This is for the proposal of both militia and mercenaries, both on land and sea. This first post will discuss some proposed differences.
READ BELOW FIRST
Militia/Flotilla
From a realistic perspective a militia is formed out of local and loyal soldiers of their country. The goal of militia and a sea flotilla is to act as "land mines" to slow down an incoming army. Our initial thought is that they would cost 1-2 gold to form, and then if an incoming army hit them, it would stop the army and destroy one of the armies units but would destroy the militia. This might be too powerful, maybe instead of destroying a unit it causes it to function at a -1 for a turn (or two). Either way the militia is destroyed and would need to be reformed at a new cost. Also, it would be good for the spymaster to be able to cause a distraction that would render the militia ineffective for a turn or two.
What distance from ones own hexes can a militia be formed? Inside only? One hex out? Two hexes out? More cost for father out? How close to someone elses hexes can a militia be formed? Can a land be occupied by another team if a militia is in it?
Mercenaries/Privateers
Where as mercenaries are paid guns and can be hired anywhere to do just about anything. One of the problems with the current implementation of RPCSS is that moving armies across the map really slows down some of the urgency of game play. It would be nice to be able to hire mercenaries (almost) anywhere on the map and then send them off to cause trouble. They should certainly be more expensive then armies, and there should probably be some limitations on where they can be recruited from, and how far they can move. Torolf?
READ BELOW FIRST
Militia/Flotilla
From a realistic perspective a militia is formed out of local and loyal soldiers of their country. The goal of militia and a sea flotilla is to act as "land mines" to slow down an incoming army. Our initial thought is that they would cost 1-2 gold to form, and then if an incoming army hit them, it would stop the army and destroy one of the armies units but would destroy the militia. This might be too powerful, maybe instead of destroying a unit it causes it to function at a -1 for a turn (or two). Either way the militia is destroyed and would need to be reformed at a new cost. Also, it would be good for the spymaster to be able to cause a distraction that would render the militia ineffective for a turn or two.
What distance from ones own hexes can a militia be formed? Inside only? One hex out? Two hexes out? More cost for father out? How close to someone elses hexes can a militia be formed? Can a land be occupied by another team if a militia is in it?
Mercenaries/Privateers
Where as mercenaries are paid guns and can be hired anywhere to do just about anything. One of the problems with the current implementation of RPCSS is that moving armies across the map really slows down some of the urgency of game play. It would be nice to be able to hire mercenaries (almost) anywhere on the map and then send them off to cause trouble. They should certainly be more expensive then armies, and there should probably be some limitations on where they can be recruited from, and how far they can move. Torolf?