World War I

2) It's difficult to code.

Road to war (original) already had a "flames on the tile" feature, if tile had seen a lot of fighting it gets lower defense bonuses, IIRC. PAE Ancient Europe has a similar feature with plague affecting a tile which saw a lot of fighting because of dead bodies spreading diseases. In addition PAE has "after months of brutal fighting tile's improvement got destroyed" feature. PAE's Pierre is a very experienced and friendly modder and will reply to questions.
 
@ Kiwitt: do I understand you correctly that you're in favour of a "unit type approach" rather than of an overall 25% Hill defense?
Yes. e.g. tanks will be less useful in forests and less hidden than infantry. Also, this extended to cities defensive bonuses, where infantry had more defensive than tanks.

I also made slight various to these bonuses depending on nationality, where some nations were given automatic promotions due to their location. e.g. Finland, got bonuses during winter. Allies, got First Aid, due to higher regard for soldiers and better medics and field hospitals, etc.
 
From Wikipedia: 14 March 1915:

Cornered off the coast of Chile by the Royal Navy after fleeing the Battle of the Falkland Islands, the German light cruiser SMS Dresden is abandoned and scuttled by her crew.
 

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Yes, by the way, German navy suffered a nasty defeat in the North Sea at the hands of the Royal Navy...
 
SMS Dresden: I tried to link the image from Wikipedia but it did not work :(. Any idea/tricks?

@ Rodrigo: thanks for the Congrats. But as I always say, first thank you to Jon Shafer :)

@ Tigranes: I guess you have seen the exchange of posts with Pie. The code is all very random so I don't like it much. The problem is to keep a memory of "heavy fighting on a given plot". As for RtW, I couldn't find it in Python so I guess it's done in the dll.

PS: PAE's code is about destroying Improvement (which could be pillaged anyway) but I could have changed it to destroy Feature. I'll think of it a bit more.
 
In Game News for January 1916:

All cities receive Conscription Centers!

Thanks Rodrigo, it's for Great-Britain: "As the war went on it became apparent that Britain's small professional army would not be capable of handling the massive casualties of the First World War. As other nations had before, Britain was forced to introduce conscription to keep its diminished army in the field."

Effects:
Code:
			<DomainFreeExperiences>
				<DomainFreeExperience>
					<DomainType>DOMAIN_LAND</DomainType>
					<iExperience>2</iExperience>
				</DomainFreeExperience>
			</DomainFreeExperiences>
			<DomainProductionModifiers>
				<DomainProductionModifier>
					<DomainType>DOMAIN_LAND</DomainType>
					<iProductionModifier>25</iProductionModifier>
				</DomainProductionModifier>
			</DomainProductionModifiers>
 
I've noticed a entry in the log which seems to be a computation for something called "revolution level"

Can someone in the know explain what this is about? I assume its there for Russia, but does it effect other nations too?
 
At some point Russia will revolt. That much I know. The higher the level, the closer you are to civil war with Barbarians.
 
I've noticed a entry in the log which seems to be a computation for something called "revolution level"
Can someone in the know explain what this is about? I assume its there for Russia, but does it effect other nations too?

Thanks Michkov for forcing me into a long explanation but I think it is quite necessary. I will then take this text and put it somewhere in the Documents section of the Mod.

Revolution in WWI scenario (nothing to do with the well-known Mod):
There is a check for Revolution every turn (except if you are in Anarchy).
It concerns every country that has lost a minimum of 1 unit, except USA (as they are really special in this scenario).

Factor between 1.0 and 2.0 making revolution more likely:
a Revolution modifier is:
increasing progressively from 1.0 in February 1917 up to 2.0 in January 1920
decreasing progressively back to 1.0 in January 1923

Germany has an additional modifier of 1.5 (until August 1919, Weimar constitution).
Russia has an additional modifier of 2 (until November 1920, evacuation of remaining White Army to Constantinople).

Other modifiers (Civics):
Spoiler :
# Government
CIVIC_DESPOTISM: 1.2
CIVIC_HEREDITARY_RULE: 1.2
CIVIC_POLICE_STATE: 1.25
CIVIC_UNIVERSAL_SUFFRAGE: 0.75

# Legal
CIVIC_BARBARISM: 1.2
CIVIC_FREE_SPEECH: 0.8

# Labor
CIVIC_TRIBALISM: 1.2
CIVIC_SLAVERY: 1.25
CIVIC_SERFDOM: 1.2
CIVIC_CASTE_SYSTEM: 1.1
CIVIC_EMANCIPATION: 0.75

# Diplomacy
CIVIC_CENTRAL_POWERS: 1.15
CIVIC_ENTENTE: 1.15
CIVIC_NEUTRALITY: 0.85

The basic calculation starts with the number of your units lost (saved with Player's script data).
To that number is added the number of your angry citizens and the number of your cities.
To that number is substracted a number "End of Revolution" (see below).
That number is then multiplied by the Revolution modifier (never below 1).

"End of Revolution": offsets progressively the number of units lost, effective from November 1918 to April 1939.
# iNumUnitsLost 100% offset 245 turns after turn 58 (= turn 303)

When the final number exceeds your total population, the Revolution starts
(when the final number reaches 60% of your population, you should get a display summarising the main numbers).

Revolution means that, per turn, a number of Rebels (Barbarians) will spawn into your territory, from 1 to 100 according to the percentage of the Revolution parameter in excess of your population. However, per turn, a random number is generated between 1 and 100 and will determine if this is the case or not.

As soon as the Revolution factor decreases below the level of your population, "the Revolution aborts and leaders are fleeing abroad!" (but this won't prevent their possible return, nor will it kill the existing Rebels!).

There is a number of "5 units lost" added or substracted at each entrance/exit into Revolution to avoid incessant messages in/out.

Yes, Rodrigo, a Popup at the beginning of the turn should inform you of the countries entering/exiting the Revolution.

Further notes:
Units lost against Rebels count as units lost. Population gets weary in both cases.
If nothing is done preventing the number of Rebels to spawn, they can increase quite in numbers and take away cities from you.
Contrary to the initial version, Rebels cannot spawn into a city directly and kick out your defenders out of it. This proved to be too disruptive for the player.
Rebels are just Barbarians. They can spawn in Germany and decide to attack France!

Did you say crazy? :crazyeye:
 
Perhaps Russia should lose at least the capital, in addition to all the unit pop ups. New civilization was born in Oct 1917, using RFC terms, and stopping the growth of new civilization must be hard. But let us play and see how this calculations will show up in our game, I am just curious.
 
After the failure of the First Battle of the Isonzo, two weeks earlier, Luigi Cadorna, commander-in-chief of the Italian forces, decided for a new thrust against the enemy lines with a heavier artillery support.

General Cadorna's tactics were as simple as they were harsh: after a heavy artillery bombardment, his troops were to advance frontally against the Austrian trenches and take them, after having overcome their barbed-wire fences. On the Karst Plateau took place an exhausting series of hand-to-hand fights involving the Italian Second and Third Armies, with severe casualties for Italians. Bayonets, swords, knives, and various scrap metal and debris were all used in the terrifying melee. When the smoke cleared not even Italian Heavy Artillery has survived! :nuke:

800px-Italian_Front_1915-1917.jpg
 
I think that I should have played this game before trying it as multi-player. It would have given me a better idea on the effectiveness of units. I play for a while, but I can see lots of losses coming.

Essentially, it seems, if you attack you need 3-4 times the number of units as the defenders and then don't try moving unto enemy territory to prepare an attack as they can simply use their movement speed and counter-attack faster destroying your forces which may have been equivalent. So the best idea is to wait for the enemy to attack and then counter-attack, with overwhelming forces, and then wipe out the remaining units.

I have lost too many units after discovering this in-game.
 
Revolution:...interesting...:hmm: Like Kiwitt, I'm playing this game for the first time, so all of this is new for me.

News from the front: Lodz was abandoned by the Russian Army and occupied by German divisions. A Russian submarine was sunk by the German fleet in the Baltic Sea.
 
Trench did not help poor Russian force near Tarnopol. Massacred by more experienced Austrians. I suggest hills 15%, forest 30, trench 50% defense, in addition walls need to act as city trench with 50% and no gunpowder effect (renamed fortifications) .
 
Venice has fallen as well! Together with the leftovers of Italian fleet!
 
As I said ... We stuffed initially so the Allies will lose this game, because lack of understanding of the mechanics of the game.
 
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