Sorry for my sudden absence, tiresome week at work. This'll probably keep happening all the time. Hell, most of you probably know this feeling well enough, so I'll just stop here. :/
I've added Hawaii and the western seazones to the 'minimalist' version, here is how it looks at the moment:
I'm also trying to work out the basic structure of the tech tree. Here are the contents of my technology-brainstorming file:
***
Most of these names are just kind of placeholders for me to see how much space I'll need on the tech screen.
To anyone else reading this list, THIS IS NOT FINISHED YET!
INFANTRY
Technologies 1, 3 and 5 also activate new models of garrison troops and militia.
Android Infantry brigades & divisions only cost IC but are considerably weaker than their cyborg and slightly weaker
than their human counterparts (I'm talking about infantry model 5). This is obviously the 'good' path.
Cyborg Infantry *brigades* cost normal brigade-size manpower and above-average amounts of IC and are very powerful indeed.
Nations with very high 'Drafted Army' and 'Authoritarian' settings get a multiple-choice event that lets them unlock
Cyborg *divisions*, representing the mandatory implantation of cybernetic parts in all suitable recruits (hello, Russia).
This gives a belligerence hit.
(1) 20th Century Infantry
(2) Post-Cold War Era Infantry
(3) Post-9/11 Era Infantry
(4) Early 2nd Civil War Era Infantry
(5) Late 2nd Civil War Era Infantry ---> Leads to Secret Projects 'Cyborg Infantry' or 'Android Infantry', choose ONE
ARMOUR
(1) 20th Century MBTs
(2) Post-Cold War Era MBTs
(3) 2nd Civil War Era MBTs ---> Leads to various Armour-based Secret Projects, but each side can only choose ONE (like HOI1)
ARTILLERY & AA
This category will unlock the newest model of both regular artillery and flak brigades for each step.
The Secret Project event for Chemical Artillery will ask the player if he really wants to resort to this kind of weaponry.
Choosing to go through with the project will give the faction a belligerence hit and change the head of state to the
'+0.4 belligerence each month when at war'-type (the name and the portrait stay the same though).
I know of no other (or at least no better) way to simulate the 'bad reputation <---> evil weapons'-interaction.
I realize that 'Chemical Artillery' sounds very generic, but Shattered Union had so many different types of these that all basically did the same thing.
(1) 20th Century Artillery & AA
(2) Post-Cold War Era Artillery & AA
(3) 2nd Civil War Era Artillery & AA ---> Leads to event choice for Secret Project 'Chemical Artillery', Belligerence
MECHANIZED INFANTRY
(1) 20th Century Mechanized Infantry
(2) Post-Cold War Era Mechanized Infantry
(3) Post-9/11 Era Mechanized Infantry
(4) Early 2nd Civil War Era Mechanized Infantry
(5) Late 2nd Civil War Era Mechanized Infantry
SPECIAL FORCES (Alpine, Marine & Paratroopers)
This category will unlock the newest model of all three branches for each step,
plus a 'Commando' brigade that can be attached to regular infantry divisions.
(1) 20th Century Special Forces
(2) Post-Cold War Era Special Forces
(3) Early 2nd Civil War Era Special Forces
(4) Late 2nd Civil War Era Special Forces
INDUSTRY
These should probably be very expensive and time-consuming to research.
Might improve energy-to-oil ratio, as well.
Higher levels will be a requirement for some of the industry-reactivation events.
(1) 20th Century Military-Industrial Complex
(2) Post-Cold War Era Military-Industrial Complex
(3) Early 2nd Civil War Era Military-Industrial Complex
(4) Late 2nd Civil War Era Military-Industrial Complex
HELICOPTERS
Superb against ground targets, but FAR more vulnerable than aircraft, cheaper than bombers
(1) 20th Century Gunships
(2) Post-Cold War Era Gunships
(3) 2nd Civil War Era Gunships
LIGHT AIRCRAFT
(1) 20th Century Fighters
(2) Post-Cold War Era Fighters
(3) Early Stealth Fighters
(4) Advanced Stealth Fighters ---> Leads to Secret Project 'Cloaked Fighters'
MEDIUM AIRCRAFT
(1) 20th Century Bombers
(2) Post-Cold War Era Bombers
(3) Early Stealth Bombers
(4) Advanced Stealth Bombers ---> Leads to Secret Project 'Cloaked Bombers'
HEAVY AIRCRAFT
(1) 20th Century Transport Planes
(2) 21st Century Transport Planes
NAVAL CARRIERS
There are light (usually euro) and heavy (usually US) versions for each tech level.
(1) 20th Century Carriers
(2) Post-Cold War Era Carriers
(3) 2nd Civil War Era Carriers
NAVAL ESCORTS
Destroyers and cruisers go here.
(1) 20th Century Warships
(2) Post-Cold War Era Warships
(3) 2nd Civil War Era Warships ---> Leads to Secret Project 'Hovercraft' (FAST!!)
LAND DOCTRINES
There need to be some randomized global events that can fire once a specific doctrine has been researched.
The events will raise a certain internal 'flag' and give combat bonuses.
There will be cancellation events for each of these which check if the respective flag is active.
After they fire, they will reset the flag. This way it might be possible to simulate some of the reputation-based
powerups from the original game.
***
This obviously still needs quite a bit of work until it's ready. So come forward with your ideas!
EDIT: Even without resorting to saddling them with terrible leaders, you could easily balance the Great Plains Federation by having them start out at war with the Confederacy, Texas and Pacifica at the same time. This might also take some heat off the European troops, so that they can concentrate on achieving their objectives in New England in the critical first weeks.