Hi, first time here!
How about this: troops that are hungry should retreat from the battle field. Moreover, the troops will walk the halfway path to the nearest storehouse filled with food. Let me illustrate this.
Current KaM Behaviour:
- Code:
1: Food Storehouse ----------------[serf]--------------> Hungry warrior
2: (next job) <---------------[serf]--------------- (distorted formation)
Suggested Remake Behaviour:
- Code:
1: Food Storehouse -----[serf]----> x <----[warrior]----- Hungry warrior
2: (next job) <----[serf]----- x = Fit warrior (no formation)
The 75% condition for getting a food delivery is increased to 100%: every warrior in the troop gets food. The warrior stops moving towards it's delivering serf, once he has received food. He will
not walk back to original formation.
Possible impact on gameplay (-/+ = cost in terms of, respectively, less or more player effort):
- * Retreat is faster and automatically (-).
* It reduces feed-time (-).
* It impacts the whole economy positively (-), as serfs get back to work quicklier.
* Serfs won't die from lazying about in combat zone (-).
* The backline is distorted more predictable and controllable (-), as the troops retreat immediatly.
* Players have to reposition troops after dinner (+).
* It may waste food if warriors are not hungry, e.g. when used as fast-retreat (+).
* Enemies can intercept retreating troops (+).
* After dinner, the troop has no formation and is weaker (+).
Possible impact on semi-realism:
- * Hungry men don't want to fight, but want their food as soon as possible.
* Never skip breakfast.
Possible overlap/variation:
- * Combine with other idea "spliting hungry troops from fit troops": only hungry troops retreat and are split. Fit troops will reposition according to the original formation.
* ... (suggestions?)
This feature simply solved some standing discussions on how to feed. Some suggested the ability to build camps, which I don't like. Others suggested splitting, but this makes the game less balanced and challenging. This suggestion will not make the game easier or harder, but it makes battle tactics (fast-retreat vs. intercept-retreat) and a stable food economy (uniform condition v.s. food waste) more interesting.
Your feedback is welcome!