COH: Europe in Ruins is a persistent war modification for Company of Heroes.
Features:* Persistent war front
* Command hierarchy for both Axis & Allies
* Various battle sizes, everything from 1v1 - 4v4
* Unique unit purchase system complete with supply & demand, resource costs, transportation fees, and taxes
* Website featuring all the tools you need to manage the war effort
* League-style presentation (round-based)
How It Works:In the simplest of terms, this modification simply uses the Company of Heroes engine to play out the battles while the war is managed on the website. What this means is that all the units and their upgrades are bought and managed on the website then transferred into the game for the battle. You do not build units or 'economize' in game. The game is simply used to play out the battle.
How To Help:Currently, we need high quality maps regardless of resource and victory point balance. Every size and type including crossroads, bridges, farmhouses, and large/small towns.
We also need a web layout. Our designer is currently too engaged in the war map to focus time anywhere else. The design should be professional and designed for Foxtrot7.com as it will host the war.
Sticky DetailsBe sure you read the following topics:
http://www.europeinruins.com/forum/index.php/topic,64.0.htmlhttp://www.europeinruins.com/forum/index.php/topic,37.0.htmlOverview1) The war will be broken up into rounds. During this period, resources will be assigned and objectives will be fought over. 2-3 days of the week will be dedicated to planning, resource management, and attack/move orders. The rest of the week will be used to play out the battles. By the end of the week, the battle results should be computed and the site will be updated and a new round will begin.
2) The war will be won when one side surrenders to the other or is completely overrun. Upon this, the map will be reset, new command hierarchies will be chosen the the war will restart.
3) The war map will be of Western Europe, broken into sectors which will make up cities, towns, farms, important roads, and strategic objects. These sectors will be given resource values. They may include fuel, manpower, munitions or any combination of them. These sectors will have a size associated with them also. There are 4 sizes which will determine the map size that the battle is played upon and the number of companies that can be stationed there and the amount of attackers that can attack one at once.
4) Each side (Axis & Allies) will be broken down into a command hierarchy. All orders and resources flow through the hierarchy from the top to the bottom.
War Setup1) The command hierarchy will be decided before the war. The General will be considered the leader for his side. He has the ability to promote, demote, and in extreme cases, remove a commander from the war effort.
2) Each side will be given a set amount of resources at the start of the war and will automatically be given assigned sectors which they will control.
3) Players select their doctrine upon signing up and may only use that doctrine through-out the war.
Round/Turn1) Resources and orders are given through the command hierarchy.
2) Attacks are made by moving into enemy-owned sectors. You defend a sector by having colonels/companies occupying a sector. The sector size will determine how many companies you may have defending a sector (1-4). Defended sectors are granted a bonus during the battle.
3) If an attack is made on a sector that has no enemy companies occupying it and no enemy orders for companies to move into the sector, the attack is automatically successful and the attacker takes the sector.
4) If an attack is made on a sector with no occupying companies, but that has order for companies to move into the sector, no defense bonus is granted.
Battles1) Battle Size Examples:
a) Size 4 Sector occupied by 2 companies is attacked by 3 enemy companies. Result is a 2v3 on a 4v4 map.
b) Size 3 Sector occupied by 1 company is attacked by 2 enemy companies, but the defending side has 2 companies moving into the territory. Result is 1 company getting defensive bonus, then a 3v2.
2) Defense bonus is given to occupying companies on attacked sectors. They are given a 2-15 minute head start to setup defenses and place units where they want them. They may only setup defenses on their side of the map. At the end of their bonus time, all the rest of their units, and the units of the attackers (and allies moving into the sector) will arrive on the map.
3) Battles will be timed based on size.
4) Units and resources unused at the end of the battle will be returned to each sides 'pool' regardless of whether they won or lost the battle.
5) The battle victor is determined by the amount of units each side has remaining and their 'score'. You must have clearly overrun the enemy in order to gain the sector. In the event a winner is not clear, a draw will be declared and both sides will occupy the sector with no resource benefits. Each side will be given an opportunity to withdraw or move companies into the sector (if there's room). Reinforcements will not be available for companies currently engaged in the sector.
Game Mod1) Complete removal of economy, sector capturing, and building observation posts and unit producing buildings (including forward barracks).
2) Munitions are used for special abilities. Manpower for reinforcements. These are assigned before the battle are are not increased during the battle.
3) No squad/weapon upgrades allowed in game, upgrades for squads/vehicles must be purchased when buying units for the battle.
5) Allies/Axis infantry gain veterancy the same way, thru kills. Units with veterancy that are alive at the end of a round are put back in that companies pool of resources with that veterancy. As a result, veterancy is much slower and more important.
6) When the Allies use Paratroopers or Paradrop AT, they are able to call in these units anytime during the battle and aren't forced to start with them. This allows them to retain their usefulness.
7) Players' doctrine abilities are available from the start of the game.