Ara: History Untold

Ara: History Untold

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vivas Sep 28, 2024 @ 4:16am
Merging/splitting units.
It took me some time to understand deployemenrt, i even had to read the manual :steammocking: But i can't figure out how to merge and or split army's.
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Showing 16-20 of 20 comments
Morser Oct 7, 2024 @ 1:29pm 
Unlike Civ, to have a unit you first build an expensive weapon, you spend most of your time and production on this, but when you're done you don't get a unit, only a weapon in your arsenal. This stage will not take up your unit limit or cost upkeep. When necessary, the second stage of drill for a new unit begins. Depending on the weapon in your arsenal, you train a single unit or decide to form a battalion (strength bonus depends on the selected formation). Depending on the technology, you have more and more choices. In combat, the rock-paper-scissors system works, i.e. cavalry > archers > infantry > cavalry > (and so on...) just like in Civ, you send units to fight and based on the stats you get the result. Single units occupy the same grid, but fight separately! The battalion always fights together. (the game involves selecting the right battalion composition for the opponent). There are also factors such as the qualities of a leader, a general, basically everything you know from Civ but the battles are more spectacular. What there is not here is the improvement of units, which is an advantage and disadvantage... think how funny it would look if a pikemen met a tank, it depends on which of you is driving the tank :P (in Civ, bots improved too quickly and such clashes were unlikely to have places, and here you fight with what you have)
Morser Oct 7, 2024 @ 1:34pm 
so, before the war, you slowly expand your arsenal without incurring constant maintenance costs, and only a few turns before the outbreak or in an emergency situation you start recruitment, which is quite quick. Moreover, while the recruited unit can no longer be improved, obsolete weapons can be sold or donated, which will, to some extent, compensate for the modernization of the army. (and your neighbor will buy this weapon during the war, even old ones at a good price :)
The Former Oct 7, 2024 @ 3:59pm 
Hear me out.

This makes sense. This mechanic makes sense. From Roman legions to household men-at-arms and modern infantry regiments, order of battle is an administrative decision, not a battlefield decision.

At the scale where our decisions happen, a legion, battalion, what have you stays together and moves together, and has largely defined roles.

Example. The 23rd Infantry Regiment might break off little detachments during a battle for maneuvering, but such things are too small for the scope of Ara's simulation.

The 23rd Infantry Regiment might march and fight in a larger element with the 56th Infantry Regiment for a time or an operation, but ultimately they're two different components of the order of battle whose internal structure stays more or less the same throughout the operation.

Thus, the system as it stands makes sense. You shouldn't be able to just "mix and match" on the fly, as they say. I'm all for refactoring, but it should be a weighted decision that at the VERY least takes a couple turns of re-mustering and has to happen inside a city center. You shouldn't be able to make such decisions on a whim.
alexleshok Oct 7, 2024 @ 9:23pm 
Originally posted by The Former:
Hear me out.

This makes sense. This mechanic makes sense. From Roman legions to household men-at-arms and modern infantry regiments, order of battle is an administrative decision, not a battlefield decision.

At the scale where our decisions happen, a legion, battalion, what have you stays together and moves together, and has largely defined roles.

Example. The 23rd Infantry Regiment might break off little detachments during a battle for maneuvering, but such things are too small for the scope of Ara's simulation.

The 23rd Infantry Regiment might march and fight in a larger element with the 56th Infantry Regiment for a time or an operation, but ultimately they're two different components of the order of battle whose internal structure stays more or less the same throughout the operation.

Thus, the system as it stands makes sense. You shouldn't be able to just "mix and match" on the fly, as they say. I'm all for refactoring, but it should be a weighted decision that at the VERY least takes a couple turns of re-mustering and has to happen inside a city center. You shouldn't be able to make such decisions on a whim.

Yes. Correct. And of course you must make a decision - make fewer larger divisions or more smaller battalions and squads - which you may stack/unstack any moment.
vivas Oct 7, 2024 @ 11:48pm 
After playing for 80+ hours i can say that this mechanic belongs to my favorite, it makes alot of sense as mentioned before me.
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Date Posted: Sep 28, 2024 @ 4:16am
Posts: 20