The campaign map of Europae Invicta: Pike and Shot is intended
to be an open historical sandbox in which population, soldiers,
characters, settlements, armies and the economy are all connected.
Soldiers are not created from abstract recruitment pools.
They are recruited from the actual population and can potentially
be recruited almost anywhere, not only from territory controlled
by the player. Whether people are willing to fight may depend on
money, loyalty, political or religious convictions, or their
personal circumstances. Poverty and hunger may make military
service more attractive — unless the prospective employer was
responsible for their misery in the first place.
Recruitment also affects the regions those people came from.
Men who join an army are no longer available as workers,
which may influence harvests and local production.
The civilian population reacts to changing conditions.
People may leave regions affected by hunger, war or devastation
and will appear elsewhere in the world, where they may become
part of new social, economic or military developments.
Smaller settlements and their surrounding countryside supply
larger cities, creating regional economic cycles that can be
disrupted by warfare, plundering and failed harvests.
Cities act largely autonomously. They produce weapons and armour,
train militias and employ specialists. These things actually exist
in the game world. Specialists such as blacksmiths, cannon founders
and logisticians are individual people who may be valuable to both
cities and armies.
Soldiers also remain persistent individuals within the simulation.
They gain experience, possess their own equipment and try to improve
their situation. After battles, usable equipment from defeated
soldiers is recovered and reused.
Deserters do not disappear. They retain their experience and
equipment and seek new opportunities. Former soldiers may join
another army or form independent armed groups, meaning that the
collapse of an army can itself create new problems in the world.
Important characters have traits, convictions, debts, obligations
and personal relationships. Favours can be granted and later called
in, while shared experiences and past conflicts shape future
diplomacy.
All important characters exist within the same simulation.
The player should be able to take control of another character
from an existing save game, while AI-controlled characters follow
the same rules as the player.
The campaign map will focus roughly on modern-day Germany,
Austria, Bohemia and Switzerland, while foreign powers such as
France, Sweden or the Ottoman Empire can still exert political,
financial or military influence from beyond the map.
The campaign is deliberately not intended to be perfectly balanced.
Failure is part of the experience, and min-maxing is not the goal.
The aim is for stories to emerge naturally from the interaction
between systems rather than from predetermined event chains.
The world is simulated so the player can make meaningful decisions
and experience their consequences — not so they have to manage
every detail.