- Dec 14, 1999
- 19.187
- 79.702
War! that mad game the world so loves to play
written by King
For this weeks update we’re going to give you a little bit more information about the changes we’ve made to the military system. We’re also going to talk a little bit about the nice new technologies you can find in revolutions. First let’s start with the military. From the other updates we’ve done you’re probably aware that we have made several changes to the military system. So let’s go into a bit more detail about these before we move on to some new features.
Firstly the rules on POP promotion, as has already been mentioned you cannot promote POPs form non state cultures unless you have a full citizenship party and you cannot promote POPs in colonies at all. In tandem with the change we’ve made a few other changes to make this truly effective. Firstly when you annex a province the soldier POPs do not automatically convert to Farmers/Labourers. This means that as you expand your colonial empire your pool of colonial manpower expands with it. Then if you factor in population growth by the end of the game you can have a reasonable amount of colonial manpower. We’ve also scattered more soldiers across Africa. Again a reasonable sized colonial empire will initially yield a few divisions for defence; then with population growth you can get a not bad little army out of it.
Next let’s talk about the Mobilisation pool. Currently you can have 0 divisions of a standing army and have 200 divisions ready to be mobilised when war broke out, well no longer. Now the size of the mobilisation pool is tied to the size of your army. We did this in part to close the little loophole I described above, but also because in the Victoria Era the majority of the great powers operated a system were soldiers were drafted into the regular army for a few years and then served several years in the reserves, the link between the mobilisation pool and size of the army reflects this. We also added in the size of mobilisation pool being tied to your military policy, the more militaristic you are the longer you can keep your troops serving as reserves and thus the larger your mobilisation pool can be.
Moving along on the military front we’ve added a whole new level of military technology, 5 army and 5 navy, reflecting the inter war period. New ships have been added such as carriers, battle cruisers and more models of battleships have been added, to make the late game Navy more flexible and powerful. On the land front, as some of you may have already guessed, we’ve added aircraft, but we’ve also added inventions to improve your army across the board. Making the late game army more mobile and harder hitting. Here is a screen shot from the last day of the game showing you the chance to build nice new ships
Now onto technology we’ve also added technology to all the other areas as well. In the field of culture we’ve added new inventions, which start to push your pops toward extreme ideologies, (not so much that everyone goes extreme by the end of the game, just enough to help those that are heading that way anyway). We’ve also added a series of random event tied to these political inventions. These help late game dictatorships stay dictatorships. No longer do you have to worry about the rising militancy of your pops, a propaganda triumph or a party rally can be just the thing you need to bring the masses over to your side. Just to illustrate here is Austria from the same game, notice that the useful political events have helped lower Austria’s plurality making its people more willing to enjoy the joys of an absolute monarchy.
The industrial commerce technologies also add something to the late game. New factories, including radios and synthetic oil, increased productivity as modern management techniques come into play and an additional level of railway to help your factories along. Although personally I like that your government ideology also influences your late game economic development. Communist states get five year plans that allow cheaper factories, socialists get cheaper social reforms, liberal governments get reduced loan repayments etc.. Giving each ideology its own unique stamp on the late game.
Things are coming along quite nicely for revolutions, I hope you’re all looking forward to it.
written by King
For this weeks update we’re going to give you a little bit more information about the changes we’ve made to the military system. We’re also going to talk a little bit about the nice new technologies you can find in revolutions. First let’s start with the military. From the other updates we’ve done you’re probably aware that we have made several changes to the military system. So let’s go into a bit more detail about these before we move on to some new features.
Firstly the rules on POP promotion, as has already been mentioned you cannot promote POPs form non state cultures unless you have a full citizenship party and you cannot promote POPs in colonies at all. In tandem with the change we’ve made a few other changes to make this truly effective. Firstly when you annex a province the soldier POPs do not automatically convert to Farmers/Labourers. This means that as you expand your colonial empire your pool of colonial manpower expands with it. Then if you factor in population growth by the end of the game you can have a reasonable amount of colonial manpower. We’ve also scattered more soldiers across Africa. Again a reasonable sized colonial empire will initially yield a few divisions for defence; then with population growth you can get a not bad little army out of it.
Next let’s talk about the Mobilisation pool. Currently you can have 0 divisions of a standing army and have 200 divisions ready to be mobilised when war broke out, well no longer. Now the size of the mobilisation pool is tied to the size of your army. We did this in part to close the little loophole I described above, but also because in the Victoria Era the majority of the great powers operated a system were soldiers were drafted into the regular army for a few years and then served several years in the reserves, the link between the mobilisation pool and size of the army reflects this. We also added in the size of mobilisation pool being tied to your military policy, the more militaristic you are the longer you can keep your troops serving as reserves and thus the larger your mobilisation pool can be.
Moving along on the military front we’ve added a whole new level of military technology, 5 army and 5 navy, reflecting the inter war period. New ships have been added such as carriers, battle cruisers and more models of battleships have been added, to make the late game Navy more flexible and powerful. On the land front, as some of you may have already guessed, we’ve added aircraft, but we’ve also added inventions to improve your army across the board. Making the late game army more mobile and harder hitting. Here is a screen shot from the last day of the game showing you the chance to build nice new ships
Now onto technology we’ve also added technology to all the other areas as well. In the field of culture we’ve added new inventions, which start to push your pops toward extreme ideologies, (not so much that everyone goes extreme by the end of the game, just enough to help those that are heading that way anyway). We’ve also added a series of random event tied to these political inventions. These help late game dictatorships stay dictatorships. No longer do you have to worry about the rising militancy of your pops, a propaganda triumph or a party rally can be just the thing you need to bring the masses over to your side. Just to illustrate here is Austria from the same game, notice that the useful political events have helped lower Austria’s plurality making its people more willing to enjoy the joys of an absolute monarchy.
The industrial commerce technologies also add something to the late game. New factories, including radios and synthetic oil, increased productivity as modern management techniques come into play and an additional level of railway to help your factories along. Although personally I like that your government ideology also influences your late game economic development. Communist states get five year plans that allow cheaper factories, socialists get cheaper social reforms, liberal governments get reduced loan repayments etc.. Giving each ideology its own unique stamp on the late game.
Things are coming along quite nicely for revolutions, I hope you’re all looking forward to it.