Gary Childress
Student for and of life
This will be another WW2 mod fashioned after my own tastes. So even if no one else plays it, at least I will. This mod is going to take forever, however, I've been making a little more progress recently since being laid off from work. Here is some of what I have so far.
1. Based upon eric A's HOF world map.
2. Probably over 250 units included in the mod to equip a total of 8 Civs.
3. No sea, nor air trade are possible. The only way to get access to needed resources is to be on the same continent and connect via road. This was done so that I could split up production among certain Civs. For instance: You can play as Axis, in which you will have command of Germany, Italy and Japan. However, Japan produces entirely unique units and cannot produce any German units. By placing a resource on the Japanese Islands called "Japanese" and a resource on German territory called "Germans" I am able to create unique units within a civ depending largely upon where the city is located. Also, this prevents certain small islands from producing anything of much value. For instance Yamato Class BBs can only be produced on the Japanese mainland because they require the resource "Japanese" which is only available there. I connected all the major Islands through Sakahlin to the Japanese main Islands in order to share resources.
If a city in the Philippines is captured by the Japanese or if the US wants to produce units in the Philippines, then those units will simply be a few types of generic and understrength units.
To prevent significant unit production in non-allied cities which are captured, a city will require a specific resource within it's radius. For instance, even if a captured city is on the same continent as the Germans, in order to produce a German War Factory, a city must have the resource "Germans" within its radius. Also all factories will be given 1 culture so that they are destroyed when occupied. Thus, if Germany captures Paris, it cannot build a factory there. Although Paris will have access to the "Germans" resource through road trade, it will not be able to generate many shields to produce many German units. Only when the French re-occupy Paris, will they be able to build the French War Factory and have significant production.
4. Large units such as corps also require city population to produce. For instance to build a regular Army Corps, the basic infantry unit, a city will lose 2 population for each Army Corps it produces. This limits the ability to simply crank out units one after the other.
5. A second limit on units which I am toying with is making units EXTREEEMLY expensive in upkeep, depending upon a civilizations unique government. For instance Germany will have, say, 100 gold upkeep per unit it produces over the "allowed" number which will be set in the editor Govermnents tab. I will set the number of "allowed" units either as total "free units" for the civilization or else as "free units per city". At this point I'm leaning toward the "free units per city" method.
6. Only transport aircraft will be able to airdrop units. No units will be flagged as airliftable nor as being able to paradrop on their own. Therefore Paratroop units will require no oil to produce, however, their transports will. This makes two methods of getting paratroops to a destination. Either fill a transport and "rebase" at a new location wihtin its "rebase" range (in which loaded units will follow the transport I believe) or else use a transport to paradrop the unit somewhere within the transports opperational range. Transport aircraft will therefore need to be produced if one is to make paradrops.
7. Barracks have been eliminated and the differences between unit experience has been increased. Therefore units can only gain veteran status by winning in battle. The only exception is cities with the palace in it. A Civ's capital city can produce veteran units and also be used to upgrade old units as the palace now has the "produce veteran units flag." Also conscripts by default still have 2 hit points however, each higher level of experience increases the hit points by two. Thus:
Conscript = 2 hit points
Regular = 4 hit points
Veteran = 6 hit points
Elite = 8 hit points
Elite units will be worth a LOT more in this game. As you build up Elite units you will want to protect them as much as possible because they will dominate the battlefield more.
8. Governments will be permanently set in the game through hidden techs. No Civ will be able to change its government. To produce a German War Factory, a civ must have both the resource "Germans" and the Fascist form of government exclusive only to Germany and the Axis. To create a Japanese War Factory, a civ must have "Japanese" within its radius. No more capturing the Canary Islands and then cranking out battleships and infantry corps. You will however be able to produce local militia type units there but they won't be worth a great deal in battle. This simulates the fact that conquered territories don't usually yield great soldiers for the conquerer and are going to have security problems that will hamper full production.
9. Each civ will have some exclusive improvements it can build, the overall number of types of improvements have been reduced since there are no more barracks, airport, harbor or granaries in the game. Therefore the 256 limit to Civ improvements shouldn't be too much of a problem.
10. Granaries have been eliminated in order to make it more difficult for a city to build up population. Therefore if Berlin produces an Armeekorps (the basic European Axis infantry unit) it will lose 2 citizens and will not be able to recover them quickly. The more Armeekorps Berlin produces the smaller the city becomes. Some units, mostly brigade sized units, do not consume citizens, however, they are significanly weaker than Corps size units.
11. Two things borrowed from SOE:
A: Sea lanes. Transports will sink in ocean and can only
traverse the map through sea lanes constructed for
them. Landing craft sink in both ocean and sea so they
can only be used near coasts.
B. Strategic bombers are limited to precision bombing only.
this makes dive bombers and light bombers more valuable
for use in tactical bombing.
12. Polar ice cap. Almost the entire north pole area is covered by LM sea which is given a default movement value of 20. This represents the fact that ships will only be able to navigate the top of the map if they are icebreakers or else this represents the fact that ships will have to reduce speed when running through ice berg filled waters.
13. Surface naval combat will be almost exclusively bombardment only. Submarines and pre-sonar destroyers will be the only units with significant attack values. Therefore if a ship stumbles upon a sub, it will most likely lose such a surprise confrontation unless it is a destroyer. Subs will also have the stealth attack command, however they will not be able to single out destroyers. Subs will, however, have a movement speed of only 4. This way a sonar destroyer screen can be used to detect subs before they get in range of attacking a convoy. Subs will be very effective weapons in this mod.
14. The tech tree for the mod will consist of a full 4 epochs ranging from "Early War" to "Late War". The tree will be divided into two types of technology, "combat" technologies and "wonder" technologies. Most all regular improvements will be available at the beginning of the game. The wonder technologies will be non-essential to era advancement and will be open to research at any time. They won't have pre-requisites. However, by researching to produce a wonder you will sacrifice researching combat technologies, all of which are necessary for era advancement.
15. Only naval fighters, dive bombers and torpedo bombers are carrier capable. All other aircraft will be restricted from using carriers. Only dive bombers, torpedo bombers and some tactical bombers will have "Lethal sea bombardment".
That's what I have so far. Of course it is still a mod in progress.
1. Based upon eric A's HOF world map.
2. Probably over 250 units included in the mod to equip a total of 8 Civs.
3. No sea, nor air trade are possible. The only way to get access to needed resources is to be on the same continent and connect via road. This was done so that I could split up production among certain Civs. For instance: You can play as Axis, in which you will have command of Germany, Italy and Japan. However, Japan produces entirely unique units and cannot produce any German units. By placing a resource on the Japanese Islands called "Japanese" and a resource on German territory called "Germans" I am able to create unique units within a civ depending largely upon where the city is located. Also, this prevents certain small islands from producing anything of much value. For instance Yamato Class BBs can only be produced on the Japanese mainland because they require the resource "Japanese" which is only available there. I connected all the major Islands through Sakahlin to the Japanese main Islands in order to share resources.
If a city in the Philippines is captured by the Japanese or if the US wants to produce units in the Philippines, then those units will simply be a few types of generic and understrength units.
To prevent significant unit production in non-allied cities which are captured, a city will require a specific resource within it's radius. For instance, even if a captured city is on the same continent as the Germans, in order to produce a German War Factory, a city must have the resource "Germans" within its radius. Also all factories will be given 1 culture so that they are destroyed when occupied. Thus, if Germany captures Paris, it cannot build a factory there. Although Paris will have access to the "Germans" resource through road trade, it will not be able to generate many shields to produce many German units. Only when the French re-occupy Paris, will they be able to build the French War Factory and have significant production.
4. Large units such as corps also require city population to produce. For instance to build a regular Army Corps, the basic infantry unit, a city will lose 2 population for each Army Corps it produces. This limits the ability to simply crank out units one after the other.
5. A second limit on units which I am toying with is making units EXTREEEMLY expensive in upkeep, depending upon a civilizations unique government. For instance Germany will have, say, 100 gold upkeep per unit it produces over the "allowed" number which will be set in the editor Govermnents tab. I will set the number of "allowed" units either as total "free units" for the civilization or else as "free units per city". At this point I'm leaning toward the "free units per city" method.
6. Only transport aircraft will be able to airdrop units. No units will be flagged as airliftable nor as being able to paradrop on their own. Therefore Paratroop units will require no oil to produce, however, their transports will. This makes two methods of getting paratroops to a destination. Either fill a transport and "rebase" at a new location wihtin its "rebase" range (in which loaded units will follow the transport I believe) or else use a transport to paradrop the unit somewhere within the transports opperational range. Transport aircraft will therefore need to be produced if one is to make paradrops.
7. Barracks have been eliminated and the differences between unit experience has been increased. Therefore units can only gain veteran status by winning in battle. The only exception is cities with the palace in it. A Civ's capital city can produce veteran units and also be used to upgrade old units as the palace now has the "produce veteran units flag." Also conscripts by default still have 2 hit points however, each higher level of experience increases the hit points by two. Thus:
Conscript = 2 hit points
Regular = 4 hit points
Veteran = 6 hit points
Elite = 8 hit points
Elite units will be worth a LOT more in this game. As you build up Elite units you will want to protect them as much as possible because they will dominate the battlefield more.
8. Governments will be permanently set in the game through hidden techs. No Civ will be able to change its government. To produce a German War Factory, a civ must have both the resource "Germans" and the Fascist form of government exclusive only to Germany and the Axis. To create a Japanese War Factory, a civ must have "Japanese" within its radius. No more capturing the Canary Islands and then cranking out battleships and infantry corps. You will however be able to produce local militia type units there but they won't be worth a great deal in battle. This simulates the fact that conquered territories don't usually yield great soldiers for the conquerer and are going to have security problems that will hamper full production.
9. Each civ will have some exclusive improvements it can build, the overall number of types of improvements have been reduced since there are no more barracks, airport, harbor or granaries in the game. Therefore the 256 limit to Civ improvements shouldn't be too much of a problem.
10. Granaries have been eliminated in order to make it more difficult for a city to build up population. Therefore if Berlin produces an Armeekorps (the basic European Axis infantry unit) it will lose 2 citizens and will not be able to recover them quickly. The more Armeekorps Berlin produces the smaller the city becomes. Some units, mostly brigade sized units, do not consume citizens, however, they are significanly weaker than Corps size units.
11. Two things borrowed from SOE:
A: Sea lanes. Transports will sink in ocean and can only
traverse the map through sea lanes constructed for
them. Landing craft sink in both ocean and sea so they
can only be used near coasts.
B. Strategic bombers are limited to precision bombing only.
this makes dive bombers and light bombers more valuable
for use in tactical bombing.
12. Polar ice cap. Almost the entire north pole area is covered by LM sea which is given a default movement value of 20. This represents the fact that ships will only be able to navigate the top of the map if they are icebreakers or else this represents the fact that ships will have to reduce speed when running through ice berg filled waters.
13. Surface naval combat will be almost exclusively bombardment only. Submarines and pre-sonar destroyers will be the only units with significant attack values. Therefore if a ship stumbles upon a sub, it will most likely lose such a surprise confrontation unless it is a destroyer. Subs will also have the stealth attack command, however they will not be able to single out destroyers. Subs will, however, have a movement speed of only 4. This way a sonar destroyer screen can be used to detect subs before they get in range of attacking a convoy. Subs will be very effective weapons in this mod.
14. The tech tree for the mod will consist of a full 4 epochs ranging from "Early War" to "Late War". The tree will be divided into two types of technology, "combat" technologies and "wonder" technologies. Most all regular improvements will be available at the beginning of the game. The wonder technologies will be non-essential to era advancement and will be open to research at any time. They won't have pre-requisites. However, by researching to produce a wonder you will sacrifice researching combat technologies, all of which are necessary for era advancement.
15. Only naval fighters, dive bombers and torpedo bombers are carrier capable. All other aircraft will be restricted from using carriers. Only dive bombers, torpedo bombers and some tactical bombers will have "Lethal sea bombardment".
That's what I have so far. Of course it is still a mod in progress.