Hey everyone !
Let’s start another topic above how we would imagine gameplay balancing for a very famous unit from the ancient era that needs to introduction, the Roman Legionnary. Actually this topic is not about the current ingame Roman Legionary available, nor the Imperial Legionary, but how another legionary type would behave.
So first, defining what a Republican Legionary is. It’s a professionnal soldier, who’s equipment is provided by the republic, that will gain money for his active time in the roman army. They were trained to fight, but not only, they also needed to master engineering, crafting, building, and weapon maintenance, and maybe many other things that I forget to list here.
Combat wise, they mastered close combat, shield usage, ande missile weapon throwing, to make it short. It startes directly with a very polyvalent unit. And it would also need to be able to build/repair things.
Now abit of gameplay logic, the first thing coming to my mind is: “Camp Building”, the second beeing “Pillumna throwing”, and the third beeing: “TESTUDO FORMATION !!!”, and forth beeing: “Roads, romans needs Roads.”
About the road, I tested if it was possible to transform a Wall object into a walkable road boosting movement speed, and it is possible. Only issue, as it’s using the Aura mechanics, too many roads generate insane amount of fps drop so it’s only viable for custom scenario of small scale, not of big scale for now.
This part would requires terrain-table modification for allowing roads/path terrain type boosting unit speed based on some technology advances, like horses without horsehoe would have reduced speed on paved road because that would hurt their hoofs, mud could also reduce unit movement, but there we’re going on another topic which is terrain bonus, and it’s not limited to the unit I’m presenting here so will probably be core of another topic someday.
About the Camp building, Sicilian unique unit, the Serjeant, is the living example that non villager unit can build things. But the Serjeant behavior is limited to one building and is not what a Republican Legionary was meant to achive. My opinon on that part of the behavior would be to give the Republican Legionary the “transform” trait for them to switch between fighting unit and a “civilian” type unit. By civilian, here, I mean building capable villager-like unit, nothing related to my soldier becoming non-military guys.
Back to the transform idea, if you don’t know how the Villager behave, it’s not one single unit, it’s one unit per ressource/task to do, and their are linked with each other via tasking so they switch from one unit to the other. This is also why when you change gathering task, the unit loose it’s current gathered stock, because Village_Task_A become Village_Task_B, and devs decided to not carry over from one unit to the other their gathering storage. If I’m right, recently some mechanics got implemented in the game allowing some storage transfering, so it’s not impossible with the game engine, it’s just not intended at first.
So turning just a Legionary type unit into a Villager is way more complexe than you would imagine, because it’s not just Legionary ↔ Villager…In reality it is:
- Legionary to Villager
- Villager to Legionary
- Lumberjack to Legionary
- Miner to Legionary
- Builder to Legionary
- Farmer to Legionary
- Hunter to Legionary
- Gatherer to Legionary
- Plus All of them able to switch between each other automatically
To spare some code, we can remove farmer from the list, as Roman Legionary mainly used to gather food, hunt, trade and pillage as they were soldier. This mean we can also remove Mill and Farm from the building list linked with the civilisation featuring the unit, and add something like Mule-Cart, but let’s not dive too far here, as the purpose of this topic is the Legionnary, not the Republic theroy.
So here, I’d think best choice would be to give thge Republican Legionary and their civ “worker” the ability to swtich from one to the other as the Ratha/Immortals can do with their linked transformable unit. This is to me the best way to handle the Legionary behavior.
Now we’ve finished with the “building/working” part of the idea, let’s speak abit about funnier things. COMBAT !
Let’s start with Pillumna Throwing. Simpliest way to handle that would be, as Ratha and Immortal, switching between ranged and melee. BUT ! This would be the wrong way to do it. Why that ? Because the Republican Legionnary, the roman core soldiers, carried FEW missiles, which were intended to serve as “first contact” surprise to disable enemy shields and wound some target if possible, not beeing a real ranged unit. For Auxiliaries, or later Imperial units, bow/sling can be a switch idea, but here we’re speaking about the goold old Marian Republican Legionary before the civil war that led to the later Empire.
So how would be the best way to represent the behavior ? Well, actually the game only provide us the switch unit method to change unit behavior from melee to ranged. Meaning it would need some code adjustment, on the “Charged Attack” mechanic, “charged attack” task 133 AND the “Special Ability” field. Idea would be to have as following:
- Special Ability = 12, “Limited Volley Attack” ability, trigger “Special Graphic” on condition met, Max Charge not deplited, target within range, unit not engaged in melee fighting. (why 12 ? beacuse it’s similar to AoK dev plan on “counter-charge” on flag 2, so 2 + 10 = 12)
- Max Charge = 3, integer value for the total amount if projectile to be thrown
- Recharge Rate = 1.5, float value for second between every missile throwing, basically it’s an attack delay specific to that mechanic. Instead of recharging the Max Charges, it would consume them on set interval.
- Charge Type = 12, “decrment Charge” behavior, reducing Maximum Charge by 1 every time the charge attack is triggered. (why 12 ? to be easier to remember the link between event type and special ability, this number is a placeholder here, as all my numbers in this example are)
- Charge Event = 3, well while writing it, maybe it’s more here rather than on “max charge” that the total missile count should be sotred, to let the Max Charge field for the attack value of that projectile to thrown. I let it like that so you can read my brain process on the idea.
- Projectile Unit = a new projectile unit for pilumna, no I won’t use Skirmisher javelins for this example ! It’s theroy, so let’s imagine devs add a real pulliumna unit ! let me dream <3
- Task 133
– Work Value1 = minimum distance of the target
– Work Value2 = maximum distance of the target
– Work Range = float delay to determine when the projectile unit is created during the animation
– Work Flag2 = 3001 (placeholder value) for the core game to know what behavior to apply to the task
– Gather Type = id of the projectile damage class (why gather type ? because it’s “Work Flag1” label on AGE,it’s a suggestion, not an actual mechanic)
That way, mixing Special Ability, Task, Charged-Attack and Projectile, it would be an ““easy”” way (for the game, not for human) to handle the concept of limited projectile volley for a melee unit like the Roman soldiers were used to fight. I know this part of the post was probably hard to read and understand, but it’s very technic part of the idea. Remember that the other, simplier way, to achieve pillumna throwing is just making the Republican Legionnary transform into a Missile-Throwing unit, but would make them, in my opinion, “too good”. Auxiliar troops would be better for that logic.
So now, what happens when the unit consumed all its charges ? Basically, making a special “Blacksmith” behavior, allowing Republican Legionary to replenish their Pilumna when near a blacksmith building, or a blacksmith type unit or wheeled cart roaming arround the battlefield with an aura to regenerate their pilumna. Basically a “pilumna monk”, in the same idea on the monk able to restore armor value destroyed by obuch, a blacksmith//weaponsmith could restore the Republican Legionaary missile stock. I won’t dive that idea more, because it’s just a custom behavior for a “monk-type” unit so here I’m not qualified to explain that.
And finally, let’s speak about the last thing, THE TESTUDO !
Here we’re once more walking into darkness, because the only logical way to handle that, for me, would be to add a new task that would modify unit formation-spacing / idle animations / fighting animations based on the current formation style selected, or addng a seond page for formation shapes, replacing the current “flank” icon with a “next page” icon, and then adding the “flank” to the second page, plus a “Testudo” and whynot the “Column” formation possibility.
Then, while coding the very specific Testudo formation behavior, devs could also allow the unit attributes/task to modify unit stats and graphics to produce ingame the famous Roman Testudo.
Another very easier idea to represent the testudo would be to add a “Resource” value for “Square Formation plus Hold Ground Stance defense bonus” on the civ resource values. That way, with very few code modification (at least I think ?), devs could provide not only the roman but also the macedonians, and the swiss, and a lot of civs, let’s say maybe … A Team Bonus ?.. For formation usage to give special boosts. Personnally, i’d trade the realism of the above idea for this one to be more general, but my heart would love to see testudo graphics.
In fact, I think that this resource based behavior for the stance is really a good idea, and could be exploited also for the Gaul fierce charging giving them bonus attack when they use Aggressive stande and either a special “horde” non-formation pattern, or the staggered formation already in the game.
As developper myself, I’d say that best idea would be to first implement Resource to handle Stance+Formation detection to alter stats, see how it goes into balance, and if it’s good, then think of a more niche behavior as the one I’ve listed with the task mechanics.
Even now while writing that, I realize I would propose better idea for that task, combined with that resource based idea, but hey, this topic is not only My topic, goal is fo everyone with idea to share them here.
Once more, we’re not asking devs to make thing here, we’re just speaking about how we would see a specific historical unit behavior repreented in the game, balance wise at first.
So now it’s your turn, how would you imagine it ?