There shouldn't be any danger of that because we reduce the US production similar to the production from Free France.jjdenver wrote:Nice idea - would be really cool. I only worry about anything that tilts the game further into Allied favor.Stauffenberg wrote:Should I look into the possibility of creating Free France as a major power joining the Allies in November 1942 with Dakar as a capital port and some production near this territory?
Free France actually had 560.000 troops by September 1944 and over a million by the end of the war. Remember that France was a colonial power and many French troops in the colonies joined the Free French. Soon after the Allies landed in northern Africa many Vichy French units there (more than 50.000) joined the Free French forces. When the Allies liberated parts of France then even more troops joined the Free French forces. It's not possible in CeaW to reinstate France as a major power after the liberation of Paris.
I look at the Free French forces in CeaW as the sum of all forces from occupied countries (France, Poland, the Netherlands, Norway etc.). The US and British got a lot of help from other nations fighting the Nazis.
Free France could in theory be added to the BJR-mod as a minor power, but I had some things I wanted to fix in the mod that I was not happy with. The biggest issue was the "empty" major power of Iraq in the mod. Only major powers can provide supply level 5 needed for rail transport. Initially we added a British capital in Kuwait only to learn that the game sent the convoys to Gibraltar instead of Glasgow. So the only way to get rail capability in the Middle east was to make a major power. Iraq was selected and since Iraq has no units it wouldn't affect game play.
But it was a bit annoying seeing an empty page when you scrolled between the major powers in the research or production dialog boxes. So when someone wanted us to look into adding Free France (since we already added Vichy France) then I though I could kill 2 bird with one stone.
This is what I've done in BJR-mod v1.04 (sent to the playtesters 1 hour ago):
1. Added Free France as a major power by adding Dakar as a capital and giving Kuwait to Free France instead of Iraq.
I had to use Kuwait as a Free French capital because if I only used Dakar then Dakar would give supply level 5 and the Allied had rail capability in western Africa. This is not historical. The southernmost capital of each major power is the capital providing supply level 5.
2. Free France has a max production of 8 PP's turn. This may be tweaked down to e. g. 6 PP's if it becomes too much. 4 PP's from Dakar, 3 PP's from a nearby mine and 1 PP from Kuwait city. To compensate for this we removed 4 PP's from the US ports of Norfolk (2 PP's reduction) and New York (2 PP's reduction).
3. Free France starts with 100 PP's, 70 starting manpower with a max of 200 manpower (so they start at 35% manpower). They only produce 2 manpower per turn so they can't really afford to build many units to replace many losses.
4. Another reason to add Free France as a major power was because minor powers can't have leaders. I wanted to add de Gaulle and Leclerc as leaders. De Gaulle was set as a level 5 leader with +1 attack (cost of 80 PP's) and Leclerc as a level 4 leader (40 PP's). De Gaulle was one of the first Allied leaders who fought against the Germans in an armored clash in May 1940. He was advocating the use of armor divisions instead of spreading the armor among the infantry divisions.
5. Since Free France is a major power they have to build a leader at the turn they activate. That's the main reason I added at start PP's to Free France. They can go for de Gaulle and have a good attack leader or have PP's for an extra corps and go for Leclerc.
6. Free France only starts with the XIX Free French infantry corps in Dakar and is set to activate in December 1941. This is also the time rail capability will be available for the Allies in the Middle east. That's one reason I didn't set the join time for Free France to the end of 1942. Free France actually fought in 1942, but mainly in the colonies.
7. Free France starts with 1939 war effort of 0 and tech level 1 in most areas. So they will have 0 production initially and will only slowly get some PP's to build labs. I playtested one sessions and by January 1942 they can have 5 labs. They can't afford air and naval units so they should focus their labs in infantry, armor and general. So I had built 2 infantry labs, 2 armor labs and one general lab. They can just manage to keep their PP reserve above 80 if they build the labs and not a single land unit. That means they can afford de Gaulle when they activate. If they save most of their PP's in 1942 they can build an armor unit by the end of 1942 and use it together with the at start infantry corps in northern Africa. Free France fought well in Tunisia against the Germans and even helped landing in Italy. Later they joined the Allies in Overlord and fought many places in France.
8. All Free French units must be placed in Dakar or Kuwait and be transported to the area they want to fight. That costs 8 PP's per unit. They only produce 2 manpower per turn so they can't afford to build more than 1-2 units per year if they're engaged in combat and must replace losses. The initial manpower is at 30% so they need to wait 45 turns before they have 75% manpower and won't suffer -1 quality. That is 2.5 years. So they can't really start building units until the Spring of 1942.
9. I made graphics for the Free French flag (the French Flag with the Lorraine cross inside) and the Free French generals of de Gaulle and Leclerc. All looks smoothly when we play.
What remains now is to fine tune the production, manpower, tech etc. for Free France. Hopefully we can find values that won't shift the game balance in favour of the Allies. What I want to accomplish is to have Free French units replacing some US units. So by lowering the US production we accomplish that... I hope.
The Free French units cooperated better with the US than the British so it's only natural that the Free French use the US amphibious landing capacity. I don't think you will necessarily see Free French units land in France in the first wave (Overlord). This is because those units will take the highest losses and Free France can't afford to pay for a lot of losses. So it's better to send British and US units with a higher production of manpower and PP's. But the Free French units will be good to send in later and let them move to hold the line e. g. along the Siegfried line. Free French units fought hard in the Vosges mountains and liberated Strasbourg. They even liberated Paris after the Germans had fled, but that was only because the US allowed them to do so. It was politically important for the Allies to have the French liberate Paris.
I think having Free France as a separate power in the BJR-mod makes the mod even more fun. We have to be careful about not making Free France too powerful because that would disrupt the play balance we try to find. But it shouldn't be so hard to find the correct balance. Initially they will start with a max production of 8 PP's per turn, but I will lower it to 6 PP's per turn if it seems they can build too many units.




