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kiwifarms.net
- Joined
- May 14, 2019
It's snapped in my mind what the idea of Stronghold: No Man's Land would really look like.
Trying to do Age of Empires/Stronghold like RTS with WW1.
You've got a railroad hub city. Generally speaking, civilian infrastructure and economy is handled off map. Coal is your fundamental resource in that it is, in WW1, essentially the same thing as your power supply for producing everything, your power supply for keeping your rolling stock moving. You build up economically, but it is assets that are represented off map: build a Munitions Plant, but it's not an on-map Munitions Plant, it's an upgrade to your draw that uses up some of that allocation of Coal. All industrial use necessarily reduces your political will (drawing military resources = denying civilian resources), so building out economically means making your political defeat closer. That's the two ways you lose, you either actually lose your railroad hub city or you have a revolution.
The main economic layer, without farms and mines and stuff on map to fuss over, is the railroad network. Many things cannot be economically moved, or moved at all, except by train. Supplies do have actual physical locations, at least in supply depots that supply a radius around them and have capacity. You have to build railroads (which in real life were designed to be modular and relocatable), you have to build rolling stock (sometimes specialized) to keep the supply chains going. Most of your "buildings" on the map are things like firing trenches, support trenches, field hospitals, radio stations, etc. Units are RoN/Cossacks/Total War style actual units: you don't micromanage individual infantrymen, but you do send, say, a company of grenadiers (rendered perhaps as 20 men on screen) over the top, with specialized equipment like CoH2 (one man in the unit has a flamethrower/an anti-tank rifle/a sniper rifle, that's what makes the unit special, not that you send "a flamethrower"). Trench raiding is the equivalent of fucking around with tanks/snipers in CoH2 as a micro sink.
The equivalent of raiding villages in this game is probably popping their trains with successful artillery/air strikes.
Economically, you tend to cannibalize more and more your resource base even as you build out your logistics infrastructure; early game, you can often have abundance locally but inflexibility. Later, you have hunger but more flexibility.
I think it could be a really cool game. The Great War: Western Front kind of sucked.
Trying to do Age of Empires/Stronghold like RTS with WW1.
You've got a railroad hub city. Generally speaking, civilian infrastructure and economy is handled off map. Coal is your fundamental resource in that it is, in WW1, essentially the same thing as your power supply for producing everything, your power supply for keeping your rolling stock moving. You build up economically, but it is assets that are represented off map: build a Munitions Plant, but it's not an on-map Munitions Plant, it's an upgrade to your draw that uses up some of that allocation of Coal. All industrial use necessarily reduces your political will (drawing military resources = denying civilian resources), so building out economically means making your political defeat closer. That's the two ways you lose, you either actually lose your railroad hub city or you have a revolution.
The main economic layer, without farms and mines and stuff on map to fuss over, is the railroad network. Many things cannot be economically moved, or moved at all, except by train. Supplies do have actual physical locations, at least in supply depots that supply a radius around them and have capacity. You have to build railroads (which in real life were designed to be modular and relocatable), you have to build rolling stock (sometimes specialized) to keep the supply chains going. Most of your "buildings" on the map are things like firing trenches, support trenches, field hospitals, radio stations, etc. Units are RoN/Cossacks/Total War style actual units: you don't micromanage individual infantrymen, but you do send, say, a company of grenadiers (rendered perhaps as 20 men on screen) over the top, with specialized equipment like CoH2 (one man in the unit has a flamethrower/an anti-tank rifle/a sniper rifle, that's what makes the unit special, not that you send "a flamethrower"). Trench raiding is the equivalent of fucking around with tanks/snipers in CoH2 as a micro sink.
The equivalent of raiding villages in this game is probably popping their trains with successful artillery/air strikes.
Economically, you tend to cannibalize more and more your resource base even as you build out your logistics infrastructure; early game, you can often have abundance locally but inflexibility. Later, you have hunger but more flexibility.
I think it could be a really cool game. The Great War: Western Front kind of sucked.