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Cossacks III wishlist
kirjasbeltranDate: Tuesday, 19/May/2015, 5:51 PM | Message # 41
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so it is basically a remake of cossacks 1. will there a remake of cossacks 2 as well?
 
BargergoDate: Tuesday, 19/May/2015, 6:15 PM | Message # 42
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From the Official GSC Game World homepage:

Quote
Return of the legendary Cossacks! A large-scale historical strategy on great battles of the XVII-XVIII centuries.

Modern remake of the best 2001 strategy, with armies numbering in thousands of warriors and reconciled game mechanics. It’s a genuine RTS classic, including construction and production of resources. A vast selection of unit types, cold steel and firearms, influence of the landscape, and the realistic physics provide the player with an unlimited number of tactical opportunities.

Impressive scope.
Up to 10,000 units on the battlefield! 12 playing nations, 70 various types of playing units, 100 scientific researches, and over 140 diverse historical buildings.

Classical gameplay.
Real-time strategy with construction, production of resources, and the development tree. Naval battles, influence of the landscape and the realistic physics provides the player with a vast number of tactical moves.

Multiplayer.
Breathtaking battles for up to 7 players on the map. Possibility to unite into teams or to play against the computer. Flexible customization of random maps with selection of the desired landscape.

Game features:
  • Breathtaking historical real-time strategy.
  • Actions unfold in Europe in the XVII–XVIII centuries.
  • Five singleplayer historical campaigns.
  • 12 playable nations.
  • Grandiose battles of up to 10,000 units on the map.
  • Realistic physics of bullets and cannonballs.
  • Considerable influence of the landscape on battle tactics.
  • Infinite variations of battles with computer enemies on random maps.
  • Flexible generator of random maps with selection of a preferable landscape.
  • Windows, Mac OS and Linux support.

 
MarshalDate: Tuesday, 19/May/2015, 8:13 PM | Message # 43
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Hmm...

Added (19/May/2015, 8:13 PM)
---------------------------------------------
I see a big post coming from Nowy!


1st Prince de Wagram, 1st Duc de Valangin, 1st Sovereign Prince de Neuchatel, Marshal of France, Marshal Louis Alexandre Berthier
 
NowyDate: Wednesday, 20/May/2015, 8:49 AM | Message # 44
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I was little bit busy in real live and missed what they annouced in 18th May 2015. Il lokks that they decided on Cossacks 3 as remake of Cossacks 1. I got mixed fellings in that matter and can cast more remakrs in other thread started by Daddio. 

Nvertheles I will continue this wish list for future Cossacks game.
 
kirjasbeltranDate: Sunday, 24/May/2015, 5:58 PM | Message # 45
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How about expansions? Remakes of art of war and back to war? Then if there will be a cossacks 4, will it be a remake of cossacks 2?
 
NowyDate: Monday, 25/May/2015, 9:52 AM | Message # 46
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If they will do expansion or Cossacks 4 I wish to include proper order of battle for nations armies.

For instance I propose such hypothetical order of battle for French Grande Armee.

Headquarter.
* Supreme Commander and his 5 Adjutants = Emperor Napoleon
* Suite Genral and his 2 Adjutants e.g. Generals Cailancourt or Duroc or Rapp
* Suite General and his 1 Adjutant e.g. Generals Bertrand or comte de Segur
* escort cavalry squadron = 15 men formed with Guard Chasseur a Cheval o other Imperial Guard cavalry squadron

Commander in Chief of the Army and his 4 Adjutants
e.g. Marshals Davout, Massena, Soult or Vice King Beauharnais

Chiefs assigned to the Army
* Chief of Staff and his 3 Adjutants e.g. Marshal Berthier
* Chief of Artillery and his 2 Adjutants e.g. General Lariboisiere
* Chief of Engineers and his 2 Adjutants e.g. General Chasseloup-Laubat

Army Corps

I Army Corps = 2 Infantry Divisions, Corps Cavalry, Artillery, Enginners, Trains and Staff

Staff
* Army Corps Commander and his 3 Adjutants
* Chief of Staff and his Adjutant

Corps Cavalry
Light Cavalry Brigade detached from Light Cavalry Division

1st Infantry Division = 8 infantry battalions + 1 Division General + 2 Brigade Generals in 3 Infantry Brigades
* Infantry Brigade = 2 Voltigeur Companies + 1 Chasseur Battalion + 1 Brigade General and Adjutant
* Infantry Brigade = 1 Foreign + 3 Fusilier Battalions + 1 Brigade General and Adjutant
* Infantry Brigade = 1 Grenadier + 2 National Guard Battalion + 1 Division General and 2 Adjutants
Attached units
* Sapper Company
* Foot Artillery Battery = 3, 6 pounder light cannons, 1 howitzer, horse drawn 4 limbers
* Artillery Train Company = horse drawn 4 ammunition caissons
* Supply Train Company = horse drawn 2 supply wagons

2nd Division = 8 infantry battalions + Division General + 2 Brigade Generals in 3 Infantry Brigades
* Infantry Brigade = 2 Voltigeur Companies + 1 Chasseur Battalion + Brigade General and Adjutant
* Infantry Brigade = 1 Swiss Foreign + 3 Fusilier Battalions + Brigade General and Adjutant
* Infantry Brigade = 1 Grenadier + 2 Fusilier Battalions + Division General, 2 Adjutants
Attached units
* Sapper Company
* Foot Artillery Battery
* Artillery Train Company
* Supply Train Company

Corps Artillery, Engineers and Trains
* Chief of Corps Artillery and Adjutant
* Position Artillery Battery = 3, 12 pounder heavy cannons, 1 howitzer, horse drawn 4 limbers
* Chied of Corps Engineers and Adjutant
* Bridging Train Company = horse drawn pontoon bridge and tools 2 carriers
* Supply Train Company = horse drawn 2 supply wagons

II Army Corps = similiar structure to I Army Corps however few differences are possible
3rd Division could include Vistula Legion Battalion instead Foreign Battlion
4th Division could include Portugal Battalion instead Swiss Battalion

Optionally Siege Artillery up to 10 heavy guns used only during sieges
* Heavy Artillery Section = 2, 24 pounder heavy cannons, 2 limbers, 2 ammunition caissons
* Heavy Artillery Section = 2, 12 pounder heavy cannons, 2 limbers, 2 ammunition caissons
* Heavy Artillery Section = 2, 12 pounder heavy cannons, 2 limbers, 2 ammunition caissons
* Howitzer Section = 2 howitzers, 2 limbers, 2 ammunition caissons
* Mortar Section = 2 mortars, 2 limbers, 2 ammunition caissons
 
Imperial Guard

Guard Infantry Division = 4 guard infantry battalions + Guard Infantry Commander and his 3 Adjutants
Old Guard Brigade = 2 old guard infantry battalions
* Old Guard Grenadier Battalion
* attached regimental artillery = 2 light cannons, 2 limbers, 2 ammunition caissons
* Old Guard Chasseur Battalion
* attached regimental artillery = 2 light cannons, 2 limbers, 2 ammuniton caissons
Attached Unit
* Supply Train Company = horse drawn 2 supply wagons

Young Guard Brigade = 2 young guard infantry battalions
* Young Guard Fusilier Battalion
* attached regimental artillery = 2 light cannons, 2 limbers, 2 ammunitin caissons
* Young Guard Tirailleur or Voltigeur Battalion
* attached regimental artillery = 2 light cannons, 2 limbers, 2 ammunition caissons

Guard Cavalry Divison = 4 Guard Cavalry Regiments + Guard Cavalry Commander and his 3 Adjutants + 4 Brigade Generals
Guard Light Cavalry
* Old Guard Chasseur a Cheval Regiment + Brigade Generl and his Adjutant
* Old Guard Polish Chevauleger Lancer Regiment + Brigade General and Adjutant
Guard Heavy Cavalry
* Old Guard Dragoon Regiment + Brigade General and Adjutant
* Old Guard Grenadier a Cheval Regiment + Division General, 2 Adjutants + Brigade General and Adjutant

Attached to Guard Cavalry
* Guard Horse Artillery = 3, 6 pounder light cannons, 1 howitzer, 4 limbers
* Guard Artillery Train Company = horse drawn 4 ammunition caissons
* Supply Train Company = horse drawn 2 supply wagons

Chief of Cavalry and his 3 adjutants
e.g. Marshal Murat

Cavalry Corps Commanders = 2 Division Generals, each one with 2 Adjutants assigned to Heavy Cavalry Regiments
e.g. Generals Nansouty, Montbrun, Grouchy or Latour Mauburg

Light Cavalry Divison = 3 Light Cavalry Brigades + Divison General + 2 Brigade Generals
Light Cavalry Brigade = 2 light cavalry regiemnts, detached Army Vanguard
* Chasseur a Cheval Regiment
* Hussar Regiment + Divison General and his 2 Adjutants
Light Cavalry Brigade = 2 light cavalry regiments, detached to I Army Corps
* Chasseur a Cheval Regiment + Brigade General and Adjutant
* Polish Vistula Lancer Regiment
Light Cavalry Brigade = 2 light cavalry regiments, detached to II Army Corps
* Chasseur a Cheval Regiment
* Chevauleger Lancer Regiment + Brigade General and Adjutant

Dragoon Divison = 2 Dragoon Regiments + Division General
* Dragaoon Brigade = 1 Dragoon Regiment + Division General and his 2 Adjutants
* Dragoon Brigade = Dragoon Regiment
Attached Unit
* Supply Train Company = horse drawn 2 supply wagons

Heavy Cavalry Division
* Heavy Cavalry Brigade = 1 Cuirassier Regiment + Divison General and 2 Adjutants
* Heavy Cavalry Brigade = 1 Carabineer Regimet + Division General and 2 Adjutants
Attached Units to Heavy Cavalry Division
* Horse Artillery Battery = 3, 6 pounder light cannons, 1 howitzer, 4 limbers
* Artillery Train Company = horse drawn 4 ammunition caissons
* Supply Train Company = horse drawn 2 supply wagons

These order of battle could represent French Army in the game. This require c.a. 5000 units.

GSC announced that even 10, 000 units will be possible, however I do not believe that all they can represent military units.
I think that part of these numbers are peasants and other support units.


Message edited by Nowy - Tuesday, 26/May/2015, 7:54 AM
 
kirjasbeltranDate: Tuesday, 26/May/2015, 5:49 AM | Message # 47
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If cossacks 2  has 6 (9 in the expansion) nations, and cossacks 4 is the remake, will it also feature 6-9 nations?
 
NowyDate: Tuesday, 26/May/2015, 7:45 AM | Message # 48
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I proposed even 18 factions/nations in six different power tiers. Read my OP in this thread.

I  Dominant maritime, mercantile and colonial great power = Great Britain
2. Domiannt land great powers = France in West Europe and Russia in East Europe
3. Major powers in troubles = Austria and Prussia in Cenmtral Europe
4. Major powers in decline = Spain and Ottoman Turkey
5. Divided, dependent or emergent six factions = North and South Germany, North and South Italian, Polish and Egyptian
6. Five minor states = Batavia-Holland, Denmark-Norway, Sweden-Finland, Swiss-Helvetia and Portugal

These power tiers oould represent different power strength, different scenarios and balance for nations in the game.
These add more diversity and will be more enjoyable. These will be more realistic and will represent bigger variety of powers.
These 18 powers in the game will better recreate historical conditions from that epoc.

C I BTW included even 20 or 21 nations. However they were poorly balanced and not realistically recreated.
It would be fine include more realistic conditions and variable balance for nations in future Cx game. This is doable.


Message edited by Nowy - Tuesday, 26/May/2015, 7:56 AM
 
kirjasbeltranDate: Saturday, 30/May/2015, 7:37 PM | Message # 49
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Suggestions for the morale: morale is less likely to decrease if you send at least two or more formations to attack an enemy formation. Morale does not decrease by merely sending your formation from one location to another even if they are in a different formation, or if you attack an ai controlled formation specially if you have at least two formations to use against one enemy formation... The more the number of formations specially if you want to fend off an attacking ai controlled formation, the lesser the chancess of your troops' morale decreasing. I cannot help but notice that my troops' morale decreases whenever i send them in a line formation to capture a neutral/ai controlled settlement or to fend off an attacking formation. In some instances, the ai controlled formation retreats whole my pursuing formationlooses morale even if i make them use their rifles, causing the ai controlled formation to shoot them, gaining the upper hand in the process and causing my troops to loose their morale and subsequently disband. 

As for the units display, i would suggest that they display the portraits of the units and the portraits of the commander units leading them(officer, drummer or standard bearer, at least if they are programmed to lead formations individually like on cossacks 2 as opposed to requiring the presence of both the officer and Either or both drummer and standard bearer in cossacks 1 and american conquest, at least if playing as european nations in the latter, or otherwise chieftain/shaman if playing as native american factions). This way, the player can easily identify which formation led by which commander unit is still intact, or not specially if a formation disbands from loosing too much morale, or if a drummber/officer/standard bearer commanding a certain formation gets killed in battle..
 
FtoomshDate: Saturday, 13/June/2015, 12:10 PM | Message # 50
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First up. where should we submit suggestions to GSC?

Second point, we can all make big wish-lists but I guess we have to be realistic and in the final analysis accept what GSC give us and work with it; both playing-wise and modding-wise.

Third point, my suggestions will clearly reflect my C1 bias and more to the point my C1 OC Mod bias. I know some of these ideas have already been put forward.

My suggestions.

1. Large formations must be possible and bonuses be applied to formations as attack/defence bonuses and/or as morale bonuses.
(Note: Thus it will be necessary to use formations in most engagements. However, having certain troops still useful loose is good for some troop types like hussars for example).

2. Formations of formations must be possible. Another way to put this is it must be possible to form formations into armies.
(Note: This is actually possible in C1 but it has a bug such that formations with different march speeds (and not only different march speeds) end up misaligned after a movement.)

3. Cannon need to have a crew, be hauled by horse, and be limbered and unlimbered in moving and setting up batteries. Cannon with dead crew cannot fire. Crew without cannon can move to a crew-less cannon. Different gauges of cannon would be good e.g. six, nine and twelve pounders plus howitzers and mortars etc. as historically appropriate. Add in heated shot to create fires and buildings that will not only burn down but spread cinders to adjoining buildings and maybe cause them to burn down. Heated shot would require mobile furnaces or crude brick field kilns. Have defender bucket brigades if and only water is handy to the base.

4. Sappers who can do basic earthworks would be a good feature. The ability to make pontoon or other temporary bridges would be a good feature.

5. Defenders need to be able to fight from battlements with ranged weapons (top of defensive stone walls etc.) and attackers need to be able to use escalade (ladders) as a form of assault. Sappers also need to be be able to trench, tunnel under walls and blow them with gunpowder. For defenders crude mining of breaches and rubble with explosives should be possible.

6. Buildings should be able to be garrisoned. Log cabins and other buildings should provide no firepower unless troops are actually inside. (Unlike log cabins in C1).

7. Market trading needs to be moderated (nerfed) as it was in OC Mod. It should always be best to gather a resource directly rather than trade for it. Trading for resources should be a second best and more costly option. In particular, reverse trading to create artificially good trades MUST NOT be possible.

8. I would keep at least 6 resources as we had in C1. I would even be happy to see 8 resources as in Food, Wood, Stone, Coal, Iron, Lead, Gold, Saltpeter.

9. Since realistic ball and shot physics are mentioned, we would want to see realistic effects from enfilade fire (more effective) and realistic tactics like reverse slope tactics being possible.
(On the reverse slope your troops are sheltered from direct fire (muskets and cannon) but not from arcing / plunging fire like howitzers.)

10. A different implementation of sight range would be good. Ensure that buildings only confer a short sight range and that walls and fences essentially confer no sight range at all. Cannon towers, watch towers and walls would confer sight range if stocked with troops or lookouts. Troops of course confer sight range.

11. Initially require micro-ing of resource gathering but later allow upgrade for getting foremen who will ensure peasants are not idle. Also, allow general quatermaster orders for foreman such as "gather 10% more wood, gather 10% less stone" and foremen will organise this as close as feasible for player. Consider requirement for stocking and then cartage of building materials. This would mean a bunch of peasants cannot go to a new site and build by "pulling wood and stone out of their pockets".

12. Navy requires careful implementation and probably nerfing compared to C1. On the other hand adding in gunboats for rivers would be good plus keep troop transports and allow full formations to enter and exit them. Make draft requirements more exacting so ships cannot go up small rivers and in small lakes etc.

I could go on but I better end it there. Cheers.
 
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