Tonight I created a database table for military unit types….and a database table for units. I put in our currently existing units that Zak provided. I wanted to test out the unit table so I figured we for sure would have each nation with 1 infantry division as garrison in its capital city. So I threw a database query together and generated all that in about 30 seconds. The database is VERY helpful.
During this process I came up with a couple of things:
1) I added a range attribute to military unit types for combat use. For instance our current artillery has a range of two, infantry one. That is an important combat concept and benefit of artillery.
2) I added a training value, or unit experience value…GREEN, ELITE, blah, blah, all the standard ones
3) I added a unit "stance" value for each…this will have values like "GARRISON", "ASSAULT". "DEFENSE", "PATROL", "ALERT", "COUNTER-INSURGENCY", "MOTHBALL" etc. I haven't figured them all out yet. These can be used in combat and in figuring out surprise, etc. For instance, if you have 3 units in a COUNTER-INSURGENCY stance and an invader pushes in with three units in "ASSAULT"….they would have an advantage. I am incorporating this so that there is a more of a chess game with what you do with your units. You may have an insurgency AND an invasion threat….which one do you face?
4) I am rethinking unit maintenance. I may charge just a base rate for unit maintenance and then charge additional for movement and for stance changes or for different stances (example: GARRISON would be cheaper than PATROL). I am considering this route because those are things I would have to process and I like charging for things that I have to process.
I want to avoid getting this too complicated because complexity adds processing time and pain. But I believe with the database that these will probably be relatively minor in terms of added processing. Something like "stance" is a simple concept to implement, interpret, and charge for on the GM end yet adds depth and decision-making on the player end. This is the sort of game element I appreciate more than number-crunching.
As always, comments appreciated.