This will be using and play testing a MOD I've started. The MOD will be called Enhanced Diplomacy (ED and references to Erectile Disfunction are not needed ) There will be multiple versions of this as time goes on.
Version 1 - Model Changes
I've found combat to be too quick and too bloody. I believe the reasons for this are due to the low number of hits for each element vs. the high damage and cohesion caused by each unit. So using NGP as the base I've done the following
Hit Changes
The first thing that jumped out at me from looking at NGP is that the number of hits were WAY higher (up to 40 for some AUS units, 36 for French). Thinking about this, if hits are viewed as the Staying Power of a unit rather than the number of men in a unit, then elite and veteran units will stay in the battle much longer. With only 8 hits in the base game, this isn't reflected. So the following has been adopted:
- INF Units have 8 (Conscript), 16 (Normal), 24 (Veterans) and 32 (Elite) hits
- HORSE Units have 10 - 20 hits based on type and Normal vs. Guard
- ARTY Units have 4 hits (unchanged)
- SHIP Units remain unchanged from base
Gun Damage and Cohesion Loss
The second thing that jumped at me from NGP is that gun damage and cohesion loss from gun damage were GREATLY reduced from base. In base, every unit has a Rate of Fire of 2 and gun damage of 2 with cohesion loss from a hit being anywhere from 20-40 per hit. In NGP, ROF is 3, but gun damage is 1 and cohesion loss from gun damage is 5. In NGP, if a unit hits 3 times, it will cause 3 damage and 15 cohesion loss total. In WON, ROF is 2 and if it hits twice it takes out 1/2 of the target unit (with 8 hits) and causes anywhere from 40-80 cohesion, which is enough to cause a unit to run away. This is why the majority of combats last 1 round. What I've adopted from NGP:
- INF units have an ROF of 3 and do 1 damage and cause 5 cohesion loss
- Ranged HORSE Units have an ROF of 3 and do 1 damage and cause 5 cohesion loss
- ARTY Units have an ROF of 2 and cause 1-3 damage and cause 10-15 cohesion loss based on size of gun
Assaults
With increased hits, reduced gun damage and gun cohesion loss, the major of battles will be determined by assaults which represents the tactics of the period. WON is fairly close to NGP in this aspect with one notable exception, the NGP Assault Cohesion done is less.
- INF Units have their Assault Cohesion Caused reduced.
- HORSE Units have stayed roughly the same
- ARTY have stayed roughly the same and Assault Damage Caused and Cohesion Caused is same or a bit higher representing canister shot
- Some units have a "FirstShockCoeff" which bumps up their first assault attack (via charge or whatever). This has been left the same.
CBT Signature
This value is used by the engine for target selection. I didn't realize until recently how important this value is. Horses have a lower CBT reflecting that they were hanging around ready to charge at routing units or for an assault.
- INF are set to 100%
- HORSES are set to 65-75% based on type
- ARTY are set to 50%
Ships
AGEOD has already incorporated some of my recommended changes, but I'm expanding on what has been done. This needs to be play tested and may get changed a bit.
- Ships have a base 10% chance to hit (offense or defense)
- Range has been increased back to 5 or less to be consistent with land Artillery
- Larger ships have more ROF than smaller (reflecting more guns)
- Each hit does 1 damage and 5 cohesion
- Larger ships do more penetration and have higher protection (reflecting the different sizes involved)
- Larger ships have more ROF reflecting greater guns
- Assaults have been left roughly the same. Larger ships have more men and cause more assault damage/assault cohesion loss when boarding
- Larger ships have lower initiative reflecting that they were more difficult to manage versus smaller more agile ships
Factional Overrides
WON uses common models (CMN) to build the base of all models used in the game. Each faction may have overrides to this. For example, French Elite Infantry have higher than common troop quality and cohesion and cause a 30% bump in first shock when assaulting. English Elite Infantry have even higher troop quality than the French, higher to hit and greater cohesion than French but no assault bonus. These for the most part have been left untouched but may need to be tweaked around a bit.
Version 2 - Diplomacy Additions
I'm awaiting the next patch to see what Pocus does and how I can better integrate this within the next release.
- Ability to demand and cede regions between players (only)
- Ability to create a satellite nation giving control over troops and provide a small economic transfer to the major power based on dice rolls
- Full annexation (non-scripted) of countries
So we need three players to help test this out. Please respond if interested. Consider this beta testing. I don't want to publish this MOD prior to playing out the game a bit. What I've noticed so far is that combats last longer. Armies have a greater chance to retreat. They stay battle worthy for longer.