A few words on what I've done yet on the new version...
I'm still a bit lost in the pathfinder, I want to take one step further now that I've removed the ZoC for naval units and I'm trying to make naval and embarked units able to move through (not just near) enemy naval units, combined with an "opportunity fire" mechanism to compensate the complete freedom of movement.
The movement code for naval units works fine, but I've not found yet how to make it works for the embarked units...
I've also had a lot of thought on the design with the new resources and the way it will be managed at the city scale.
But I'd like to discuss another layer I want to add to the mod and that I've in mind since a very long time: war casualties and a better sense of scale relative to the size of units and requested reinforcements.
Some thoughts/example in no specific orders:
multiple "components/resources" separated in "front line" and "reserves" for each unit:
- personnel (both in "front line" and "reserve")
- officers (both)
- vehicles (both)
- materiel (reserve)
- damaged vehicles (reserve)
- wounded personnel (reserve)
- wounded officers (reserve)
- prisoners (reserve, transferred to cities ASAP)
About officers
Officers are trained in barracks/academy (% from personnel reserve) or promoted from personnel in fighting units (related to combat XP, total damage received/given, personnel number and combat result)
Officers would be required to heal some units (like aircraft, armors, etc...), would just be a requested ratio in others (like infantries), but will be required in both case when "producing" the unit.
In units with a requested ratio, officer can die when the unit is damaged and could be replaced during the reinforcement process or from the reserve or by promotion.
If the officer ratio is low, the unit will get a combat penalty
Max health will not be the same for each units, but relative to the unit's size (division, regiment, brigade, ...)
- Each damage received kill or wound personnel/officers, killed troops must be replaced by fresh troops, wounded are send to a "global pool" in cities to be healed (faster if there are hospitals there) if there is a supply line
- Wounded would stay with the unit if supply is cut (and a % killed each turn, less with medic, even less with field hospital)
- medic and field hospital promotions would raise the ratio wounded vs killed from damage received and heal a few each turn (back in reserve as fresh troops) before sending the rest to a city if there is a supply line
- field hospital could heal nearby units' wounded too
- we could add a "salvage" promotion to allow % of destroyed vehicles (own or enemy) to be added to materiel reserves
For mechanized units (except naval units), 1 HP will represent 1 vehicle and it's crew .
For tanks we may have:
battalion (ger) / brigade (fr)
https://en.wikipedia.org/wiki/German_heavy_tank_battalion
30-45 heavy tank -> max HP = 35
light/medium/heavy tank regiment
equivalent to ~2-3 battalion
70-100 tanks - > max HP = 75
armored division (light/medium tanks)
equivalent to ~3 regiments -> max HP = 200
and each HP would represent
1 vehicle (tank in this case)
1 officer
2-4 personnel
example for a light tank, healing 1 HP would require
1 officer (tank commander)
2-3 personnel (crew)
1 reserve vehicle or 7-9 materiel (1 materiel / ton, for ref a panzer II = 9 tons)
losing 1 HP would means that one tank and it's crew are damaged/wounded or destroyed/killed
a damaged tank is transferred to the unit reserve and may be repaired in the next reinforcement cycle at a lower cost in materiel than a complete replacement
the wounded troops are transferred to the unit reserve and can be healed in the next reinforcement cycle if the unit has medics or field hospital promotions or are send in cities ASAP
each turn wounded that are neither healed or send to a city may die of injuries (ratio lowered by medics or field hospital)
For infantries
infantry division
~10.000 men -> max HP = 400
25 pers/ HP
(1 HP would represent roughly a platoon)
Special Forces (regiment)
4 squadron of ~60 men -> ~240 men -> max HP = 10
5 officers / HP
20 pers / HP
for Air units
Air Wing (US) / Group / Escadre (fr) / Geschwader (ger)
unit size would be equivalent to 3-5 squadrons (12-15 aircraft each) -> 26-75 aircraft -> 75 HP
to "heal" 1HP of a fighter:
1 officer (pilot)
10+ materiel (1 plane cost ~10 material, bf-109 = 2 "aluminium" tons ?)
to "heal" 1HP of a heavy fighter:
1 officer (pilot)
1-2 personnel (gunner/radio)
15+ materiel
to "heal" 1HP of a bomber:
2 officers (pilots)
3-6 personnel (crew)
15-20 materiel (for reference a B-17 = 16 tons, use "steel" equivalent or a ratio steel/aluminium ?)
For naval units
Bismarck: 75 HP
1900 sailmen -> 1900/75 = 25 personnel / hp
100 officer -> 100/75 = 1 officer / hp (optional, see ratio)
41700 tons ("iron") +> 4170 tons ("steel")/75 = 56 mat/ hp
Resources equivalents:
10 tons iron -> 1 ton steel
1 ton "steel" -> 1 materiel
10 tons bauxite -> 1 ton aluminium
1 ton "aluminium" -> 5 materiel
I'd also raise average damage from combat by a factor between 2 and 4 and max received damage per combat would be a percentage of unit's max HP (20% to translate the actual value which is 15 damage max / 75 HP)
each unit would also have an anti-tank (AT)/ anti-personnel (AP) value that would have an impact on the ration of damaged/destroyed vehicles or/and wounded/killed soldiers.
When retreating: lose all damaged vehicles & wounded become prisoners
Prisoners are made during normal combat too and transferred to cities with PoW camps ASAP
I may add a building to raise production a bit in a city with a PoW camps
Healing would be processed this way:
reserve contains officer, personnel & vehicle
need personnel to resuply #personnel in reserve
need materiel to resuply #vehicles in reserve
each turn:
if linked to city:
all wounded -> city
healing (5 "equivalent HP" max / turn), calculate the max received materiel and max personnel separately
infantry
- linked city - > personnel/materiel to refill reserve (up to 5 equivalent hp)
- linked city -> personnel/materiel to frontline troops (if not reached the 5 hp/turn limit)
- reserve -> personnel/materiel to frontline troops (if not reached the 5 hp/turn limit)
mechanized unit
- linked city -> personnel to reserve (max 5 hp of equivalent personnel)
- linked city -> % of materiel per HP to repair each damaged vehicle (max 5 hp of equivalent materiel and if there is enough personnel in reserve to handle them)
- reserve - > repaired vehicles + personnel to handle them to frontline troops (if not reached the 5 hp/turn limit)
- linked city -> personnel/materiel (representing "vehicle production" here) to frontline troops (if not reached the 5 hp/turn limit)
- linked city -> materiel (representing "vehicle production" here) to vehicle reserve (if not reached the 5 hp/turn limit)
note: materiel in reserve is only used to repair, not to make a new vehicle "on the field"
if not linked to city:
wounded -> % healed to reserve personnel (if medic/field hospital promotion)
wounded -> % dead (more important without medic/field hospital promotion)
healing (3 "equivalent HP" max / turn), calculate the max received materiel and max personnel separately
infantry
- reserve -> personnel/materiel to frontline troops (up to 3 HP)
mechanized unit
- reserve -> % of materiel per HP to repair each damaged vehicle (if not reached the 3 hp/turn limit, and if there is enough personnel to handle them)
- reserve -> personnel to handle them + repaired vehicle to frontline troops (if not reached the 3 hp/turn limit)
- reserve -> personnel/vehicles to frontline troops (if not reached the 3 hp/turn limit)
note: materiel in reserve is only used to repair, not to make a new vehicle "on the field"
if no materiel left in reserve, the unit "bleed"
And finally a small preview of the font icons related to all this:
And felicitations to those who have read everything
