Hit return too soon lol.
Ok, the problem, I think, is the data for non-WWII major powers. Japan, USSR, UK, etc. are easy compared to Bolivia, Siam, and so on.
Second issue--WWII, unlike later periods, was pretty much an infantry war (meaning foot infantry). However, SR basically goes all out for tech (air, ships, tanks) but only has a couple of infantry types. Big difference, effectiveness-wise, between a German or US infantryman in 1944-45 and a Paraguayan rifleman in the same period (weapons, doctrine, training, etc.). So, how would we reflect that? And given that most players would want to start in 1939 (or 1936 or whatever) and keep on going after the war leads to other issues--such as how the WWII specific units/techs/etc impact the overall play of the campaign game.
I can easily do the major powers (within reason). The best way to do this, sort of like when I was working mods for Victoria I, is to get a gang of folks together and spread the wealth...
Infantry variations can be modded in. We would need to mod in earlier WWII units anyway since CW units currently start in the mid to late 40's.
But it means we would need to balance them to be weaker than the Future versions. Also efficiency is effected by spending.. so poorer countries Infantry are going to tend to be less effective than Other countries anyway.
The first step would be to get the map in order. Who controls what, whats the population, government type of each country etc. Sure the major powers is much easier.. but our data needs to be at least in range of accurate for smaller nations as well.
Starting units and techs known is a bit harder.. and a proper oob for each nation is going to be the hardest thing.
Si vis pacem, para bellummy Supreme Ruler Cold war mods Site
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