#17 – Elite troops, unique armies and the Troop Trait system

Greetings, emperors!

Over the last two posts I’ve introduced Battle Honours and Equipment Loadouts. Today I want to talk about the most exciting part of the Military Tradition system: Troop Traits.

When a troop slot reaches Tier 2 Veteran, you choose one Troop Trait for it. At Tier 3 Elite you choose a second. Every single trait has both a meaningful boost and a meaningful penalty. There are no free upgrades here. Every choice defines what your troops are good at, and what they are not.

There are traits for all eight troop slots. Let me walk you through some of the most interesting ones.

City Guard can take the Last Stand trait, gaining +30% MV and AV when outnumbered, as well as bonus RSV when defending against the odds. The penalty is a significant MV reduction when not outnumbered, so your garrison fights best with its back against the wall. The Vigilant trait on the other hand reduces organisation drain during sieges and helps your garrison recover more quickly when idle. Perfect for a city that expects to be besieged repeatedly.

Infantry can choose between two very different identities. Shock Assault pushes MV and SV up significantly, turning your infantry into an aggressive, frightening force, but at the cost of AV and RSV, leaving them exposed to counter-attack on both axes. Iron Discipline does the opposite: raising AV and RSV to create a steady, unbreakable line that holds firm under pressure, but gives up offensive power to do it. These are genuinely opposite archetypes built from the same base troop type.

Heavy Infantry can take Battle Fury, which grants a large MV and SV bonus when they hold the initiative, but inflicts an equally large MV and SV penalty when they don’t. A volatile trait that rewards you when the battle is going your way and punishes you when it isn’t. Fortress Guard takes the opposite approach: maximum AV and RSV, turning your heavy infantry into a nearly immovable wall, at the cost of movement speed.

Archers can take Hail of Arrows for a devastating +30% ranged output, but become almost helpless in melee as a result. The Suppression Fire trait is perhaps the most interesting: it dramatically increases SV, meaning your volleys of arrows are as much a psychological weapon as a physical one, draining enemy organisation quickly, but at the cost of raw killing power.

Light Cavalry can take Hammer Strike, which gives a massive MV and SV bonus in the very first round of combat only, representing the shock of a sudden charge. The bonus vanishes from round two onwards, leaving reduced stats for the rest of the battle. Used well, it can shatter an enemy army before it recovers. Used carelessly, your cavalry is weakened for the entire fight that follows.

Heavy Cavalry can take Shock Lance for a powerful charge-focused profile, or the Relentless trait, which forces the enemy to lose extra organisation every round when your cavalry holds the initiative. A relentless, grinding pressure that wears an opponent down over a long engagement.

Siege Engines can take the Bombardment trait, tripling their SV multiplier against settlements instead of the standard doubling. This makes them the single most effective tool in the game for breaking garrison morale, at the cost of dealing significantly less direct damage. You are choosing to terrify rather than kill.

Engineers can take Siege Masters, which increases siege engine SV against settlements still further, or Tunnel Warfare, which reduces the wall RSV bonus by one level during a siege, meaning even a heavily fortified city becomes somewhat more vulnerable to a morale break.

The combination of loadouts and traits means that two empires fielding the same base troop type can end up with very different armies, each reflecting their own strategic style. That is exactly what the Military Tradition system is designed to create.

The figures I’ve mentioned above may be adjusted during playtesting, but they should give you a good feel for how the system is designed to work.

This wraps up the Military Tradition series! There is still more to cover in future development posts as the update continues to take shape.

And if you haven’t yet, please wishlist Imperium Sine Fine on Steam, it’s live now and every wishlist helps enormously as I work towards launch. Stay tuned for more!

Cheers!

3 comments on #17 – Elite troops, unique armies and the Troop Trait system

    1. Thank you for the idea. I’ll start working on a development blog post that discusses diplomacy. But first I’ll make a summary of everything I’ve covered so far and also discuss the new crime mechanics.

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