Postby Grimly » Mon Sep 06, 2004 2:32 am
Note: hexes currently are over 500 miles across, 300 miles per side. (Somewhere I said 1 hex = the size of France. Oops! I meant 1 2x2x2 group of 7 hexes = France, Belgium, Luxembourg, and The Netherlands. And that's given the exaggeration of Europe in Holy Terra---France should really be smaller.) This is where EFS fudges A LOT. Really large units don't make a whole lot of sense, even if you acknowledge that industry and conscription are techniques Houses may already possess. Whole armies could fit in that space, but at the other end of the density scale, small supermobile units in a desert/steppe region could cover it easily. It depends entirely on how many enemies there are to fight.
To sum up: Maps say, surely DIVISIONS and ARMIES are needed (20 X 10000 = 200,000 per hex)
Economics says, you can't possibly have more than REGIMENTS of advanced units (20 X 2000? = 40,000 per hex)
Semifeudal sociopolitical system dictates COMPANIES to LEGIONS (20 X 100 = 200 to 20,000 to 100,000 per hex, depending on how various limitations interact)
I don't think it matters. What I think we should avoid is what you see in Alpha Centauri: "squads" out there on patrol on their own, with whole continents to themselves. This is not realistic.
So many things in this project depend on other things. I like the "unit size" idea someone posted. We need not worry about 20 assault legions appearing at once if they cost so much that a House can only field 4 plus 16 auxiliaries and other units. But size would allow us to distinguish between "core" and "support." In fact, I just worked up a chart of unit sizes for my own purposes---one use is to determine if a unit "eats"---and was wishing for a "size" parameter. Let's keep it simple, but it should give us flexibility. Modders should be able to change each unit's size as desired.
Proposal:
A stacking limit of 10 to 20 seems reasonable. Sizes could then be measured in stack points, 1 to 10. (My interpretation: Militia = 5 [500], Foot Knights = 1 [100], Peasant Levy = 10 [1000], some units = 0 [less than 100 and non-eating]) Tech could allow an increase in the total of stack points, say from 10 to 15 to 20. There would be a hard limit of 20 zero-sized units.
So you could field a force using a dozen levies (slow, ineffective, easy to break but hard to kill) as skirmishers and a few mobile and foot companies backed by a couple of batteries and an officer. You couldn't fit this force into a space smaller than 13 hexes under a limit of 10, 7 under a limit of 20.
more . . .
Maybe assign 20 points for a division-sized 10,000-man unit (or appropriate # of tanks). This unit would need some kind of Organization tech. These units would not be cheap.
In some other post I suggested growing manpower as a resource. If, like the Soviets in the 50's, you have a lot of manpower, then by all means build infantry divisions. (Of Macroz's 400 wartime divisions, all but 10 infantry and 10 tank front-line divisions would be crap; maybe 1 infantry and 1 tank division would be elite. The numbers are wrong for EFS, but the ratio is right.) But if manpower isn't a resource, why build so many divisions?
(They aren't cheap---they are enormously expensive. They just happen to be cheaper than tank divisions, and cheaper than American divisions---not because of tech but because of materials and manpower. In fact they broke the USSR, and one could argue that the only reason they had so many soldiers was to extend their control over the people, not to defend themselves or even to control them directly---the army WAS the state, and by conscripting, not fielding, troops the state remained in power.)
So that's a plug for treating manpower as a resource. NOT having easy manpower means you must research weapons. EFS just says, if you can feed'em, build'em---and that's not the same thing.
Of course reserve divisions are instantaneous to "build" and don't require research. But the houses aren't capable of that kind of "mobilization." So I remain dubious about any assumption that the STANDARD unit size is the division.
Also, another reason for a stacking limit is to model supply, or rather the lack of it. I think the consensus is that supply CAN be modeled, but should not be directly or complexly. Well, one way to limit the size of stacks is to apply supply assumptions, or vice versa. In EFS, you simply can't feed 20 divisions in one hex. Where would you put the waste? if a "city" is present (I'm talking old-style EFS here), then you may assume that such support is possible. So you could have your core cities under your thumb with 20+ divisions per city, but out in the sticks your stacking limits would kick in. THAT is why small units are better . . . plus they eat less. Too bad EFS allows only "eat" and "no eat"---it's so frustrating! Another plug for a size point system.
Edited again:
With this size point system,
---Stacking limts can be flexible
---Units must be sized, which helps determine other factors (food, armor, agility)
---Unit sizes can be flexible; no more debating what size unit should be standard
---The AI's tendency in EFS to buy militia and other cheap units by the boatload can be controlled; it can only put so many large units in a stack, so can't build a wall around itself
---Supply in civilized/uncivilized/enemy territory could be partly modeled (other part would be movement)
<small>[ 06.09.2004, 04:44: Message edited by: Grimly Fiendish ]</small>
Grimly