All right, so here's the basic format for stats. This is not quite finalized, but close. As this implies, the ruleset is very nearly finished, and at the moment, I'm going for a more streamlined approach to units and resources like in BOTWAWKI, rather than the massive amount of black-boxing used in Capto Iugulum. My latest brainwaves have been dedicated towards resolving the tech problem and the issue of manpower/reasonable army sizes and strengths. For those interested, here's the reasoning on those two issues so far:
1. The Tech Problem: Initially I was simply going to use the EU4 technology model for advancement. I decided instead to toss technological control completely from player control, with several exceptions. I am keeping the Special Project format from Capto Iugulum, wherein occasionally players will receive IC messages from independent research teams requesting funding for a technological project. Some of these may be good ideas, some may be bad ideas that sound good. A basic rule will be that you will be more likely to receive a special project with a high IC to EP ratio, as that represents a more developed and educated economy. Of course that may apply for most types of projects, but Special Projects will not only be exclusive to Great Powers (though admittedly, they will receive more). When it comes to more day-to-day technology used by military forces and civilians, these are not modeled directly in stats. Instead, for the military, the level of technology you use will be represented in Doctrine section, which I'll go over more at a later date. Throughout the game, other key technologies will emerge from civilian interests in suitable countries, with exception of those that come from Special Projects.
2. Army Sizes. I am aware that the size and strength of the Russian army in CI has become a bit notorious. In order to fix that, I have made some serious changes to the way armies work. First of all, we have the new supply/fuel usage system. The amount of supplies used by your forces will be substantial deterrent to a massive army. But, I hear you ask, what about someone who has banked or borrowed an abhorrent amount of supplies? Rather than have manpower as an individual stat to track, all nations will have a set cap on numbers of divisions they can field, based on their population. Added to this, losses will no longer be calculated in terms of individual units lost. Instead being calculated in loss of total army strength over the course of a campaign. Exceptions will be made in extreme cases where entire divisions are annihilated through various means, but this will be a comparative rarity. Having losses calculated by total army strength will take an enormous amount of updating pressure and energy off of me, and make updates go more quickly. On your end, building individual divisions will be substantially more costly, and during war time, more expense will go instead to replacing losses in total Army Strength rather than replacing lost brigades. I believe that will mean less micromanagement required by players in this particular game when compared to CI. Exact calculations for replacing lost Army Strength have yet to be finalized, but they will be included in the ruleset when complete.
Nation Name: Player Name
Government Type: Head of State
Head of Government [If Applicable]: Name
Legislature [If Applicable]: Majority Party/Coalition (Ideology)
Dominant Issues [Always at least one, never more than five]
-Issue #1
-Issue #2
Economic Points: Bank (Per Turn)
Industrial Capacity: #
Supplies: #
Fuel: # (Per Turn)
Army Size: # Infantry Divisions, # Cavalry Divisions (Total/Maximum)
Army Strength: % Intact
Army Doctrine:
Navy: List of Units
Navy Doctrine:
Colonies: Total EP/IC Production of Colonies
Colony Name: EP/IC Production
-Governance: What type of rule is had over this colony
-Garrison: Local Units (Included in Army Size Section)
-Colonial Issue: Single Dominant Issue Only
Expeditionary Forces
Expeditionary Force Name
-Theater of Operations: Location
-Unit Makeup: List of involved units
1. The Tech Problem: Initially I was simply going to use the EU4 technology model for advancement. I decided instead to toss technological control completely from player control, with several exceptions. I am keeping the Special Project format from Capto Iugulum, wherein occasionally players will receive IC messages from independent research teams requesting funding for a technological project. Some of these may be good ideas, some may be bad ideas that sound good. A basic rule will be that you will be more likely to receive a special project with a high IC to EP ratio, as that represents a more developed and educated economy. Of course that may apply for most types of projects, but Special Projects will not only be exclusive to Great Powers (though admittedly, they will receive more). When it comes to more day-to-day technology used by military forces and civilians, these are not modeled directly in stats. Instead, for the military, the level of technology you use will be represented in Doctrine section, which I'll go over more at a later date. Throughout the game, other key technologies will emerge from civilian interests in suitable countries, with exception of those that come from Special Projects.
2. Army Sizes. I am aware that the size and strength of the Russian army in CI has become a bit notorious. In order to fix that, I have made some serious changes to the way armies work. First of all, we have the new supply/fuel usage system. The amount of supplies used by your forces will be substantial deterrent to a massive army. But, I hear you ask, what about someone who has banked or borrowed an abhorrent amount of supplies? Rather than have manpower as an individual stat to track, all nations will have a set cap on numbers of divisions they can field, based on their population. Added to this, losses will no longer be calculated in terms of individual units lost. Instead being calculated in loss of total army strength over the course of a campaign. Exceptions will be made in extreme cases where entire divisions are annihilated through various means, but this will be a comparative rarity. Having losses calculated by total army strength will take an enormous amount of updating pressure and energy off of me, and make updates go more quickly. On your end, building individual divisions will be substantially more costly, and during war time, more expense will go instead to replacing losses in total Army Strength rather than replacing lost brigades. I believe that will mean less micromanagement required by players in this particular game when compared to CI. Exact calculations for replacing lost Army Strength have yet to be finalized, but they will be included in the ruleset when complete.
Nation Name: Player Name
Government Type: Head of State
Head of Government [If Applicable]: Name
Legislature [If Applicable]: Majority Party/Coalition (Ideology)
Dominant Issues [Always at least one, never more than five]
-Issue #1
-Issue #2
Economic Points: Bank (Per Turn)
Industrial Capacity: #
Supplies: #
Fuel: # (Per Turn)
Army Size: # Infantry Divisions, # Cavalry Divisions (Total/Maximum)
Army Strength: % Intact
Army Doctrine:
Navy: List of Units
Navy Doctrine:
Colonies: Total EP/IC Production of Colonies
Spoiler :
Colony Name: EP/IC Production
-Governance: What type of rule is had over this colony
-Garrison: Local Units (Included in Army Size Section)
-Colonial Issue: Single Dominant Issue Only
Expeditionary Forces
Spoiler :
Expeditionary Force Name
-Theater of Operations: Location
-Unit Makeup: List of involved units