Modern Alliances

If you need one more corporation, I managed to think of one:
Zeppelin Luftfahrtgesellschaft GmbH (or just Zeppelin)
The problem with adding to many Zeppelin corporations is there is no way to remove them. I plan on making the corporations a huge part of the game and the economy. Corporations will spread, and will allow buildlings (in some cases units) to be built which will dramatically effect the economy. So what the goal is, America's and other powers have many corporations in their cities, as well as many economy boosting buildings, so their economy skyrockets, a lot, compared to weaker economies, but then units like battleships cost a lot of upkeep, therefore a huge economy is the only one who can maintain large units. therefore you don't have central america easily building battleships in WW2.

So I don't want a airship airline still giving bonus in 2000.

@aob, options are always good, and if you come across any other corporations you see that should be placed in (mostly WW2 ones, as some nazi corporations could help in a WW2 scenario)
 
Aob

Do you beleive the centaur tank should be in the mod? Or just leave it with cromwell? I have models for both, what do you think?

Also what about the cavalier tank, although british according to wiki, only the french used them in combat, so do you think they should be british or UK units?

(I'm currently converting the British ciV units into cIV units)
 
Aob

Do you beleive the centaur tank should be in the mod? Or just leave it with cromwell? I have models for both, what do you think?

Also what about the cavalier tank, although british according to wiki, only the french used them in combat, so do you think they should be british or UK units?

(I'm currently converting the British ciV units into cIV units)

centaur was mostly used for training and Cromwell is better known so I would just leave it with the Cromwell unless you wanted to have 2 different UU's for the same unit.

as for the cavalier tank well unless you want it to fill a UU gap for UK or france then its not really worth adding.
 
I have multiple UU's for each unit. The way I ahve it set up, is the UU's are their own unit classes so they don't exactly have any connection to their UU classes. They are their own seperate unitclasses, so they don't really need to follow any specific rules (ex. Although the MK I and the Crusader Tank are both "UU's" for a cavalry tank, the MK I will upgrade to the MK VI and will have their own stats)
 
if you have the art and wish to add them in and then by all means please do, no reason not to, could use cavalier tank as an UU for both france and uk if you want, no reason why not.

how did you end up doing the Sherman btw? as many countries used it. I remember us talking about using the Sherman firefly for the british one.
 
I have the art for them, but they can't be UU's for more than one civ. How the UU system works, each UU can only belong to one civ, but i duplicate units in some ways.

What I do for boats is if the boats are sold after use in the original navy (Ex. Gearing Class of the U.S. we were the only builders/operators untill we sold them) it will only be for the U.S. as no one else actually built it, so empowering them to is unrealistic. But for other classes, such as your British Tribal Class, there were ships built by Canada And Australia, I created "False" classes based on the real ships. So the 8 Canadian Tribal ships, have their own UU named Iroquios Class (after the first ship built) and although the Iroquois class never really existed, the units were real.

Not sure what I am going to do with planes and tanks yet. But for sherman there will be the Sherman Firefly for the British, the Super Sherman for Israel, and the Grizzly I for Canada. Other than those three, I am not sure if any other country used the Sherman enough to have it as a UU (if I am wrong please say). Otherwise I can just create another M4 Sherman unit for that country, and just change the amount it can build (ex. if Peru built 20 of them, peru would be restricted to only build 4 Shermans (tanks will be restricted to 1 cIV unit for each made in real life)).
 
but the m50/m51 Super Sherman were 10 years after WW2. surely they shouldn't be able to build at the same time as US Sherman it was 15ish years after the original sherman
 
As I said each UU will be its own unit. WHich means its own stats etc. etc. So the Super Sherman will not be able to be built untill later as you said, it will require a later tech...plus even if could be, israel wasn't around so it couldnt be built either way

There are technically no UU's in this mod. Each UU is actually its own unit, thats how you should look at it, except the units require a specific technology,that only the home country can build

Also anyway you can see if you got any info on how many SH-3 Sea King's were built for the U.S? can't seem to find it anywhere
 
First round of UU's and units are in! Current count: 146 base units plus 460 UU's for a total of 606 units!

What I mean by the first round: All UU's are exactly like their base units, with the exact stats. I also have hundreds of more units to add, which are not in yet. After I finish what I need to do for the next update, my next task, along with a scenario, will be to change the UU's so they all have their own individual stats, along with greatly improving tech tree

What I need to do before rest of the update
-Add more buildings (Only about 35 in currently, want to imrpove that number greatly)
-Add in wonders (no where on that currently)
-Redue Civics
-Redue Resources
-Improve Tech Tree (add techs that buildings require)

I am going to start on the buildings right away. I am expecting a "complete" mod in two updates. What I mean by complete is the base mod is 100% done, doesn't crash, and the only thing from there on that I am going to add are extras (new UU's, scenarios, etc. No big things like tech tree's etc.)

EDIT: Buildings are done, atleast for this coming update. I don't have a lot of buildings:blush: but I've used the art I can find, and the rest I want to add requires art making so that will be for next update

Wonders are on there way, I have about 25 in, I want to get another 10 before I update.
I will see how tomorrow goes, but possibly the update could come as soon as in a day or two
 
Ok here is my list of Civics. I would like civics to play a much larger role in this next update, so I would like to get feedback from you aob or civ'ed or anyone else

Diplomacy
Not sure what to name the first one, as nationalism or militarism really isn't a form of diplomacy, but I need something to represent the Nazis diplomacy. I also need a generic ww1/ww2 one. Also I need one for USSR, any ideas?

Nationalism (Militarism)
*+20% Great General
*2 Drafts per turn
*+1 Happy for Propaganda Ad
*+2 Happy for Rally Grounds (Offsets +2 angry it gives. And Rally grounds decrease war anger, so only reason AI builds this, is if they have this civic)
*+5% Military production
*-1 Trade Routes
*-20% GP
Appeasement
*-50% War Anger
*+1 Happy Per Military Unit
*+1 Happy from Bunker
Non-Interventionism
*+75% War Anger
*-50% Distance Maintenance
*+1 Happy in largest cities
*+25% Worker Speed
Isolationism
*+100% War Anger
*+2 Happy in Largest Cities
Internationalism
*-20% War Anger
*+2 Trade Routes
*+1 Happy from Airport, Railway Station, Harbor
Interventionism
*-75% War Anger
*+15% GG

Government
Republic etc. will fall into Democracy category.

Absolute Monarchy
*+1 Happy per Unit
*+10% Food, Gold in Capitol
*Can Hurry Production

Democracy
*Can Hurry Production
*+1 Specialist
*+1 Hammer for Town
*+20% GP

Totalitarianism
*-10% War Anger
*+25% Military Production

Single-Party State
*-15% War Anger
*+25% Worker speed

Politics

Parliament
*+25% GP

Fascism
*+1 exp per Unit
*+1 Happy per Prop Ad, Rally Grounds
*+50% GG

Federation
*-50% Distance maintainance
*-50% City maintainance

Communism
*+10% Hammer
*No Corporations
Economy

Market

Capitalism
*+1 Trade Routes
*-50% Corp Maintenance
*+35% Improvment speed
*+50% Worker Speed
*+1 Angry in biggest cities
State Property
*No Corps
*+25% Food
*+15% Hammer
*25% Military building
Socialism
*-25% Corp Maintenance
*Can Hurry Gold
Digital
*-50% Distance Maintenance
*+10% Gold
Protectionism
*No Foreign Corp
*No Foreign Trade
*-10% Corp Maintenance
Military

Paramilitary
*Conscript 3 Units
Mobilization
*+25% Military Production
*Can Conscript 2 Unit
Trench Warfare
*+2 Happy for Maginot Line
*+25% GP
Guerrilla
*+2 Exp
Attrition
*+50% Military Production
Electronic
*-20% military Production
*25 Free Units
Total War
*+200% War Angry
*-2 Health all cities
*+100% Military Production
 
shouldnt some of them have negative impacts? e.g Appeasement leads to unfriendly nations asking for more and more and more likely to declare war on you or Communism - population more likely to rebel etc etc?
 
that is a shame but as you said its just not possible. well i know why your adding it in i just dont like the idea of appeasement full stop always makes me think of neville "there shall be peace in our time" chamberlain about as bad of a leader as you can get.
 
Hmm...no matter what we talk about in this thread, it always ends up with you complaining about one PM or another...:lol:

Do you have a better idea for a name for nationalism?

Also any idea for a WW1 era diplomacy? Like how would you describe British diplo during WW1?
 
maybe so but chamberlain is probably our worse leader ever so he deserves to be called a **** lol

non comes to mind, you not happy with that name?

WW1 aint my strong point but leading up to WW1 was all about Alliance Systems, thats why a big factor for WW1 wasnt it?.
as for british deplo well i know italy should of joined the central powers because of there alliances but we convinced them to join our side by the promise of austro-hungarian land and they used Propaganda to try to get USA to join, france and UK controlled all the transatlantic cables to US so we had effective control of how the war was reported and how the germans were potrayed. made the germans out to be the devil E.G germans took this dutch town and raped the women but it was reported that they killed everyone including women and kids aswell as raping the women.
 
Civics are in, and I beleive they look good, along withe the typical new civics screen.

I have also successfully put AI autoplay in (Thanks to Keldath) and have autoplayed 250 turns without a problem, which means it is most likely crash-free (although I will autoplay 1000 turns before I release it, I want to finish it first though)

To do:
0)Eras
1)Rework tech costs/game speed
2)Projects Needs techs
3)Place highway route in
4)Fix civ/lh arts
5)Great People
6)Bonuses
7)Unit Categories
8)Promotions
9)Religions (14 Added)
10)corporations
11)Improvements/workers
12)Game Options
13)Flags
14)Votes
15)Spies
16)Starting Units Balance
17)Test 1000 Turns
18)Create some "fake" scenarios


What I want to do with the fake scenarios, is create a couple fake worlds, that represent our world, to give a custom game feel. Custom games won't work to well IMO to well because the tech tree and everything else is set up assuming you have a full functioning country, and that isnt possible in the begining of the game. So eventually I want so I will have 100 or so fake scenarios (which will be easy to make) that are just like starting a custom game, except you start with a full country. I want to do this because it will be quick for the next update
 
Mod is ready to update, which will happen tomorrow

I sucessfully autoplayed 1000 turns crash free, as well as placed in two mini "fantasy" scenarios that give a custom game feel(one is 1v1 duel. Other is 20 Civs large), as well as platypings world builder

After a year in the making,finally the update is here
 
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