Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Farms as a new factory (red barn icon)- produce rations, horses, and fodder
Agriculture tech tree- similar to Civilian factory tech tree from original game
Sniper/flamethrower/NBC branches on recon/engineer/medical support units, respectively
Altered Economy laws:
o Civilian economy (-40% refinery & military factory, +30% dockyard & civilian factory)
o Early mobilization (-10% refinery & military factory, +10% dockyard & civilian factory, +5% infrastructure)
o Partial mobilization (+10% refinery, military factory, & infrastructure)
o War Economy (+20% refinery, military factory, & infrastructure)
o Total mobilization (+30% refinery, military factory, & infrastructure)
Social Order policies from Road to 56 (state's mandate, status of women, etc.)
New Units:
Light infantry (-25% terrain movement penalty, higher soft attach than regular infantry, zero hard attack, small logistical footprint). Similar stats to paratroopers, but larger manpower. Non-Special Operations, can be trained in occupied territories.
Suicide units (infantry, truck, drone)- double attrition of enemy in combat, enables Banzai charge tactic. Non-special operations, can be trained in occupied territories.
Heavy Infantry- heavier logistical footprint, longer training time, non-Special Forces. Perfect for knocking out fortifications.
Motorized & mechanized versions of heavy infantry.
Machine gun battalion- artillery, high soft attack/defense. Good against infantry and light vehicles.
Mortar battalion- artillery, balanced hard/soft attack. Excellent against infantry.
Airborne, motorized and mechanized versions of MG/mortar battalions.
Airmobile infantry- helicopter mobile unit, smaller manpower than paratroopers, but land with higher organization.
Cargo plane and/or helicopter logistics & medical companies
Desert/Jungle/Arctic units
Artillery/anti-air motorized
flame tanks, Mountain/urban light tanks, and amphibious light tanks
air-droppable light mechanized for paratroopers/airborne support companies
Nuclear submarines
Commander abilities from Waking the Tiger and Admiral Abilities from Man the Guns
If you want the in-depth version, I've sent a friend request. This is very similar to a mod I'm working on, myself. :D
Interesting I'll talk it over with the team. On the other hand if you're interested in modding with us send me a message
So I'd like this idea, if it made marine/paratrooper/mountaineer/desert/jungle/arctic units non-SOF. The USA was able to field 2 airborne divisions, 6 marine divisions, and at least 1 mountain division in WWII, and most major countries could do so today.
Happy to hear that^^
Unfortunately I'm not really good at modding, still thanks for the offer
Also, can we stagger odd/even years tech? Practically all technology is available during even years, and nothing during odd years. What if we made aircraft, engineering, and support companies odd-year techs, and everything else was even-year?
Sub-techs could also be shortened to 60-90 days, rather than 150-180.
Sub-techs could also be shortened to 60-90 days, rather than 150-180.
I see, we will take that into account