Design Commentary: Simplifications for Empires in Arms
This is the design commentary for
some half-developed variant rules
for
Empires in Arms.
My web page
also provides access to
further Empires in Arms material.
Changes to the rules for garrisons
The objectives here are:
- to remove the unrealistic "I have to send this corps of thirty-thousand
men to pick up that stray infantry battalion" effect;
- to reduce the game's counter density; and
- to reduce the anhistorical accumulation of infantry factors.
an incidental effect is
- garrison strengths become visible; and
- garrisons become (realistically) more capable
The one factor garrison represents military potential that can't
feasibly be removed from the city to serve in a field army. This
would include militia (in the sense of people who can fight, but
have real jobs to do in the city from which they can't be spared)
and whatever troops were needed to keep law and order (this era
didn't generally have police as such, so I'm guessing these would
be regular army).
The large garrison factors are to let people try to hold particular
places seriously, I'm thinking of the historical large garrisons in
such key forts as Mantua. By restricting their number, we restrict
the total number of garrison factors available.
This page is hosted by
GeoCities,
in return for carrying their advertising they will
give you a free home page
much like
mine.
Everything on this site varies without notice, especially after I get
feedback.