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I believe that to later add all this, it will be necessary to completely eliminate the national ideas involving the military area and balance the idea of groups (especially the Idea Variator please this mod is very good I do not want to see him away from my next saves) and make the improvement of the army completely based customizer army thus no army will become stronger than normal.
Another useful thing would be to eliminate the data or diminish his ability to decide battles, and later add some such sort of events: The captain of the enemy army forgot the deposit of unprotected artillery ammunition and ended exemplodindo penalty: less 5% of combat artillery, and the same could be used to floods and heavy rains in battle that would give heavy penalty in both armies or just for artillery (remember Waterloo, where the ground was wet too much for Napoleon move artillery and depended for some time only infantry and cavalry) and all this would be balanced with the customization army. I believe that these ideas are not difficult to place because they depend on just a game to tinker combat skills, discipline, etc.
Examples for the customizer army could be: Change the clothes, adding breastplates of iron, matchlock and Flintlock, muskets/Arquebus light/medium/heavy, recruitment systems (very important and can be a conscript, prussian Regiment Cantons, the base mercenary soldiers, etc.), etc. and various other ideas, this could be very exploited and with a certain ease (I believe)
Sorry for the long text and a bad English, but had to be long to explain the idea xD
@user12343
Thanks for the comments. I think a lot of that sounds good, but I'm not sure about implementation. There are a very limited range of variables which can be modded.
Essentially it is
Offensive and Defensive Fire and Shock (4 total) [this must apply to everyone at the same value]
Unit Pips (6 total)
Infantry, Cavalry and Artillery combat power (3 total)
siege ability
defensiveness
Things like supply limit per terrain type cannot be specified by culture, technology group etc, it is one size fits all.
I attempt to correct for infantry fire discrepancies by adjusting the value of infantry combat power. This sort of works, but very imperfectly.
In my understanding fire and shock values most closely mimic the technical impact of weapony
Unit pips reflect unit formation and tactical employment
Think about how you implement some of your ideas in this framework and let me know
Thanks as well. Similar comment back, I would want to know how to implement.
I think that different arrangements of pips in a given "level" of a unit reflects changes in formation, tactics and possibly armor. I don't know another good way to do this. The choice of one unit type at a given level over another is effectively this concept. Look at the early Western units of Spanish Terrico vs other options.
I think your idea about events influencing battles is definitly more workable. You could get events like you described that give bonuses or penalties which impact combat. Weather could definitly come into play here via events. The game already makes use of snow, but we could do something with rain. Tell me more aobut what your are thinking here, sketch out some different events.
I'm not sure how viable the breastplate, choice of weapon is. Infantry fire applies evenly to all groups a given tech level, so unless we can edit this we are stuck with only indirect modifiers.