List of future Militaria DLC Ideas

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Nagabaron
Posts: 42
Joined: Sat Jan 16, 2021 1:21 pm

List of future Militaria DLC Ideas

Post by Nagabaron »

---Somewhat similar to Republica DLC, I think Militaria should attempt to pursue the realism of an upstart military turn 1, growing into its own body. This would be done by pursuing defined scientific aspects of Asymmetric and Symmetrical warfare/doctrine. Depending upon the influences of your Heart/Fist/Mind Profiles, you'll gain or lose Military Feats. Some of these Feats can affect what occurs during Battle Rounds too.

Symmetric Doctrine: Symmetric warfare (or symmetrical warfare) is a conflict where opposing sides possess similar military resources, technology, and strategies, fighting in a conventional manner. Its "science" relies on industrial-age metrics, predicting outcomes based on superior force size, superior command and control, technology, or economic power to overwhelm the opponent. (Google).

Asymmetric Doctrine: Asymmetric warfare is a conflict strategy where opposing sides possess significantly different military, technological, or economic capabilities, leading weaker actors to use unconventional tactics—such as guerrilla warfare, terrorism, or cyber-attacks—to exploit the vulnerabilities of a stronger adversary. It focuses on eroding the opponent's will and maximizing psychological impact, rather than direct, force-on-force engagement. (Google).

Your military isn't completely stratified against one doctrine or another, but delving deeper into one than the other will ultimately block you from achieving 3/4th's of the less-invested doctrine. Many vectors involve whom you're actively at War with, how big are your Formations, and deliberate direction you're actively investing your military into. You can directly pursue one or the other at a time like research, but again numerous factors can swell or reduce said push. Of course, it is nearly impossible to go higher than 80% in one direction.

Completely 100% Asymmetrical means your forces moreso emulate the WW2 Army doctrines of Japan, or emulating the regular and irregular aspects of the Cold-War North Vietnamese military. You pursue conventional warfare for example by preferring night operations, infantry-focused, deployment of guerilla units alongside regular units, parallel structures, etc. Whereas if you were to invest 60% Symmetrical, 40% Asymmetrical, you'd go as far as to heavily emulate only the doctrine and employment of special forces, paratroopers, shock troops, etc.

Completely 100% Symmetrical means your forces moreso emulate the WW2/Cold-War Army doctrines of Soviet and American military's. Pursuing grand battle, artillery-focused formation compositions. An industrial complex spearheads this machines momentum, scientific theory of industrialized warfare allowing greater-sized forces to ably fight without hindering each other. 40% Symmetrical, 60% Asymmetrical would mean an emulation of WW2 Finland's whole military design utilizing its strengths and minimizing its weaknesses, or North Vietnam's military against the PLA.

Some Examples of Military Feats:

Fist-70: Upwards of 25% of Tank units per Formation can Breakthrough without having to Kill opposing Units to reach Rear Formations while Attacking. This reduces those Unit's Health by half when doing so.
(Deep Operations)
Mind-70: 1/3rd of all Units in a Formation bypass effectively half the attacked Formations Entrenchment value.
(Speculative Fire)
Heart-70: First and Second rounds of Battle, 50% of Infantry Formations present are immune to artillery attacks Defending, or receive +25% more Morale and +25% more Health Attacking.
(Spiritual Warfare)
Mind-50: First and Second rounds of Battle, Drone Units attached to HQ's present within two Hexes of their OHQ, have a 50% greater chance of Pinning both Infantry and Tank Unit's.
(Drone Warfare)
Fist-50: First, Second, and Third rounds of Battle, DIVARTY attached to HQ's present within two Hexes of their OHQ supply off-battle artillery attacks against the enemies Front whether on Attack or Defend.
(Operationalized Artillery)
Heart-50: Third, Fourth, and Fifth rounds of Battle, Infantry and Tank Units with high Readiness can randomly Attack instead of Defend, allowing significantly increased Pinning or Breakthrough of enemy units. If the effects are significant enough, the battle can cause defeated Attacking Formations to evacuate the hex they attacked from following their logistics line.
(Backhand Blows)

---OHQ's in Militaria should become decisive, major components of the DLC.
-They can be constituted of three Leader's max, this limit increasing depending upon how far you've grown in either Doctrine. This is useful mainly for Corps-sized or bigger Formations, and each individual Leader controls the influence primarily of either Infantry, Tanks/Walkers, or Artillery.

OHQ HQ Units will have a new feature being the ability to attach unique Units to their Formation, which can be derived from gaining tiers in the Symmetrical/Asymmetrical branches, some researched via Models as sub-models from the base Model. Example: APC's sub-variants are an MRAP and Wheeled-TD. These Units are simply supplied by the SHQ and don't require Formation creation. You can select on the HQ or THQ Unit what it will and won't receive on it or below it. Some Attached Units require to be in range of their Formations in-order to provide their support in battle.

---Theater Command:
A level between OHQ's and SHQ's would be THQ's that depending upon Doctrine level, can control upwards of ten HQ's/OHQ's. They create an even greater synergy between Leader's, but their absence overtime can reduce the SHQ's contributing value to 0%. THQ's within twenty Hexes of each other reduce each others capabilities by upwards 50%.

---ICBM's and Nuke's should be an option to be allowed or disabled.
This would be great for people that don't want their end-games to devolve into missiles and maintain that industrial warfare aspect and PBEM's.

---Space Stations:
Essentially another layer of the map laid on top, they're 1-15 Hex-sized islands surrounded by space. Entry is only permissible for Infantry, and entry into them is only possible by ancient Galactic Republic Space Elevators present across the map. Rare Ruins can yield you GR-Space-Elevator Cards to construct one of your own.

The idea is some Space Stations can simply supply Rare Metals, Metal, or High-tech Machinery via AI-Miner-ships, or through multi-turn control, eventually allow the usage of missile/laser platforms to rain down upon the surface of your planet. Some Space Stations will be empty, some lived in by Robotic-AI Units, or controlled through an AI that is essentially a Space-MTH trading with Major Regimes. That can be invaded and occupied, but with what repercussions for the Space-Station and surface below, nobody knows.

Sometimes, Space Stations can harbor spider Hives that can be unleashed anywhere on the planet.

---Megastructures:
When rolling planets, some Galactic Republic planets built massive structures on the surface or underground. These comprise 3-12 Hexes, and are monolithic in construction. Terrain-wise, they're essentially Ruins on steroids for they disable the entry of Tracked and Wheeled vehicles and are essentially Infantry-pits. Some Rules can be activated during generation that can make Megastructures an objective for Victory by holding the majority of MS-Hexes on the map.

They can be descending metropolitan labyrinths dug hundreds of miles into the crust, or overly-sized skyscrapers numbering in the mere humongous-dozen or miniature-thousandths similar to the game Forever Winter. Sometimes they're comprised of interlocking, hardened domes still not penetrated despite the apocalypse. Sometimes on certain planets they can be the only place where Minor AND Major Regimes can spawn in, reducing the outside surface similar to Judge Dredd's hellscape.

Lastly, rolling some planets can spawn alien Megastructures, made from deceased or nearby alien civilizations on the periphery of human space as mentioned in the Lore of the GR. Subduing some of these alien monoliths can enrich you handsomely, or allow an invasion of said alive aliens to reach your planets coordinates within a time duration.

---Sub-Models:
Infantry, Tanks, and Artillery now have Sub-Models that are derived from where you are in the Symmetrical-Asymmetrical Tree. These are like innovations made in the history of your burgeoning military's development. If your focus is heavily upon the theories of artillery and vehicle-utilization of your empire you approach the Symmetrical direction more, and if your focus is heavily upon the theories of infantry-advancement and alternate theories of your empire or the planet is heavily mountainous, you approach the Asymmetrical direction more.

I would actually consider removing Postures and focus on Foot Sub-Models and this system. If your heavily invested in the offense, you dedicate large portions of your Infantry Formations to Shock Troop Model's that sacrifice Soft Defense and Health, for Soft Attack and Armor Strength for example. Eventually you'll come upon Grenadier's that combine the Shock-Troop and MG-Troop into one, and then the pivotal culmination being the Squad Sub-Model that is better at everything.

However, from then on Militaria would have Animal Pen and Motor Pool structures that produce units like Ammunition but trucks/cattle to supply your logistics chain and Units. Domesticated Biped's/Quadrupeds and Megafauna would each be their own Stock to further separate the incredible size differences between them. But also you can create Animal-Stations that utilize domesticates to easily build Organic Supplies for your Formations to advance further into hardy terrains.

Posted below is the map I made for the Sym/Asym Tree.
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jatzi
Posts: 17
Joined: Mon Jun 22, 2020 2:38 pm

Re: List of future Militaria DLC Ideas

Post by jatzi »

I like the OHQ ideas and theater command stuff. I'd like a better military hierarchy, especially with the new leaders wanting to get promoted system. Along this line I'd also want to see a larger scale. It's always been a bit odd to me that we're fighting 200km x 200km hexes, conquering an entire planet, with militaries the size of one or two real life divisions. I understand the whole post apocalypse theme with reduced populations but it's still odd. Upping the scale in terms of military sizes would be nice, at least as an option?

The space station stuff would be incredible, something I've wanted for awhile. I was NOT thinking a whole separate little map layer but I do like it. This ties in with Vic's recent Q&A where he said he'd love a space age type side of the game. Orbital bombardments could be cool but could easily be very OP.

Megastructures are also a cool idea. I recently saw a video on youtube by a guy named Staladus talking about underground megastructures in his own universe. They're made by this AI that wants to preserve life and they make for huge battlefields underground during a big war that's going on. It's a very cool idea. Having those be a separate map layer like the space stations could be really cool. Rereading I also see the idea that they could be connected to aliens and allow for alien invasions, a late game invasion could be very fun as an end-game crisis.
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