After the release of Sandris new Napoleonic packs, I have started a new scenario, and we discussed the scenario with Sandris.
I'd now like to expand the debate a bit.
The initial setting will be 1815. Napoleon comes back in power in France, the map is roughlly the map of the congress of Vienna but the game is opened (no real lock alliance), so it remains interesting to play.
This is the first settings, it is likely that we build other scenarios from this one (lokced alliance, start at a differente date).
Why 1815? Because the units made by Sandris are late war units, a start in 1812 is IMO unbalanced, as France could control or be in alliance with the vast majority of Europe. Without a good way to represent Guerilla in Spain, or attrition in Russia, it wouldn't be really fun.
Another interesting start would be just before 1800, perhaps even 1792, when Poland still exists but we'll see later if Sandris makes an early war set of uniforms or not.
Anyway, before going in the details of the map, civilization or unit lines, I'd like to explain a bit the game mechanism.
Almost every unit will be build via buildings. Line infantry, grenadier and light infantry will use improvment, but the building time will vary (line infantry will build faster than grenader).
Cavalry will also use improvment but with the "delete improvment with same flag", so you cannot two types of cavalry in the same city.
Elte units, such as guard, will use a small wonder.
I haved added new "national" strategic resources to the game, such as "British", "Scottish".
The unit procuding improvement will require to have the resource in the city radius.
So you can build highlanders only in Scotland. And British units in other British cities.
As the unit procuding improvement will require a specific tech, via non-era tech, it means that the French will not be allowed to build British units in British cities should they capture one. And as the British cities will not have French resources, they won't be able to build French units either.
However, you will be able to build some units in the "conquered" cities.
For instance, France will have a "Italian ally" tech. If they research it, and capture an Italian city, they will be allowed to build "Italian ally barracks" using the Italian resource.
The Barracks will produce Italian ally units, but they will be slighlty weaker than regular Italian units (ie build by Italy), and not all the units will be available.
For instance, if someone capture a Prussian city, they can build line infantry, but not guard.
Infantry units will just require the national resource. Cavalry, Artillery, etc will require additional resource, such as horse or iron. But it won't have to be in the city radius.
To do this, the cavalry building will require the line infantry building, that will require the national resource in the city radius.
To sum up, if you invade a country, your reinforcment will have to come mainly from your home country, with some weaker locally raised troops.
And if you liberate an ally, it could be a good idea to give the city back to the "rightfull" owner, so he can build more and better units.
Also, the allies you can build can vary if you are "French empire" or "Coalition".
If the British occupy Prussia, they may be able to build a bit more units than the French. This is a point opened to discussion.
Now, I have a slight problem with some countries.
Let's illustrate it with Norway.
In the beginning or the Napoleonic wars, Norway is Danish. and it becomes Swedish in 1815.
What units should be buildable here? The Danes should be able to build Danish units if they take back a Norwegian city. It seems logical the Swedes can build Swedsih units (they would build Danish one).
So... To solve this I can
1)Add a "Norwegian" resource, and "doubles" the Danish and Swedish building, so they exist each with a version using Danish or Swedish resource, or using the Norwegian resource. I could even make it so the Norwegian version is not as good as the national one.
2) But two resources in each city (well, one inside, and one outside). But the resource would be visible on the map... And it may look strange. So
a) Resource are invisible, but they won't appear in the city screen
b) I never put the resource in the city tile, but outside. It means it will be visible on map (graphic is a flag). What should be the size? 32x32 is big, 16x16 may be better.
c) I put the main flag in the city, and an additional flag outside.
I think the problem exist for
Norway (Danish/Swedish), and Finland (Swedish/Russian), and perhaps for Poland.
I plan to make Poland an "unplayable civ". It will have a resource, that will allow the building of Polish ally only.
So Russia, Prussia or Austria will not be able to raise their national troops in Poland, only allies.
Now, if you have feedback, comments, suggestion...
Secret link to alpha test version
I'd now like to expand the debate a bit.
The initial setting will be 1815. Napoleon comes back in power in France, the map is roughlly the map of the congress of Vienna but the game is opened (no real lock alliance), so it remains interesting to play.
This is the first settings, it is likely that we build other scenarios from this one (lokced alliance, start at a differente date).
Why 1815? Because the units made by Sandris are late war units, a start in 1812 is IMO unbalanced, as France could control or be in alliance with the vast majority of Europe. Without a good way to represent Guerilla in Spain, or attrition in Russia, it wouldn't be really fun.
Another interesting start would be just before 1800, perhaps even 1792, when Poland still exists but we'll see later if Sandris makes an early war set of uniforms or not.
Anyway, before going in the details of the map, civilization or unit lines, I'd like to explain a bit the game mechanism.
Almost every unit will be build via buildings. Line infantry, grenadier and light infantry will use improvment, but the building time will vary (line infantry will build faster than grenader).
Cavalry will also use improvment but with the "delete improvment with same flag", so you cannot two types of cavalry in the same city.
Elte units, such as guard, will use a small wonder.
I haved added new "national" strategic resources to the game, such as "British", "Scottish".
The unit procuding improvement will require to have the resource in the city radius.
So you can build highlanders only in Scotland. And British units in other British cities.
As the unit procuding improvement will require a specific tech, via non-era tech, it means that the French will not be allowed to build British units in British cities should they capture one. And as the British cities will not have French resources, they won't be able to build French units either.
However, you will be able to build some units in the "conquered" cities.
For instance, France will have a "Italian ally" tech. If they research it, and capture an Italian city, they will be allowed to build "Italian ally barracks" using the Italian resource.
The Barracks will produce Italian ally units, but they will be slighlty weaker than regular Italian units (ie build by Italy), and not all the units will be available.
For instance, if someone capture a Prussian city, they can build line infantry, but not guard.
Infantry units will just require the national resource. Cavalry, Artillery, etc will require additional resource, such as horse or iron. But it won't have to be in the city radius.
To do this, the cavalry building will require the line infantry building, that will require the national resource in the city radius.
To sum up, if you invade a country, your reinforcment will have to come mainly from your home country, with some weaker locally raised troops.
And if you liberate an ally, it could be a good idea to give the city back to the "rightfull" owner, so he can build more and better units.
Also, the allies you can build can vary if you are "French empire" or "Coalition".
If the British occupy Prussia, they may be able to build a bit more units than the French. This is a point opened to discussion.
Now, I have a slight problem with some countries.
Let's illustrate it with Norway.
In the beginning or the Napoleonic wars, Norway is Danish. and it becomes Swedish in 1815.
What units should be buildable here? The Danes should be able to build Danish units if they take back a Norwegian city. It seems logical the Swedes can build Swedsih units (they would build Danish one).
So... To solve this I can
1)Add a "Norwegian" resource, and "doubles" the Danish and Swedish building, so they exist each with a version using Danish or Swedish resource, or using the Norwegian resource. I could even make it so the Norwegian version is not as good as the national one.
2) But two resources in each city (well, one inside, and one outside). But the resource would be visible on the map... And it may look strange. So
a) Resource are invisible, but they won't appear in the city screen
b) I never put the resource in the city tile, but outside. It means it will be visible on map (graphic is a flag). What should be the size? 32x32 is big, 16x16 may be better.
c) I put the main flag in the city, and an additional flag outside.
I think the problem exist for
Norway (Danish/Swedish), and Finland (Swedish/Russian), and perhaps for Poland.
I plan to make Poland an "unplayable civ". It will have a resource, that will allow the building of Polish ally only.
So Russia, Prussia or Austria will not be able to raise their national troops in Poland, only allies.
Now, if you have feedback, comments, suggestion...
Secret link to alpha test version