Decided to update this first post with progress. The old outline was also a little outdated for what I'm looking to accomplish.
Features
Map
- Totally new map
- Faction positions roughly based on the 1750's.
- Many new rich lands to colonise.
- Developed regions. This is the 18th century, cities had more infrastructure than dirt roads, land clearance and grain exchanges.
- Papal States are in, but the influence of the pope will be removed. No crusades, jihads, priests or imams. The focus on the mod is nationality, not religion.
- Castles are removed.
- The large map combined with more landmasses makes it hard to defend a colonial empire.
Development
- Modified tech tree. Development will move much slower than in previous games as cities start more developed and the mod focuses on a narrow period. Development on the mainland will be focused on improving the experience and stats of units (as opposed to "unlocking" new units) and leaders, as well as improvements in economic infrastructure.
- Economies will be tighter. Generally in other mods things become quite easy when your cities are well-developed. As development is much slower in this mod I'll be able to balance economy better.
- Armies will be less easily replenished. It will be as much a matter of manpower as economy.
- Factions will have strengths and weaknesses, despite many sharing common troop types. Britain will naturally maintain a large and quality fleet and will have a quality army, just not in large numbers. Russia will be able to build a much larger army but it will be lacking in quality. Prussia on the other hand will be able to build a large, high quality army despite a low population.
- The tech tree will be less of a strain on AI resources and it will be more focused on producing units.
- Colonial lands can't simply replace European lands as the settlements in Europe are needed to produce a quality military.
Diplomacy/AI
- Will be brand new with an emphasis on coalitions and preservation over suicidal imperial ambitions.
- Factions will be much more reasonable, and political, geographical and military strength will be better taken into consideration.
- Allies/vassals will provide political, economic, geographical and military support.
- May produce two different AI's, one for a slow and realistic game and another for the action junkies.
- Factors such as reputation will become much more important in diplomacy.
Building an Empire
Building an empire won't nearly be as simple as most mods as maintain control over a large area will be quite difficult.
- Conquered regions will be much more prone to rebellion, and will provide unreliable troops at best.
- Sacking or exterminating the cities of a civilised nation will have serious global consequences.
- Economy may not be able to support a military large enough to maintain order through force.
On the other hand other nations will be more willing to join your empire (as vassals). The disadvantage being no direct control over those regions, however vassals will provide significant political, economic, geographical and military strength, perhaps more so than if you had direct control over the regions. It will be much easier to maintain an empire this way, the catch being you need to be powerful to do this in the first place.
Battles
- Plan to feature light infantry, line infantry, hussars, light dragoons, lancers, cuirassiers and artillery ranging from 3lb up to 12lb. The general will be accompanied by a small entourage and will be a non-combatant unit.
- Custom battle AI.
- Importance for all troop types. It isn't just infantry "lining up and shooting each other". Timing volleys, charges, morale and a well-balanced army will be important.
- Less manageable battles. While the battlemap isn't any larger, the battles themselves take place over a much larger area and it will be tough to keep track of everything unless you constantly press the pause button (which will be frowned up ). Given the close proximity of the enemy line, you may miss an enemy charge which may lead to breaking the line and a chain-rout.
-Sieges will have less emphasis. I see a lot of problems such as pathfinding, behaviour, AI, buildings etc that make it unappealing to me for what I have in mind for this mod.
Mod development
Members
Me : currently coding, modeling and mapping.
Palpatine: currently working on graphics.
I am open to contributions. battle AI, modeling, trait/title system, admiral expansion and from-scratch factions would be the area's of the most interest to me. As far as modeling goes: Euro cavalry, Ottoman, Persian, Chinese, Indian and African units. When I say "from-scratch faction" I mean a faction that doesn't replace another existing faction, but one that is a totally new addition. There is an overall limit of 31 factions (unless that has changed with Kingdoms?) and I wouldn't mind seeing some Chinese, Indian and African resistance as well as an emerging USA.