The trench would work as expected, providing additional cover for a defending army. They could stretch across the battle map, removing forests if they are in the way. Trenches on the battle maps: The trenches would be placed prior to a battle.
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Your nation would also have a cap depending on its size. They would be expensive and your region would have a cap on the amount of trenches available. Trenches would build faster based on the amount of units in the army building them. By positioning a unit near a boarder (North/South/East/West) the unit would produce a trench based on which boarder its near. This ability would be activated by putting the unit into a stance while the units in this stance they are more exposed to an attack. Units would have to ability to construct trenches along their boarders. Trenches were crucial to WW1 so its essential this is done correctly. Industry would allow for more ammunition supplies, artillery shells (Artillery units could be capped based on the amount of shells your nation produces), and of course increased income & the like. The Artillery portion would give you access to gas weapons, stronger artillery, bazookas ect. The more you research into infantry the more your men could spread out in battle, find cover, gain gas masks and of course gain better weapons. Infantry would focus heavily on allowing for advanced tactics & increased artillery capability. You could have Naval, Air, Infantry, & IndustrializationĪir would would start off with zeppelins and would move into different types of planes, better pilot training, and synchronized gears. Anti-air units could be placed by the enemy to make their towns less sustainable to damage & to deal damage back to the air units (These battles would be automated).īoldTechnology Technology tress would work based off of three main categories. The bombardment could work similar to how it works in Shogun 2.
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The system could just be autonomous as the game engine would not really handle air battles in a rewarding manner.Īir could be used to bombard towns & armies in nearby provinces. 2 turns per month 24 per year.įor air combat I would advocate for a return to how rome 1, and mid II handled naval battles. Turns would move in a manner similar to Napoleon. This would provide for a lot more give and take of territory. Provinces would be divided up a bit more (similar to how napoleon had lots of small regions compared to Empire). The US would be part of the game but I will get more into that later. The map would be Europe, Africa, & the Middle East. If we do this right maybe CA can get some inspiration. I would love any input from the community. Bell is Andrew W.I know its been discussed a lot, and a lot of people say this game isn't possible but I feel I have some ideas on how this game could be done.
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The parallels are astonishing, making this vivid narrative history. Bell brings this period to life while keeping an eye on our own “war of liberation” in Iraq. The revolutionaries were leading “the last crusade for universal liberty.” A war for such stakes could only be apocalyptic – and terribly bloody. Indeed, nearly every modern aspect of war took root in that time: conscription, unconditional surrender, total disregard for the rules of combat, mobilization of civilians, guerrilla warfare, and the perverse notion of war fought for the sake of peace. For this, we need to travel back to the era of muskets and sailing ships, to the age of Napoleon.Īccording to Bell, it was then that warfare was transformed into the hideous spectacle that seems ever present today. But as David Bell argues in this interpretive history, the Great War was not, in fact, the first total war. World War I has been called “the war to end all wars”, the first time combatants were mobilized on a massive scale to ruthlessly destroy an enemy.