WW2-Global

Rocoteh said:
"Thank you for the reports."
You are welcome


"Week 41 total collapse of French defense, however they were able to take La Cruna in their dying breath" IarnGreiper

"A fast victory!"
Thanks to the AI moving most of its units to attack Stuttgart. This resulted in a much more favorable setting for me since They were without walls, air protection and in my zone of control.


"Week 51 London surrenders, only Plymouth remains. We lost 3 tank divisions. Calcutta is the capital of the smoking ruins of the Empire." IarnGreiper

"How many transports did you build to achieve this incredible early victory
against Britain? "

2 transports and the pre build special transport (which was sunk on the way back). Wick can be captured by a special transport and two SS or Marine infantry divisions. Maybe a landing in Wick is possible even earlier since the British land forces are barely able to counterattack.

"up to week 11, slowly crowly through Turkey [please change that, this is boring as hell]" IarnGreiper

Maybe make the terrain rougher or give them more units. However Turkey was a weak nation, much weaker than spain for example and shelling Turkey is hard work and it will destroy most of their cities in doing so.

"week 25 stabilized the central Indian theatre; however we are making large gains in Indochina. " IarnGreiper

"This "strike against the British Empire first" strategy seems to be very effective!" Yes it is since the new resource system only allows advanced units in cities connected to the capital. GB was able to build advanced units in India for a few turns after the mainland was defeated before the Luftwaffe bombed the road to their India oil well and they lost their ability to build adavnced units. BTW bombing away roads to stratigic resources seems to be a very powerful tactic now.

"week 33-38 The lovely mountains of the Himalaya will be new German skiing resort. Our armed forces are busy fighting of British counterstrikes at Damaskus. They are foolish enough to loose 6-8 devisions a week instead to gather forces and crush us with a single assault. Meanwhile 2 British and eight!!!! American transports are sunk in the Irish sea." IarnGreiper

"AI is a problem.........." They were escorted but 2 destroyers and one transport is a sure victory for three veteran UBs, and I use packs of 4-6 because I can t afford to let them through.

Week 48 we capture Luxor.

"The HQ decides not to go any more south since we are wary of the Bolchevists striking first. We entrench our forces, our sole focus is on research advanced technology and enlarging our industrial base. Thanks to our rich luxories from Indochine we can affort to spend almost all our money on reseach, weak cities are producing wealth" IarnGreiper

"You have established very good positions.
I am looking forward to follow how Barbarossa turns out."
Me too

"B took Lublin, Lwow, Minsk and Vilnius
C After our new Panther tanks entered their first fight in the war by breaching the armored defenses of Odessa, Panzer III divisions finished the the city. Our mobile rockets quickly teared the heavy Sevastopol fortresses and Panzer III and IV tanks broke the few defenders there. The Russian black sea fleet was caught in harbor and many planes were crushed as well. Together with Kampfgruppe D we now control the complete black sea.
D1 The SS took Krasnodar by sea," IarnGreiper

"Edit: A good start for Barbarossa!"
It seems so, but we have to wait for th AI turn

"Thank you and welcome back.

Rocoteh"
Nice to see you back!
 
IarnGreiper,

Thank you for your comments.

I will probably set all French infantry to defend.

2 transport and the at start special transport to conquer Britain!
That indicates that Germany should not be allowed to build any
transports until late 1940.

On India:
I consider to add auto-produced infantry in India.

"They were escorted but 2 destroyers and one transport is a sure victory for three veteran UBs, and I use packs of 4-6 because I can t afford to let them through"
IarnGreiper

This severe problem with AI is hard to counter.

"Nice to see you back!" IarnGreiper

Thank you. Hopefully I will have a some screenshots from the new map
tomorrow (Africa).

Welcome back with more reports.

Rocoteh
 
Rocoteh,
I maybe have a solution to the British invasion dilemma:
Add lots of week immobile naval units around Britain instead of garrison forces at land. This should give an ablative shield to GB since Germany has to pick them off slowly.

On India: autoproduction would make it more difficult to conquer India, but give a great benefit to the nation which succeeds in doing so. In my game I didn t manage to to quell all resisters there yet. Autoproduced units are very nice (I already own communist infantry) for the coqueror.
Historically the Empire was weak and WW2 was a Phyrrus victory. Invading Britain itself should be harder, China should be harder to take for Japan (I strongly suggest fortesses there), Turkey should be weaker and Norway/Sweden should be more productive (in reality Sweden produced a great deal of the parts needed for German production). I repeat that Crete should be harder, but not as hard as Malta to take. Italian East Africa should be weaker and loosing as they did in real life.

A side note. While I enjoy the faster loading times of 2.0, islands tend to be to be very unhappy. I only conquered islands that are of strategic value. I don t think I will invade any islands in south east Asia. Can t keep them happy. GB is ok, since they have some luxories.

PS: I have found a cheesy exploit. I have sent you a PM.
 
Operation Barbarossa
AI turn

SU moved lots of transports without visible protection to Norway, they are near Hammerfest and Narvik. One stack of doom on the tile northeast of Königsberg. They definitely seem to like their south Polish airports becasue a giant tank stack moved there. I lost 3 german 88s on a counter attack near Minsk with 7 or 8 Russian losses.
A single Panther with mobile rocket support on the mountains south of Grozny took out a stack of Russian tanks attacking from the city. 26 is incedible in that terrain. A modest number of SU tanks a head towards Meshed. Many tanks spotted in the Alma Ata region.
The Soviets sunk one of my spying UBs in the Baltic. All of the Baltic is swarmed by their fleet. The Reich however has no need to use force during the next months since the Baltic is of no interest for us.
Meanwhile the pessky Americans found and killed a UB pack in the central Atlantic.

Japan seemed to have ROP with the SU. However now a large number of the troops get nailed in the territories I have recon of.

German front report, week 51. Almost all the Luftwaffe based in Sweden is busy picking off that SU armada of transports in the Norwegian sea. As I bombard them we spot more of them. If they manage to land, Scandinavia will be lost.
I was lucky to decide to have the airsupport of Kampfgruppe B based in east Sweden.
However the Soviets left Murmansk ill-defended. It was captured by two tank divisions of Kampfgruppe A The Rest of KG A now clears the forrests of Murmansk and Finnland from single Soviet units. We did not capture any ships in port, they have to be all at sea.
Kampfgruppe B is enjowing to fight the Sviets out of cities like Königsberg, avoiding open terrain. Our recons allow us to hit soft Russian units on the move.
Kampfgruppe C is attacking of the strong tank forces in the Kiev region. However they are in or next to our zone of control and we can weaken them with artillery and air support first before we can finish them off. We don t have the numbers of Panther tanks and attacking the heavy Russian tanks with Panzer III seems risky.
At the end of the week we were even able toseize Kiev.

That single Panther tanks guarding our mobile rockets near grozny has take Grozny with artillery support. If the jabs are smart enough to take Reinovo, Russian lost all its oil. But I don t expect the Japanese to be smart.
The rest of Kampfgruppe D took Rostov and cleared some immobile units.

Lampfgruppe E made it to Khiva, Kampfgruppe F takes Lepsinsk. There are dozens of Japanese marine divisions in that area. I fear they will take a few cities before me.
 
hey, i don't remember if this has already been incorporated, but since the tiger and king tiger very extremely slow and cumbersome tanks, i suggest make their movement to 1 instead of 2. the germans always had difficulty moving with these tanks and many a times they had to just destroy them.
 
Eaglefox is right, in fact there wasn t a single Tiger II destroyed by allied ground forces for sure credit. Most were abandoned because of technical difficulties or destroyed by airstrikes because they were so slow and left behind. However I would only make Tiger II and Jagdtiger (I don t know if included so slow). The Jagdtiger was the most defensive unit of WW2, but too heavy for most terrain or rail transportation (can t be implemented in Civ3 rules).
 
Germany SID v2.0
Second half 1940 through all of 1941

First in response to Rocoteh's question. There were two razed cities up to mid 1940 - Khabarovsk and Alexandrovsk.

War continued against the Soviets eventually leading to a complete takeover of former Swedish, Norwegian and Finnish cities (except for the two cities held by our Finnish allies. At the same time we pushed the Soviets back taking Moscow and other cities, eventually the two groups met which gave the northern cities access to our resource. We eventually held a line against the Soviets from our cities of Arkangel through Gorki, Kubyshev, to Gurev by week 26 1941. During the mid1940-mid 1941 period we were being "visited" in Soviet territory by Allied units. I noted significant numbers of French cavalry which I presume came from French lack of resources. This then changed to tanks which I suspect came from a land trade with the British as they gained resources in Asis.

In mid 1941 the British declared war on the Russians. We offered the Russian peace with some assurance that the Allies would keep them occupied.

Fortunately the British quickly took Khiva which gave us a direct line of land attack against the allies. With the Soviets help we took Khiva and then blitzed through Persia. Having split the Allies, we determined that goal was to move East. However, we noted only one coal resource in all of Africa. This immediately became our goal in order to remove access to the British in Africa. Hard fighting through the middle east left us at year-end holding our goal of a line at Alamein and Cairo. From here we can bomb access to oil at Sabbah which willl leave little offensive capability to the African cities.

With our flank now protected we plan on turning East and to drive into India and beyond in 1942. We also will move on the British isles which we have viewed as a secondary goal until now.

Our Uboats are in control of the North Altantic with active battles near Gibraltar.

Our Japanese allies have been driven back to Peking Tienstien. We will be offering some relief to them as we turn into Asia. Unfortunately the Americans are already in the home islands with possession of Kagoshima, Nagasaki and Nigata. Apparently they went around the Kurile islands which I have never seen before.

During this period there have been a few additional razed cities - Aralsk and Gimbi.

While I experienced quicker load times I am not sure of the impact on turns but that is always difficult to measure. The full impact of no trading is something we will need to better understand. I am not beginning to incorporate it into my strategy (see Africa above). Any invasion plans of America will have to take resources into account.
 
IarnGreiper,

Thank you for the report and the comments.

"I maybe have a solution to the British invasion dilemma:
Add lots of week immobile naval units around Britain instead of garrison forces at land. This should give an ablative shield to GB since Germany has to pick them off slowly." IarnGreiper

Yes, it can be a way to go.

"On India: autoproduction would make it more difficult to conquer India, but give a great benefit to the nation which succeeds in doing so. In my game I didn t manage to to quell all resisters there yet. Autoproduced units are very nice (I already own communist infantry) for the coqueror." IarnGreiper

You are right. However it can work with regard to India.
I mean if for example Germany conquer India the auto-produced units
Germany will get can represent forces hostile to the old colonial-power.
"Quitt India" but with violence.

"China should be harder to take for Japan (I strongly suggest fortesses there)"
IarnGreiper

I also consider to integrate Communist-China with China.

"Italian East Africa should be weaker and loosing as they did in real life."
IarnGreiper

It will be weaker in version 2.1.

"A side note. While I enjoy the faster loading times of 2.0, islands tend to be to be very unhappy. I only conquered islands that are of strategic value. I don t think I will invade any islands in south east Asia. Can t keep them happy." IarnGreiper

I will look over that problem.

"German front report, week 51. Almost all the Luftwaffe based in Sweden is busy picking off that SU armada of transports in the Norwegian sea. As I bombard them we spot more of them." IarnGreiper

A strange move from AI.

"Kampfgruppe C is attacking of the strong tank forces in the Kiev region. However they are in or next to our zone of control and we can weaken them with artillery and air support first before we can finish them off. We don t have the numbers of Panther tanks and attacking the heavy Russian tanks with Panzer III seems risky." IarnGreiper

Yes, I agree.

Thank you and welcome back.

Rocoteh
 
eaglefox said:
hey, i don't remember if this has already been incorporated, but since the tiger and king tiger very extremely slow and cumbersome tanks, i suggest make their movement to 1 instead of 2. the germans always had difficulty moving with these tanks and many a times they had to just destroy them.

eaglefox,

In such a case for example the British Matilda II also should
have move 1.

There are tactical speed and there are strategic speed.
Since each turn represent 1 week I do not think its unrealistic
that the King Tiger and Matilda II have move 2.
With move 1 it would also be pointless to build them since they
would de facto function as heavy infantry.

Rocoteh
 
clibinarius said:
After addictively playing around with this scenario for a month, I have included a list to my own tweaks-as in the alliance system-to what I would like to see done in future versions (I am willing to donate my time).

1: Break apart the tech tree. I would divide it into the default four sections, where there is a few supertechnologies that stores improvements and units. It would also allow the tech tree to be cleaned up a little bit.
2. Create paths for technologies instead of years. The player, and AI, should have their own warfare priorities. There is little reason for the Soviets to develop sea technology; similarly, the Germans did not develop the same productivity base that the Americans had. Thus I recommend that the tech trees be split up into four branches: Army, Navy, Air Force and Internal Improvements.
3. City specific wonders: I'm not sure the civ engine allows for basically unlimited strategic resources, but it could add a new dimension for seizing specific territories. For instance, Coal Plants might require coal. Why? Certain Industries and means of production can not be too far away from where they're built. This way, a Manhattan project might be required to be built near a resource of Heavy Water or Uranium. It could also mean that "French Conscription Plants" could be built that produce infantry every turn they exist (Though make one citizen unhappy). This will fit into the "Tech Tree" very well, as you can potentially have a city to produce a bunch of units every turn if you research that line of the tree.
4. Create an invisible partisan unit with the ability to pillage. Its importance will be shown with...
5. All bonuses to terrain should be by worker improvement only-unimproved terrain provides no value. This will allow strategic bombing to be in the game again. Mining, or industry, should be very expensive and produce shields only. Similarly, fields for food should only produce food. The only units that should be able to pillage should be specified, as partisans, SS Infantry, etc.-this would make the German war against the Soviet Union far more interesting. This would make countryside improvements more important than city improvements for production anyway. Make all terrain improvements far more expensive.
6. Make German units stronger, fewer, and more expensive, and allied units cheaper and weaker. There's a saying that it took five Shermans to one tiger-but the Shermans could be produced very quickly. Similarly, the Russians could replenish their forces very quickly, but the Germans could not. Thus cheap Russian arms-and not good ones-would slow down the Germans and eventually defeat them. I've also heard from seniors complaints about the quality of some American equipment, especially compared with German equipment-and a lot of Russian Equipment I've heard very bad things about, despite the fact after the war some have been glorified (I won't go into that now). Also, this would justify the generals of the German Military and not Hitler; the generals wanted to occupy the urban and industrial bases, and Hitler wanted to destroy the army, and this had a major flaw; the Russian army was nearly endless. Also tons of weak Russian units with ability to pillage roaming around the Russian countryside can make the German war effort very difficult (especially if tanks can only go on squares with roads, this might make them useless-as historically they had become).
7. Create a Spanish frontier with France, with strong defenses on both border, as well as surrounding Gibrater with strongpoints from other nations. This forces an amphibious assault on it, or an invasion of Spain.
8. Bangkok always gets burned down when I play.
9. Enslave units; all units create POWs; all civs (In particular Russians and Germans) could get workers; since the Germans and Russians made them into slaves, they would be slightly faster.
10. Reshape the unit/improvement menu. Keep happiness with happiness, infantry with infantry, productivity with productivity, trade with trade, science with science, ships with ships, aircraft with aircraft, etc. Barracks should be near the Airport and Harbor and Missile Defense. Library should be near Research. This will allow organization, and allow even more units-some obsolete-and far more improvements-without destroying the game.
11. Since the AI wouldn't know how to use most of these tweaks, give the AI tremendous unit advantages. Make money be a problem with the human, but not AI, playing Russia. Make productivity be a problem with Germany. Make happiness a problem with Britain in the empire. Make America devoid of military technology initially, and perhaps productivity, but make roads to factories, science, and money very easy to build, and once America mobilizes, can produce units very quickly (Perhaps "Infantry" plants would be in order, as well as "Sherman" plants). Lend-Lease plants could also (In combination with "Resource required" squares) be built in particular cities only.
12. Give Improvement penalty to mobilization. (Better yet, omit it from the game. It changes the value of too many units productivity-wise).
13. Include weapons never developped (German Propellor Long Range Bomber, American Jet Bomber, Helicopter Transport) or weapons considered but never truly finished (V-3, ICBM, Submarine Aircraft Carriers). Also remove the ability of Germany and Russia to build radar towers.

Longer Detailed Tweaks

14. Detach France from the allied nations. Make France in a locked alliance with Poland, and make the German invasion of Poland optional. Possibly include Belgium, the Netherlands in this alliance; also Denmark and Norway should be in a locked alliance. Personally, I'd make this the alliance system:

Alliance 1: UK, US, China, Persia v. Axis powers always
Alliance 2: France, Belgium, Denmark, Norway, The Netherlands, Poland. The AI should inevitably find itself at war with Germany
Alliance 3: Japan, Thailand, Italy
Alliance 4: Germany

Set Germany's Aggression level very high, as well as Finland (Fortify the Norwegian-Finnish-Swedish border to prevent a war) and make the USSR's aggression level very high, so it might attack Germany, or even Poland or the Allies should the axis not, and invariably Finland; and Alliance 1 should be locked against 3 and 4, alliance 2 should be locked against 3 (Because defeatist attitudes). These mutual alliances, for me, have avoided war between allies, as they're too focused on their enemies. Alliance 2 could, with defeat, reasonably go against the allies. The separation of Italy and Germany is made to allow kind of for Vichy France, while allowing Japan to take over Asia. I would build a tough line for the Germans along the borders of all countries (Anti-partisan) and create several partisans for Belgium, France and The Netherlands; if Germany does not negotiate, they're going to basically have bombed out countries. Germany I don't think should have these partisans though, but rather tough, immobile Volksturm, or however its spelled. Its pillaging unit should be the SS Infantry and SS divisions, which should upgrade throughout the war.

15. Tech Tree Adaptations

Land Units:

I would create three types of paths for the land units

1. Tanks/Anti-Tank
2. Infantry/Upgrades
3. Artillery
4. Special Ops

I don't think this scenario shows just how immobile the tanks were. Most tanks I would not have, actually, be able to go off of roads, except possibly on flatlands type terrain. I think this would better stress the value of infantry, as only infantry/marines would be able to hold high ground. It would also make roads more important militarily. It would also allow a player to research say, tank development, and neglect, say, special operations (Commandos, Marines). It would also allow you to develop better marines for an invasion of England once England mobilizes, or it allows England to develop better invasion skills, etc...Infantry transport vehicles can make railroads obsolete, and as the game moves along, they get cheaper, or could move further, but only on roads; this might make railroads obsolete, so you could set new railroads at a tremendous price (1000).

For air force, I would go

1. Bombers
2. Fighters
3. Jet Craft/Missile Technology
4. Anti-Aircraft
5. Atomic Development

Jet Development should actually be held separately from then conventional aircraft. Why? Because it was underdevelopped before the end of the war, for a few problems. Stalin jailed most of the Russian Air Designers who experimented with what would become the jet engine in the 1920s and 1930s. Hitler was also demanding of a fighter-bomber, preventing use of the Me-262 until 1944. Furthermore, though air to air missiles were equipped on the FW 190, they were unreliable and easily jammed, yet the Me 262 ran too fast to accurately shoot down other planes. By the end of World War II, the Germans had developped a supersonic stealth bomber, which was to go into service in November 1945. Inclusion of the Ho-XVIIIB and Ho-XIIIB models would be the ultimate bomber in the game, and theoretically, equivilents should be availible to the US if they pursue this technology. Anti-Aircraft would include newer Flak/Anti-Aircraft, until SAMs are ready. A stealth missile equipped fighter would also be virtually indestructible to propellor aircraft as well.

Navy

1. Aircraft Carrier (Get better defense and cheaper)
2. Battleships (Offense and speed-but get obsolete earlier)
3. Submarine Technology (Offense and speed, and eventual bombardment)
4. Submarine Defense
5. Cruisers/Destroyers/Flotillas

The Germans would start here with submarine technology. The British with Battleships, etc.

Improvements

1. Civil Defense/Anti-Tank
2. Productivity
3. Workers (Better productivity as game progressives, also can move two squares per turn later)
4. Culture/Happiness/Revenue/Science

I think that certain improvements should be given at default-Temples, Light Factories, perhaps medium factories, marketplace, airport, library. I think better research programs could be researched, and faster workers/worker upgrades researched. The Russians/Americans would clearly have better productivity than the Germans.

2. Germany had a good productivity and produced more material than the US in 1941, what only changed after the war entry of the US and the not mobilization of the German industry. So having the US down at the beginning is okay.
The splitting of technologies can only be done in the said years but then you need no heavy cruiser for buildin a Panther.

3. Materials were brought to the factories by using transport vessels (trucks, trains and ships), so this is not a must. Also a French building (and no wonder) producing an infantry each turn is too much.

4. Good idea.

5. Hmm, no, since there was the ability to restore the infrastructure and the AI is too dumb for strategic bombing.

6. Russian losses were extremly high until the very end (half a million from the oder to Berlin). But the now existing model is good so, no need to change IMO.

9. Enslavement was already discussed and is not a good idea, so I won´t go further on that issue.

11. A more unit advantage did exist in the not so poppular German version once. But like it is now it is okay because otherwise it becomes fast not playable. I mean Germany should go inot offensive at first and not being invaded.

12. During m,obilization other buildings are not buildable. So either you have them out of mobilization, then you have problems in newly conquered cities, or in.

13. Good idea, except the RADAR towers. Germany had good RADAR for the airforce but this was neglected on ships. However I don´t know if the Russians had RADAR.

14. Germany MUST be in an alliance with Japan and Italy as otherwise there would be a too big danger in declaring war on Italy.

15. This splitting is not the best because one lead to another even between army and air force and navy. The only thing to make is seperating all technology path, I mean seperating army from navy. Also Britain was not technological leading in battleship building. Infact the British ships were mostly outdated or not able to cope with the German designs. I mean the old ships were no real match for the German ships, including Scharnhorst and Gneisenau, which only had the strict order not to engage such a fight. Otherwise they would have sunk several British ww1 ships. The newr ships, KGV class, were a danger to the Scharnhorst class, but no match for the Bismarck class. Even the HMS Vanguard was not able to cope the Bismarck or Tirpitz. The planned Lion class was better but still inferior to the planned H class.
That was only an example. The other could be the Me 262. Indeed German used air to air missiles, but only a few since the propulsions were destroyed shortly before they were ready to complete the missiles. However IIRC a US bomber was shot down by a missile. But the use of rockets, R4M, brought outstanding results. Also the Me 262 was an outstanding plane generally (exception: unreliable propulsion). This plane was fast and so they did not attack from the front but from behind.
At last Germany was well developed at the beginning, so there should no building to build any more.

Adler
 
Bob1475,

Thank you for the report.

"First in response to Rocoteh's question. There were two razed cities up to mid 1940 - Khabarovsk and Alexandrovsk." Bob1475

That is bad news since Khabarovsk had both the Stalin Wonder and 150 culture.
I hope that players will continue to reports city-razing, since its possible
the multiple wonder will stop it 95%.

"We eventually held a line against the Soviets from our cities of Arkangel through Gorki, Kubyshev, to Gurev by week 26 1941. During the mid1940-mid 1941 period we were being "visited" in Soviet territory by Allied units. I noted significant numbers of French cavalry which I presume came from French lack of resources. This then changed to tanks which I suspect came from a land trade with the British as they gained resources in Asis." Bob1475

Yes, I think you are right.

"Having split the Allies, we determined that goal was to move East. However, we noted only one coal resource in all of Africa. This immediately became our goal in order to remove access to the British in Africa. Hard fighting through the middle east left us at year-end holding our goal of a line at Alamein and Cairo. From here we can bomb access to oil at Sabbah which willl leave little offensive capability to the African cities."
Bob1475

It sounds like a very good idea.

"With our flank now protected we plan on turning East and to drive into India and beyond in 1942. We also will move on the British isles which we have viewed as a secondary goal until now.

Our Uboats are in control of the North Altantic with active battles near Gibraltar."
Bob1475

I guess Sealion will be fast operation.

"During this period there have been a few additional razed cities - Aralsk and Gimbi."
Bob1475

That is bad news again

"While I experienced quicker load times I am not sure of the impact on turns but that is always difficult to measure. The full impact of no trading is something we will need to better understand. I am not beginning to incorporate it into my strategy (see Africa above). Any invasion plans of America will have to take resources into account."
Bob1475

Yes, I agree.

Thank you and welcome back with more reports.

Rocoteh
 
South Africa - Huge Map
 

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it looks very nice, but I guess it will greatly alter gameplay especially with removed railroads moving around units will take forever, recon will cover only tiny territories.
 
I will try a new game with alternative rules and Germany possesing a port in the Adrian Sea to test how it will affect gameplay in North Africa. Croatia was pro Axis and Split is making a good port fro German sea expeditions.
Further China was given some fortresses in their innermost towns. I will let you know how things are developing.

"Split" was based on the tile at the Adrian Sea with size 5 and moderate improvements and a railroad to Vienna.

I have a large pile of small change requests that I will compile up to the weekend.
 
IarnGreiper said:
I will try a new game with alternative rules and Germany possesing a port in the Adrian Sea to test how it will affect gameplay in North Africa. Croatia was pro Axis and Split is making a good port fro German sea expeditions.
Further China was given some fortresses in their innermost towns. I will let you know how things are developing.

"Split" was based on the tile at the Adrian Sea with size 5 and moderate improvements and a railroad to Vienna.

I have a large pile of small change requests that I will compile up to the weekend.

"it looks very nice, but I guess it will greatly alter gameplay especially with removed railroads moving around units will take forever, recon will cover only tiny territories." IarnGreiper

IarnGreiper,

However move-rate at roads will be heavily increased.

I am looking forward toward reports from your new playtest.

Thank you and welcome back.

Rocoteh
 
Maybe it´s because I play the game with max AI aggression (in the starting menue) . Everybody declared war on somebody. Alliance declared war on Turks and Spanish, while Russia in going for Kabul. The only things I have altered is giving Germany a Croatian city and China some fortresses.
 
IarnGreiper said:
Maybe it´s because I play the game with max AI aggression (in the starting menue) . Everybody declared war on somebody. Alliance declared war on Turks and Spanish, while Russia in going for Kabul. The only things I have altered is giving Germany a Croatian city and China some fortresses.

IarnGreiper,

Have you observed any changed pattern with regard how
AI plays when it has max aggression, aside from more declarations
of war?

Rocoteh
 
Rocoteh said:
IarnGreiper,

Have you observed any changed pattern with regard how
AI plays when it has max aggression, aside from more declarations
of war?

Rocoteh
GB Navy more agressively sweeps the Med sea, at least from what I can spot.
 
IarnGreiper said:
GB Navy more agressively sweeps the Med sea, at least from what I can spot.

IarnGreiper,

That is very interesting. What I know this is a aspect of
AI that have not been much analysed.

Rocoteh
 
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