* When at war all enemy units receive attrition in your territory - Framework in place
* Damage based partly on distance from capitol or perhaps nearest friendly city - TBD
* New promotions to reduce attrition - TBD
* March promotion reduces attrition - Framework in place
* Modified wonders (like Great Wall) to add/reduce attrition damage - some done, more TBD
* Create new buildings to add/reduce attrition damage - TBD
* Make a change to the Honor policy tree to increase barbarian attrition damage - TBD
* Probably create a custom civ with extra attrition as it's UA, or perhaps alter Russia's UA. - TBD
* Add 'Enable Attrition' checkbox to setup screen - TBD
* Recruit testers and work on game balance - TBD
* Terrain affect attrition - TBD
Things that would help right now if you are interested in contributing:
Building ideas.
Wonder ideas.
General discussion on how much attrition damage should be done by what.
Any general discussion on the mod concept and proposed implementation.
Discussion on how to make sure the AI can use the system as well.
Discussion about specific attrition unit promotions (other than march).
As a general concept I already want to impose two things:
Attrition neutrality - for every thing that adds attrition there must be something that removes it.
Attrition cap - set a max for attrition damage that can not be 'stacked' above - not sure exactly how I want to do this yet.
All of the above appear so far to be quite doable, so no road blocks to getting this going soon - as far as I can tell.
Wonders
Mamayev Kurgan largest attrition bonus in game, late stage wonder.
Afrika Korps removes some general attrition, and double reduction on desert tiles.
Transcontinental Railroad reduces attrition, perhaps by adding a 'supply' promotion to units built in city.
The Great Wall, modified to add some attrition, increased for barbarians.
National Wonders
Buildings
Unit Promotions
Game Mechanics
Eras - Attrition changes by ERA (becomes less of a factor)
AI smarts beyond flavors - Make sure supply depots and appropriate attrition buildings are being built, and units given correct promotions.
Air units do not suffer from attrition
Improvements
Field Hospital - Can only be built on un owned land. Acts as a suppy depot.
Civilization
Name - TBD
UA - Total War: Enemy units gain no bonus for pilliaging territory.
Policies
Honor Opener - Increases attrition for all civs, especially barbarians.
* Damage based partly on distance from capitol or perhaps nearest friendly city - TBD
* New promotions to reduce attrition - TBD
* March promotion reduces attrition - Framework in place
* Modified wonders (like Great Wall) to add/reduce attrition damage - some done, more TBD
* Create new buildings to add/reduce attrition damage - TBD
* Make a change to the Honor policy tree to increase barbarian attrition damage - TBD
* Probably create a custom civ with extra attrition as it's UA, or perhaps alter Russia's UA. - TBD
* Add 'Enable Attrition' checkbox to setup screen - TBD
* Recruit testers and work on game balance - TBD
* Terrain affect attrition - TBD
Things that would help right now if you are interested in contributing:
Building ideas.
Wonder ideas.
General discussion on how much attrition damage should be done by what.
Any general discussion on the mod concept and proposed implementation.
Discussion on how to make sure the AI can use the system as well.
Discussion about specific attrition unit promotions (other than march).
As a general concept I already want to impose two things:
Attrition neutrality - for every thing that adds attrition there must be something that removes it.
Attrition cap - set a max for attrition damage that can not be 'stacked' above - not sure exactly how I want to do this yet.
All of the above appear so far to be quite doable, so no road blocks to getting this going soon - as far as I can tell.
Wonders
Spoiler :
Mamayev Kurgan largest attrition bonus in game, late stage wonder.
Afrika Korps removes some general attrition, and double reduction on desert tiles.
Transcontinental Railroad reduces attrition, perhaps by adding a 'supply' promotion to units built in city.
The Great Wall, modified to add some attrition, increased for barbarians.
National Wonders
Spoiler :
National Parks - increase attrition in all cities
Sandhurst - Great generals reduce attrition of units in their radius
Sandhurst - Great generals reduce attrition of units in their radius
Buildings
Spoiler :
Supply Depot - extends the distance from this city to which units are considered 'supplied' and have their attrition reduced. I imagine depending on the map conditions units could get supply bonuses from multiple friendly cities.
All defensive buildings add a small amount of attritution
All defensive buildings add a small amount of attritution
Unit Promotions
Spoiler :
March - reduces attrition
Supply - increase radius to search for supply depots
Loyalty - increase attrition reduction granted by great generals
Supply - increase radius to search for supply depots
Loyalty - increase attrition reduction granted by great generals
Game Mechanics
Spoiler :
Eras - Attrition changes by ERA (becomes less of a factor)
AI smarts beyond flavors - Make sure supply depots and appropriate attrition buildings are being built, and units given correct promotions.
Air units do not suffer from attrition
Improvements
Spoiler :
Field Hospital - Can only be built on un owned land. Acts as a suppy depot.
Civilization
Spoiler :
Name - TBD
UA - Total War: Enemy units gain no bonus for pilliaging territory.
Policies
Spoiler :
Honor Opener - Increases attrition for all civs, especially barbarians.