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Old September 27th, 2007, 11:00 PM
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Default Adding Fatigue Effects to Terrain - Possible?

Greetings,

I recall a military historian saying that the quickest way to destroy an army was marching it long distances in unfamiliar climes.

He then referred to numerous accounts of unit attrition unrelated to combat during the Napoleonic period.

Inspired by this, I was wondering if there is a method by which I could add fatigue effects to units in "hostile" terrain.

So, units operating in a Province with unfavourable terrain, climate and unrest(for mortal troops)/Dominion (for magical troops) would impose a Fatigue penalty at the opening of any battles there.

Again, the three factors i'd like to incorporate are:

1: Terrain - Swamp, Mountain, Woods, etc. Survival cancels out the corresponding Fatigue penalty, making such attributes far more useful.

2: Climate - Heat/Cold scales and Season combined also determine any Fatigue bonuses on top of effects like Coldblooded. So troops that favor Heat would not be encumbered when fighting in the peak of Summer, and those that favor Cold have the advantage in the depths of Winter. Most other troops operate normally in Spring and Autumn.

3: Unrest/Dominion - I'd like to add this as a political form of "terrain effect" on Fatigue. When Unrest is high, I would like to add an innate penalty to Fatigue to model the fact that your garrisons and PD have to spend more time running around putting down unrest. When a real enemy shows up, they've got to redeploy from police duties to conventional battle. Raiding and Agitation benefit considerably, a buff I think makes them a more powerful "force multiplier" than before.

For Magical Beings, i'd like to use Dominion (or lack thereof) to model the attenuation of the mystical link they have with you. So, in a Province with high enemy Dominion, your summoned troops are effectively "starved", resulting in a Fatigue penalty in combat.

So, any (hopefully simple) way of modding this?
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