Specialized Military Academies

NukingGandhi

Chieftain
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Nov 16, 2018
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Wishing he was back in Ohio
This idea is pretty simple, adding in Military Academies that would relate to one branch of your military like your Air Force, Army, Navy, Coast Guard, and Marines, they would need related districts like an Aerodrome or Harbor as well as an Encampment.

Please give me feedback.
 
I was just thinking about something along these lines as well (It's just I can't mod to save my life..)

Upgrading Stables for the Modern Era
Upgrade the stables in an encampment to Motorpool to bring it into the modern era (maybe replace the graphic with a parking lot or something else simple). Tanks and helicopter units built at this city gain a +1 movement.

Firing Range
Built in the place of either the Barracks or the Stables, and is to ranged units what the other two are to infantry and cavalry units (so basically the same as a barracks, but change the graphics to a firing range with targets at one end.. or something). The real bonus would be, any unit on or next to an encampment with a firing range gets one xp for every 2 turns it doesn't do anything else, including defensive attacks. Call it target practice.

Marine Barracks
Upgrade the regular encampment barracks building into a marine barracks, if the encampment is situated next to a water tile. All melee units (starting with Musketeers) now have the amphibious promotion.

or

Ranger school
Upgrade the Barracks to Ranger school, the Encampment must be adjacent to a forest square. All Spec ops units receive the Ranger promotion when built.

or

Mountain Warfare College
Upgrade Barracks to MWTC (mountain warfare training center) , Encampment must be next to mountains .All Spec ops units receive the Alpine promotion when built.

Conscripts
Neighborhoods can have a "recruitment office" built (one per city). Requires that the city has an encampment with (one of the) Barracks building. Every time a unit is built another unit spawns in the neighborhood district. The spawned unit is a copy of the original unit that was built in the city as long as it is one of the following:
  • Pikeman and Pike and shot,
  • Crossbowmen,
  • Musketeer,
  • Infantry,
  • Machine gun,
  • AT crew and modern AT crew
Just to be clear; NO tanks, helicopters or Special forces, just grunts and infantry support units.

This basically so that the bigger cities can fend for themselves somewhat if an enemy force comes barreling through.


Again, if I knew how to do this, I would have done it already.
 
Actually, I saw a thread the other day about upgradeable buildings one of which being an upgrade to the stables, I also like the recruitment office, but I think it needs some balance because it's basically the Venetian Arsenal, which is a wonder but I love the ideas so far.

P.S, I also cannot mod to save my life.
 
Actually, I saw a thread the other day about upgradeable buildings one of which being an upgrade to the stables, I also like the recruitment office, but I think it needs some balance because it's basically the Venetian Arsenal, which is a wonder but I love the ideas so far.

P.S, I also cannot mod to save my life.
Fair enough..
the way I was thinking though was that because it isn't a wonder, all civs can make use of it.. which ought to level the playing field somewhat.

but hey, let's do some seat-of-our-pants balancing.. because I'm nothing if not unbalanced (unhinged?)

- the recruitment center has the prerequisite that it can only be built once a city has built it's second neighborhood (so that they only get built in really tall cities)
- scrap the ranged units. Only the Musketeers, pikemen and pike and shot units can be generated in "ye olden tymes", and only the infantry unit can be generated in the more modern times.

this seems better.

Also, the recruitment centers could have the name A.n.d.y. centers, which stands for Another Nitwit Drafted Yesterday - because of my gargantuan ego :D
 
I agree in that it would nerf the military district. However the idea is interesting, maybe you could achieve the same specialization via city proyect? setting up a military district as the headquarters for the airforce giving you improved aircraft production and XP for example.
 
Ahem. Let an ol' instructor from one of the modern 'upgrades' to the Barracks (The US Army Artillery School at Fort Sill) say a few words. . .

Any upgrades should serve a specific purpose or they are wasted effort.
The modern versions of Barracks and Stable, as those buildings are used in the game, are:

Maneuver Area - like Grafenwohr, Germany for the Bavarian, German Armies, and the US Army in Europe, or the Soviet/Russian 'Poligons', or the US Army's Fort Hood, Fort Benning, Fort Leavenworth: an area big enough for mechanized units to Play War and hone their skills. Because of their size, this would in game terms, be a tile-sized District.
Artillery Range - again, these take up lots of room because modern (20th century +) artillery has long ranges. They are, therefore, frequently combined with the Maneuver Areas.
Specialized Schools. These are a combination of Colleges for officers to learn special skills related to branches like armor, artillery, and Special Warfare, and places to research new techniques, tactics, and equipment for those types of warfare and units.
Examples:
US Army's Artillery School at Fort Sill
Aberdeen Proving Grounds
Kubinka Poligon in the USSR, where, among others, the T-34 tank was tested and approved for production.
The Ranger School at Fort Benning, Georgia.

In addition, the 'regular' Military Academy of the Industrial Era has a function that the game doesn't show yet: officers trained at West Point, or Sandhurst, or St. Cyr, not only were better officers in a combat leadership sense, they were also trained military/civil Engineers. West Point, especially, provided engineers who surveyed, supervised, and built most of the American railroads, canals, and infrastructure throughout the 19th century .

Finally, there is a National or World Wonder 'military school' that is inexplicably missing from the game: since the Germans innovated it in the Industrial Era, everybody who is anybody in the military world has a General Staff Academy: the US Army Command and Staff College, the Frunze Academy in USSR/Russia, the Kriegsakademie in Germany, etc. These produce the men who lead Corps and Armies and armed forces of the State.

The Specialized Schools and the General Staff Academy are pretty much One to a Civilization. There may be multiple versions of the Maneuver Area/Artillery Range, but they take up too much room to be built everywhere.

So, here are my suggestions:
Original Encampment, Armory, Stable, Barracks, - even though the latter is mis-named, since the 'Barracks' is a 17th century CE development - remain as is.
Military Academy - at Military Science, provides current benefits plus any Military Engineer built/trained in this District can also be expended to provide 25% Production to any Wonder, District or Building.
Maneuver Area - a new tile-sized Improvement which must be built at least 1 tile away from any city center or neighborhood district, available at Tech: Steel. Any unit that spends 1 Turn in this tile gains 25% Experience. Multiple turn stays add nothing.
Branch Schools: 1 each can be built in your Civilization. Each must be built in a separate Encampment District.
Artillery School: available at Tech: Steel. Requires Barracks, Armory. Any Ranged or Siege Unit built in this District starts with 1 Promotion.
Armor/Cavalry School: available at Tech: Combustion. Requires Stable, Armory. Any Light or Heavy Mounted Unit built in this District starts with 1 Promotion
Special Warfare/Commando School: available at Tech: Synthetic Materials. Requires Barracks, Armory. Any Recon OR Melee Unit built in this District starts with 1 Promotion

And finally, because this should be kept to a minimum in the game:
Wonder:
General Staff Academy.
Available at Civic: Mobilization. Also requires that the city have an Encampment with a Military Academy.
After completion, all Melee, Recon, Light and heavy Cavalry Units may ignore Zones of Control AND Move after attacking.

This is going to make this Civ's military very, very dangerous, but it also requires a significant investment in that military before it can even be started: see, historically, Germany's Greater General Staff based on the militant Prussian state of the early 19th century.
 
In addition, the 'regular' Military Academy of the Industrial Era has a function that the game doesn't show yet: officers trained at West Point, or Sandhurst, or St. Cyr, not only were better officers in a combat leadership sense, they were also trained military/civil Engineers. West Point, especially, provided engineers who surveyed, supervised, and built most of the American railroads, canals, and infrastructure throughout the 19th century .

An academy that provides buffs to Military Engineers would be pretty cool, maybe the USACE.
 
An academy that provides buffs to Military Engineers would be pretty cool, maybe the USACE.

My understanding is that GS already 'buffed' Military Engineers by making them apply to dams, canals, railroads, and tunnels, so let's wait and see if they need any other bonuses before suggesting any more: it sounds like they are already in a sense becoming the civil/military engineers of West Point, St Cyr and Sandhurst.
 
How about specializing some harbors as fleet headquarters like NSA Norfolk for the US Atlantic fleet and Pearl Harbor for the US Pacific fleet? Of course also something like SAC for nuclear weapons/air force.
 
How about specializing some harbors as fleet headquarters like NSA Norfolk for the US Atlantic fleet and Pearl Harbor for the US Pacific fleet? Of course also something like SAC for nuclear weapons/air force.

Just about every Civ with a strong navy has had from the Renaissance on, Major Naval/Fleet bases that concentrate repair, sustainment/maintenance resources. But to a great extent, that's already in the game: I know I've never had the resources to build a Harbor, Shipyard, Seaport combination in every seaside city, so have to pick a well-located one (with plenty of Production!) and that becomes my 'Main Base'.

One possibility might be to add a Special Bonus to a Harbor with a Shipyard and Seaport that is also adjacent to an Industrial District, which both increases Production of Naval Units and increases the Repair rate of Naval Units in the Harbor tile by, say, 20%. The combination of required production and placement would keep those installations down to 1 - 3 per Civ even if you like to spam seaside cities, and would make it the center of Naval production and repair that a Fleet Base is supposed to be.
 
Maneuver Area - a new tile-sized Improvement which must be built at least 1 tile away from any city center or neighborhood district, available at Tech: Steel. Any unit that spends 1 Turn in this tile gains 25% Experience. Multiple turn stays add nothing.

How about if what ever terrain type you build your Maneuver Area on would give units spending a turn allows them to ignore defensive bonus and movement penalties of that terrain? I drawback from a playability standpoint is having to do a lot of moving units around and managing which units have which promotions.
 
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