Lockesdonkey
Liberal Jihadist
It would probably be a good idea to have a setting to determine the overall stance of your nation's military. I have a few suggestions. For the moment, let's call it Military Doctrine.
Firstly, no military footings are available until Military Tradition.
Second, various military footings are available due to different events/technologies.
I outline the following ones (note: these are not all of them, and any additions that need to be made to the list or to any of the doctrines are welcome.)
None: Your nation has no general military strategy as military doctrine has not yet advanced to that point. The default.
Offensive:
Available at Military Tradition.
The national army is geared to attacking foreign nations. You gain a small advantage on the attack, and units with a higher attack than defense rating (such as Swordsmen and Modern Armor) are cheaper.
Defensive:
Available at Military Tradition.
The primary concern of your forces is the defense of the nation. You gain small advantages on the defense so long as they are within your territory, and units with higher defense than attack ratings (such as Spearmen, Infantry, and Mech Infantry) are cheaper.
Peacekeeping:
Available upon construction, by any civ, of the United Nations.
This is a more complex version of Defensive, where you gain the same benefits as Defensive, and your units are more effective at peacekeeping (see post #8 on "Completely rethought Barbarians" thread), where their ZoC is larger and peace is reached faster when their units are placed as peacekeepers. You are also more likely to be selected as an operation leader, and your skill with peackeeping gets you a very good reputation as an international peacemaker.
Head of Bloc:
Available only if you are a Superpower and there are multiple Superpowers.
A variant on the Offensive, you are attempting to threaten the other Superpowers into submission. You gain all the advantages of Offensive, and other nations within your bloc turn to you for defense; if you declare war on a nation outside your bloc that was attacking a member of your bloc, you recieve a less-potent rep hit, regardless of who that other nation is.
International Policeman:
Available only if you are the sole Superpower.
A variant of the Head of Bloc in a world where there are no other significant blocs other than the one you head. It is identical to Head of Bloc except that now, all nations look to you for arbitration, regardless of bloc.
Guerrilla:
Available with Nationalism.
A variant on the Offensive, where all units with more than one movement point ignore the cost of the predominant non-flat terrain within your borders (marsh, hills/mountains--they are treated as one, forest, jungle) and all units with one movement point treat all terrain within your borders as road.
There should be more, and the above need editing, but all in all, I think that this is a good start.
Firstly, no military footings are available until Military Tradition.
Second, various military footings are available due to different events/technologies.
I outline the following ones (note: these are not all of them, and any additions that need to be made to the list or to any of the doctrines are welcome.)
None: Your nation has no general military strategy as military doctrine has not yet advanced to that point. The default.
Offensive:
Available at Military Tradition.
The national army is geared to attacking foreign nations. You gain a small advantage on the attack, and units with a higher attack than defense rating (such as Swordsmen and Modern Armor) are cheaper.
Defensive:
Available at Military Tradition.
The primary concern of your forces is the defense of the nation. You gain small advantages on the defense so long as they are within your territory, and units with higher defense than attack ratings (such as Spearmen, Infantry, and Mech Infantry) are cheaper.
Peacekeeping:
Available upon construction, by any civ, of the United Nations.
This is a more complex version of Defensive, where you gain the same benefits as Defensive, and your units are more effective at peacekeeping (see post #8 on "Completely rethought Barbarians" thread), where their ZoC is larger and peace is reached faster when their units are placed as peacekeepers. You are also more likely to be selected as an operation leader, and your skill with peackeeping gets you a very good reputation as an international peacemaker.
Head of Bloc:
Available only if you are a Superpower and there are multiple Superpowers.
A variant on the Offensive, you are attempting to threaten the other Superpowers into submission. You gain all the advantages of Offensive, and other nations within your bloc turn to you for defense; if you declare war on a nation outside your bloc that was attacking a member of your bloc, you recieve a less-potent rep hit, regardless of who that other nation is.
International Policeman:
Available only if you are the sole Superpower.
A variant of the Head of Bloc in a world where there are no other significant blocs other than the one you head. It is identical to Head of Bloc except that now, all nations look to you for arbitration, regardless of bloc.
Guerrilla:
Available with Nationalism.
A variant on the Offensive, where all units with more than one movement point ignore the cost of the predominant non-flat terrain within your borders (marsh, hills/mountains--they are treated as one, forest, jungle) and all units with one movement point treat all terrain within your borders as road.
There should be more, and the above need editing, but all in all, I think that this is a good start.