supaguruzebidy
Kill,Kill,Kill,Kill,Kill!
I am a big fan of civ and a big fan of hearts of iron. For me a blend of the two games would be great. So why not make a mod that incorporates the two. This would basically update the combat of civ to include some new concepts that would add alot of balance to the game.
MANPOWER: In hearts of iron you have a manpower pool. Every time you build a unit or suffer losses it comes out of the manpower pool. In civ the idea would be that of instead of churning 100's of units endlessy spamming cavalry until victory was yours, you would be limited by the manpower pool. Run out of manpower and you cannot build any new units, nor repair damaged ones. As such medical units and hospitals wouldn't actually heal units, but as it were increase the survivability chances for wounded troops to heal and return to the manpower pool. To find out what manpower levels you have, you would add the population points of all your cities together and then take 30% of the total. Therefore small nations could really only have small armies because they only have small manpower pools. While big nations could have ,naturally, big armies. Conquered cities/nations would not add much to the manpower pool initially but as time passes they would slowly add points into the manpower pool.
INDUSTRIAL CAPACITY: In civ production is an individual city by city thing, in hearts of iron it is a total of all your industrial output combined. For the mod the concept would be to add all the hammers of all your cities together to come up with an industrial output. From this you can build units and supplies. When a city is building an improvement or wonder its hammers are removed from the I.C pool.
RATIONS(FOOD): This concept isn't really in either game. An army marches on its stomach and without food quickly disintergrates into chaos. Food resources will have a tonnage (bread) per turn value. A certain amount of tonnage will go to the civilian population to feed them the remainder can be used to feed your forces. Mounted units will require additional rations to feed their mounts.
GOLD, SILVER: Now will no longer have a set value of GPT. Instead they will have a tonnage value. So when you build a mine on a supply of gold you might find it has 20 million tonnes that at current tech levels you can mine at 1000 tonnes a year. You may well have several mines like this you may have only one, but from this will be extracted your states expenses (including your army) the rest will go into your gold reserve. The same will apply for silver. The reserves are yours to do as you please you can keep them spend them or trade them much like in the game of civ.
LUXURY ITEMS: These include spices, sugar, incense. Once again these supply a tonnage per turn, some will be used by the civilian population the surplus can be traded much like the current game.
STRATEGIC RESOURCES: These include iron, copper, coal and oil. Your army needs these. Without them you cannot build nor maintain a military force outside of archers and warriors. Once again when mined they will have a reserve value and a per turn value in tonnage. Oil is the exception which will be in barrels in reserve and barrels per turn. If you run out of oil any unit that requires it, while not destroyed, will be inactive and will not fight back if engaged.
SUPPLIES: These will require strategic resources and I.C to manufature. These are needed by your army as supplies tonnes per turn. You will be required to provide at least this much per turn or else the quality and combat effectiveness of your military will suffer.
TECHNOLOGY: In hearts of iron you don't trade for techs you swap blueprints. You will still need to research the tech yourself but the blueprints make it much quicker. As well in hearts of iron you can research multiple techs at once. I would like to see this implemented if possible assigning a percentage of beakers to each available project. As well as the current civ techs there would be additional new techs to encompass the ideas of hearts of iron. These new techs would increase population growth, production levels of resources per turn, production level of manufactured goods, manufacturing of military units and more. Blueprints can be gained through combat, the debris of war can provide a wealth of information, therefore an army that doesn't have guns when engaging one that does will come across these weapons during the course of battle. This will give them blueprints for rifling, ofcourse they will still have to learn how to make them and the assiociated techs will be needed too.
WEAPONS TRADING: This is a new concept I have been thinking off. Nations that don't have the brains but do have the cash can buy weapons off nations that are willing to sell them. Doing this may be looked upon poorly by other nations. When doing this the manpower will come from the buying nation and the IC and tech from the selling nation. This will also give the buying nation the blueprints for the tech involved directly with the weapon. Supplies for these weapons will also be needed to be purchased until the current tech level of the weapons has been researched.
So these are the main ideas the mod will be based around. Combat will be very different with forces withdrawing when getting mauled, surrendering when demoralized and dying when surrounded. Also you will only be able to fit a certain amount of troops per tile. Lines of supply will be in effect with troops needing friendly/neutral tiles adjecent in order to be in supply. I also need to fighure out a way to implement combat ie, how damage is calculated, how unit strength is calculated. Hearts of Iron uses organization which is a combination of morale, tactical training, tech level, health, supply level and experince. Once a units organization starts to drop the casualities increase. Im wondering how to transfer this to civ.
I hope there are some interested parties that would like to work on this as I am not much of a modder.
MANPOWER: In hearts of iron you have a manpower pool. Every time you build a unit or suffer losses it comes out of the manpower pool. In civ the idea would be that of instead of churning 100's of units endlessy spamming cavalry until victory was yours, you would be limited by the manpower pool. Run out of manpower and you cannot build any new units, nor repair damaged ones. As such medical units and hospitals wouldn't actually heal units, but as it were increase the survivability chances for wounded troops to heal and return to the manpower pool. To find out what manpower levels you have, you would add the population points of all your cities together and then take 30% of the total. Therefore small nations could really only have small armies because they only have small manpower pools. While big nations could have ,naturally, big armies. Conquered cities/nations would not add much to the manpower pool initially but as time passes they would slowly add points into the manpower pool.
INDUSTRIAL CAPACITY: In civ production is an individual city by city thing, in hearts of iron it is a total of all your industrial output combined. For the mod the concept would be to add all the hammers of all your cities together to come up with an industrial output. From this you can build units and supplies. When a city is building an improvement or wonder its hammers are removed from the I.C pool.
RATIONS(FOOD): This concept isn't really in either game. An army marches on its stomach and without food quickly disintergrates into chaos. Food resources will have a tonnage (bread) per turn value. A certain amount of tonnage will go to the civilian population to feed them the remainder can be used to feed your forces. Mounted units will require additional rations to feed their mounts.
GOLD, SILVER: Now will no longer have a set value of GPT. Instead they will have a tonnage value. So when you build a mine on a supply of gold you might find it has 20 million tonnes that at current tech levels you can mine at 1000 tonnes a year. You may well have several mines like this you may have only one, but from this will be extracted your states expenses (including your army) the rest will go into your gold reserve. The same will apply for silver. The reserves are yours to do as you please you can keep them spend them or trade them much like in the game of civ.
LUXURY ITEMS: These include spices, sugar, incense. Once again these supply a tonnage per turn, some will be used by the civilian population the surplus can be traded much like the current game.
STRATEGIC RESOURCES: These include iron, copper, coal and oil. Your army needs these. Without them you cannot build nor maintain a military force outside of archers and warriors. Once again when mined they will have a reserve value and a per turn value in tonnage. Oil is the exception which will be in barrels in reserve and barrels per turn. If you run out of oil any unit that requires it, while not destroyed, will be inactive and will not fight back if engaged.
SUPPLIES: These will require strategic resources and I.C to manufature. These are needed by your army as supplies tonnes per turn. You will be required to provide at least this much per turn or else the quality and combat effectiveness of your military will suffer.
TECHNOLOGY: In hearts of iron you don't trade for techs you swap blueprints. You will still need to research the tech yourself but the blueprints make it much quicker. As well in hearts of iron you can research multiple techs at once. I would like to see this implemented if possible assigning a percentage of beakers to each available project. As well as the current civ techs there would be additional new techs to encompass the ideas of hearts of iron. These new techs would increase population growth, production levels of resources per turn, production level of manufactured goods, manufacturing of military units and more. Blueprints can be gained through combat, the debris of war can provide a wealth of information, therefore an army that doesn't have guns when engaging one that does will come across these weapons during the course of battle. This will give them blueprints for rifling, ofcourse they will still have to learn how to make them and the assiociated techs will be needed too.
WEAPONS TRADING: This is a new concept I have been thinking off. Nations that don't have the brains but do have the cash can buy weapons off nations that are willing to sell them. Doing this may be looked upon poorly by other nations. When doing this the manpower will come from the buying nation and the IC and tech from the selling nation. This will also give the buying nation the blueprints for the tech involved directly with the weapon. Supplies for these weapons will also be needed to be purchased until the current tech level of the weapons has been researched.
So these are the main ideas the mod will be based around. Combat will be very different with forces withdrawing when getting mauled, surrendering when demoralized and dying when surrounded. Also you will only be able to fit a certain amount of troops per tile. Lines of supply will be in effect with troops needing friendly/neutral tiles adjecent in order to be in supply. I also need to fighure out a way to implement combat ie, how damage is calculated, how unit strength is calculated. Hearts of Iron uses organization which is a combination of morale, tactical training, tech level, health, supply level and experince. Once a units organization starts to drop the casualities increase. Im wondering how to transfer this to civ.
I hope there are some interested parties that would like to work on this as I am not much of a modder.