury. Once a purchase is made, the side with the purchase is allowed to field 25 instead of 20 men. The max for detatchments is 8 per purchase. It lasts only for one battle.
4. The colonels decide amongst themselves where to spend their money. Then the commander (Who is the colonel that talks to the admins on behalf of his faction) tells the admins of any purchases in that turn. They can field it in one of their battles, be it defensive or offensive, that turn.
Thanks, one more question:
If there are no regiments adjacent to a province being attacked is it conquered without a battle taking place?
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Anyway, my 2 cents. I worry that having regiments individually represented on the map may lead to a lot of unfun battles and/or boredom for certain regiments.
For instance, who would want to stay behind for defensive duties (sitting around where someone may or may not attack) while other regiments participate in an an offensive campaign?
I can also envision a lot of battles where one side is outnumbered 2-1 by enemy regiments and either shows up and doesn't have fun, or doesn't show up at all because they stand no chance of winning. Since there is no benefit for a valiant but unsuccessful defense why show up? This was a huge problem in Strategus. 90% of battles was one side curbstomping the other or the other side just plain failing to show up at all. This may be particularly bad in NW where even having 10 more players than the other team is a HUGE advantage. The other thing that is worrisome is that a team with arty will beat a team without it 9 times out of 10. You pretty much can force the other team to attack because you can just bomb them to smithereens. Once one faction gets large enough I worry it may steamroll everyone else via army upgrades.
There is also the potential for a lot of cross-regiment drama as people argue about who should go where, ect. and use your one and only attack per turn.
My suggestions:
-I would also suggest simplifying the game to five factions. I don't think there are enough regiments in all of NW to fill out 8 factions even if they did all sign up. This can be done easily by cutting out the factions you can't play in-game anyway (Spain, Italy, Ottomans):
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-Instead of having each regiment represented individually on the map have two armies per faction, one army per faction is allowed to attack per turn.
-Each turn one regiment of that faction will be in charge of Offense, and one of Defense. This will rotate every turn. For instance, if Prussia consists of the 41st regiment, the 52nd, and the 63rd then:
Turn 1: 41st - Offense, 52nd - Defense, 63rd - Nothing
Turn 2: 41st - Nothing, 52nd - Offense, 63rd - Defense
Turn 3: 41st - Defense, 52nd - Nothing, 63rd - Offense
Ect.
-The Offense regiment chooses which army to act with, picks a province to attack, and chooses any upgrades for that army.
-The Defensive regiment chooses where to move the other army, upgrades for that force, and also server selection: EU or NA (this may allow us to mix NA and EU regiments within factions as the defender chooses the server location, and the regiment in charge of defense will rotate every turn).
-Any attack on a province owned by your faction triggers a battle regardless of if your non-attacking army is adjacent. However, if the Defending army is adjacent maybe it could trigger a siege battle instead.
-Every regiment in their faction could participate in any battle, offensive or defensive. The regiment that is in charge of Offense takes general command during Offensive battles, as well as getting first dibs on slots for that battle, the regiment in charge of Defensive takes command when attacked and gets first dibs, ect.
-The max number of players in each battle is determined by the attacker. If the attacker fields 60 players, then the defense can field an equal number of players. This way the defenders can have up to as many players as the attacker, but never more.
-Instead of generating income to buy upgrades, which may allow larger factions to steamroll smaller ones, perhaps simply allow each army to select a fixed number of upgrades each turn which reset upon end of turn. Something like: Offensive army - 3 upgrades, Defensive army - 2 upgrades
-I would also suggest against allowing factions to engage in any sort of diplomacy with other factions (alliance, non-aggression pacts, coordination, ect) as this will inevitably lead to a drama-bomb, just a "there can only be one" Highlander-style free-for-all.
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So, the end result would be 5 large even-sided battles per turn, with every regiment getting a chance to participate in at least one battle, and every battle containing a mix of different unit types. In my opinion this is preferable to 8 smaller battles consisting mainly of line infantry that may be wildly unbalanced.
It would also generate considerably less work for the admins running the game, and the players themselves, in terms of keeping track of finances, coordinating with other regiments, ect.
I hope you understand I'm not trying to rain on your parade or anything, I think this is a great idea that could be a lot of fun. I just don't want to see it turn out like Strategus where players spend more time arguing with each other than playing and having fun!

Hugonaut 说:To the fact that this is a grand Campaign. That the choices and strategies you make affect if you are outnumberdd by the enemy or you outnumber the enemy. (I mean no disprespect by any of the following)
Well, if you think about it could you not just Buy regiments!?!?! It is inevitable that after this campaign starts regiments will want to joining right?
SO. could you not (if a regiment looses interest and leaves event) repurchase and or just add one who was on the waiting list? its not like there is a huge
problem to finding regiments. Also. if you sign up. you just fight battles. that easy. all you have to do is commit and not be a common dandy, and show up to these events,
wich is not hard to do! considering you have 3 days to schedule a event before the next possible attack of defense.
MOST OF YOU TRAIN and do LB Ect. so just substitute a training for a lb in this event.
its that easy. and besides. Combat is the best training, so why not train in combat? thats my plan at least. the 29th does trainings on Monday and Thursday. Lbs on Tuesday Friday and sunday. it will be very easy to substitute one of them to attend this grand campaign.
"people not attending because they are odds are low"
FYI guys. some of THE BEST training is when you are on the down side,
and at a almost impossible circumstance. Thats where people get to know how a ****storm is and what to do. and of course what not to do. But. when and if you are out numbered, you as a regiment leader should be able to rally your men and fight no matter the weather. Dont even tell you men the odds if you have to. Just say we need to fight the best we can. and order them to. But you must have a disciplined regiment to do so.
So basically Regiments not showing up should not be a problem unless you foresee yourself being a soar looser who would rather cower than fight. but other than that Tico and Ice. The only errors you will encounter are regiment leaders.
its all up to them to attend, and do what they need to do to attempt at the grand conquest of Europe.
Defenses- When a regiment is defending they aren't doing anything. its not like they are wasting their time thought. they are simply not having to do any line battles within the campaign. Witch is not really a big deal considering all of you regiment leader attend other Linebattles regularly correct? So your not loosing anything at all. Your just playing a part that may seem to be unimportant to you, but essential to the faction commander.
Regimental Squalor- For regiments the only squalor will be "OMG IM MAD CUZ YOU BEAT ME" the rest is dealt with by the faction commander.
The Point of this whole thing is to tactically outsmart, out fund, and out fight your opponents. In order to do so you cant just have a set 2 armies to walk around and attack things. Yeah sure you can do that but maybe when you do that the enemy will realize it and have 5 individual regiments split up and go around to capture Points of interest while your massive army is tugging along attacking 1 at a time.
And SPQR. Its all about tactics, and choices your faction leader makes. its your job to fight and do his bidding. If the enemy feels it needs to win a battle and buys all upgrades possible. Let them that is the advantage that they have over you. its just up to your commander to either counter buy or fight it out with no bonuses. or if he has no money its his own fault for spending it somewhere else.
There is my other two cents so i think im at 4 cents now. lol. and thank you for your time. i look forward to playing with you all.
Regards, Hugo
