|Nowy||Date: Monday, 27/April/2015, 2:54 PM | Message # 21|
|Next wishes to my list for future Cossacks III. |
* bigger in size maps suitable for 2 or 4 players
* map generator should create realistic landscape with correctly represent regional topography, flora and fauna elements and some resources places hidden under small yellow dot points how it is in CI game
* skirmish sea map could include, open sea, deep and shalow waters, bays, gulgs, river mouth, islands, peninsulas. some predicted places for dockyards, naval bases, trade ports and sea lanes
* skirmish land maps should include correct regional terrain conditions, lowland, highland, moulds, mountains, valleys, lakes, rivers with few tributaries or streams, eventually river mouth, coasts etc.
* predicted road system between resources and predicted places for settlements, towns, villages locations adecuate to presented region and symbolised as red lines on mini map how it is in CII game
* predicted road system could include possibility for road improvements e.g. British turn pike trust taking tolls, then workers could build pavement or wider roads suitable for heavy carts transport
* regional deserts, marshes, meadows, steppes, some bigger trees such as great oaks or pines or poplars and few wild animals only in the forsets
* canals and few inland waterways suitable for boats, barges or ship transport
* few predicted river fords, bridgeheads where players will build variety of bridges
* correct riverbed main direction e.g. from west to east for River Thames in England, from south to north for river Nile in Egypt, from south-east to north-west for river Oder in Silesia, from north-west to south-east for river Dniepr on Ukraine etc.
* lakes only in proper regions e.g. Garda Lake in Lombardy, Balaton Lake in Hungary or few lakes in East Prussia
* smaller in size and less detailed buildings build, repair and destruct by players including towns, villages, bridges etc.
* players could build buildings in organized groups as towns, villages, tade ports, dockyards and naval bases
Message edited by Nowy - Monday, 27/April/2015, 2:59 PM
|Nowy||Date: Saturday, 02/May/2015, 7:42 PM | Message # 25|
|Skirmish gameplay in CIII could start with 10,000 stored resources and 10 workers. |
Map generator should create basic regional topographic conditions, main lakes, rivers, few streams, coasts, harbour, marshes, deserts, or forests. Map for 2 or 4 players could include minimum 8 places suitable for agriculture, 8 fisheries in some waters, 8 wood, 8 stone, 4 iron, 4 coal and 4 gold resourses placements and road system betwen these key locations including predicted places for buildable bridges.
Players could build and capture all buildings and bridges in the game. Different regions and different factions could build their characteristic buildings. Variety of national buildings buildable in similar for all factions build order as fallows.
1. Smal house = workers build in suitable place small house for 10 men, next small houses are necessary in villages, settlements and towns boroughs
2. Fodd village = group of buildings build by workers close to suitable for agriculture lands,
- these bulildings inlude local storehouse, from 1 to 4 small houses, small barn, cowshed, piggery, poultry shop, tools and machines store, windimill and some fences in few places
- agricultural lands include cereals plant, fibre crops flax or hemp plant in Europe or cotton plant in Egypt, cash crops potatoes, suger-beets, grass meadow with few haystacks, permanent pasture, ploughed land, some orchard trees or olive trees, vineyard in south countries and small vegetables garden
- animal husbandry for food production and cash surplus cattle, horses, sheep in Europe, additionally some nomadic herds and camels in Asia Minor, Middle East and North Africa
- food village will produce food only in harvest time, local storehouse create next workers, packed horses or camel caravans and 30 militiamen squad split on two 15 men companies.
- small houses offer dwellings, then more workers could work in agriculture, cultivate crops and rising animals. Surplus and cash crops automatically reap profit in gold.
- when enemy attacks villages workers can not produce food, they should hide in storehouse
3. Blacksmith = produce metal tools, horse shoes, create packhorses and horse drawn carts needed for resources transportation or cammel caravans needed in Africa and Asia. Blacksmith allow workers build sail boats in the coast marked with fishing-nets and start fishing. Each boat needs 2 fishermen, they should find fishery place marked as few fishes in the water. After fishing time boats get back to this coast, then catch fishes are counted as delivered food.
4 Town Centre = group of builldings include town hall with closely build three tenement houses placed in east, north and west sides, and few pavement streets. Town hall create next workers, militia company, 10 townsmen and 10 women waking in the streets in peace time and hide in houses, when enemy attack. They can represent living town which needs next buildings. Town Centre offer 1,000 dwellings.
5. Warehouse = build in town's borough or in trade port. Warehouses store all resources transported from local storhouses. Delivered here resourses are taken into account.
6. Market = build in front of Town Centre, here players could exchange resources and trade with allied ir neutral factions.
7.Resourses = group of buildings build by workers in places marked on mini map as small yellow dot points and resources symbol, then local stores build here create militiamen company, packhorses and workers employed in mines and various mills. They collect resources: wood, stone, iron, coal or gold later transported to closest townn's or trade port's warehouses
-Wood = 10 workers employed in wood cutting is enough. They can build sawmill in the forest, then cut down great trees and produce timber, later packhorses transport wood to closest warehouse. Sawmil upgraded three times could increase wood production. Forest rich regions could produce more wood. Therefore Austria, Prussia and Poland could build two sawmills and North Russia and Sweden-Finland even three sawmills
- Stone = 10 workers employed in stone-pit is enough. They can build stone-pit brickyard, gather stone or clay and produce stone or ceramic bricks. Then pack horses or horse drawn carts transport these bricks to closest warehouse. Brickyard upgraded three times could increase stone production. Itally additionally could build next stone-pit which produce marble stone
- Iron = from 10 to 30 workers employed in iron mine and iron works is enought. These group of buildings upgraded three times increase iron production. However they needs imvestment, build closely to iron works, finery forge, coke blast furnace, local storehouse and from 1 to 3 small houses. British additionally could build machines and machinery factory, steam engine factory, puddling and rolling mills, these greatly accelerate and increase British iron mass production
- Coal = from 10 to 30 workers employed in cola mine is enough. This mine upgraded three times could increase coal production, it needs investment, workers employment, build closely local storehouse, from 1 to 3 small houses, gunpowder mill and chemical works. British additionally could implement steam powered pumps and lifts which increase coal production, and bleaching powder works which greatly accelerate British textiles and sail cloth production. Then British could reap gold profits in trade.
- Gold = 10 workers employed in gold mine is enough. Europe lacked in rich gold mines. Therefore gold mine upgraded three times only little bit could increase gold production. However European can reap gold profits from agriculture, manufacturing, overseas trade and colonial expansion. Such factions as like Britain, France, Spain, Portugal, Batavia-Holland, Russia or Ottoman Turkey could gain gold from distant or colonial trade centres
8. Barrack = create infantrymen, sappers, officers, flag bearers, drummers, 400 dwellings. Shocked soldiers runaway from broken formations could gather around this buildings. They can come here to rest and reinforce or form new infantry squads.
More barracks could build later great powers. Minor factions which had small population could not build next barrack.
They should seek allies help
9. Light Cavalry Stable = create light cavalrymen, cavalry officers, flag bearers, trumpeters. Around this buildings shocked cavalrymen come to rest and reinforce new light cavalry squads.
10. Artillery Depot = create artillery guns, artillerymen, horse drivers, horse drawn limbers, ammunition caissons, supply train wagons, tools and floating pontoon bridge carriages. Around this building shocked artillerymen and hose drivers could come to rest and reinforce new artillery or train squads
11, Fortifications = garrisoned buildings build by sapper company and workers in key locations
- Blockhouse needs garrison 36 infantrymen
- Tower with 1, 2 or 3 cannons needs garrison 4, 8 or 12 artillerymen
12. Bridge = if necessary sapper company and workers under Chief of Engineers command could build in predicted places in road system few floating, wood or stone made bridges
13. Church or Masque = build close to market in left or right corner. This building create priest or mullah, they can inspire workers to better work and healing wounded men.
14. School = education, kowledge and literacygrow human capital and modrn society. After this building Barrack could create national guard units and Light Cavalry Stable could create irregular cavalrymen
15. Heavy Cavalry Stable = create heavy cavalrymen, cavlary officers, flag bearers and trumpeters. Around this building shocked heavy cavalrymen could come to rest and reinforce new heavy cavalry squads
16. Academy = create General Commanders, Chiefs, Admirals and their Adjutants. They take command over army or navy squads, keep order and greatly increase soldiers morale. They allow build fixed fortifications, military camps and ships of the line
17. Bank = build close to market. Bank time to time could offer bank loan 10,000 in gold, later repayment 10,500. Bank loan help financing next buildings or military units. These accelerate economic growth or help maintaining bigger army or navy.
18. Manufacturing settlement = group of buildings build close to Town Centre include four small craftsmen shops, local storehouse, textile manufacture and weapons manufacture. British additionally could build machines and machinery factory, steam engines factory and textile factory. These buildings accelerate and greatly increase British industrial mass production. Manufacturing settlement ould produce various manufactured goods counted in gold.
19. Palace = create Supreme Commandr, 2 Suite Generals, 8 Adjutants and escort 15 men cavalry squadron. Building offer 50 dwellings
20. Guard Barrack = create guard infantrymen, officers, flag bearers and drummers, 250 dwellings
21. Guard Cavalry Stable = create guard cavalrymen, officers, flag bearers and trumpeters, 250 dwellings
22. Diplomatic Centre = create walking gentelmen or peasants spies and diplomats in horse drawn coaches.
France and Britain additionally could create foreign service Legionary infantry and cavalry units. Diplomatic Centre allow send messages to allied or neutral factions to sign trade agreements, alliances, coalitions, negotiate with enemy factions armistice or peace terms.
23. Stock Exchange House = sale stocks and bonds needed for big capital investments. Founds invested in iron works, manufactures, textile factory, dockyards and trade ports reap extra profit 2,000 in gold
24. Dockyard = dockyard office create workers, they build and repair dry dock, wet dock, crane, equipment mill, slipway, timber yard, wharfs, sea boats, barges, merchant ships, transport ships and variety of warships
25. Naval Base = build close to dockyard group of buildings such as Navy Barrack, Arsenal, lighthouse, two towers, wharfs, hulk and place suitable for navy anchorage. Navy Barrack offer 400 dwellings and create marines, sailors, ship gunners and captians needed on board before ships will sail at sea. Marines 12 men companies could guarding naval base and sometimes can fight in land battles too.
26. Trade port = group of buildings include custom office, from 1 to 3 docks, wharfs and warehouses. Trade port allow fishing, lead overseas trade and collect custom duties, port fees, tarifs and taxes. Every merchant ship in trade port pay duties 10 gold. Overseas trade represent merchant ships send to allied or neutral ports, or distant, colonial trade centres
27. Distant or colonial trade centres = anchor points locate on map brinks reprenenttrade centres in North America, South America, Africa, Asia and far East Russia. Player could send to these points merchant ships or camel caravans or horse drawn carts loaded with traded goods. When they come to this points then openm speical window where player could create sea lane or land trade road and automatically time to time trade goods. When merchant ship get back to faction's trade port then faction reap extra profit 200 gold. Wehn land merchants get back to town's warehouse then faction reap extra profit 40 gold
28. Fixed fortifications = build by sapper comanies and workers under Chief of Engineers command. These special buildings needs garrison, ammunition and food provisions inside. Fatigued or shocked soldiers from broken squads could come to rest around these buildings, then reinforce new squads or garrison toops. Pack horses or horse drawn train wagons from time to time should supply these fortifications. Enemy could blockade supply lanes or siege these fortifications. When besieged fortification wear out ammunition and food provision, then must capitulate. In predicted place around these fortifications enemy sapper comapnies coud build siege tenches and other field works. Then heavy artillery bombardment, explosive barrels and siege techniques could kill some garrison soldiers and make breach in fortification's wall. Then enemy infantry squads could storm this breach and capture fortification. Later they could repair or abandon dilapidated building. Fixed forticifation build in strategic places include:
- Bastion with 2, 3 or 4 cannons, needs garrison 8, 12, 16 artillerymen, 48 infantrymen, supply food 100 and ammunition for 10 shots per cannon
- Fort with 3, 4 or 5 cannons, needs garrison 12, 16, or 20 artillerymen, 1 infantry battalion squad, supply food 200 and ammunition 10 shots per cannon
- Fortress with 6, 8 or 10 cannons needs garrison 24, 32 or 40 artillerymen, 2 infantry battalion squads, 1 sapper company, Brigade General with Adjutant, supply food 400 and ammunition 10 shots per cannon
29. Field works = build by sapper company and workers under Chief of Engineers command. Field works give soem cover against musket and cannon shots.
- fleche cover for 2 artillery guns
- redoubt cover for 3 to 6 artillery guns
- siege trenches build only on predicted places around besieged Bastion, Fort or Fortress
30. Military camp = close to front line sapper comapny and workers under Chief of Engineers command could build group of buildings such as soldiers tents, commanders tent, camp-fires with kettles, wood barrack storehouse and sometimes few field works. Pack horses or horse drawn train wagons from time to time should supply this camp. Fatigue or shocked soldiers runaway from broken squads could come to rest and reinforce new squads.
Message edited by Nowy - Tuesday, 05/May/2015, 10:19 AM
|kirjasbeltran||Date: Sunday, 03/May/2015, 0:48 AM | Message # 26|
|camel based units for turkey.. or egypt if this nation is also included like in cossacks 2. if camel based units are included, officers/commanders, drummers, standard bearers and trumpeteers should have their own camel variants. |
also, will it be possible to create formations of infantry units that are led by mounted officers/commanders, drummers, trumpeteers and standard bearers? or if camels are to be featured, we can also have camel based officers, drummers, trumpeteers and standard bearers leading formations of infantries and horse based cavalry plus horse mounted officers, trumpeteers, drummers and standard bearers leading camel based cavalry...
if camels are to be featured, there should also be camel based mamelukes similar to their aoe 2 counterparts, armed with thrown swords or knives or any related sharp objects.
|kirjasbeltran||Date: Sunday, 03/May/2015, 7:11 PM | Message # 28|
|@nowy.. So camel based mamelukes can be added for middle eastern factions, right? They are still armed with scimitars like their aoe 2 counterparts except that they use it as melee as opposed to thrown... Btw how about war wagons, preferrably 4-wheeled ones, ie in germany to be added in cossacks 3? Is it possible to have them added just like in aoe 3? In regard to officers, drummers, trumpeteers and standard bearers, how about if they are all mounted and are capable of leading both an infantry and a cavalry formation... Imagine a pair of mounted officers, then one leads an infantry formation and the other leads a cavalry formation.. Or can we also have camel variants if a nation has camel cavalry units in its arsenal? If so, will it be possible to have another formation led by a camel variant of the drummer, officer, standard bearer, and trumpeteer, regardless if that formation is infantry or horse cavalry, plus a camel based cavalry led by a horse mounted variant? |
For example, a group of camel and horse based officers, leading separate groups of infantry, camel and horse based units. Camel based a leads an infantry formation, camel based b leads a horse based cavalry and camel based c leads a camel based cavalry; horse mounted a leads an infantry, horse mounted b leads a cavalry and horse cavalry c leads a camel mounted cavalry.. Otherwise, to make things simple, on foot officers, drummers, trumpeteers and standard bearers can only lead infantry formations but cannot be led by horse or camel based variants.. Horse mounted ones can only lead horse cavalry but not camel mounted ones... Camel mounted variants can only lead camel mounted cavalry but not horse based ones..