Post by David West on Aug 15, 2006 9:04:11 GMT -5
Military units will be key to the game, you’ll need to build and maintain them in order to conquer territory and enemy cities and also defend your own expanding empire.
Units will have the following criteria:
Name: All units have a default name such as 3rd French(Country Name) Infantry Battalion but the player will be able to change this if they want to.
Build cost: This is how expensive a unit is to produce. It is broken down into several sections as follows:
Build Points: Each unit has a cost in build points or BPs, these are generated by factories (as long as they have enough people and resources to function). Also each unit will cost a certain amount of money to be recruited and finally a certain number of people to be produced. Everytime a unit is produced the available population in the building city will be reduced appropriately.
Build Time: How many turns the unit takes to be produced. Small units can be built in a turn or two while larger projects such as Battleships might take longer.
Attack: How good a unit is at attacking. This will be compared to the defence rating of any unit being attacked to work out combat – along with various other modifiers. Combat will be dicussed in another thread.
Defence: Defence rating for combat.
Strength: This rating will determine how much damage a unit can take before it disbands/routs/shatters/surrenders etc. I’m not sure whether to have this as a simple % figure, a number representing the unit strength in terms of tanks/men etc or some other method. % figure would be easiest to implement so will use that as default.
Experience: How much experience the unit has in combat, ranging from “Green” to “Elite”. This modifies how well the unit will perform in battle and other situations such as initiative and how much damage a unit can take before routing. This always starts at 0 when a unit is formed, but I may allow units to be trained as part of the building process for an extra cost.
Range: How far away the unit can engage other units. Most units will have range of 1, but some such as artillery and battleships might have higher values. When attacking the range of the units involved will be vital as for example if artillery with range 2 engages infantry at a range of 2, then the infantry wont be able to fire back as they only have range 1.
Speed: This indicates how far a unit can move per turn. The distance will vary depending on terrain. Each unit has a number of “movement points” (MPs) which are reduced as terrain is traversed. For example a tank unit may have 20 MPs which would allow it to make 4 moves across plains, as these cost 5 MPs to cross, ertc.
Here is a list of units available at the start of the game:
Infantry (bog standard ground troops)
Build Cost: 5 BPs plus 100 Gold, 1000 Population
Build Time: 2 Turns
Attack: 20
Defence: 40
Strength: 40
Range: 1
Speed: 10 MPs
to be continued!
At the start of the game, the following units are available:
Infantry (bog standard ground troops)
Light Tanks
Light Artillery
Fighter
Short Range Bomber
Ships:
Destroyer
Submarine
Cruiser
Battleship
Aircraft Carrier
Each unit will have values for:
Attack Strength
Defence Strength
Cost – Resources, population, ammo, oil etc
Hit Points
Movement
to be continued..........
Units will have the following criteria:
Name: All units have a default name such as 3rd French(Country Name) Infantry Battalion but the player will be able to change this if they want to.
Build cost: This is how expensive a unit is to produce. It is broken down into several sections as follows:
Build Points: Each unit has a cost in build points or BPs, these are generated by factories (as long as they have enough people and resources to function). Also each unit will cost a certain amount of money to be recruited and finally a certain number of people to be produced. Everytime a unit is produced the available population in the building city will be reduced appropriately.
Build Time: How many turns the unit takes to be produced. Small units can be built in a turn or two while larger projects such as Battleships might take longer.
Attack: How good a unit is at attacking. This will be compared to the defence rating of any unit being attacked to work out combat – along with various other modifiers. Combat will be dicussed in another thread.
Defence: Defence rating for combat.
Strength: This rating will determine how much damage a unit can take before it disbands/routs/shatters/surrenders etc. I’m not sure whether to have this as a simple % figure, a number representing the unit strength in terms of tanks/men etc or some other method. % figure would be easiest to implement so will use that as default.
Experience: How much experience the unit has in combat, ranging from “Green” to “Elite”. This modifies how well the unit will perform in battle and other situations such as initiative and how much damage a unit can take before routing. This always starts at 0 when a unit is formed, but I may allow units to be trained as part of the building process for an extra cost.
Range: How far away the unit can engage other units. Most units will have range of 1, but some such as artillery and battleships might have higher values. When attacking the range of the units involved will be vital as for example if artillery with range 2 engages infantry at a range of 2, then the infantry wont be able to fire back as they only have range 1.
Speed: This indicates how far a unit can move per turn. The distance will vary depending on terrain. Each unit has a number of “movement points” (MPs) which are reduced as terrain is traversed. For example a tank unit may have 20 MPs which would allow it to make 4 moves across plains, as these cost 5 MPs to cross, ertc.
Here is a list of units available at the start of the game:
Infantry (bog standard ground troops)
Build Cost: 5 BPs plus 100 Gold, 1000 Population
Build Time: 2 Turns
Attack: 20
Defence: 40
Strength: 40
Range: 1
Speed: 10 MPs
to be continued!
At the start of the game, the following units are available:
Infantry (bog standard ground troops)
Light Tanks
Light Artillery
Fighter
Short Range Bomber
Ships:
Destroyer
Submarine
Cruiser
Battleship
Aircraft Carrier
Each unit will have values for:
Attack Strength
Defence Strength
Cost – Resources, population, ammo, oil etc
Hit Points
Movement
to be continued..........