Users who are viewing this thread

Credit for the initial idea goes to Wolf25 from his suggestion that can be found HERE.

Note: This got a lot longer, and more detailed than I had originally intended. It also spawned a post on Wolf25's fire arrows suggestion (post can be found HERE via the link in the 'rain' section) and a pending post on a possible modification to the way armies and parties function. Obviously it would take a long time to implement all of the nuances described here, and I am sure there are many possibilities I missed, so for those that actually read/respond: I salute you.

### Weather effects ###
How battles might be affected by the weather.

[COLD] :
  • All troops maneuver slower.
  • Greater troop fatality rate depending on temperature (simulating freezing of fallen units).
  • Small combat skills debuff, possibly lessened for those from colder climates (simulating the cold's effects on the human body).
  • Large combat skills debuff for unmounted troops wading through water (simulating the effects of the cold on the human body with the onset of hypothermia).
  • Moral hit for troops entering bodies of water.
[ICE]:
  • All troops should move very slowly with the possibility to self-injure (simulating slipping).
  • No mounted troops (simulating preservation of mounts).
  • Greater troop fatality rate depending on temperature (simulating freezing of fallen units).
  • Small combat skills debuff, possibly lessened for those from colder climates (simulating the cold's effects on the human body).
  • Frozen bodies of water:
    • All standing water should be frozen (unless convincingly spring-fed).
    • Flowing water may be frozen to a degree dependent on temperature.
    • Frozen bodies of water may be thin enough to fall through causing:
      • Large combat skills debuff (simulating the effects of the cold on the human body with the onset of hypothermia).
      • Moral hit for troops entering bodies of water.
      • Greater troop fatality rate for any units incapacitated in the water (simulating drowning of fallen units).
        • based upon unconscious troops at the end of the battle.
        • or an extra check when a unit is incapacitated but not initially killed.

[SNOW]:
  • All troops maneuver slower.
  • Greater troop fatality rate depending on temperature (simulating freezing of fallen units).
  • Horses take wider turns and cannot stop as fast (maneuverability debuff, simulating the need for more distance to stop/turn on the slick ground).
  • Small combat skills debuff for all troops, possibly lessened for those from colder climates (simulating the effects of the cold on the human body).
  • Large combat skills debuff for unmounted troops wading through water (simulating the effects of the cold on the human body with the onset of hypothermia).
  • I'm not sure what currently determines the maximum range of projectiles and if that can be debuffed as well, but there should at least be a delay on when ranged units engage (simulating visibility).
  • Moral hit for troops entering bodies of water.

[MUD]:
  • All Troops maneuver slower.
  • Random individuals may get stuck (simulates deep mud/clay).
  • Greater troop fatality rate for any units incapacitated in the mud/water (simulating drowning of fallen units).
    • based upon unconscious troops at the end of the battle.
    • or an extra check when a unit is incapacitated but not initially killed.
  • Horses take wider turns and cannot stop as fast (maneuverability debuff, simulating the need for more distance to stop/turn on the slick ground).
  • Small combat skills debuff for all troops, which grows larger over time (simulating the mud weighing the troops down and wearing them out).
  • Horses may 'splash' nearby dismounted troops, causing moral and slight combat debuffs if galloping (simulates mud/water/muck splashing on troops).
  • Moral hit when assaulting a town/castle (Why didn't you just wait until it was nice out?).
[RAIN]:
  • Arrows not as effective. Fire arrows as well.
  • Rain causes mud over time if it just started, else mud effects above are in play as well.
  • Ranged weapon speed and accuracy debuff (simulating the rain's effect on the physical arrow/bolt as well as grip on thrown weapons).
  • Projectile range debuff (see snow section).
[MARSH]:
  • All troops maneuver slower (simulates the wet ground).
  • Random individuals may get stuck (simulates deep mud/clay).
  • Greater troop fatality rate for any units incapacitated in the water (simulating drowning of fallen units).
    • based upon unconscious troops at the end of the battle.
    • or an extra check when a unit is incapacitated but not initially killed.
  • Horses may 'splash' nearby dismounted troops, causing moral and slight combat debuffs if galloping (simulates mud/water/muck splashing on troops).
  • Moral debuff for all units (simulating annoyance with the environment).
[FOG]: (Changed for conformity)
  • Projectile range debuff (see snow section).
  • Troops chasing after enemies may become 'lost' and take longer to rejoin the main battle (simulating visibility issues and sound distortion).
  • Troops chasing enemies have a higher probability of doing so alone as allies may not see them give chase and will not follow (simulating visibility).
  • Commanders in charge of units may give mistaken orders, or leave the battle entirely (simulating visibility and sound distortion).
  • Chance to surprise defenders of a castle/town by attacking immediately through the fog (with smaller forces?) rather than set up a siege camp (simulates visibility).
  • Moral debuff for wayward units (simulating distress at being alone).
  • Moral debuff for all units (simulating distress and anxiety from the lack of full knowledge of engagement progress).
[WIND]:
  • Range weapon speed and accuracy debuff (simulating the wind's effects on the projectile).
  • Possible issues with normal horse handling. Warhorses would likely be unaffected (standard horses tend to dislike wind and things blowing around).
  • Reduced climbing speed (simulating a struggle to stay on the ladders).
[DUST]:
  • Steppe wind effect due to dry weather and a lot of movement (simulating dirt kicked into the air from feet, hooves, and other causes of stirring up dry ground).
  • Visibility issues would be similar to fog (simulating dust particles in the air).
  • Small debuff to troops due to irritation caused by dust (simulating dry throat, or irritated eyes from debris).

[SANDSTORM]:
  • Desert wind effect (simulating desert sand storms)
  • Visibility issues would be similar to fog (simulating sand particles in the air).
  • Damage over time (simulates irritation from sand getting into eyes, mouth, equipment).
  • Debuff based upon damage taken from the sandstorm (simulating the unit's increased irritation and distraction from chaffing sand)
  • Accuracy impairment and a slowed rate of fire for ranged units (simulating the struggle to keep their eyes open with the sand blowing around).

[HEAT]:
  • Desert clear effect (simulating desert heat).
  • Debuffs dependant on armor type:
    • Cloth - no/low debuff
    • Leather - mild debuff
    • Metal - high debuff
  • Possibility of heat stroke (simulating the heat of the desert)
  • Greater troop fatality rate (simulating overheating of fallen units).
    • based upon unconscious troops at the end of the battle.
    • or an extra check when a unit is incapacitated but not initially killed.
### Weather-Like Effects ###

[SMOKE]:

  • Same range debuff as fog (simulating visibility in smoke).
  • Small combat skills debuff while in smoke (simulating the choking effect of thick smoke).
[FIRE]:
  • Causes smoke (see above).
  • It causes damage while in contact (simulates burning).
  • It can spread on flammable surfaces (wood, thatch, dry grass).
  • Moral hit for each side with units on fire (simulates the mental effect of seeing your comrades burning).
  • Moral hit for each side with structures on fire (simulates the mental effect of seeing your own town/castle burning).

### Combining Weather ###
Multiple weather effects should be possible at the same time, within reason.

Sensible Combinations:
  • Snow and wind
  • Rain and mud
  • Cold and ice
  • Marsh and snow
  • Mud and wind
  • Sandstorm and heat
  • Snow, ice, and wind
Unsensible combinations:
  • Anything requiring cold in any paring with heat
  • Dust and rain (unless the weather is changing mid-battle)
  • Marsh and sandstorm (possible, but unlikely)
Also, keep in mind some simple reasoning. If it is snowing or icy, it is most likely below freezing (see cold). If it is raining or muddy, it likely is not cold and you're probably not in danger of heatstroke either.

### General Weather effects ###

Persistent:

  • Outdoor battles:
    • Weather should pass onto the main map and affect troop movements/visibility/tracking.
    • Post battle, where the elements are involved, recuperation should take longer to account for:
      • The recovery usable items, which would take longer in certain weather situations.
      • The cleaning of equipment,
      • The recuperation from the elements.
    • Disorganization debuff should last longer in bad weather.
Player/AI Weather Response & Management:
  • Global Effects:
    • In environments with debilitating weather, moral should decay for all units.
    • Higher chance of troops deserting in bad weather.
    • Enemy Sieges should have a chance of disbursing if the weather turns against their favor.
    • Army cohesion should decay faster in bad weather.
  • Management:
    • Stocks of hardwood (firewood to dry clothes in wet areas and heat in the cold).
    • Stocks of cloth (blankets, spare clothes, bandages).
    • Possibly adding some new items:
      • Bulk blankets (for cold climates and hypothermia recovery)
      • Bulk spare undergarments (for wet/muddy situations as a dry set to change into)
      • Bulk wraps (for cold - to keep heat in, hot - to shield the head and neck, sand/dust to keep the particles out)
      • Bulk medical (bandages and herbs to increase the effectiveness of healing and hasten recovery from sickness)
  • Town and castle defense:
    • Native defenders may not be subject to as large of a penalty from the weather.
      • It could be assumed that they are aware of the local weather patterns for their area and have supplies prepared.
      • Local garrison should be even less affected due to their makeup being largely local populace.
    • Defenders should be assumed to not be as affected by mud/marsh unless they move outside of the structure.
      • Dirt paths inside could be assumed as packed earth and thus less prone to becoming sodden and muddy.
    • Snow and rain should still have some effect, though it may be lessened due to familiarity with the conditions.
      • I can still remember when they closed Atlanta, GA in the US because there was a dusting of snow on the roads (I live in the Northern US so it caused a few chuckles for those of us who have driven in deep snow/ice).
    • Troops should take their immediate environment into account for weather effects:
      • Units positioned under a roof or inside a tower should not be affected by precipitation or ground conditions.
      • Effects stemming from visibility should still have an effect.
      • Cold weather would still be an issue, seeing as the defensive positions have no doors or window coverings.
        • may be lessened with the presence of heat sources (torches, braziers, defensive liquid heating stations, burning defenses).
    • Towns/castles should add structure options based upon weather effects.
      • Wooden roofs over curtain wall walkways and towers not housing catapults:
        • Pro: Shields against precipitation.
        • Pro: Shields against some incoming projectiles.
        • Con: Can catch fire.
      • Plank or thatch ground covering:
        • Pro: Better footing in wet/mud/snow/ice weather.
        • Pro: Keeps fallen units out of the water, decreasing their chances of drowning.
        • Con: Better footing for the enemy in the same conditions.
      • Braziers:
        • Pro: Area heat for defenders.
        • Pro: Fire source to light fire-based defenses.
        • Con: Possibility of fire breakout if hit by a large projectile or knocked over by an attacker.
      • Doors/hatches:
        • Pro: Keeps the heat in more efficiently in cold weather.
        • Pro: Keeps the dust/sand at a minimal level when wind storms hit.
        • Con: Easily breakable and prone to catching fire.
      • Water barrels:
        • Pro: Keeps units hydrated/cool in hot climates.
        • Pro: Ready source of limited water to put out fires.
        • Cons: May spill/break when hit by a projectile causing moral loss from heat.
        • Cons: Loss of barrel will result in the inability to contain fires.
 
Last edited:
This subject is of much importance imo. Most of what the OP proposes can be implemented in some form. You don't necessarily need to visually implement all of this effects nor we must have this weather events in the campaign, having this weather characteristics relate to each biome (forests, deserts, mountains, snowy regions...) in the world map is just what is needed.

For example, @Ackdam mentions Cold, Ice, Snow, it's description would mostly apply to the sturgian territory. At the same time sturgian units would be well adapted to this conditions while attackers would suffer from invading their territory. This logic apllies to the other weather effects.
I this goes in line with TW plans and, imo, is the next logical step to complete the culture bonuses and penalties (pros and cons) and a weather system.

The only thing missing is adding/tweaking seasons and it's effects on weather.
A simplified version would be snow and no snow time and more heat derived penalties in the desert biome in no snow time (summer).
And yeah there is no rain in battles, devs kinda forgot that as well.
This mods adds it but it still needs some visual fixes.
 
Bumb , still no weather ingame , how we don't have that??
(this post is amazing and litteraly describes a much needed feature that we should have imo)
Weather is such an important thing for the game (not only for atmosphere but for strategic plays - which this post described in nice detail, devs please look into that)
 
Back
Top Bottom