War and combat questions
Power trajectory
Up = buffed, down = nerfedPatch history
- ≈🎯Behaviormercenaries
States undecided on generic mercenaries; planned variety from different recruitment pools.
Unclear if generic mercenaries will exist; each company has its own quirks and recruitment pools.
- ≈🎯Behaviorpillaging
Pillaging not yet implemented; expansion to looting and related mechanics contemplated.
Currently cannot pillage; only occupy enemy territory; looting and rebellions are implemented and may be expanded.
- ≈🎯Behaviorguns_cannons
Explains debate over firearms; potential inclusion of gunpowder weapons depends on design choices.
Handgonne discussed as a cooler option; gunpowder weapons may be included or excluded based on player preference.
- ≈🎯Behaviorterrain_effects
Terrain dynamics adjust unit performance; forests planned to be integrated for ambush opportunities.
Terrain affects combat: uphill slows, downhill speeds, line fighting bonuses; forests not yet factored but planned.
- ≈🎯Behaviorfog_of_war
No FOW implemented; rationale includes clarity and matching trailer visuals.
There is currently no fog of war; removing FOW improves battlefield readability and aligns with testing goals.
- ≈🎯Behaviorscouting
No scouting mechanic due to no fog of war design choice; focus shifts to building and planning.
With no FOW, exploration and scouting mechanics are minimal or absent.