the_iron_duke wrote:I think if reinforcements were 100% cost it could help gameplay. Having cheap replacements favours the army with stronger units as they can kill some weak units, soak up the damage and cheaply reinforce to 100% effectiveness, while the opponent with the weaker units has lost his troops for good. If reinforcements were 100% cost then the loss of those weak units would not be in vain as they would have inflicted proportional and meaningful damage to the stronger unit.
Very good reasoning.
I'm not sure what elite replacements would be set at - can it be more than 100% or disabled?
In the gamerules.pzdat file, look for the 'ScnReplaceCost' and 'ScnEReplaceCost' settings, they are set as a percentage, it's easy to change and should be able to be set higher than 100%, although I never tried that, so check to be sure. If you are having trouble to edit the file, I can make a modded one with your changes very easily, just let me know.
I thought you mentioned some time previously that the amounts of prestige from capturing flag hexes could be easily modified? Could make it something like 250 points gained from a flag hex, maybe more for victory hexes.
In the gamerules.pzdat file, look for 'FlagCaptureBonus' and 'VHCaptureBonus' and change it in whatever you like.
Also thinking about the extra costs for units, including transport. Here are the standard equipment file's transport costs:
Opel Blitz - 50
sdKfz 251/1 - 100
SKfz 7 - 70
Quad - 80
Matador - 50
Lorry - 50
Could keep the standard 50 points for a truck. Any changes to costs? For example, is an SdKfz 251/1 worth twice as much as a truck? Is the Quad too mobile?
I'll think about the other transport modifications you suggested.
I'll have a more detailed look later, but remember the Quad is tied to the 25-pdr gun, its cost will matter more if it is made available to other units as well. The cost for a unit cannot be fully separated from the cost for its transports. That's why the towed AT guns are so bad; they cost almost as much as a decent tank as soon as you start equipping them with a half-decent transport.
For a simple example, in the stock game the 15cm sFH and 17cm K18 have different transports (K18 only uses SdKfz 7), which almost closes the gap in total cost when you go for a halftrack for the 15cm. So it can be very tricky, cost-wise. So from your list, the Quad, Matador and SdKfz 7 are a bit different because they are tied to certain units.
BTW, the SdKfz 250 is missing, it costs 200pr for an extra 2 movement. Not a good deal, but it shows some of the oddities of the stock transport stats...
Here are some other extra costs that I think should be added to units. I'm just throwing numbers out there off the top of my head...
Infantry division transport: c.30 (horse ones don't need fuel but should be more susceptible to damage than truck ones.)
Parachute ability: 30
Bridge engineer ability: 40-50
Mountain ability: 20 (difficult to evaluate as it depends on the maps. My scenarios have taken place in flat areas of Europe without much in the way of hills or mountains - any in fact!)
Could also revive the British Commando unit since its stats can be boosted to make it a good unit! Also, for the sake of completeness, could look at the Gebirgsjager.
Brainstorming your ideas is a very good idea, so don't hesitate. I see some traits as a cost 'multiplier', not as a fixed cost. For example, a unit with high attack stats will benefit more from a 'meng' trait, so I try to make it progressively more expensive, in stead of slapping on a fixed cost. But since you are comparing infantry, this is not a real concern.
Will parachuting units be a feasible tactic in your scenarios? If it can swing a battle, it should be expensive, especially because air transports are essentially free (how much of those on your map, BTW?).
During the GC's, I often use Gebirgsjäger, and I once had a pair with +1 move, but on flat ground they do not work well, because I never give them transports, because that nullifies their movement through mountains. So are they more of a 'flavour' unit on your maps or do you want to give them more distinguishing abilities besides their movement mode?