I have an idea for elite units in Aberration.
There is no method currently for representing very high quality troops or specialist units in the game. Either the whole army/navy goes up, or no-one does. I've drawn my idea from the approach used by Incompetent in his Sovereign of the Seas event/unit for Scotland. If you are unfamiliar with it, here's how it works: if you build this massive ship, you get a leader with stats 4/5/4. If you chose to not build it, you get the leader with stats 4/3/3. Nice and simple.
That unit, a ship, lasts as long as the leader does. Elite troops are more of an institution than individuals, so there would need to be some changes to structure. And the ongoing costs need to be somehow accounted for. Accordingly, the event that creates the elite unit would repeat every 20 years, each time asking for additional payment and waking a new version of the same leader/unit. This also means the elite unit is not permanently destroyed because of leader combat losses.
Unfortuneately, it requires a lot of detailed work, and any nation that gets an elite unit would need a full slate of events and leaders written in to its own file.
I have included the event structure below, but here's the meat of it:
Seige Engineers (think sappers)
Available from Land tech 20 with Quality 7+ and Offensive 6 or less.
Leader with stats 1/0/0/1 (seige)
Seige Train
Available from Land tech 45 with Quality 9+ and Offensive 4 or less.
Leader with the stats 1/1/0/2 (seige)
Guard Infantry
Available from Land tech 15 and with Quality 8+ and Offensive 6+
Leader with stats 2/3/2/0
Guard Cavalry
Available from Land tech 1 and with Quality 8+ and Offensive 6+
Leader with stats 3/0/3/0
Now, these numbers are modest, although the seige stats are pretty good all the same. But when combined with Quality and Offensive 10, the Guard Infantry becomes a permanent 2/4/3 leader and the Guard Cavalry 3/1/4. Hell, even the Seige train is 1/2/1/2! (None of which is over the top.)
Then it becomes a matter of Who Gets Them? In a perfect game they ought to be available to all countries, but I simply do not have the time to code all of that. I suggest a maximum of one such unit for any country. As an example, Ukraine would be a good candidate for Guard Cavalry, pretty much from the start of the game.
The second item of note is that - except for the Guard Infantry - they all need to be Player Only events/units. The ai simply will not know how to use elite units, and will have an army of 50K lumbering around with the Seiger Engineer leader at it's head, being hammered well before it can ever seige anything.
Sample event
event = {
........id = 435612
........random = no
........country = UKR
........trigger = {
................domestic = { type = quality value = 8 }
................domestic = { type = offensive value = 6 }
........}
........name = "The Hetman's Cossacks"
........desc = "Something cool about Ukraine fake history and blah blah."
........date = { day = 1 month = january year = 1420 } #and then every 20 years to 1820!
........action_a = {
................name = "We need them"
................command = { type = cash value = -20 }
................command = { type = wakeleader which = 34221 }
........}
........action_b = {
................name = "We don't need them"
................command = { type = vp value = -1 }
........}
}
There is no method currently for representing very high quality troops or specialist units in the game. Either the whole army/navy goes up, or no-one does. I've drawn my idea from the approach used by Incompetent in his Sovereign of the Seas event/unit for Scotland. If you are unfamiliar with it, here's how it works: if you build this massive ship, you get a leader with stats 4/5/4. If you chose to not build it, you get the leader with stats 4/3/3. Nice and simple.
That unit, a ship, lasts as long as the leader does. Elite troops are more of an institution than individuals, so there would need to be some changes to structure. And the ongoing costs need to be somehow accounted for. Accordingly, the event that creates the elite unit would repeat every 20 years, each time asking for additional payment and waking a new version of the same leader/unit. This also means the elite unit is not permanently destroyed because of leader combat losses.
Unfortuneately, it requires a lot of detailed work, and any nation that gets an elite unit would need a full slate of events and leaders written in to its own file.
I have included the event structure below, but here's the meat of it:
Seige Engineers (think sappers)
Available from Land tech 20 with Quality 7+ and Offensive 6 or less.
Leader with stats 1/0/0/1 (seige)
Seige Train
Available from Land tech 45 with Quality 9+ and Offensive 4 or less.
Leader with the stats 1/1/0/2 (seige)
Guard Infantry
Available from Land tech 15 and with Quality 8+ and Offensive 6+
Leader with stats 2/3/2/0
Guard Cavalry
Available from Land tech 1 and with Quality 8+ and Offensive 6+
Leader with stats 3/0/3/0
Now, these numbers are modest, although the seige stats are pretty good all the same. But when combined with Quality and Offensive 10, the Guard Infantry becomes a permanent 2/4/3 leader and the Guard Cavalry 3/1/4. Hell, even the Seige train is 1/2/1/2! (None of which is over the top.)
Then it becomes a matter of Who Gets Them? In a perfect game they ought to be available to all countries, but I simply do not have the time to code all of that. I suggest a maximum of one such unit for any country. As an example, Ukraine would be a good candidate for Guard Cavalry, pretty much from the start of the game.
The second item of note is that - except for the Guard Infantry - they all need to be Player Only events/units. The ai simply will not know how to use elite units, and will have an army of 50K lumbering around with the Seiger Engineer leader at it's head, being hammered well before it can ever seige anything.
Sample event
event = {
........id = 435612
........random = no
........country = UKR
........trigger = {
................domestic = { type = quality value = 8 }
................domestic = { type = offensive value = 6 }
........}
........name = "The Hetman's Cossacks"
........desc = "Something cool about Ukraine fake history and blah blah."
........date = { day = 1 month = january year = 1420 } #and then every 20 years to 1820!
........action_a = {
................name = "We need them"
................command = { type = cash value = -20 }
................command = { type = wakeleader which = 34221 }
........}
........action_b = {
................name = "We don't need them"
................command = { type = vp value = -1 }
........}
}