Reserved. I'm going to make a massive post here, gimme time...
(I'm filling it in piece-by-piece so don't be suprised when my post suddently ends all of a sudden or if unit info isnt there- it's not finished)
Base Units
Cavalry
Spoiler:
Leave Cavalry the Same
Infantry
Spoiler:
Early Infantry; 10 , 2 , 300 , +10% City Defense, +25% vs. Siege Weapons
Improved Infantry; 15 , 2 , 300 , +10% City Defense, +25% vs. Siege Weapons
Advanced Infantry; 20 , 3 , 300 , +10% City Defense, +25% vs. Siege Weapons
Modern Infantry; 25 , 3 , 300 , +10% City Defense, +25% vs. Siege Weapons
NOTE - Base units should be uncomplicated as such. Basic increase of 5 for each upgrade.
All tanks start with Blitz and recieve no defensive bonuses, even Unique ones.
Tanks
Spoiler:
Medium Tank; 25 , 3 , 550
Heavy Tank; 30 , 2 , 650 , +20% vs. Armor
Modern Tank; 35 , 3 , 600 , +10% vs. Armor
NOTE - Modern Tank is essentially an improved balance between Medium and Heavy.
NOTE 2 - The change in the % bonus between heavy and modern tanks makes it so a fight between them is not extremely unbalanced. That way, stronger technology wont guarantee a victory.
Early Light Tank; 20 , 3 , 450 , +30% vs. Gunpowder Units
Improved Light Tank; 20 , 4 , 450 , +30% vs. Gunpowder Units
Advanced Light Tank; 25 , 4 , 450 , +30% vs. Gunpowder Units
ISSUE - Is it possible to limit the % bonus against Gunpowder Units to only Infantry? I'm not sure how many units RTW has defined as "Gunpowder"
Anti Armor Units
Spoiler:
Anti-Tank Gun; 5 , 2 , 550 , +400% vs. Armor, +100% Forest/Jungle Defense, 0-1 First Strikes
Tank Destroyer; 15 , 3 , 550 , +100% vs. Armor, 0-1 First Strikes
Modern Tank Destroyer; 20 , 3 , 600 , +100% vs. Armor, 0-1 First Strikes
NOTE - This one is hard to balance out with Heavy tanks, and Infantry. I'd like to hear some suggestions.
NOTE 2 - Increase of production time because of the enormous increase of quality between versions of Anti Armor units.
Reserved for my first post. Dale if you have a problem with this let me know and i'll try to shrink it down. 30 IMG limit is forcing this.
AA Guns
Spoiler:
Anti-Air Gun; 10 , 2 , 325 , 60% Interception Chance, Can only defend, -50% vs. Gunpowder Units
Improved Anti-Air Gun; 15 , 2 , 325 , 70% Interception Chance, Can only defend, -50% vs. Gunpowder Units
Mobile SAM Launcher; 25 , 3 , 400 , 90% Interception Chance, Can only Defend, -50% vs. Gunpowder Units
Unless Dale tells me he's interested, I'm not going to take the time to research history to make the unique unit stats. If he tells me I should, I will though.
No I'm VERY interested in feedback. For the next beta I want to supply a couple of UnitInfos.xml files so both the current and realistic approaches can be analysed.
No I'm VERY interested in feedback. For the next beta I want to supply a couple of UnitInfos.xml files so both the current and realistic approaches can be analysed.
Ok, I'm done organizing. Time to begin adding the unit names...
Germany
Infantry
Spoiler:
German Early Infantry; 15 , 2 , 350 , +25% vs. Siege Units, + 10% city Defense
German Improved Infantry; 20 , 2 , 350 , +25% vs. Siege Units, + 10% city Defense
German Advanced Infantry; 25 , 3 , 350 , +25% vs. Siege Units, + 10% city Defense
Tanks
Spoiler:
PzKw IV Medium Tank; 25 , 3 , 550 , +10% vs. Siege Units
(Upon research of Improved C3I and Logistics)PzKw IV Ausf. D; 25 , 3 , 550 , +10 vs. Armor
PzKw VI Tiger Tank; 30 , 2 , 800 , + 50% vs. Armor, Double movement in Forest/Jungle/Hills, +10% City Defense
NOTE - The Tiger Tank has double movement in forests, jungles, and hills to simulate the fact that while it posessed enough speed to qualify for 3 moves per turn, it did not have the operational range.
Italian Early Infantry; 12 , 2 , 300 , +25% vs. Siege Units, +10% City Defense
Italian Improved Infantry; 17 , 2 , 300 , +25% vs. Siege Units, +15% City Defense
Italian Advanced Infantry; 22 , 3 , 300 , +25% vs. Siege Units, +15% City Defense
Tanks
Spoiler:
M11/39 Medium Tank; 25 , 3 , 500 -10% City Attack
P26/40 Heavy Tank; 28 , 3 , 575 , + 15% vs. Armor.
NOTE - M11/39 reduced city attack due to its fixed primary armament. It only has 15 degrees of rotation, bad for attacking.
Japanese Early Infantry; 10 , 2 , 300 , Double movement in Jungle, +10% Jungle Attack, +10% City Defense, +25% vs. Siege Units
Japanese Improved Infantry; 15 , 3 , 300 , Double movement in Jungle, +10% Jungle Attack, +10% City Defense, +25% vs. Siege Units
Japanese Advanced Infantry; 22 , 3 , 300 , Double movement in Jungle, +10% Jungle Attack, +10% City Defense, +25% vs. Siege Units
Tanks
Spoiler:
Type 97 Chi-Ha; 24 , 4 , 450 , +10% vs. Armor,
Type 4 Chi-To; 30 , 3 , 600 , +10% vs. Armor
Chinese Early Infantry; 5 , 2 , 200 , +20% City Defense, +50% vs. siege units
Chinese Improved Infantry; 10 , 2 , 200 , +20% City Defense, +50% vs. Siege units
Chinese Advanced Infantry; 20 , 3 , 200 , +20% City Defense, +50% vs. Siege units
French Early Infantry; 17 , 2 , 300 , +10% City Defense, +25% vs. Siege Units
French Improved Infantry; 19 , 2 , 300 , +10% City Defense, +25% vs. Siege Units
French Advanced Infantry; 22 , 3 , 300 , +10% City Defense, +25% vs. Siege Units
Tanks
Spoiler:
Bataille B1 Bis Tank; 28 , 2 , 650 , +10% vs. Armor, 0-1 First Strikes
FCM Char 2C; 30 , 2 , 650 ,
NOTE - The French get a great jet bomber, but must sacrifice their improved one's abilities because the 340 was a prototype to test out the ideas that would be incorperated into the 354.
Commonwealth Early Infantry; 15 , 2 , 330 , +10% City Defense, +25% vs. Siege Units
Commonwealth Improved Infantry; 20 , 3 , 330 , +10% City Defense, +25% vs. Siege Units
Commonwealth Advanced Infantry; 23 , 3 , 330 , +10% City Defense, +25% vs. Siege Units
Tanks
Spoiler:
Crusader III Tank; 22 4 , 525 , +10% Desert Attack, +10% vs. Armor
Mark IV Churchill Tank; 30 , 2 , 675 , +25% vs. Armor, +10% Jungle Attack
NOTE - The Churchill was proven to work very well in jungle terrain.
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