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Contour Bombers

# 0 - Basic Contour Bomber
model = {
cost = 7
buildtime = 60
defaultorganisation = 30
manpower = 1
maxspeed = 60
surfacedetectioncapability = 1
airdetectioncapability = 0
surfacedefence = 6
airdefence = 1
airattack = 1
strategicattack = 0
tacticalattack = 2
navalattack = 0
range = 90
supplyconsumption = 2
fuelconsumption = 2
}
# 1 - Improved Contour Bomber
model = {
cost = 8
buildtime = 70
defaultorganisation = 30
manpower = 1
maxspeed = 80
surfacedetectioncapability = 2
airdetectioncapability = 1
surfacedefence = 8
airdefence = 2
airattack = 2
strategicattack = 1
tacticalattack = 4
navalattack = 0
range = 120
supplyconsumption = 2.2
fuelconsumption = 2.2
}
 
Fighters

model = { # Basic Scout Fighter_0
cost = 6
buildtime = 60
defaultorganisation = 35
manpower = 1
maxspeed = 80
surfacedetectioncapability = 3
airdetectioncapability = 1
surfacedefence = 6
airdefence = 1
airattack = 3
strategicattack = 0
tacticalattack = 0
navalattack = 0
range = 100
supplyconsumption = 2
fuelconsumption = 2
}
model = { # Basic Two-Seat Fighter_1
cost = 6
buildtime = 70
defaultorganisation = 30
manpower = 1
maxspeed = 70
surfacedetectioncapability = 3
airdetectioncapability = 1
surfacedefence = 6
airdefence = 1
airattack = 2
strategicattack = 0
tacticalattack = 1
navalattack = 0
range = 100
supplyconsumption = 2
fuelconsumption = 2
}
model = { # Basic Escort Fighter_2
cost = 6
buildtime = 60
defaultorganisation = 30
manpower = 1
maxspeed = 70
surfacedetectioncapability = 3
airdetectioncapability = 1
surfacedefence = 5
airdefence = 1
airattack = 1
strategicattack = 0
tacticalattack = 0
navalattack = 0
range = 150
supplyconsumption = 2
fuelconsumption = 2
}
model = { # Improved Scout Fighter_3
cost = 6
buildtime = 60
defaultorganisation = 45
manpower = 1
maxspeed = 100
surfacedetectioncapability = 4
airdetectioncapability = 2
surfacedefence = 6
airdefence = 3
airattack = 6
strategicattack = 0
tacticalattack = 0
navalattack = 0
range = 120
supplyconsumption = 2
fuelconsumption = 2
}
model = { # Improved Two-Seat Fighter_4
cost = 6
buildtime = 70
defaultorganisation = 40
manpower = 1
maxspeed = 90
surfacedetectioncapability = 4
airdetectioncapability = 3
surfacedefence = 6
airdefence = 1
airattack = 4
strategicattack = 0
tacticalattack = 2
navalattack = 0
range = 160
supplyconsumption = 2
fuelconsumption = 2
}
model = { # Improved Escort Fighter_5
cost = 6
buildtime = 60
defaultorganisation = 40
manpower = 1
maxspeed = 70
surfacedetectioncapability = 4
airdetectioncapability = 3
surfacedefence = 5
airdefence = 1
airattack = 1
strategicattack = 0
tacticalattack = 0
navalattack = 0
range = 200
supplyconsumption = 3
fuelconsumption = 3
}
model = { # Advanced Scout Fighter_6
cost = 8
buildtime = 90
defaultorganisation = 55
manpower = 1
maxspeed = 150
surfacedetectioncapability = 5
airdetectioncapability = 8
surfacedefence = 8
airdefence = 6
airattack = 9
strategicattack = 0
tacticalattack = 1
navalattack = 0
range = 160
supplyconsumption = 2.5
fuelconsumption = 2.5
}
model = { # Advanced Two-Seat Fighter_7
cost = 9
buildtime = 90
defaultorganisation = 50
manpower = 1
maxspeed = 120
surfacedetectioncapability = 6
airdetectioncapability = 6
surfacedefence = 6
airdefence = 8
airattack = 8
strategicattack = 0
tacticalattack = 2
navalattack = 0
range = 160
supplyconsumption = 2.5
fuelconsumption = 2.5
}
model = { # Advanced Escort Fighter_8
cost = 20
buildtime = 150
defaultorganisation = 50
manpower = 1
maxspeed = 120
surfacedetectioncapability = 4
airdetectioncapability = 6
surfacedefence = 10
airdefence = 4
airattack = 6
strategicattack = 0
tacticalattack = 3
navalattack = 2
range = 250
supplyconsumption = 2.5
fuelconsumption = 2.5
}
 
# 0 - Plane Prototype
model = {
cost = 13
buildtime = 180
defaultorganisation = 30
manpower = 2
maxspeed = 200
surfacedetectioncapability = 1
airdetectioncapability = 0
surfacedefence = 8
airdefence = 2
airattack = 1
strategicattack = 0
tacticalattack = 1
navalattack = 7
range = 300
supplyconsumption = 2
fuelconsumption = 3
}
# 1 - Reconnaisance Plane
model = {
cost = 16
buildtime = 180
defaultorganisation = 30
manpower = 2
maxspeed = 300
surfacedetectioncapability = 2
airdetectioncapability = 1
surfacedefence = 12
airdefence = 3
airattack = 2
strategicattack = 0
tacticalattack = 1
navalattack = 10
range = 625
supplyconsumption = 2
fuelconsumption = 3
}
 
Strategic Bombers

# 0 - Basic Strategic Bomber
model = {
cost = 14
buildtime = 90
defaultorganisation = 30
manpower = 2
maxspeed = 240
surfacedetectioncapability = 3
airdetectioncapability = 2
surfacedefence = 4
airdefence = 2
airattack = 1
strategicattack = 1
tacticalattack = 1
navalattack = 0
range = 200
supplyconsumption = 3
fuelconsumption = 4
}
# 1 - Improved Strategic Bomber
model = {
cost = 16
buildtime = 120
defaultorganisation = 30
manpower = 2
maxspeed = 250
surfacedetectioncapability = 3
airdetectioncapability = 2
surfacedefence = 5
airdefence = 4
airattack = 1
strategicattack = 3
tacticalattack = 1
navalattack = 1
range = 400
supplyconsumption = 3
fuelconsumption = 4
}
# 2 - Advanced Strategic Bomber
model = {
cost = 18
buildtime = 120
defaultorganisation = 30
manpower = 2
maxspeed = 300
surfacedetectioncapability = 4
airdetectioncapability = 3
surfacedefence = 6
airdefence = 12
airattack = 2
strategicattack = 3
tacticalattack = 1
navalattack = 1
range = 600
supplyconsumption = 3.5
fuelconsumption = 4.5
}
 
Bomber

# 0 - Basic Bomber
model = {
cost = 6
buildtime = 60
defaultorganisation = 30
manpower = 1
maxspeed = 60
surfacedetectioncapability = 1
airdetectioncapability = 0
surfacedefence = 4
airdefence = 1
airattack = 1
strategicattack = 0
tacticalattack = 1
navalattack = 0
range = 100
supplyconsumption = 2
fuelconsumption = 2
}
# 1 - Improved Bomber
model = {
cost = 7
buildtime = 70
defaultorganisation = 30
manpower = 1
maxspeed = 80
surfacedetectioncapability = 2
airdetectioncapability = 1
surfacedefence = 6
airdefence = 2
airattack = 2
strategicattack = 1
tacticalattack = 2
navalattack = 0
range = 120
supplyconsumption = 2.2
fuelconsumption = 2.2
}
# 2 - Advanced Bomber
model = {
cost = 8
buildtime = 80
defaultorganisation = 30
manpower = 1
maxspeed = 100
surfacedetectioncapability = 2
airdetectioncapability = 1
surfacedefence = 8
airdefence = 3
airattack = 2
strategicattack = 1
tacticalattack = 4
navalattack = 1
range = 160
supplyconsumption = 2.4
fuelconsumption = 2.4
}
 
# 0 - Basic Seaplane
model = {
cost = 6
buildtime = 60
defaultorganisation = 30
manpower = 1
maxspeed = 70
surfacedetectioncapability = 2
airdetectioncapability = 0
surfacedefence = 6
airdefence = 1
airattack = 1
strategicattack = 0
tacticalattack = 2
navalattack = 0
range = 90
supplyconsumption = 2
fuelconsumption = 2
}
# 1 - Improved Seaplane
model = {
cost = 7
buildtime = 60
defaultorganisation = 30
manpower = 1
maxspeed = 80
surfacedetectioncapability = 3
airdetectioncapability = 0
surfacedefence = 6
airdefence = 1
airattack = 1
strategicattack = 0
tacticalattack = 2
navalattack = 0
range = 90
supplyconsumption = 2
fuelconsumption = 2
}
# 2 - Advanced Seaplane
model = {
cost = 8
buildtime = 70
defaultorganisation = 30
manpower = 1
maxspeed = 120
surfacedetectioncapability = 4
airdetectioncapability = 1
surfacedefence = 8
airdefence = 2
airattack = 2
strategicattack = 1
tacticalattack = 4
navalattack = 0
range = 120
supplyconsumption = 2.2
fuelconsumption = 2.2
}
 
Gents,

On account of the brevity of time, most of these numbers are largely untested. It is entirely possble some major error has slipped in like a fighter model with a strategic mombing value of 20!
If you find one be patient, and please point it out.

I am also not at all sure how the much reduced ranges of aircraft will effect them? We will have to see.

But, on the plus side, we now have *rough* Great War stats for all equipment, which should amek the game a lot more balanced tahn it has been
 
Outstanding!

Now it would seem that we only need to fix the tech tree, include starting techs into the country.inc files, assemble the mod and....release it. :)
 
It depends on whether Steele - Tech Tsar of course ;) - can get the tech tree up and running with the techs in the country.inc files in less than a day. Let's hope he can. :)
 
Cavarly SA points

I tried to play the game as realised so far and saw that the cavalry divisions start with much better SA capacity than infantry.If someone manages to research the whole tech tree will see that in the end Cavalry division have a SA value of 13 while plain Infantry of SA 9.I beliave that this is wrong and in no way the cavalry should be allowed in any chance to have better stats from the infantry so are you going to change it?One more thing,why the fortress infantry is using fuel supplies?1more thing.I beliave the fort infantry(ex mech)should be benefited by some of the heavier art. pieces that became available since usually prepared fortified positions have a certain number of art/machine guns that field divisions dont usually have.So can we alter this as well?
 
The tech tree comprehensively included in the first version, and units had WWII attributes - it isn't surprising, therefore, that you got some strange results.

Fortress infantry use fuel supplies because in the first version they are effectively mechanised infantry - in any case, don't expect them to even be included in future versions.
 
I've also been working on unit-files with stats, and checking them against upgrades in the tech trees to not let normal infantry bypass guards/assault infantry for instance. The big difference is that my starting stats are generally much lower. We can test and see. Will post/send them later.

/Johan
 
Johan Elisson said:
I've also been working on unit-files with stats, and checking them against upgrades in the tech trees to not let normal infantry bypass guards/assault infantry for instance. The big difference is that my starting stats are generally much lower. We can test and see. Will post/send them later.

/Johan

Very nice indeed,any news on when we are going to have these files and a more playable version of the game?
 
In the current version Guards Infantry has been using the Paratrooper slot, which is problematic in two senses. Firstly, Guards would be prohibited from having attachments. Secondly, those leaders with a 'commando' trait would find themselves particularly skilled in leading Guards (which evolve into attack divisions later), and I am not entirely sure that this would be suitable. Therefore, Guards infantry is going to be used in the Motorised Infantry slot which will enable the player to give them attachments. The tech tree will therefore have to be changed accordingly.

Fortress Infantry will now be turned into Reservists, who will become trench divisions via tech advancements.

The change gives us an extra slot - the Paras - and seeing as we have a few leaders with a commando trait, and we are reorganising the tree anyway, we might as well turn the unit into something 'commandoish'. Any ideas?
 
How about the Stormtroops? :)
Is the change of the Guards, Reservists now official? Shall I implement it in the Models.csv?
 
Dibo said:
How about the Stormtroops? :)

Attack divisions. 'Stosstruppen' will obviously need to be the German name for this model of Guards Infantry (replacing Motorised Infantry)

Dibo said:
Is the change of the Guards, Reservists now official? Shall I implement it in the Models.csv?

Its 'official' as long as nobody has a great reason to suggest otherwise. :)

Make the changes to the models.csv when we decide what to do with Paras. :)
 
How about "light infantry"? That would account for their not having any brigade attachments. Historical examples would be most colonial garrisons (such as German askaris or the King's African Rifles), Jägers, Bersaglieri, Rifle units, etc. Slightly faster than normal infantry and consuming fewer supplies, but not eligible for brigade attachments. I'd also make them a bit cheaper. They should benefit from most infantry and land doctrine tech advances, but not artillery ones.

In short, perfect units for Lettow-Vorbeck to be leading through the swamps of the Rufiji Delta...

In terms of stats:
Code:
# Light Infantry
model = {
	cost 			= 4
	buildtime	 	= 80
	manpower 		= 14
	maxspeed 		= 6
	defaultorganisation	= 35
	grounddefence 		= 2
	airdefence		= 0
	softattack		= 1
	hardattack		= 0
	airattack		= 0
	transportweight		= 8
	supplyconsumption	= 0.6
	fuelconsumption		= 0
	speed_cap_art		= 4
	speed_cap_eng		= 6
	speed_cap_at		= 3
	speed_cap_aa		= 4
}

Gwalchmai - fancy creating a sprite of an Italian soldier with a green chicken sitting on his head? :)

Oh - model 0 of the German Guard infantry should be called Garde. Model 1 can be Stosstruppen.
 
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If we're going to build the strosstruppen on Guards, they need more bonuses from the techs.

Currently I've researched the whole tech tree and Guards arent worth it - although they have higher organisation, normal infantry with artillery attachment inflicts far far more damage.....