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Straight Arrow
Brigadier General
Posts: 462
Joined: Fri Nov 07, 2014 5:44 pm
Location: Washington State

Disbanding Militia

Sat Jul 21, 2018 9:08 pm

Will disbanding militia add manpower back to the conscripts pool?

And, are there any other tricks to scrapping up manpower for replacement chits?

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Durk
Posts: 2508
Joined: Thu Apr 28, 2011 4:36 am
Location: Wyoming

Re: Disbanding Militia

Mon Jul 23, 2018 3:14 am

May I just say yes and leave it at that?
Of course it is more efficient and effective to train militia to regulars.

pantsukki
Brigadier General
Posts: 447
Joined: Mon Aug 20, 2012 8:38 pm

Re: Disbanding Militia

Mon Jul 23, 2018 6:24 am

Is it really possible to upgrade militia in TEAW? In other titles yes, but I've never seen it happening here. Besides, AFAIK there aren't any generals with the required trait(s).

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Khanti
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Posts: 159
Joined: Mon Sep 08, 2014 6:06 pm
Location: Poland

Re: Disbanding Militia

Tue Nov 13, 2018 6:02 pm

pantsukki wrote:Is it really possible to upgrade militia in TEAW? In other titles yes, but I've never seen it happening here. Besides, AFAIK there aren't any generals with the required trait(s).


Short answer: no.
Long answer: yes, but some modding skill and plan*** is needed.

Most units in TEAW are based on templates, contrary to older games, where most were independent.
Base units are CMN versions.
Example:
12CMNReserve Brigade.mdl for reserve class units
or
13CMNMilitia Brigade.mdl for militia class units.

13CMNMilitia has abilities like:

UID = 13
NationTag = CMN
Name = Militia Brigade
Alias = mdl_CMN_Inf_Mil
ShortName = Mil. Bde.
Text = $mdl_txt_CMN_Inf_Mil
Family = $famMilitia
ImageID = symbol_militias.png
NatoSize = $sizNatoBde
Color = $colCMNMain
(...)
Portrait = mdl_CMN_Inf_Lin.png
OffFire = 9
DefFire = 20
Initiative = 3
Range = 2
ROF = 2
Penetration = 0
Protection = 0
TQ = 5
Assault = 6
Hits = 15
MenPerHit = 400
HorsesPerHit = 0
VehiclesPerHit = 0
PlanesPerHit = 0
ArmouredPerHit = 0
GunsPerHit = 0
Cohesion = 40
DmgDone = 1
CohDone = 5
AsltDmgDone = 3
AsltCohDone = 10
TargetType = 0
Move Type = $HvyFoot
Move Ratio = 90
CohMove = 20
AtrMove = 22
BaseCohLoss = 10
BaseAttrition = 10
DetectLand = 3
DetectSea = 2
Blockade = 0
HideValue = 1
Weight = 1
ProgRate = 10
Police = 0
Patrol = 4
Evasion = 3
TechUpg = -1**
CapturePerc = 0
IsSupport = 0
(...)
VPValue = 1
POLValue = 0
Money = 20
Conscript = 12
WarSupply = 0
Capital = 0
Steel = 0
Coal = 0
Officer = 0
Diplomat = 0
Rare = 0
Mineral = 0
Goods = 0
Oil = 0
Days = 30
Prestige = 0
Morale = 0
CanBeGHQStack = 0
CanBeHQStack = 0


** In older games there was parameter TrainUpg instead, where it was set to what unit will upgrade.

*** there is tech upgrade in game set as research, so units can upgrade to new tech.
Example: in 1916 scenario playing as Germany all new reserve infantry units upgrade during their build/train/recruit turns from cmn_inf_res into cmn_inf_lin2. So it's cheaper and faster to build them instead standard infantry.
Meteoryt-like user. Strikes and disappears.

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