[pre-development] a Stalingrad scenario for civ6

Gedemon

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clipboard-5-jpg.521692


This is a development thread for a potential small Stalingrad scenario, adapted from the version I made for civ5 (which was the starting block leading to R.E.D. WWII, but please don't expect anything of that scale for civ6 ATM)

With 2019 having been by far the worst year of my life for modding, I've lost motivation to continue the development of YnAMP (because of the game instability on large maps, and because every [censored] patches of 2019 had broke it in one way or another) and GCO (because I've reached the limits of Lua for what I want to do in that mod), I've decided that maybe I should start 2020 with a new project, acknowledging civ6 modding limitations to prevent frustration.

So first I'd like to assess if the scenario and mechanisms I have in mind are possible with the current engine.


General mechanisms

Units would use the GCO combat damages and supply lines with the personnel and equipment mechanism to heal, in that scenario you won't be able to build new units, but some would appears at specific turns/positions.

You'll have a "strategic reserve" (out of map) of personnel/equipment that is restored each turn (variable rate depending of the equipment)

You'll have a limited "supply transport" capacity to send those to your troops (variable "supply transport cost" depending of the equipment), and will have to choose at the beginning of each "scenario turn" what to get from the strategic reserve to heal your units, in that limit.

Those personnel/equipment "reinforcements" would be shared between units depending of their "healing" needs, excluding units without supply lines (behind enemy lines or no path to a railways/supply depot)

Combat mechanisms

To overcome the fact that we can't modify the base combat mechanism to use "support fire", each "scenario turn" would be composed of multiple "game turns" representing different combat phases.

I think the following should be possible by adding/removing modifiers to units at the beginning of each "game turn"

  • game turn "t" : Air Deployment/Combat
    • remove "movement points" for all units except "air"
    • if a kind of "immobile" (ie can't "move" but can do air attack) modifier is possible for air, then separate deployment and air combat in 2 phases
  • game turn "t+1" : Preparatory Fire
    • add "immobile" modifier for all units (ie "impassable" modifier for all terrains)
    • remove movement points for all "air" units
    • remove ranged attack from all units except "artillery" units
  • game turn "t+2" : Counter-fire
    • only artillery that has fired the previous turn are visible, hide all other enemy units positions
    • remove movements points for all "air"
    • keep ranged attack removed from all units except "artillery"
  • game turn "t+3" : Opportunity Fire (for example Tank Destroyer vs adjacent Tanks)
    • remove ranged attack from all "artillery"
    • remove movements points for all "air"
    • add ranged attacks to units that have opportunity fire
    • add 100% ranged penalty vs units that can't be targeted by those units opportunity fire
  • game turn "t+4" : Land movements & attacks
    • remove "immobile" modifier to all units
    • remove movements points for all "air"
    • restore ranged attack to all "artillery" if the AI is penalized for tactical move (else do that at the "preparatory fire" phase, and just add a ranged combat penalty modifier so that "preparatory fire" is more powerful than the "support fire" of this phase)
    • increment scenario calendar/turn

Urban combat

I don't like how you can capture a city that still has a fighting unit in it at full health, and I think it would especially be bad for a scenario in which I think I'll try to represent Stalingrad "districts" with multiple adjacent "cities", each of them giving "victory points" to its owner at the end of each turn for the scenario score.

It was a single "city" for the "center" with "improvements" as districts in the civ 5 version, the screenshot below shows the scale:
Spoiler Civ5 version :
421F45B293C7187D837D9CC092C8EADF912DF973


What I'd like to try:
  • "cities" without an unit would be very weak (so that any undefended cities could be captured with a few attacks)
  • "cities" with an unit defending it would be much stronger, and those cities health would be restored to 50% whenever an attack make it goes below (so a city can't be captured while an unit is alive in it)
  • but units in a "city" would take damages based on their combat strength vs the attacking unit
  • when an unit enter a "city", the city health is restored to 50% if it was below

Comments welcome.
 
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