alomoes -> 1870s-1900 mod total conversion proposal (7/3/2016 9:27:59 PM)
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I've wanted to do something like this for a while. I have limited modding skills, but I already have a general outline of what I want to do. First order of business is making infantry stronger on the offensive than they are on defense. I want to make it possible to make a fast maneuver war. The idea is that earlier on, warfare was not static and this represents the push at the beginning of the First World War. It will become necessary to entrench to keep the enemy from beating you back. To do this, infantry units should have units of sappers or company engineers to keep the front entrenched. It should be possible for someone to push through and get close to the enemy capital if they keep the momentum up. This is to simulate the push in the beginning of World War 1, where the Germans did get within one mile of Paris in 1914. Second order of business is adding in new units, such as grenadiers, storm troopers, snipers, armored infantry and dividing up the kinds of artillery. Basic infantry should be split between professional, which gets slightly better experience, and conscripts, which are the basic infantry. Grenadiers and storm troopers will have a better attack than defense, as they are best used in assaults, but cannot really take and hold. Grenadiers will be better in defense than storm troopers, but storm troopers will be better at attack than grenadiers. I am considering on splitting storm troopers between rifles and smgs, with the SMGs having more attacks and less accuracy. These assault troops will have less entrenchment value, and thus be worse at defense. Armored infantry will have more health, but otherwise be the same. They will weigh more, but have less ap, and cost more supply. Snipers will have high accuracy, but lower rate of fire, and they'd fire from the back. Light infantry will have better accuracy, less rate of fire, and less hit points. These are meant to represent zouaves and such. Also, this being the 1870s, there will be transition from powder to smokeless guns. Powder infantry will not entrench as fast and will have less accuracy, so as to simulate the lack of sight through smoke. Latter infantry will become better at entrenching, getting better entrenching equipment. Also, I am debating the simulation of guns that can fire multiple shots per round, having rifle infantry that shoots five shots in a round, and smgs that fire 30 times in a round. This would have to be balanced. Third is rebalancing artillery The idea with artillery is that initially, larger guns will be inaccurate, and field guns at the front will be better at lowering enemy readiness and possibly better at defense with shrapnel being king. I'm not sure if I want this artillery to fight from the back initially or fight at the front line. I'll start field guns at the front, being direct fire. Artillery will be split between light, medium, heavy, and super heavy. There will be several categories of artillery. Field artillery will fight on or one tile behind the front, being direct fire, and they will have a decent defense with shrapnel shot. These should be used early in the war to lower the readiness of infantry before an attack. They will not damage entrenchment a whole lot. Mortars should be used for that purpose. The bigger the gun, the better At destroying trenches. Mortars will fight 1-3 hexes behind the lines, and be less good at dealing readiness damage. In general, heavier guns will cause more casualties, but less readiness damage. This is because heavy artillery in this period was used mainly for destruction of enemy defenses. Latter, artillery will do more damage, as spotting and firing tactics become better, along with better equipment causing it to have better survivability. If I add tanks, artillery will be a counter to them, with lighter artillery being better against lighter tanks, and heavier artillery being better against heavier tanks. Finally, late game tech, armor, cars, and trucks Armor will be split between armored cars and tanks. There will be two kinds of armored cars. The first will be 1-5 tons, labeled light armored cars, the second will be 5-10 tons. Thiese will be heavy armored cars. They will have more health. I may add in earlier cars and possibly a very cheap and poor quality standard 'car' that would be like a Jeep, except slower, and worse. Car research will be required for trucks, which will preform worse than normal. For tanks, I might put in all the way up to super heavy tanks, but currently, I'll split tanks between heavy and light. Heavy tanks would be used as infantry support tanks, and light tanks being like the whippet and eventually the Renault F-17, and being used for breaking through. Heavy tanks are seen as half-tracks for infantry. I may split tanks even further with a female and male tank. Female tanks will be anti infantry, while male tanks will be primarily anti tank, but will still do a decent job against infantry. As male tanks improve, health and combat against harder targets improves. As female tanks are upgraded, health and combat against soft targets improves. Cavalry will also be getting an overhaul, and will be split into hussars and the armored cavalry that I don't remember the name of. Curaisiers? I'll also consider putting in a Dragoons unit, which would be a little better than mounted infantry, and split the difference between hussars and curaisiers. Machine guns will be split between light, medium, and heavy. The heavier the gun, the more shots it will fire before overheating, but the slower it becomes moving. I expect heavier machine guns to be used for defense, and lighter machine guns to be used in offense. Heavy machine guns May fire from the back, while medium and light will fire from the front. I haven't thought about airplanes yet, but expect early planes to be used for recon, along with hot air balloons and zeppelins. Last thing is that horses will be able to carry 1 weight, which is the weight of one standard infantry man. I believe that raps things up. I'm kind of new to modding units, but I will try to make things balanced. Help with anything would be welcome. Comments on what you think stats and general balance should be is welcome. I have no idea on what I need to set stats to on the units. Off the top of my head, I want infantry to be 1.25 times better at attacking than defending at the start, and artillery should defend 2:1 times with canister/shrapnel shot. This will change latter as tech improves, and infantry can better snipe artillery crews. In the far future, after I've finished this mod, I'll make a Great War 1914 scenario, a Polish Soviet War 1920 scenario, and then possibly a GD 1870 and/or 1900 scenario. We'll see if I don't lose interest in that time. I will post the mod in the modding forum if I do get a beta out, but currently, I don't have a lot other than a couple pictures of various troops in formation to use as subornation pictures. If I made any error in grammar or spelling, blame the fact that I'm on a phone, and that this took a while to type. Thanks ahead of time to people who comment.
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