Im doing a multiplayer medeival strategy/adventure game where you ride around with your army and manage your towns. See it as a mix between total war and mount&blade. Problem is timescale.
My first idea was to have each month take 10 sec. Scales good with travel speed, seasons and construction time of town buildings. But battles becomes 2-3 months long then which is a bit ridiculous (the player needs to see what happens and issue some overarching commands in battle). I dont want the game to pause for all players when one player is performing a battle. But could it be ok if so much ingame time passes during a battle or does it seem to wierd for an otherwise semi-simulation kinda setting/feeling of the game?
The other option is to abstract time. Not call it months and years but just let time pass without quantifying it. This removes the fact that battles take to long time but also removes the feeling of actual years/seasons passing in the gameworld. And what would i call the timeunits? Levying 100 infantrymen takes "2 clocks"? It makes the game much more "gamey" which i would like to avoid.
As you see, Im in a bit of a pickle here
Any input is appreciated, thanks
Erik