W.I.P.: World War One Deluxe

Hi Rocoteh - Greetings & Salutations! :D

I do see the points you raise as valid. However, (1) there is much about the mod I know nothing about and (2) there are ways to address the balance between realism and playability.

Re: (1) I assume that, in general, DF is going to be higher than AF, and that this won't change much (in the West) until fresh AEF forces take on lower-quality German ones. I also think that 1914 A/D numbers should differ from those later on; e.g., the BEF should have a relatively high AF.

Re: (2) Given the fact that, on nearly any scale map, pretty much every tile in 1914 would have a RR in it, it would be reasonable to give 1914 attacking German units MF=2 vs. French units with MF=1, thereby allowing retreat. This would also reflect early war, superior German logistics planning etc. (again, I'm assuming that A/D/M factors would change incrementally yet drastically from 1914-18 or whenever). Sadly, I'm not certain that anyone would wish to simulate guerre a l'outrance (please pardon any errors; my French is terrible).

Another notion: given that the great entrenchment efforts didn't begin until the mobile phase of the war was over, having a tech required to build fortifications makes sense.

One last point -- I presume that, all things considered, warfare in the East and the Balkans would involve very different factors than in the West.

My Highest Regards,

Ozymandias
 
Ozymandias,

Many good ideas I think.

In my own TGW-DIV I will increase Defense-factors in the next
version to make the scenario less mobile.

On German units with Move 2:

Agree!
For some reason CIV 3 scenario-creators and modmakers are
locked with Move 1 for infantry units.
Using different MF for infantry-type units can be a very good idea.

Rocoteh
 
Rocoteh said:
Ozymandias,

Many good ideas I think.

In my own TGW-DIV I will increase Defense-factors in the next
version to make the scenario less mobile.

On German units with Move 2:

Agree!
For some reason CIV 3 scenario-creators and modmakers are
locked with Move 1 for infantry units.
Using different MF for infantry-type units can be a very good idea.

Rocoteh
I experimented with this and with ways to introduce variable movement and veriable movement rate with terrain modifiers. In the end, I decided it was not worth the compromise to the game mechanics and dynamics. For example, the mobility of mechanized or mounted units is then trivialized. Much of the strategy of the game is eliminted. The ability for fast unit retreat is eliminated. There are scale issues with the maps... cites are effectively much closer together... maps get bigger, city, count grows, performance degrades... use only fixed cities and the distance from the capital and the open spaces "no mans land", etc....
No, movement rate of ground units works as is. Fiddle with it if you wish, but you are likely to find it ruins more than it adds.
 
Bjornlo said:
I experimented with this and with ways to introduce variable movement and veriable movement rate with terrain modifiers. In the end, I decided it was not worth the compromise to the game mechanics and dynamics. For example, the mobility of mechanized or mounted units is then trivialized. Much of the strategy of the game is eliminted. The ability for fast unit retreat is eliminated. There are scale issues with the maps... cites are effectively much closer together... maps get bigger, city, count grows, performance degrades... use only fixed cities and the distance from the capital and the open spaces "no mans land", etc....
No, movement rate of ground units works as is. Fiddle with it if you wish, but you are likely to find it ruins more than it adds.

Bjornlo,

Thank you for the info.
Notes have been taken.

I have no direct plans to introduce it in any of my scenarios,
but its interesting to hear that it can result in severe problems.

Rocoteh
 
@Bjornlo - Greetings!

Re: MF -- My assumption is that the A/D/M factors for a WW1 mod would change drastically (if incrementally) over the course of the game. As I mentioned, I would only use MF=2 for certain 1914 German inf units (front line, not Reserve) and perhaps AEF and BEF. Although there would of course be cavalry and tanks, (1) the role of cavalry -- except perhaps for exploiting gaps in the East -- would indeed (as was historically the case) be trivial and (2) the average foot soldier could walk faster than most WW1 tanks, so IMHO most units over the course of the game would have MF=1. (Of course, that having been said, I'm not certain how best to implement the impact of tanks -- let alone poison gas -- with Civ mechanics.)

All The Best,

Oz
 
Man, working on AOI 3.0 and a WW1 scenario. And how do you have time to study for that new career ;) ?

Just giving you a hard time, you can do it. Anyway, this looks awesome. I'm generally not a big WW1 fan, but looking at your previous scenarios I'd be either certifiably insane or just plain stupid not to give this one a try.

I will most definitely be downloading it when it's finished.
 
Hey El J,
I would love to be a play tester for this one. I just finished my World War 1 course through the University of Maryland. Maybe i could be of some assistance. Thanks Buddy
 
It's a joke. A Freaking joke.

You're demanding a file. That's flat out rude. I hope El Justo has the heart to forgive you, because I surely wouldn't.

I've been chatting with El J pretty frequently lately, and he WITHOUT QUESTION has the heart to forgive him.

El J is a great guy :goodjob:
 
i'm afraid that this one is on hold for a little while.

the file itself needs a good deal of overhauling - namely w/ the regimental level i had originally wanted it at. specifically, turn times were just too long for my tastes when i tested it some time ago a rgmt level (ie the scale of each unit). the times weren't outrageous. however, they were long enough that i thought it would be best to bump up the scale of each unit. this would mean deleting the 1000s of starting units and renaming they each all over again at the higher unit scale. obviously, i spent a great deal of time placing each regiment on the map. so any revision is going to take nearly the same time. so unfortunately, i put this one down for a while...but in time, i hope to revisit this file :)
 
@El Justo
How large will the DL be when it comes out?
 
ok - a nice bump here :)

i've shifted gears some...by getting away from the euro-med-africa-asia map to a global one. my hope is to use the AoI world map. and in conjunction w/ this, AoI will get a light facelift, too. that's something i'd been working on for a little while already anyhow (albeit passively but alot of the heavy lifting is done already).

of course, there'll be some slight modifications to the most recent AoI map. they include nipping off a few inconsequential civs (no offense) in terms of WW1. so goodbye to the Philippine Natives and Cuban Natives. adios Los Boers :D and Tibet. in their place are a split up Balkan group (solo Greece, +Serbia, +Romania), a split Scandinavia (Norway/Iceland & Sweden/Denmark). Lowland civ gets split up as well (Netherlands and Belgium). i've also modified some of the territories that changed hands after 1895 (AoI start date) and before 1914. all of the colonies that existed in July/Aug 1914 will remain on the map.

OOB stuff is going to be brutal but i have some good sources thanks to Blue Lion/Civinator and Rocoteh. so hopefully i'll be able to plug them in. but it's brutal. at the very least, i intend to put in an accurate naval OOB.

there'll likely be a few new units tossed into the mix - nothing too large though. perhaps some additional pre-placed units (sea) and some specialized units. i updated my xl sheet the other night to include, for example, Scottish Highlander units, Irish Volunteer units, and a few others. i also intend to tweak (already have for the brit units) some of the ground unit stats.

also added in will be some new city imp's and wonders. due to the no-raze patch, i can now add these in. again, nothing drastic, just some extra ones to add a little here and there (shields, happiness, science, things of that nature).

there'll also be some new art work (wrt the latest AoI folder) - splashes, tech icons, and units.

now, i'll admit that my civ time has been cut back pretty hard lately (and will continue to dwindle come autumn). so i can't say when this'll all come to fruition. but the foundation is in place already (AoI). what i am envisioning is more combined arms (air mainly) in comparison to AoI. 230-some total turns w/ each turn = to a single week. VPs from the raw materials still in there as well as the vp occupation deal (1 pt/turn, like AoI). so for all intents and purposes, gameplay will mimick that of AoI (i hope).

i'll post more later as i get a chance. perhaps some sceens, too, in the future. i haven't gotten that far yet but in time i will :D
 
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