Welcome to Road to War: Blitzkrieg

Re fuel/ammo connection to capital, does it necessarily have to be the capital? I understand how this might be best/easiest in programming terms (e.g., this is how resources are handled in CIV), but for example say you have units in the Middle East, with oil resources there under your control, but you lose connection to your capital -- it seems reasonable to think that those units would be able to utilize that oil, at least partially (e.g., if some city under their control and connected to the resource has a 'refinery' or somesuch).

Similarly, have you thought about oil supply in terms of amount? E.g., one CIV oil resource supplies say 100 units, so if you want/need to supply more than 100 units you will need a second source of oil. Similarly, will there be consideration for stockpiles/usage, such that a country could be accumulating its strategic reserve during the pre-war years (e.g., 100 unit-supplies per turn), then using them once units start moving around and fighting (there could also be some reduced-usage amount which units use while idle). Oil shortages could then play out as: no new units, current units move at reduced movement rate or not at all if shortage is severe. Similarly, oil stockpile could be a physical location, i.e. a new building, subject to sabotage and aerial bombing (with partial/complete damage). It would also be nice to see varying usage rates for oil: e.g., cavalry should use no oil at all (unless it is needed for ammo or food-production), infantry units that decide to 'walk' (ie., use less than their full movement rate) use less fuel, while armored units that move at all are using fuel at the full rate, etc.

Lastly, what about trade/lendlease aspects of resource usage (certainly oil, but also food/other resources)? I don't know the historic details completely, but the USA was shipping supplies to the USSR via Murmansk, and obviously the British Isles were receiving supplies from its colonies/allies. This is currently simplified in CIV as trace-route-to-capital and the naval blockade features. In a micro-management sense, it would be interesting to actually have to send ships on missions to get this accomplished (e.g., perhaps simplified as a new type of unit or great person in a transport ship, subject to partial/complete damage when it attempts to run a blockade, mitigated by naval escort -- the stronger the escort compared to the strength of the blockaders). E.g., the convoy ship is like a copy of a transport, with 5 slots (but no attack/defense value), the slots are occupied by 5 units/persons representing oil/whatever, the blockade-run outcome is 20% success, so only one of the 5 unit-slots survives to complete the mission. Or perhaps the convoy-unit is a special unit like a fishing boat (or great person you can create, which can travel by sea without need for a transport), each one representing the specific resource used to create it, and whichever ones survive the blockade run are the ones credited to the receiving city/civ.
 
Wouldn't it be more logical for fuel for units to trace back to an oil refinery? Gives oil refinerys are much better use within the game. That way you can have remote points of fuel supply (say Middle East).
 
Wouldn't it be more logical for fuel for units to trace back to an oil refinery? Gives oil refinerys are much better use within the game. That way you can have remote points of fuel supply (say Middle East).

It might make more sence, but its so much harder. Its much easier just to say that if a unit is in the trade network it gets refueled.
 
Fair enough. :)

BTW, BETA3 is out now. I don't envisage too much code change now.
 
I think I've seen mods where oil is accumulated the same way :espionage: or :gold: are. I'll try to find some. And will it be possible to take over someone else's store of oil?
 
I think I've seen mods where oil is accumulated the same way :espionage: or :gold: are. I'll try to find some. And will it be possible to take over someone else's store of oil?

When you capture a city you get some of its gold. Maybe it can be similar to that.
 
re another new unit, what about a partisan/guerrilla type unit? I know there are many issues with this (I hated when they popped up way back in an earlier version of Civ), but it would add realism. If the weakest infantry is 10-strength, then these should be like 5-strength but with promotions for hill-defense and forest-defense. Question is, should these just pop up automatically when a city falls (and are controlled by the AI), or are they a unit one can build for insertion into another country (like spies and under your control), or perhaps both? If it is a buildable unit, it should be expensive -- more expensive than regular infantry or spies (to deter the AI from building nothing but these units), and/or should perhaps cost some gold and espionage points to build it. Similarly, it could be a game-event, where you are prompted to spend cash/espionage to create some variable number of partisan units when a particular city falls (e.g., the city has your propaganda/religion/government).
 
I like the idea of a partisan unit, and the event thing when a city falls. Partisans would be dang annoying, but realistically annoying ;) Maybe should Fascist cities get fewer partisans? IDK
 
When you capture a city you get some of its gold. Maybe it can be similar to that.

I'm not going to do that, but if someone presents me with mod that does, I might implement it.

Answering Dale:

You say there not going to be many changes, but when will the final version be released? I rather just test out the seperate compenents on a different mod and put it later, provided that the final version doesn't take too long to finish.
 
I've got to fix up the maps as per Chamboozer's comments, but that should be it. :)

So let's say a week maximum (should be earlier).
 
Where do you download and extract this to? I tried downloading and extracting in Road to War folder but it didnt work..i wanna use it for Road to War
 
I wont be playing it on a ''larger'' map...I can barly even handel the Standard Europe map that Road to War has..becuz it seems bigger then standard..and it has soooo many civs it lags like crazy
 
I wont be playing it on a ''larger'' map...I can barly even handel the Standard Europe map that Road to War has..becuz it seems bigger then standard..and it has soooo many civs it lags like crazy

Haha. That's understandable. The one i'm making is only for those whose computers are up to the challenge.
 
Where do you download and extract this to? I tried downloading and extracting in Road to War folder but it didnt work..i wanna use it for Road to War

Uh...the only thing so far I've posted is a mod component which is completely separate from road to war; its independent. Just extract the file to the Mods folder.
 
I think it would be very cool if you could implement a supply system. You have started on it when talking about fuel.

Supplying troops in combat is 50% of the battle and that is just not represented yet. German could not continue with thier advance largely due to fuel.

Blitzkrieg was suspended in France when the petrol had not caught up with the tanks. This happend to Rommel.

Heck the war in Africa was lost due to supply shortage on the axis side.

Also SUPPLY DUMPS would be a nice benifit.

Just my 2 cents at 2 am
 
Uh...the only thing so far I've posted is a mod component which is completely separate from road to war; its independent. Just extract the file to the Mods folder.

O sorry..im not good with mods..i thought a mod component was something for a mod..

my bad
 
wouldnt it be easier to have a supply unit, i know they had something like that in some medivial mod. these units could be similar to ships, for instance once in a city they could load up on oil, ammo, food, etc and there could be an early, advanced, modern set up where early could only carry certian amount of tonnage (early 3 tons, advanced 4 tons, modern 5 tons). assuming the supplies where doled out in tons. plus cities would have to build supplies, similar to wealth or science.
 
wouldnt it be easier to have a supply unit, i know they had something like that in some medivial mod. these units could be similar to ships, for instance once in a city they could load up on oil, ammo, food, etc and there could be an early, advanced, modern set up where early could only carry certian amount of tonnage (early 3 tons, advanced 4 tons, modern 5 tons). assuming the supplies where doled out in tons. plus cities would have to build supplies, similar to wealth or science.


I agree
with this
 
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