Mothballing

Make it era dependent?
Or civic dependent?
Maybe technology improves on it every so often.

"mothballing" fleets has been around since ancient greece due to the high upkeep of keeping so many galley rowers. But yeah tecnologys should improve mobisation time.

Example in the 1700 and eary 1800's it could take months to mobilse ships and get them crewed and restored. Now as I posted in my link the US navy can have ships ready in days.
 
"mothballing" fleets has been around since ancient greece due to the high upkeep of keeping so many galley rowers. But yeah tecnologys should improve mobisation time.

Example in the 1700 and eary 1800's it could take months to mobilse ships and get them crewed and restored. Now as I posted in my link the US navy can have ships ready in days.

I was referring to the mobilization times. Sorry about that.
 
To achive this we can

reprogram sleep function
- unit in sleep will generate 1/4 cost
- unit with sleep will be unable to fight (capture as a prize)
- sleep we be available only for water and air units

of course we must rise 4 times maintiance costs for water and air units

12padams is going to hate you for that since he sets everything on sleep. :sleep: ROFL!
 
While we are at it , i dont really think ships are upgradable in real-life :>

Of course they can get better weaponry but still there is a limit of upgrade.

Similar thing is with normal units. They can be upgraded instantly , that does not represent real mechanics ( like training required )
 
Forgot add one requirement to my idea

- sleep will be only avaiable inside the city.

Another idea is inspired by call to power
There was global variable that store info about your army.
It had three values. At peace, alert, wartime. Depending on it value units support cost and units strenght was diffrent. Changing this value always take few turns.

So if someone attack you and your military is at peace state you can be doomed becuse your military is totaly unprepared ( huge strenght penalty)
 
Forgot add one requirement to my idea

- sleep will be only avaiable inside the city.

Another idea is inspired by call to power
There was global variable that store info about your army.
It had three values. At peace, alert, wartime. Depending on it value units support cost and units strenght was diffrent. Changing this value always take few turns.

So if someone attack you and your military is at peace state you can be doomed becuse your military is totaly unprepared ( huge strenght penalty)

Oooo I rember that feature. That would be pretty good for dealing with ground forces.

With navy and airforce I would be bette to have the option of mobilsing them invidulay.
 
Forts can stay because they act as city for defense purpose so it should be easier to program than ships.

Ships are not so good idea because in real life if you have ship full of aircraft you must have crew to drive them also so they must be full operational.
 
Ok, I get Koshling's idea. This is something I can do (and do want to) but I'm gonna put it way down the line in priority so if someone else gets to it first I don't mind.
 
A few comments.

  1. I don't really like the idea of replacing sleep with immobilizing for several reasons but the most obvious being that immobilizing should be kept for cities only.
  2. The idea of tech speeding up time is good in theory but keep in mind that the number of years per turn will automatically take care of the concept of time as eras change. I don't like the idea of taking more than one or two turns to immobilize when the number of years per turn is considered. I think that control over stack mobilization should be handled differently (see below).
  3. Mothballing also lends itself to the idea already mentioned of making a museum/exhibit (I like that idea) as well as upgrading to current times.

As for my ideas of keeping numbers down so that mothballing isn't completely exploited:
I think there should be a cost associated with reactivating units, something that is taken out of the treasury. I also think that upgrading should be an option for reactivation (where upgrading automatically takes it out of mothball mode). This cost is logical in terms of reality too. Think of the refurbishing and/or safety checks that must be done for things put away too long; of transportation costs for mobilization; both storage and recommissioning costs are something that are part of real life.

Another idea would to make multi-turn recommissioning free but also allow a "rush" that costs kind of like a rush build.
 
A few comments.

  1. I don't really like the idea of replacing sleep with immobilizing for several reasons but the most obvious being that immobilizing should be kept for cities only.
  2. The idea of tech speeding up time is good in theory but keep in mind that the number of years per turn will automatically take care of the concept of time as eras change. I don't like the idea of taking more than one or two turns to immobilize when the number of years per turn is considered. I think that control over stack mobilization should be handled differently (see below).
  3. Mothballing also lends itself to the idea already mentioned of making a museum/exhibit (I like that idea) as well as upgrading to current times.

As for my ideas of keeping numbers down so that mothballing isn't completely exploited:
I think there should be a cost associated with reactivating units, something that is taken out of the treasury. I also think that upgrading should be an option for reactivation (where upgrading automatically takes it out of mothball mode). This cost is logical in terms of reality too. Think of the refurbishing and/or safety checks that must be done for things put away too long; of transportation costs for mobilization; both storage and recommissioning costs are something that are part of real life.

Another idea would to make multi-turn recommissioning free but also allow a "rush" that costs kind of like a rush build.

I'm liking these ideas! The last, however, I find less optimal, as it would be a bit more difficult, particularly for the AI.
 
Hi everyone. Haven't played C2C yet as I've only just arrived in the modosphere (and at CFC), but I read the recent bits of this thread with interest. (When I've finished with FFH2, this is the next mod I will be extensively trying out for sure - kudos! to the modders).

While we are at it , i dont really think ships are upgradable in real-life :>

Of course they can get better weaponry but still there is a limit of upgrade.

Don't think of the 'unit' as representing the ship. Better to see it as representing the unit of personnel, who can get updated hardware... and can also maintaining its level of training etc. as personnel come and go over the generations. For an off-the-top-of-my-head example, I don't know how long there's been a US Sixth Fleet, but I'd be confident it had at least some different actual ships (and definitely personnel) when it started relative to today.

Mothballing would introduce limits, I agree. You could not re-mobilize the Vatican's Swiss Guard and get them ready for 21st century warfare in any finite timeframe...

Similar thing is with normal units. They can be upgraded instantly , that does not represent real mechanics ( like training required )

Good point. It does take at least part of their turn to upgrade iirc, so that seems fair enough. However, irl upgrading costs more production than it does money, and also costs a bit of expertise (for training etc.) In the game (unmodded BTS is all I know about as yet), unit upgrade is effectively the only prod rush you can throw money at without a particular civic.

So as I've said, I would like upgrading to be more a matter of production, thus taking (considerable) time (and basically needing to be anticipated turns before any war). This ties into the concept of mothballing and mobilization I think.

I realize there are aspects of the game that were opted for for play balance rather than realism, but personally I'd prefer to keep these to an absolute minimum...
 
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