Skip to main content

Ammunition Factory & Historical Artillery Shells

## Concept Overview

This proposal introduces a new building—the Ammunition Factory—alongside specialized ammunition types for Artillery and Railroad Guns.

Currently, late-game warfare in Supremacy 1914 can degenerate into prolonged trench standoffs. By introducing the Ammunition Factory, players gain a new strategic progression path. Upgrading this facility unlocks specialized shells, forcing commanders to manage factory production while making critical tactical choices between anti-infantry suppression, bunker busting, area denial, stealth detection, or offensive screening.

---

## New Building: Ammunition Factory

To utilize specialized artillery rounds, players must construct and upgrade an Ammunition Factory in their provinces. Higher factory levels and game days unlock more advanced shell technology:

| Shell Type | Day Unlocked | Required Factory Level | Tactical Role |

|---|---|---|---|

| Illuminating Shells | Day 8 | Level 1 | Early-game vision & counter-stealth |

| Smoke Shells | Day 10 | Level 2 | Mid-game tactical cover for troop pushes |

| Shrapnel Shells | Day 13 | Level 3 | Anti-infantry specialization (open terrain) |

| High-Explosive (HE) | Day 15 | Level 3 | Heavy bunker & fortification destruction |

| Chemical / Gas Shells | Day 20 | Level 4 | Late-game area denial & fortress bypass |

---

## Proposed Ammunition Types & Game Mechanics

### 1. High-Explosive (HE) Shells

* Unlock: Day 15 | Req: Level 3 Ammunition Factory

* Historical Context: Thick-walled steel shells packed with high explosives that detonated on impact or with a delay, designed for bunker busting and wire cutting.

* In-Game Function: Heavy siege munition.

* Damage Targets: High damage against Fortresses, Armored Vehicles (Tanks, Armored Cars), and Buildings.

* Tactical Use: Essential for softening up heavily fortified provinces before sending in ground troops.

* Balance: Moderate production cost; high damage against structures, but reduced effectiveness against spread-out infantry in the open.

### 2. Shrapnel Shells

* Unlock: Day 13 | Req: Level 3 Ammunition Factory

* Historical Context: Timed-fuse shells filled with lead balls that burst overhead to shred exposed troops in open fields.

* In-Game Function: Anti-infantry specialization.

* Damage Targets: High damage against Infantry in the open (outside Fortresses). Very low damage against buildings and armor.

* Tactical Use: Decimate large enemy troop stacks moving between provinces or caught outside fortified positions.

* Balance: Ineffective against troops inside Fortresses (Level 2+).

### 3. Chemical / Gas Shells

* Unlock: Day 20 | Req: Level 4 Ammunition Factory

* Historical Context: Introduced mid-war to deliver toxic agents (Chlorine, Phosgene, Mustard Gas) directly onto enemy trenches.

* In-Game Function: Area denial & bypass damage.

* Damage Targets: Direct health hit to Infantry (ignores Fortress damage reduction); zero damage to buildings or vehicles.

* Tactical Use: Force enemies out of high-level fortresses without destroying the province infrastructure you intend to capture.

* Balance: High production cost (requires Oil/Gas resource node allocation). Temporarily lowers morale in targeted provinces.

### 4. Illuminating (Star) Shells

* Unlock: Day 8 | Req: Level 1 Ammunition Factory

* Historical Context: Used to light up no-man's-land at night to spot advancing enemy units or trench repairs.

* In-Game Function: Reconnaissance & vision tool.

* Damage Targets: Zero damage.

* Tactical Use: Temporarily reveals invisible/stealth units (e.g., hidden troop counts in Fog of War or Submarines near coastal artillery) in a targeted province for a set period (e.g., 2–4 hours).

* Balance: Cheap to produce, low cooldown, purely strategic utility.

### 5. Smoke Shells

* Unlock: Day 10 | Req: Level 2 Ammunition Factory

* Historical Context: Deployed to screen troop movements or mask offensive pushes during complex operations.

* In-Game Function: Defensive screen / Tactical cover.

* Damage Targets: Zero damage.

* Tactical Use: Fired into a friendly or contested province to create a "Smoke Screen" buff, reducing incoming enemy ranged damage by a percentage for a limited duration.

* Balance: Protects friendly infantry advances from enemy artillery fire while crossing open terrain.

---

## Summary Table

| Shell Type | Anti-Infantry | Anti-Fortress / Armor | Special Effect | Day / Building Requirement |

|---|---|---|---|---|

| Illuminating | None | None | Temporarily clears Fog of War | Day 8 (Level 1 Factory) |

| Smoke | None | None | Applies defensive damage reduction | Day 10 (Level 2 Factory) |

| Shrapnel | High | Very Low | Bonus vs. moving/exposed units | Day 13 (Level 3 Factory) |

| High-Explosive (HE) | Moderate | High | Structural demolition | Day 15 (Level 3 Factory) |

| Chemical / Gas | High | None | Ignores fortress armor | Day 20 (Level 4 Factory) |

1 Replies

First of all i really like the idea but would like some clearing up.

1: would the shells automatically unlock when you get the factory at that level or would you suggest a kind of research path like in call of war?

2: would the shells also have to move to artillery or would they be, when produced, readily available to every artillery/railgun unit on the entire map?

3: how would they interfere with normal attacks. Do you envision a preparation timer like the bobardments from Togo or would it just be the next attack that would be replaced by the specialized shell?

4: Could the enemies see wich shells would be used, like a symbol on the unit dispalying wich shell?

5:Could you automate it like you delay troops or would every shell have to be selected manually every time?

6: Do you only envision land troops or could these also be used by naval and aireal units. If so do they need to be specially produced for them or are all the ammunitions universal?

Again I really like this idea

Post a Reply

Please log in to post a reply.

Back to Suggestions
Play Our Games