Sid Meier's Civilization V

Sid Meier's Civilization V

R.E.D. WWII Edition
 This topic has been pinned, so it's probably important
Gedemon  [developer] Jun 11, 2013 @ 3:53am
Concepts
1/ Reinforcements

To heal 1 hit point, any unit need "reinforcements", a combination of "personnel" and "materiel". Some unit will use more personnel (Infantry), some more materiel (Tanks), some a bit of both (Light Tanks)

Personnel are generated from your total empire food production, from specific buildings in cities (see tooltips in construction list), from "We Need You" process in cities, and you receive a portion of what your friendly and allied city-states are producing for themselves.

Materiel are generated from your total empire production, from specific buildings in cities (see tooltips in construction list), from "Buy War Bond" process in cities, and you also receive a portion of what your friendly and allied city-states are producing for themselves.

"We Need You" is proportional to the city food production, "Buy War Bond" is proportional to the citygold and hammers production. Those two process are important, and quite useful with a bit of micromanagement.

On some maps there are "convoy" units that move automatically on maritime routes under specific conditions and bring you personnel, materiel, gold or new units.


2/ Retreat

When it take enough damage (defending in melee combat) to make it think that 3-4 attacks of this level will kill it, an unit will try to retreat from it's position.

Examples : Infantry at full health (75hp) can take 10 damage from a tank and won't retreat, but at half health (37hp) it will. Introducing morale is planned, but still not done.

Unit will retreat to one of the 3 plots opposing the attack direction, if none are free, the unit will get half more damage (5 in above example), but will always keep at least 1hp.

Retreating from city is more specific, a unit is not killed in a captured city, it will try to escape before it happens, and will loss hp in the process. If there's a free valid plot just around the city, it will go there, else it will be transferred to a nearby city, with a bigger hp penalty.

All routed units will lost 2 moves for the next turn.


3/ Frontline

Units capture enemy territory when moving on his tiles. The territory map is memorized at game start, and you can liberate old territory from friend/allied civs.

Some units don't capture tiles, like special force and artillery.


4/ Buildings

Some buildings require another to be available (ex: Land Factory require a Factory), and some will block the construction of other (ex: a city with a Land Factory can't construct any Air Factory). Units will require specific buildings. Use the mouse over help text in the production screen to know which buildings or units will be made available by the one you're about to build.

See the mod's spreadsheet[docs.google.com] for more info.


5/ Projects

Projects can be produced in cities with special buildings. New models (example: T-34) projects require a Military Academy, which require Barracks to be constructed. Models evolution (ex: T-34 to T-34/76) require either a Military Academy OR the building needed to construct the unit (a Land Factory in that example)

Projects are unlocked around specific dates, or after units from a specific type have gained enough experience from combat.

There is another kind of project called "Military Operation". Those are in beta testing and only two of them are available ATM, for Germany on the Europe 1939 map. Those projects allow fast deploiement of units in a theatre of operation (example : "Operation Weserübung" will deploy 3 paratroops division (the AI get more) in Norway for Germany. A Military Base is needed to work on such projects.
Last edited by Gedemon; Jun 11, 2013 @ 4:00am
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Showing 1-4 of 4 comments
Gedemon  [developer] Jun 11, 2013 @ 3:53am 
(reserved post)
The Burger King Aug 11, 2014 @ 3:18pm 
Cool, that helped to clear up some things and i cant wait for the military operations to be completed
pimp Donald Trump Aug 26, 2014 @ 3:06pm 
can you explain me in 1936 N.America/Europe Theatre, why when you capture a enemy city it doesnt allow you to make any units even if you have the required buildings?

edit: i found that you need a radio station to do it
Last edited by pimp Donald Trump; Aug 26, 2014 @ 11:41pm
Pvt_Larry Dec 3, 2014 @ 12:33pm 
Is it impossible to build/train units in occupied territories?
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