Board Thread:Community-endorsed Suggestions/@comment-168.103.83.217-20180805190842

Here are my suggestions for Expanding the table of command's usefulness. There's a lot to them, so I organized it. This guide outlines the way it would make most sense, in case it gets considered. I created the troop optimizations with the good kingdoms in mind, so any help with the evil factions troop optimizations would be greatly appreciated. Feedback is also appreciated, but please no shitposts. '''SPECIFIC FEEDBACK ONLY. This is NOT a spoiler for an update, just my vision of something that would add a whole new level of tactical depth to the mod.'''

            BASICS

In the table of command's GUI there will also be a map screen. clicking on a region will show all Friendly and enemy positions (Camps, Fortresses and fortress-type structures and Major structures[shown with gold markers, count as Forts]), Marching formations, And resource caravans. Clicking on a position will show a list of available actions. The type and nature of these actions will depend on whether the target is from an allied or enemy faction. Actions for friendly Positions are as follows: Send Reinforcements, Send Resources, and Set Defensive Ambush (Ambush those who try to attack the target position) The first two can also be sent to other positions you've established (more on that later). The third can be applied to your current position Available actions for an enemy position would be Raid (steals resources), Dispatch Scouts (On success, gives information on enemy troops in the specified location [types and numbers of troops]. Dispatching more scouts increases the information's accuracy, but raises the chance of getting caught and vice versa.), Occupy (more on that later), and Sabotage (On success, destroy and/or steal enemy supplies, and damage structures[success determining variables for scouting also apply here]). For friendly Marching positions and caravans, you can send Reinforcements, and for Enemy Formations and Caravans, you can either Ambush (can be set anywhere, and will remain until recalled), Scout or Raid them. (Note: scouting Forts, Formations and Caravans will also reveal a map of the exact formation of the troops assigned there).

Setting Up Your Formations

Once you select a location and an action, Another GUI will pop up showing your hired troops, Divided by Squadron Designation. Above that will be a grid line map of the area immediately surrounding your selected target. Here you can place troops on the map via Drag and Drop. Once you have decided on the formation of your troops, just click "Send". A confirmation screen will pop up, along with an estimated time of arrival. For caravans, you will need to load your carts with resources (Individual carts have the capacity of up to three large chests' worth of space, depending on the type.) you can send up to three large carts. You will also have to include troops to guard the carts. (refer to top of section, except using the space around your carts within 6 blocks on either side). The troops and empty carts will return to you. If at any time you need to recall your formations, simply visit the map tab on the Table Of Command, click on the formation or the position your troops are stationed and click "Recall". Then, choose the types and amount of troops you wish to recall, then click "Recall", or just click "Recall All" to send them all back. the soldiers will eventually arrive to where you just used the table of command.

Optimizing troops

Different troops and troop types will be useful for different things. Gondorian Soldiers will be well-rounded Melee, Ranged, and Cavalry units, however certain Fiefdoms will have their specializations. Blackroot Vale bowmen will be more defense-centered units, whereas Lossarnach Axemen are more Offensive. Pelargir marines will be specialized in naval combat (suggested counterpart to introducing the corsairs of umbar) Dol-Amroth have the strongest cavalry. Galadhrim Wardens make really good sentinels (when assigned to patrols in camps and fort walls and watchtowers, you'd get an earlier warning of incoming attacks on said position, making them very good defensive units. Wood-Elven scouts would give more accurate information without having to send out as much men. Elven Soldiers would be very powerful all-round units, and Dwarven Warriors are the most powerful offensive melee units in the game. Rohirrim and Ranger Outriders (mounted rangers) Would be really good for surprise Raids. Normal Rangers and Rangers of Ithilien Would be the best for setting ambushes, secondly for scouting(#2 Goes for mounted rangers, too).

                  Variables that determine Success or Failure with Scouting and Sabotage

I talked earlier about Scouting and other covert activities as having variables which determine the success or failure of a mission, giving a few examples. This section just goes more in-depth with how I envision what my suggestion would add In those terms. the variables are as follows:

- Mounted scouts would arrive and return faster, but have a higher chance of getting caught as opposed to unmounted scouts. (Note: Wood-Elven Scouts arrive just as fast as mounted scouts, but are barely affected by the above rule)

-The more scouts/saboteurs there are on a single mission, the higher chance of getting caught, but more detailed information/more resources and/or buildings damaged or looted. (Note: This negative does not have as much effect if Rangers or Ithilien Rangers are used. Even less affected are Galahdrim Wardens, with the Wood-Elven Scouts the least likely to be caught.)

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Occupying/Establishing Positions

Some Positions, namely Forts and Towns, can be Besieged and/or Occupied. To do this, click on the enemy location and select the "Besiege" or "Occupy" Option (If it's a fort, a successful siege will automatically Occupy the building, No siege is required to occupy a town.) If the attack is successful, the position's  marker on the map will change from the enemy faction's color to the enemy faction's color surrounded by a thick ring of the Occupying faction's color. To establish a Position, click on an empty part of a region on the Table Of Command's GUI. This will open a list of available types. Click on the type of position you wish to establish. A Checklist will pop up showing the resources and the respective amounts of which are required to construct that type of Position. One Resource You will always need is workers (regular citizens of the free people, for Good aligned Players), or slaves (evil factions, obtained from Nurn.) A bigger structure requires more workers.

Anyways, that's all I have for now. Once again, it would be greatly appreciated if you would help me by replying to add your own ideas (looking specifically for evil faction Troop Optimizations), or give me feedback. Sorry this was so long, but there is quite a lot to it to explain. 