Over the Reich - Creation Thread

Ladies and gentlemen, introducing the B-17 Flying Fortress: A defensive-fire-spawning, hard-to-kill behemoth coming to the skies Over the Reich thanks to some very hard and detailed work by @Prof. Garfield

 
Thanks, Drew. The first turn can be a little long but I think you'll find that after you've placed assets where you want them, the next turns go pretty quick and you're more or less right in the action.
 
This is my current Events to-do list. If an event is not on this page, and I haven't reported it completed, then I've forgotten about it, so please remind me. Anything I fix right away (mostly bug fixes) won't make it onto this page. I will keep this page updated. Not in order of priority. If you have a preference for order of completion, please say so.

1. The special target events discussed privately.

2. Radar using pollution as indicator instead of unit as radar pulse.

Implemented in basic form, but must be changed to meet new specification.

New specification implemented, tables being filled.

3. Implement counting system in state variable to count the number of freighters that have reached England and the number that have been sunk, in order to tie other events to them.

Have a counter and flag system implemented, but not yet tied to any game mechanic.

4. Implement "do after production" functionality, so that "on turn" events can happen during a particular tribe's turn instead of simply between turns. Will probably implement as a "library" for easier use elsewhere.

Completed (not as a library, but the code isn't that extensive).

5. Implement a combat reporting system, so that we don't have to keep notes about the combat that has happened. Will probably implement as a "library" for easier use elsewhere.

Implemented in basic form, but could probably use some changes.

6. add a +2000 gold for techs 96-99

Complete.

7. Change air protected stacks. If air units are covering ground/sea units, move the air units off that stack to an adjacent square if munitions are generated in the square beside the stack. If all units in the stack can be air protected, the air units will not be moved.

8. New air superiority bonus. If a munition is generated within 2 squares of a fighter (not bomber, we'll have a list), there is a chance of damage to the generating unit, representing ambush by those fighters. 2 squares means that a fighter can protect a target from an adjacent square. Maybe we need to extend the range for when ships are generating munitions (as well, perhaps, as the "move planes" function). I would suggest that each fighter have a chance to do damage, so massive fighter protection chews up bombers unless the fighters are first eliminated. Maybe reduce the chance of damage if an escort is nearby.

In "build tables and test" phase. Must remember to clear the reactions table every turn so that maximum reactions are per turn and not per life of unit.

9. Strategic Bomber tactical attack (low altitude) warning and penalty. Current penalty is to reduce HP of bomber to 1 when generating munitions.

Penalty included in general 'reaction fire' functionality, with strategic bombers (more) vulnerable to reactive fire from ground units and dives from nearby fighters.

10. Tie availability of long range escort fighters to bomber losses outside of existing escort range. Exact specifications to be determined.

11. Increase maximum possible generated freighters for battle of the Atlantic if Atlantic military ports are destroyed.

12. Introduce ability to swap veteran status between units. Will implement as library to use elsewhere.

13. Area damage for Flak on key press instead of generating unit. "Reactive" area damage when ammo is called up near a Flak unit. Exact details to be determined.

Latest plan is to still generate a flak unit.
 
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Sounds good to me. If you could also add a +2000 gold for techs 96-99 that would be helpful. I think 4 and 5 will find great use in other scenarios.

On my end, I need to complete:

1. Add all text for the new "tab" concept (for units that could benefit from it); COMPLETE
2. Continue to add to/refine readme to make it easier to read/more lively/have pictures etc.;
3. Add Game Concepts section to Civilopedia;
4. Change unit placement and perhaps add some cities for an alternate "Big Week" mini-scenario;
5. Create additional sound files;
6. Provide more information/text/coordinates for the special target events (I'll make this my priority - maybe you should make this a later priority so I can get more of the work done for you). COMPLETE

I think we are pretty close here.
 
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The new radar setting is great! :clap:
 
@Prof. Garfield
-This all looks good but if we can add the veterancy swap to the list, I'd appreciate it. As there is very limited use of the airbase, I think it will be a great feature to get to give your best units the best equipment and all the more important given that there are such limited airbases in the scenario. Also, I think the feature will get a lot of support from other scenarios as I've found most designers are leery of using barracks as units must earn their veterancy, but this might be a good way to let the player upgrade their units' equipment.
 
Changed Rules:

-Tweaked cost of flak a bit given that it will now be a bit more powerful
-Changed the defensive values of flak - ground units should be more able to destroy it now but it gets x2 for attacks by air (which all munitions are). Unfortunately this also makes it x2 attack by artillery shells and naval munitions... On balance, I figured those units are less likely to come up against it as often as tanks and infantry.
-added "Tactics I, II, and III" which will increase the effectiveness of fighter ammo by +1 for each one researched. These are somewhat late techs. It's possible to have II but not I, but you can't have III without both. Perhaps I'll eventually rename them.
-Increased destructive power of V1 and V2 units. We never got around to using these, but based on the A2A rocket tests, they were way too low to be worth building (or destroying). They are probably stronger than reality now but they're viable units also.
 

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I took a look at the data from the first playtest with @Prof. Garfield . Attached is an excel file showing the relative strengths of our air (and my flak) forces from turn to turn (I checked every 3 turns). You'll note you won the game in 58 turns. A few highlights:

I was able to basically keep up with losses until you invested in Spitfires heavily around turn 21 - from that point forward it was possible for you to knock out more fighters than I committed and I had to be careful where I deployed them.
Attacks on D-Day significantly weakened my defenses - I went from 24 day fighters to 15 from turn 45 (I believe one turn after D-Day) to turn 48.
Some dramatic jumps were possible in Allied aircraft production - especially bombers "late" game. For example, on turn 54, the Allies had 11 strategic daylight bombers. Three turns later, they had 44. Likewise, on turn 51, you had 5x A-20s. By turn 54, you had 34.
I was able to significantly increase my flak defenses throughout the game, though I question how great of a decision that was. I started with 19x 88mm Flak batteries and 2 flak trains. I reached a high of 55 and 38 by turn 42. I suspect they will be more useful in the next version.
By game's end, the Allies could field 153 aircraft to the German's 18 (of which 1/3 were jets).
The most jets I was ever able to field was 9 (turn 56) but this would cost a staggering 4,500 fuel points to use all of their attacks each turn. I was never able to achieve anything close to this in fuel production. Granted, jets are best used to attack 3-5 times and then land somewhere far away, but even 2,250 would be completely impossible.

I don't really think the Allies have much of a production problem in this scenario. I get your point that with the changes they won't have as rapid a buildup, but it shouldn't feel like 1945 by turn 58, anyway. It probably needed a tone-down.
 

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I don't really think the Allies have much of a production problem in this scenario. I get your point that with the changes they won't have as rapid a buildup, but it shouldn't feel like 1945 by turn 58, anyway. It probably needed a tone-down.

Without the 1000 gold freighter deliveries (and ~300 gold improvements), the Allies will have much fewer refineries and factories, and so much less production. That is as it should be, although it might subject the Allies to a fuel crunch themselves. My main concern is that if other balance changes are made before testing what the new Allied production level is likely to be, the pendulum might swing too far in the other direction, and require changes to be undone. Generally speaking, I would recommend trying to balance most other things (like cost effectiveness of Strategic Bombing) and then tweak 'overall' balance with the number of freighters generated.

Something else, we need to decide what happens to strategic targets when a city is captured. At the moment, the target units disappear, some of the buildings are destroyed, but all the terrain remains intact.

I should have the area damage events ready in a couple days (depending on how long debugging takes). Then, you can populate the necessary tables.
 
Well, right now I'm about 6 turns into a production test run... best case scenario (for both sides) showing how quickly each side can ramp up factories, fuel refineries, and get new technologies when the tax rate is set at a level that doesn't allow a fuel loss. Once complete, we ought to be able to determine roughly where we stand and fan consider further tweaks.

I think this will be valuable data so I plan on plugging away at this the next several days and will let you know what I come up with!

As to strategic targets, I'd assume the Germans would leave the city worthless so I'd advocate just destroying everything and keeping it simple.
 
I went through 30 turns and got some good data. Going forward, I'm only going to track the tech rate.
-I did try to see if I could get the long range escorts to trigger and don't think that it did - perhaps I misread/assumed it was fully functional and it isn't yet?

Anyway, onto the data:

Method:
-I assumed the Allies always would get 5 freighters through from the Battle of the Atlantic
-Neither side attacked the other - this was just a blitz test to see how quickly an industrial base can be built
-I occasionally rush built something but for the most part I let freight trains disband into factories
-tech rate = 75

-The Allies start the game with 18 factories, 4 aircraft factories, and 8 fuel refineries. The Germans start with 44 factories, 17 aircraft factories, and 21 fuel refineries.
-The Allies, having Communism renamed, don't have to worry about corruption. This might need a little tweaking as it is driving the Allies to eventually have a higher science rate than the Germans which isn't ideal. I might increase the palace distance slightly.

Anyway, by turn 13 I was able to double/more than double the number of factories and fuel refineries that the Allies had (36 and 19)
At turn 13 the Germans had increased to 49, 31 (I focused on fuel as the Germans as they start in such dire straits)

By turn 26 the Allies had essentially flatlined (an industry here or there but I was losing steam and 90% of them were built) - 54, 50
At this same time, the Germans were at 60, 48

The Germans really don't get much help currently from events (hopefully that will change with the revolt risk/France and Low Countries providing some freight trains). Remember, this test assumed that NO trains were disbanded to help build aircraft.

Anyway, the Allies can almost decide to do exactly what I did if they want to build up strength first. It would likely be boring for everyone but it is possible. Even so, doing this does let the Germans build up too, and fuel goes from being a major problem to not being much of one at all soon enough.

While this wouldn't play out exactly like this in the scenario, I don't know that the Allied "nerf" really is that bad.

Edit - if the Allies decided to abandon their science rate at turn 31, they'd be making $3400 per turn which is more than enough, I would think, to launch any operations they want. They pretty much would just need to stock pile 1-2 turns and could probably launch all the missions they'd need for several dozen more.
 
Having flown through the next 70 turns or so just to see how the tech rate works on (again) ideal conditions...

The Allies completed their tech tree (less Cadillac of the Skies and Roam at Will which I couldn't get to trigger) at turn 101, so I am projecting them to complete their techs completely by turn 110 if they did nothing but invest in infrastructure in the first bit of the game and then kept their science as favorable as possible (this isn't even counting prototype/trade units which I never built).

At this time, the Germans still had 9 techs to go and I'm projecting they would have finished by turn 139.

-I'm going to give the Germans some of the bomber techs they currently don't start with (jabo, strategic bomber, etc.) and will probably give at least *some* palace distance to Communism to balance this a bit more.

Again, this is pretty much ideal conditions. With enemy activity and the need to devote more resources to fuel, it's probably more realistic to expect a range of 125-175 for the tech tree to be completed.

If someone were to rush jets exclusively, they could have them by their 14-15th tech. They'd have no fuel to use them, if they did this, but they could build them.

This was an annoying and boring night but it brought about a lot of information. I noticed several bugs while doing this that I'll have to fix now too. Thankfully they are minor.
 
Please don't do anything with the events file. I should have mentioned it earlier, but I moved my 'reaction' work to the main events file earlier this evening and I'm now in the process of debugging.
 
I haven't touched the events (I do have a list of small things that I'll change when you hand them to me for the table).

I now remember why I had the P-47M in the first place -the Allies don't have anything to build at Interceptors III (which is a tech they need for other techs) without it. I decided to add in the P-38L instead in keeping with the idea that the P-38s are the Allied interceptors. I thought people might get confused by a P-47 version that isn't a fighter-bomber/escort. I don't believe any actually fought in Europe but then again there were no combat-ready Go229, either! This is now in unit slot 108 but I'll take care of cleaning up the events when you hand them over.

I also changed the palace distance for Communism to 15. This seems to slow Allied research by a turn or so each tech but isn't unreasonable. The Allies do have access to quartermasters so they can negate the ill effects. I have a save from turn 30 (where everything was pretty-well built up) so I'll run another 70 turns or so tonight if I have time to see how much of an effect this has over time.
I've made quartermasters cost 2 gold per turn instead of 1.
 
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Here are the reaction events.

Search for reaction Specifications to find the tables (currently line 1777). I hope I've explained how to use the tables well enough. Please ask if you need more details, or if you want an 'add entry' function that you can use instead. Note that the maximum range for any unit to be affected by the reaction functions is currently 3 tiles away from the 'trigger unit' (the unit generating the munition). There is a "specialNumber" near the top of the events file where that can be increased (I have this limit so we don't check every unit on the board, but it is probably safe to increase it somewhat if game functionality requires it).

I've done a moderate amount of testing and bug fixing, but I haven't tested everything, so you may find more bugs. If you do, please report them, and I'll get them fixed.

We have the capability of setting priorities for reaction. At the moment the priority is just random (so order of reaction is random), so that everything else can be tested first. Similarly, we have the ability to decide if a particular reacting unit will actually fire (e.g. if flak would do more damage to friends than enemies). At the moment, everything fires (unless the unit is killed ahead of time).
 

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I will assume that you have the main events file until you explicitly tell me otherwise. If I work on something, it will be something that can be done in a separate file.
 
About all I can say is HOLY TOLEDO BATMAN. What an enormous amount of work! I'm playing with the tables right now and am starting to build the "canReact".

Will sameTime allow a day fighter to attack an enemy at lower altitude or do I need to choose between sameTime or lowerAltitude? The Germans get to use WildeSau so I'm thinking I need to use sameTime as any aircraft theoretically could be on any map.

-- .sameTime
-- If the unit is on the night map it can react to units in the table if they
-- are on the night map within range. If the unit is on a day map, it can
-- react to units in the table on either day map (within horizontal range)
-- .lowerAltitude
-- If the unit is on the low altitude (day) map, it reacts to units in the table
-- if they are also on the low altitude map. If the unit is on the high altitude map
-- it reacts to units on both maps
 
I am loving this by the way. It allows for such differentiation between types of units. For example I believe the below means (given that I've created the table for alliedFighters) that the 190s will "react to" or intercept Allied bombers while the 109s will react to or intercept Allied fighters, giving each another reason to be built. The Ta152 will react to everything. Is this understanding correct?

Also, by changing "range" it would change how far away a triggering unit could be for the unit to react - so if I wanted to, the 109G6 might have a range of 1, the 109G14 a range of 2, and the K4 a range of 3 - making each unit much more useful despite having the same ammo?

The only thing I would suggest is a text box that could pop up to notify the other player that they had been intercepted. Right now it is a little abstract and you need to know to look for it.

canReact[unitAliases.Fw190A5.id] = {range = 1, sameTime = reactionGroups.strategicBombers}
canReact[unitAliases.Fw190A8.id] = {range = 1, sameTime = reactionGroups.strategicBombers}
canReact[unitAliases.Fw190D9.id] = {range = 1, sameTime = reactionGroups.strategicBombers}
canReact[unitAliases.Ta152.id] = {range = 1, sameTime = reactionGroups.allAir}
canReact[unitAliases.Me109G6.id] = {range = 1, sameTime = reactionGroups.alliedFighters}
canReact[unitAliases.Me109G14.id] = {range = 1, sameTime = reactionGroups.alliedFighters}
canReact[unitAliases.Me109K4.id] = {range = 1, sameTime = reactionGroups.alliedFighters}
canReact[unitAliases.Me109G6.id] = {range = 1, sameTime = reactionGroups.alliedFighters}
 
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