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pgr
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State Specific Partisans

Tue Sep 16, 2014 7:57 am

Ok a modest proposal:

Would it be possible to make Partisans (both those built out of force pools and those created by RDCs) state specific in the same way that militia units are?

Partisan use tends to be a point of contention amongst players, often because the little buggers can go almost anywhere. I'm not really for nerfing them (or their associated cards).

Militia units are made state specific, so that if they leave that state their mobility and combat efficiency are greatly impacted. If this were implemented, it wouldn't impact local partisan activity, but it would impede the ability of say Partisans raised in the back woods of Missouri from blowing up depots say in Indiana.

Historically speaking, partisan activity (or I guess insurgent activity as we would call it today) is highly localized and dependent on the support of the local population. Partisans outside their "home" area tend to become pretty ineffective.

Anyway, just a suggestion

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tripax
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Tue Sep 16, 2014 10:42 am

I think the way this would work is that partisans would act even more like a cheaper, weaker militia with the pillage ability.

In the current code, home region for militia and volunteers is controlled by the units DB. Partisans only have one unit type with no "home region", while militia/volunteers have one unit type for each state with a "home region" - and this is a state, I'm not sure if it could be changed to a theater such as Far West or New England. For partisans, it would make sense that their "home region" would include border states (which could badly be approximated by theaters such as Far West) rather than a state, not only should Missouri partisans be effective in Arkansas and Tennessee partisans in Kentucky, for instance, but Kentucky partisans should be effective in Ohio as well. It is possible to define new groupings of land area for the game to use, $area_Recruit_Mescaleros is an example of a grouping that is neither a state nor a theater. So we could define and set a "home partisan theater" for a type of partisan unit.

However, these "home partisan theaters" cannot be defined dynamically - we would have to create a partisan unit for each state (or theater or partisan theater, etc) in which we want partisans to be recruited/RGD-recruited. That would also mean making a RGD card for each state (or theater or partisan theater, etc) from which we want partisans to be RGD-recruited, which would look messy. Also, that would seem to increase the partisan force pool a bit.

I don't know much about partisans in the war (which is why I haven't ever touched them in my modding), but it sounds like this could work, more or less. What do other people think?

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tripax
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Tue Sep 16, 2014 10:42 am

Double Post.

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Mickey3D
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Location: Lausanne, Switzerland

Tue Sep 16, 2014 10:58 am

pgr wrote:Ok a modest proposal:

Would it be possible to make Partisans (both those built out of force pools and those created by RDCs) state specific in the same way that militia units are?

[...]


+1

Players (me included) tend to use partisans in a way that is not very realistic.

The same is true for indians (sorry native americans...) who can go wherever on the map without penalty.

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tripax
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Tue Sep 16, 2014 11:20 am

I use them unrealistically, too. I use them to increase MC and garrison in the far west. My excuse is that I'm garrisoning forts that didn't really exist back then and wouldn't have held so much stores if they were not garrisoned.

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pgr
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Location: Paris France (by way of Wyoming)

Tue Sep 16, 2014 4:55 pm

tripax wrote:I think the way this would work is that partisans would act even more like a cheaper, weaker militia with the pillage ability.


Weak militia with a pillage ability seems like a pretty good description of what Partisans are (or should be)

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