SP - World Map Area Food Decay, Storms, and Area Penalty

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Food will decay faster on hotter and colder areas, but can be negated depending on culture.
Climate effects moral but depending on culture, it will be negated.

Please give Sturgians the decrease movement penalty on snow back,
Sturgian also lower snow Casualty chance

Battanian also lower foggy Casualty chance/ or lost units may comeback when entering a city castle or village

Khuzait, Vlandia, Emprie Less food decay and bonus moral on plains

Aserai Less food decay on desert, no desert penalty's

Snow, Sand, Rainy, Wind Storms. Foggy/Mist: Can spawn from time to time and can move around the map. Can also effect villages, Cities, and Castles materials/food produced/economy.

Snow Storm:
Decays food faster, high Movement penalty, medium chance for troops to get lost and High Casualty chance. Low map vision

Sand Storm:
High Movement penalty, High chance for troops to get lost and low Casualty chance. Low map vision

Rainy Storm:
Decays food faster, medium Movement penalty, medium chance for troops to get lost and medium Casualty chance. Low map vision

Foggy/Mist:
High Movement penalty, high chance for troops to get lost and low Casualty chance. Low map vision

Wind Storms:
High Movement penalty, low chance for troops to get lost and low Casualty chance. Less map vision
 
Food will decay faster on hotter and colder areas, but can be negated depending on culture.
never used a fridge, right?

In cold areas, food lasts longer, not less.
Culture can intervene in the prolongation of the duration of food through the conservation methods adopted by which type of culture (this is to give some coherence and not to place culture as a variable placed there just to give convenient bonuses without any reason to be there ).

Please give Sturgians the decrease movement penalty on snow back,
Sturgian also lower snow Casualty chance

Battanian also lower foggy Casualty chance/ or lost units may comeback when entering a city castle or village

Khuzait, Vlandia, Emprie Less food decay and bonus moral on plains

Aserai Less food decay on desert, no desert penalty's

Snow, Sand, Rainy, Wind Storms. Foggy/Mist: Can spawn from time to time and can move around the map. Can also effect villages, Cities, and Castles materials/food produced/economy.
This is fine.

Snow Storm:
Decays food faster, high Movement penalty, medium chance for troops to get lost and High Casualty chance. Low map vision
Same goes for cold climates.
The conservation of food must be prolonged, vice versa the PRODUCTION of food must be reduced (so there must be a negative effect in the villages and where food is produced and the storm is raging).
Sand Storm:
High Movement penalty, High chance for troops to get lost and low Casualty chance. Low map vision

Rainy Storm:
Decays food faster, medium Movement penalty, medium chance for troops to get lost and medium Casualty chance. Low map vision

Foggy/Mist:
High Movement penalty, high chance for troops to get lost and low Casualty chance. Low map vision

Wind Storms:
High Movement penalty, low chance for troops to get lost and low Casualty chance. Less map vision
i agree.

I believe that there must be a variation in the proportionality of probability, with which it is decided whether a soldier is injured or not while traveling in an area with dangerous weather, depending on the size of the army or the number of party members.
In less mathematical terms, the smaller or larger a party is, the less or greater the effect on the injured occurs.
The creation of camps would make it possible to heal these wounded or in any case to "resist" for a longer time without suffering too many losses.


If a system of logistics and supply lines were introduced, using freight wagons that make a route from the city where the line is generated to the position of the army, these environmental factors would be much more important.
For example, it could introduce a new element such as "ice" and "salt" to prolong the preservation of food in areas with warm climates.

For example, if an army wants to invade the aserai by entering the desert, it must guard itself with ice and salt to prolong the preservation of food during the invasion.
And the wagons of the supply line will do it either automatically or according to how the player requires them to act (setting a minimum quota of ice and / or salt to be purchased to ensure the prolongability of the food).

Furthermore, a supply line (of ammunition, which would therefore no longer be infinite, and goods) would oblige large armies to defend them as they advance into enemy territory and would give small armies or parties of a weak kingdom the possibility of defending themselves from these large factions by attacking them. the supply line instead of the army.
In these cases, the environmental conditions (visibility and speed of movement) would be fundamental.

Furthermore, if the marching formations for armies were also considered, the latter could also be characterized according to environmental conditions.
For example, wide formations (therefore not columnar) that travel in an area where there is fog, they risk seeing the formation broken precisely because being wide and not seeing or communicating well, it will find itself having a lat more forward and the in summary it translates into a movement penalty, more injured due to accidental falls and, if attacked, there would be a more disrupted formation at the beginning of the battle.
In the column formation, on the other hand, although these penalties are not suffered (or are greatly reduced), but there is the risk of being attacked and therefore having a weak formation or in any case not suitable for unos against sudden.
 
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