[Development Thread]WW1 Mod: Blood and Iron

Everyone can help! Even if you can't MOD you can still do research and post some of your ideas that will help us MOD it to perfection! :thumbsup:

Also with the Europe map who many plots do you want it?

OK 1 thing I've noticed in this mod that is being forgotten is trenches. As you probably know they were the main defensive lines of WW1 but they are not just like fortify bonus in normal civ because they mainly protected from one direction. in this mod i think they should mainly protect from the direction they are facing and provide less benefit otherwise. i have no idea how this would be coded but their probably should be 8 trench options as worker improvement's, N, NE, SW, S,SE, E, W each facing their own direction. For example a unit defending a Northern facing trench would gain a high defencive bonus against units attacking from the north northwest and northeast squares but low defence bonus against units attacking any other way. (Not sure how AI would handle trenches or even if "depends on where you attack from'' coding is possible)

For the map size it should go from New Orleans, to the border of Kuwait ,to the arctic circle. I know this is large for a already complicated mod but during the times there were very few small countries (as long as this mod just groups the Netherlands, Belgium and luxenberg as the low countrys) so there should be very few game balance issues by making the map pretty small and only giving around 7 cities for America and less for everyone else.

If you need any research done just ask:goodjob:

Im not sure how mexico can be included without having to totaly strech the map even farther.??
 
OK 1 thing I've noticed in this mod that is being forgotten is trenches. As you probably know they were the main defensive lines of WW1 but they are not just like fortify bonus in normal civ because they mainly protected from one direction. in this mod i think they should mainly protect from the direction they are facing and provide less benefit otherwise. i have no idea how this would be coded but their probably should be 8 trench options as worker improvement's, N, NE, SW, S,SE, E, W each facing their own direction. For example a unit defending a Northern facing trench would gain a high defencive bonus against units attacking from the north northwest and northeast squares but low defence bonus against units attacking any other way. (Not sure how AI would handle trenches or even if "depends on where you attack from'' coding is possible)

Trenches haven't been forgotten at all - I've started the graphics for them and worked out how they will be implemented in the code. Check out the first few pages of the thread - they're discussed there. As for uni-directional trenches? I doubt if that would happen - first I'm not a big fan of it (it would complicate the gameplay), and I don't think it would add anything to the mod. I look at it this way: implementing trenches as they're planned is enough work as it is, to set them up for one direction would take time away from areas of the mod that already need a lot of work.


For the map size it should go from New Orleans, to the border of Kuwait ,to the arctic circle. I know this is large for a already complicated mod but during the times there were very few small countries (as long as this mod just groups the Netherlands, Belgium and luxenberg as the low countrys) so there should be very few game balance issues by making the map pretty small and only giving around 7 cities for America and less for everyone else.

I dissagree - the map size hasn't been planned out that much, but North America will not be on it (even the largest one). Most of the fighting during the war was focused directly to the west and east of Germany and Austria-Hungary. Though there we a good deal of fighting in the Balkans and the Middle East, those fronts would not directly affect the home front of the major players (Britain, France, Germany, Austria-Hungary, and Russia). The first version to be released will focus on the main theaters of the war - the Western and Eastern front. It will also come with a scenario encompassing both of those fronts. Later versions will include a Balkans, Middle East, and Italian scenario. Eventually the mod will be expanded to include a Russian civil war scenario and a Poland USSR war scenario.

If you need any research done just ask:goodjob:

For now research is pretty well covered. The main thing left to work on is the SDK/Python code. If you want to try that, it would help a lot.
 
OK 1 thing I've noticed in this mod that is being forgotten is trenches.
You might want to read all 24 pages before making assumptions... Snafu has mentioned several times about implementing trenches.
 
Like snafusmith said we wont have a North America in there we're just going to have a Europe map. Even though I am planning on making a Giga, Giga Earth map that would allow enough room in Europe to make it realistic but yet you could have the America's. Also I meant the size in how many plots wide and how many high. Right now I have like 184 wide and 124 high, but that might be to big!
 
OK, I still disagree about the trenches but maybe I should have read the entire article and not just skimmed before I made assumptions that trenches haven't been talked about. maybe this could be separated into two threads in the future one with the Ideas and such and another with the actual work. This would make it easier to read and make it less likley for people like me to miss stuff.

For the second part I do like the multiple scenarios idea but I'm still sad that America, and canada wil just have to be pythoned in.

For the third part I don't know any coding. mabye I will learn some later but I dont have the time for now.
 
Thanks guys, here are some answers:
Unit Kills:
One thing I never liked about Civ4 was the way units always die - there's never any retreating. In real battle an entire unit (battalion, regiment, whatever) is rarely completely wiped out. In basic terms I plan to give each unit some retreat bonus. More mobile units will retreat more than footsoldiers, and ultimately retreat would be based on some basic factors:

Experience: Well trained or experienced troops are better at retreating than fresh troops from your supply depot. If your troop is hopelessly outclassed or out numbered, it'll retreat more orderly and have a better chance of coming through the battle whole.
Damage: The more damaged our troops are, the more difficult time they will have retreating.-Smitty

I brought this up earlier in the thread, though pretty much as a one line comment so it could quite easily have been glanced over.

I love the concept, but I do wonder if by making units harder to kill, it could leave the game swamped within a relatively short period.

Looking through the modcomponent threads, I came across the Grey Fox's Unit Fuel Mod which I'm wondering whether - as well as perhaps being used to provide range limits to Tanks - could be used for the concept of manpower - that is a number representing men available for reinforcements of existing units and the creation of new units.

This could perhaps be altered by two Civics;
Army Mantra
Conscription + manpower, - happiness
Professional Army - manpower, + happiness)

Government Types
Absolute Monarchy (ie; Russia) + manpower - production
Militarist Government + manpower (not as much as Absolute monarchy though) + happiness when occupied by troops
Democracy - manpower, + happiness / + production (women in the workplace?)
Communism - relations with others

This latter government civic could perhaps be locked, with changes only available based on in-game events relating to a Religion replacement (see below)

Russia with it's conscription and absolute monarchy (and size) would therefore have plenty of manpower....but it would have a production and happiness cost.

Britain with it's professional army and being a Democracy would have a low manpower regeneration, but would get a happiness and/or production boost. Britain can boost its manpower by introducing conscription

France the benefits of conscription would be partially offset by it being a Democracy

Germany and A-H would get good manpower, but may have to divert troops to home cities to keep happiness up (possibly needs work so this affects the multi-national A-H more than Germany)

At game start the manpower would be raised higher to represent an influx of volunteers to the cause, but a second concept I'd also like to be added would be that for a new unit to be created takes x number of weeks before it becomes available ready for combat...for example, Britains 'Kitchener's volunteer army' didn't actually see combat until July 1916 (the Somme)....for gameplay terms that is possibly over-long, but I think it would be nice to reflect that troops take time to train.

Similarly, I think it'd be good to have each Nations reserves initally unavailable - so for the Russian's for example it would take 6 weeks to mobilise their reserve forces. The Western Nations would be sooner. Presumably this would have to be scripted.

I'd also like to suggest that Infantry should have a better chance of retreat than Tanks and Cavalry - at least where trenches/fortified positions - are involved.

Russia....one thing that is difficult to avoid with WW scenarios preventing Russia from becoming a production beast. As such - assuming that the bitter winter mod won't be added - perhaps a new landtype could be created that would effectively 'lock' much of the population into subsistence farming?

Replacing Religion - in order to mod the Socialist upheavals, I was thinking the Revolution Modcomp (I saw it a few days ago have struggled to find it cince!) could perhaps be adopted - possibly with two "religions" - Old Order and Bolshevism. Cities with "Old Order" would receive negative happiness under a Communist government, whilst cities with Bolshevism would receive negative happiness under Absolute Monarchy, Democracry and Militarist governments.
 
Well, I have an idea with Religion: scrap it. IMO, Government can be controlled by locked Civics (is that possible), and replacing Religion with Ideology would be awkward.
 
So is this mod still in progress? I been waiting this very long and i hope you are going to finish this. One of the most intresting mods in here.

smitty (the main author of this mod) is sadly on a military mission somewhere Ira q i think. which makes modding for him quiet hard... so, dont expect the project to be finished any time soon, but expect a great mod, when it is finally released...
 
Patience. :) I actually don't play mods (because I am too busy modding myself) but this, I am definitely going to try.

me too (i like much more to mod than to play :D)

A musthave and mustplay position even for person who rarely plays mod or civ.
 
Ok I've gotten the basic outline of the Map done so I'll post some screenshots for you to see next time I get on. Map dimensions 184 wide 160 high, Spain at the farthest points reaches 19 plots high! This should be sufficient right! :wow: If not you're nutz!!!!!!!:crazyeye:
 
I've been taking a history class this summer entitled "World War I and the European Experience," learning new information and statistics regarding the major powers involved in the war.

When Smitty gets back it will be nice to help him resume development of this mod.
 
Message from Smitty (He don't have acces to cfc (and internet connection is limited) where he is, so i paste message he wanted to share with community)

I don't have much time to work on Blood and Iron, but I ammaking some progress - so far I've gotten a couple new aircraftfinished - SE5a (British special fighter), Anatra DS (RussianRecon), Anatra VKh (Russian Med. Bomber), and Ansaldo SVA (ItalianRecon). I'm also 90% done on the German light tank LK.IIand Russian 'Tsar Tank.' I finished the Austrianearly helicopter PKZ-2 and have started making 'Big Bertha';(the model is about 35% done). I've also worked on thetrench graphics some and done some XML. Overall not a lot ofprogress since I've been 'gone' almost 1 1/2 months,but enough for me.

So the work is still going on :)
Awesome :)
 
nice to hear, also nice to hear, that he seems to be fine!

go smitty!!!
 
Well good to know Asio... just make sure you do the kind gesture of posting Snafu's work to the board for him, like I do for GM!
 
Maybe something will appear soon :)
 
I'd kill to see the British SE5a and Russian 'Tsar Tank' find it's way into the downloads! :deal:
 
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