I have changed some of the unit values from the standard.
I was wondering if you think that I went over the top somewhere.
Three main areas were changed:
Infantry. Before c3c I found paratroopers and marines much too weak compared to standard infatry. They were supposed to be some kind of elite units after all. c3c changed them, but I wasn`t completly happy.
Infantry has 6-10, a sum of 16. So elites should have, lets say 20. Now how shall I distribute them? Well, marines are meant to be offensive, so I made them 12-8. That`s just +2 def from the c3c standard, cant be so wrong here.
Paratroopers are meant to operate alone far behind enemy lines, so they should be quite balanced. I gave them 10-10, quite a boost in offense from the standard 4, but what is a unit with offense 4 supposed to do in the industrial age (besindes pillaging)? Modern parartrooper needs to be better, so I made them 12-12. Strong, but still weaker than a TOW inf.
I let inf, TOW, mech inf and guerillas alone.
Second part was planes.
The main goal was to create the possibility to fight for "airial superiority". That means if there are fighters guarding a city, I want to be able to fight them with my own fighters, then bombard. So I gave every fighter a defense value equal to it`s attack rating. This should lead to a fair dogfight in the skies.
Fighter gets 4-4, enough to be able to shoot bombers with def 2 down with relative ease.
Jetfigters are of course much stronger than propellers, so I gave them 8-8. Easy win vs propellers and no trouble at all with bombers.
Stealthfighters ought to be the ultimate predators of the sky, so I gave them bold 12-12.
The F15 should become notably stronger than a average jet, but weaker than a stealthfighter. 10-10
That just leaves the stealthbomber. I think it should be able to defeat a propellerplane, but lose to more sophisticated planes. Def 6.
Last area were ships. First of all, I increased the speed. When I can cross a whole continent in one turn, it is ridiculous to spend 20+ turns surrounding it on sea. Second I gave all ships equal attack and defense values, except submarines.
I left both curragh and galley alone, they are fine as they are.
The caravel is described as a light warship, so I added one attack. 2-2-4
The galleon is also described as a light warship, so I also gave it 2-2. I added one point of movement to make the upgrade wothwhile. 2-2-5.
The frigate should be considerable stronger than a galleon, so I made it 4-4-5.
I wanted the privateer to be stronger than it`s pray, but naturally inferior to a disciplined battleship. On the other hand, it`s fast so it can hit and run convoys. 3-3-6.
Coming up next, the ironclad. A strong, but rather slow beast. 6-6-4.
Destroyers were fast, rather light escorts and battleships slow powerhouses. Cruisers were in the middle of these extremes.
So the destroyer should still be able to defeat an ironclad, and be the fastest ship in the game. 10-10-8 (with MV they reallly cruise).
Cruiser 14-14-6
Battleship 18-18-5
The aegiscruiser was put in the gap between cruiser and battleship, but faster than the old cruiser. 16-16-7
I was quite happy with the stats of transport and carrier, except that I made the carrier a little slower (movement 5). Those aren`t exactly speedboats.
For submarines I decided to stray from the equal attack/defense values. I wanted submarines to be extremely lethal if they sneak up on their prey, but also very vulnerable if they are detected and attacked.
Submarine: 16-6-5
Nuclear subs should also be stronger than the older subs - in those years sensors and torpedos have sure been improved. I also made them quite a bit faster, a nuclear powerplant onboard provides a lot of "steam"
24-10-7
(24 might seem crazy high, but I wanted to give them a good chance to sink even Battleships)
Only water-UUs left.
I left the dromon alone. I could have added +1 def, not so sure on that.
For the carrack, I added it`s default bonusattack to the caravell and also +1 def to fulfill the equal att/def doktrin.
3-3-4
Finally, the Man`o`war.
Stronger than a frigate, but weaker than an ironclad. I throw in one additional moventpoint to account the rigid discipline on board of these ships.
5-5-6
Well, thats it.
I have tried these changes, and especially the airial ones seem to work very well. Naval fights also play very smooth (I really fear subs now). I didn`t use marines/paras very much, though. The osmans are using marines as a substitute for tanks (lacking oil) and I found them quite right.
However, what is your opinion?
Especially, how should I price these altered units? I didn`t change prices at all untill now, but that surely can`t be right.
I wasn´t sure if this is the right forum. Might as well be shiftet to the modding area.
I was wondering if you think that I went over the top somewhere.
Three main areas were changed:
Infantry. Before c3c I found paratroopers and marines much too weak compared to standard infatry. They were supposed to be some kind of elite units after all. c3c changed them, but I wasn`t completly happy.
Infantry has 6-10, a sum of 16. So elites should have, lets say 20. Now how shall I distribute them? Well, marines are meant to be offensive, so I made them 12-8. That`s just +2 def from the c3c standard, cant be so wrong here.
Paratroopers are meant to operate alone far behind enemy lines, so they should be quite balanced. I gave them 10-10, quite a boost in offense from the standard 4, but what is a unit with offense 4 supposed to do in the industrial age (besindes pillaging)? Modern parartrooper needs to be better, so I made them 12-12. Strong, but still weaker than a TOW inf.
I let inf, TOW, mech inf and guerillas alone.
Second part was planes.
The main goal was to create the possibility to fight for "airial superiority". That means if there are fighters guarding a city, I want to be able to fight them with my own fighters, then bombard. So I gave every fighter a defense value equal to it`s attack rating. This should lead to a fair dogfight in the skies.
Fighter gets 4-4, enough to be able to shoot bombers with def 2 down with relative ease.
Jetfigters are of course much stronger than propellers, so I gave them 8-8. Easy win vs propellers and no trouble at all with bombers.
Stealthfighters ought to be the ultimate predators of the sky, so I gave them bold 12-12.
The F15 should become notably stronger than a average jet, but weaker than a stealthfighter. 10-10
That just leaves the stealthbomber. I think it should be able to defeat a propellerplane, but lose to more sophisticated planes. Def 6.
Last area were ships. First of all, I increased the speed. When I can cross a whole continent in one turn, it is ridiculous to spend 20+ turns surrounding it on sea. Second I gave all ships equal attack and defense values, except submarines.
I left both curragh and galley alone, they are fine as they are.
The caravel is described as a light warship, so I added one attack. 2-2-4
The galleon is also described as a light warship, so I also gave it 2-2. I added one point of movement to make the upgrade wothwhile. 2-2-5.
The frigate should be considerable stronger than a galleon, so I made it 4-4-5.
I wanted the privateer to be stronger than it`s pray, but naturally inferior to a disciplined battleship. On the other hand, it`s fast so it can hit and run convoys. 3-3-6.
Coming up next, the ironclad. A strong, but rather slow beast. 6-6-4.
Destroyers were fast, rather light escorts and battleships slow powerhouses. Cruisers were in the middle of these extremes.
So the destroyer should still be able to defeat an ironclad, and be the fastest ship in the game. 10-10-8 (with MV they reallly cruise).
Cruiser 14-14-6
Battleship 18-18-5
The aegiscruiser was put in the gap between cruiser and battleship, but faster than the old cruiser. 16-16-7
I was quite happy with the stats of transport and carrier, except that I made the carrier a little slower (movement 5). Those aren`t exactly speedboats.
For submarines I decided to stray from the equal attack/defense values. I wanted submarines to be extremely lethal if they sneak up on their prey, but also very vulnerable if they are detected and attacked.
Submarine: 16-6-5
Nuclear subs should also be stronger than the older subs - in those years sensors and torpedos have sure been improved. I also made them quite a bit faster, a nuclear powerplant onboard provides a lot of "steam"
24-10-7
(24 might seem crazy high, but I wanted to give them a good chance to sink even Battleships)
Only water-UUs left.
I left the dromon alone. I could have added +1 def, not so sure on that.
For the carrack, I added it`s default bonusattack to the caravell and also +1 def to fulfill the equal att/def doktrin.
3-3-4
Finally, the Man`o`war.
Stronger than a frigate, but weaker than an ironclad. I throw in one additional moventpoint to account the rigid discipline on board of these ships.
5-5-6
Well, thats it.
I have tried these changes, and especially the airial ones seem to work very well. Naval fights also play very smooth (I really fear subs now). I didn`t use marines/paras very much, though. The osmans are using marines as a substitute for tanks (lacking oil) and I found them quite right.
However, what is your opinion?
Especially, how should I price these altered units? I didn`t change prices at all untill now, but that surely can`t be right.
I wasn´t sure if this is the right forum. Might as well be shiftet to the modding area.