Total Mobilisation

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Authors: Sapper Bloggins, nicebryce, Luis

Last revision: 5 Mar at 23:35 UTC (10)

File size: 515.5 MB

On Steam Workshop

Description:

Currently in Early Access

Discord:

Join if you want to play weekly mp games.
https://discord.gg/UPRemD9CYY


Total Mobilisation provides a true military, economic and political simulator during the World War 2 era. The entire combat system has been reworked from scratch to create realistic and deadly combat similar to those used in operational wargames set in the period.

Total Mobilisation seeks to challenge players through the representation of historical trade offs. Players must think strategically and operationally in order to succeed – there is no single ideal path towards victory – only a better or worse gameplan versus your opponents.


Overhauled and Dynamic Economy: Civilian factories build automatically with historical growth for different countries implemented
Dynamic threat system: Countries automatically mobilise based off how threatening potential enemy countries are (based off ideology or competing factions)
Ammunition system: Artillery, planes and tanks don’t work without ammo so plan your attacks
Fully integrated peacetime and wartime reserves and mobilisation
Historical Combat Effectiveness Values based off the works of Nigel Askey and Dupuy
NRM Inspired Naval Combat within vanilla’s simplicity
Historical distribution of industrial capital and resources
Historically accurate production figures, combat attrition rates and manpower
Historically accurate equipment costs and purchases
Uniquely sourced soundtrack designed for a cinematic musical experience


This mod seeks to overhaul gameplay through the overhaul, replacement and development of core gameplay mechanics – rather than through building on vanilla systems. Due to the nature of the rework – some things are unifinished, although they are mostly vanilla/flavour things and are in the process of being fixed. This includes many high command characters, focuses and some decision.

Multiplayer play has been the main focus – although AI is still challenging and is able to play with these mechanics to a certain degree. Due to the nature of balancing – we recommend playing as majors or regional minors to have the best experience possible.

Make sure to visit our official website for recommend mods and article/blog posts!

Tips:

-Put 30% minimum of your mils on ammo. Ammunition gets spent fast – especially when you have lots of bombers.
-Convert Mils instead of building new ones – there is no penalty to conversion and your civilian factories will automatically grow.
-Make sure you select the Mobilise Population Decision when at war
-You might think you have an insane amount of equipment as someone like the Soviets, but these are historical numbers for example they had 20k planes and 20k tanks in 1941! We’ve increased attrition to historical levels so it’s a good idea to keep a large war stock and if you think that sounds too easy just try hold off the Germans.
-Play Soviets, Italy or Japan for a challenging game in singleplayer. Other major nations we recommend buffing the AI to provide challenge for more experience players.
-Starting mil factory count is based on accurate military spending figures in 1936
-Airplanes might be cheap, but they take alot of ammo + supply

Bugs:

Please report and bugs/balance issues and anything you want to see added.

Known issues:
– Economy takes a day or two to initialise
– Manpower/reserve systems take one month to intialise. Overflow messes up UI on larger countries but have no impact on gameplay.
– Many obsolete vanilla assets are still which do nothing.
– Armed force planning currently non-functional
– Ai is being worked on constantly
Don’t worry we’re working hard to iron them all out!

Recruiting:

As we have a very small crew, we welcome any expressions of interest for those who have a passion for military history, modding or economics to join our team. As most of our core mechanics are finished or nearing completion – we are spending more time in polishing and refining the mod to provide the best experience possible.