Post by Jean-Luc Picard on Aug 12, 2016 21:28:12 GMT
Mechanics:
Moving troops on land will work like TW10 (1 province=1 turn)
1 Sea Province may also be crossed in 1 turn, assuming you have "Sea Transport" researched. So you can move from Roma to Napoli in 1 turn, and then from Napoli to the Ionian sea with another turn, and land in Carthage on the 3rd turn.
Troop Storage will be implemented as proposed by Desophaeus for TW10, but slightly different. Initially, you can have 10 Infantry or 5 Cavalry in the Province. Cavalry have twice the Infantry's BP, and take twice as long to build. The two are differentiated by special abilities granted by techs.
Basic Turns are 10, but upgrades are available
Naval mechanics:
A fleet of ships may leave a nation's shore for any sea and blockade it. While they are there, no one else can move through that sea. One navy can drive another out of a sea, and the defeated fleet instantaneously returns to its home port. A ship has a basic BP of 3, and takes 3 turns to build. Ships can only support Amphibious Assaults, not other land battles.
Techs:
Basic Techs:
Proper Training:
Prerequisites: none
+1BP to Infantry, +2BP to Cavalry.
8 turns to research
Barracks:
Prerequisites: None
Storage increases by 5 Cavalry or 10 Infantry
8 turns to research
Economic Development:
Prerequisites: None
+1 turn
10 Turns to Research
Sea Transport
Prerequisites: None
Allows Land Troops to travel, but never fight, at sea.
5 turns to Research
Naval Development
Prerequisites: None
+1 BP to ships
5 turns to Research
Next level (you only have to research the prerequisites first, levels are informal):
Schools of Warfare:
Prerequisites: Proper Training
+1 BP to Inf, +2 BP to Cav
10 turns to Research
Supply Chains:
Prerequisites: Baracks, Economic Development
+5 Cav or +10 Inf Storage space
11 turns to Research
Banking Systems:
Prerequisites: Economic Development
+1 Turn
12 Turns to Research
Amphibious Assault
Prerequisites: Sea Transport, Proper Training, Naval Development
Allows Troops to land in Foreign Territory
5 Turns to Research
Warships:
Prerequisites: Naval Development, Proper Training
+1 BP to Ships
10 turns to Research
Hi Tech (pun intended)
Markets:
Prerequisites: Banking System
+2 Turns
20 turns to research
Army Specialization:
Prerequisites: Barracks, Schools of Warfare
Cavalry BP doubles when attacking, Infantry BP doubles when defending
12 turns to Research
Logistical Education:
Prerequisites: Supply Chains
+10 Infantry or +5 Cavalry Storage Space.
15 turns to research
Naval Dominance:
Prerequisites: Battleships, Barracks
+2 BP to Ships
16 turns to Research
Elite Techs (all Elite techs also require Research of the respective Cultural Tech):
Stock Exchange:
Prerequisites: Markets
+3 turns
30 turns to Research
Elite Legions:
Prerequisites: Supply Chains, Army Specialization
If number rolled yields maximum casualties to enemy in attack, enemy is annihilated. Also +2 BP to Cavalry and +1 BP to Infantry.
30 Turns to Research
General Staff:
Prerequisites: Logistical Education, Schools of Warfare
+20 Infantry or +10 Cavalry in Storage Space
30 turns to Research
Cultural Techs:
Legionnaires (Available to Western and Eastern Romans):
Prerequisites: Army Specialization
+2 BP to Infantry
30 turns to Research
Refrigerators (Available to Persia, where an early refrigerator was invented)
Prerequisites: Supply Chains
+20 Infantry or +10 Cavalry Storage Space
30 turns to Research
Raiders: (available to Saxons, Celts, Ostrogoths, Visigoths)
Prerequisites: Army Specializations
+4 BP to Cavalry when attacking, +2 BP to Cavalry when Defending
30 turns to Research
Call to Arms (Available to Judea)
Prerequisites: None (Judea has an existential threat)
+4 BP to Infantry when defending
30 turns to Research.
Longboats: (Norsemen)
Prerequisites: Warships
+6BP to Ships when attacking
30 turns to research
Questions? Concerns? Comments? Suggestions? Dreams I can crush?
Moving troops on land will work like TW10 (1 province=1 turn)
1 Sea Province may also be crossed in 1 turn, assuming you have "Sea Transport" researched. So you can move from Roma to Napoli in 1 turn, and then from Napoli to the Ionian sea with another turn, and land in Carthage on the 3rd turn.
Troop Storage will be implemented as proposed by Desophaeus for TW10, but slightly different. Initially, you can have 10 Infantry or 5 Cavalry in the Province. Cavalry have twice the Infantry's BP, and take twice as long to build. The two are differentiated by special abilities granted by techs.
Basic Turns are 10, but upgrades are available
Naval mechanics:
A fleet of ships may leave a nation's shore for any sea and blockade it. While they are there, no one else can move through that sea. One navy can drive another out of a sea, and the defeated fleet instantaneously returns to its home port. A ship has a basic BP of 3, and takes 3 turns to build. Ships can only support Amphibious Assaults, not other land battles.
Techs:
Basic Techs:
Proper Training:
Prerequisites: none
+1BP to Infantry, +2BP to Cavalry.
8 turns to research
Barracks:
Prerequisites: None
Storage increases by 5 Cavalry or 10 Infantry
8 turns to research
Economic Development:
Prerequisites: None
+1 turn
10 Turns to Research
Sea Transport
Prerequisites: None
Allows Land Troops to travel, but never fight, at sea.
5 turns to Research
Naval Development
Prerequisites: None
+1 BP to ships
5 turns to Research
Next level (you only have to research the prerequisites first, levels are informal):
Schools of Warfare:
Prerequisites: Proper Training
+1 BP to Inf, +2 BP to Cav
10 turns to Research
Supply Chains:
Prerequisites: Baracks, Economic Development
+5 Cav or +10 Inf Storage space
11 turns to Research
Banking Systems:
Prerequisites: Economic Development
+1 Turn
12 Turns to Research
Amphibious Assault
Prerequisites: Sea Transport, Proper Training, Naval Development
Allows Troops to land in Foreign Territory
5 Turns to Research
Warships:
Prerequisites: Naval Development, Proper Training
+1 BP to Ships
10 turns to Research
Hi Tech (pun intended)
Markets:
Prerequisites: Banking System
+2 Turns
20 turns to research
Army Specialization:
Prerequisites: Barracks, Schools of Warfare
Cavalry BP doubles when attacking, Infantry BP doubles when defending
12 turns to Research
Logistical Education:
Prerequisites: Supply Chains
+10 Infantry or +5 Cavalry Storage Space.
15 turns to research
Naval Dominance:
Prerequisites: Battleships, Barracks
+2 BP to Ships
16 turns to Research
Elite Techs (all Elite techs also require Research of the respective Cultural Tech):
Stock Exchange:
Prerequisites: Markets
+3 turns
30 turns to Research
Elite Legions:
Prerequisites: Supply Chains, Army Specialization
If number rolled yields maximum casualties to enemy in attack, enemy is annihilated. Also +2 BP to Cavalry and +1 BP to Infantry.
30 Turns to Research
General Staff:
Prerequisites: Logistical Education, Schools of Warfare
+20 Infantry or +10 Cavalry in Storage Space
30 turns to Research
Cultural Techs:
Legionnaires (Available to Western and Eastern Romans):
Prerequisites: Army Specialization
+2 BP to Infantry
30 turns to Research
Refrigerators (Available to Persia, where an early refrigerator was invented)
Prerequisites: Supply Chains
+20 Infantry or +10 Cavalry Storage Space
30 turns to Research
Raiders: (available to Saxons, Celts, Ostrogoths, Visigoths)
Prerequisites: Army Specializations
+4 BP to Cavalry when attacking, +2 BP to Cavalry when Defending
30 turns to Research
Call to Arms (Available to Judea)
Prerequisites: None (Judea has an existential threat)
+4 BP to Infantry when defending
30 turns to Research.
Longboats: (Norsemen)
Prerequisites: Warships
+6BP to Ships when attacking
30 turns to research
Questions? Concerns? Comments? Suggestions? Dreams I can crush?