Over the Reich - Creation Thread

Does anyone have a theory for why this worked in the old version, but not in this version?

OLD VERSION
@IF
UnitKilled
unit=Berlin
attacker=USAAF
defender=Germans
@THEN
ChangeTerrain
Map=0
terraintype=5
ExceptionMask=0b11011111111
maprect
295,47,301,47,301,53,295,53
@ENDIF

NEW VERSION
@IF
UnitKilled
unit=Berlin (Ball Bearings)
attacker=RAF
defender=Germans
@THEN
ChangeTerrain
Map=0
terraintype=7
ExceptionMask=0b11011111111
maprect=357,67,365,67,365,77,357,77
@ENDIF

It is throwing up this error:
@THEN CHANGETERRAIN found
looking for terraintype=,maprect,[map=],[exceptionmask=]
found map=0 (map=0)
found terraintype=7 (terrainid=7)
found exceptionmask=0b11011111111 (mask=0x6ff)
Illegal CHANGETERRAIN statement
TOTPP: Allocating 106480 bytes for events (growable)

--I originally had flags, text and a much more complicated event, but broke it down just to this simple piece and literally the same code isn't working. I wonder if this is a TOTpp issue? I'm not using extra terrains in this scenario? Kind of a bummer if I can't have bombing raids change the terrain. Not a game breaker, but very unfortunate.

Any help would be appreciated. Thanks!
 
The parentheses in a unit name? I don't know if that's an actual issue, but it does stick out as a notable difference.
 
John, the ghost of Sid Meier is reminding you of the disappearing act all those years ago over at the Civ Webring forums. He has given me his word he'll leave you alone if you sign up for the Sengoku Jidai game.

Promise!
 
Ha... You must be pretty desperate for players if you're throwing an invite out to me! Is that TOT? That's the only one I've got working.

I'll have to see if the paranthesis is doing it, but it says it found the unit... I'm guessing it is another quirk with TOTpp, although I tried adding additional "1's" for the new terrains it supports, and that doesn't work either.
 
There must be some issue with my wording because I copied a changeterrain from Tootall's Vietnam scenario and now it works... I can't find the issue but who knows.
 
I am pleased to announce that I have a working scenario and have begun alpha testing. The scenario is "built," the events are "written." Graphics are 80% done (I just need to do improvements and icons and then a few terrain ones I'm not happy with).

It's a raw scenario but I'm hopeful I can work out some bugs and balancing on my own over the next several weeks and then I'll hopefully be reaching out for a playtesting partner come late October/early November.
 
Thank you. I managed to get it working.

I would like to run some things by everyone... Only 90 minutes in, there are a few things that are jumping out at me:

1. I've built this with an eye to having there be a point for ground units to exist beyond simply D-Day. Hence, I have economy units that can only travel by rail (rivers) for the Germans, and then Resistance units for the Allies that can cause problems by "squatting" on those rivers until they're cleared out (or simply killing the economy units. Fun, right? Well... It's a huge map and this means the German player has to spend a lot of time patrolling. Just curious how much fun people think that would really be for a game where the primary goal is to get to your next Luftwaffe/RAF/USAAF turn to mess around with air raids? I designed this with the idea of trying to not make the low level map completely sparse, but I feel like I might have made the game a bit burdensome and detracting from the main point. How much time would you typically want to spend on a turn? Does anyone even care if there is a "meaningful" ground war?

2. I currently have radar and flak as one turn, one chance units because they are spawned too far away from cities to live if they aren't used. This means that every single turn you're looking at seeing the "missiles must return to a base" message 40+ times. I'm wondering if maybe I really should simply add some "radar cities" to the German industry/allied industry civs to avoid this?

3. I want to have the Battle of the Atlantic present as the way that the Allies reinforce, but right now, the way I'm doing that is by taking a page from McMonkey's "Fortress Europe" and having Allied supply ships "attack" a "port" icon from German Industry. They die in this way, and the player gets money. I have ships that fuel RAF funds under Allied control, and ships that fuel the USAAF under their direct control. The issue is that you can't see where ships are from your Allies, and so you frequently bump into them and get the -1 movement point penalty for running into an Allied unit. I have a few options here:

Option A: Keep things as is.
Option B: Separate the spawn points (right now they all have the same random spawns so it is a giant cluster - I would propose to stick USAAF ships in one group, RAF ships in another.
Option C: Give all naval units to one civ (Allies). Since Germany controls U-Boats and Luftwaffe can obviously fly out to attack shipping, I'd need a 2nd civ besides the Germany Industry to "kill" this unit - probably Allied industry, which could cause problems.
Option D: Make two supply ship units. One is for RAF, one is for USAAF. Put them both under Allied control (probably the best option but I lose a unit doing it).

I'm probably talking to myself a bit with points 2 and 3 but definitely seeking feedback on #1, especially from our active MP players.
 
Thank you. I managed to get it working.

I would like to run some things by everyone... Only 90 minutes in, there are a few things that are jumping out at me:

1. I've built this with an eye to having there be a point for ground units to exist beyond simply D-Day. Hence, I have economy units that can only travel by rail (rivers) for the Germans, and then Resistance units for the Allies that can cause problems by "squatting" on those rivers until they're cleared out (or simply killing the economy units. Fun, right? Well... It's a huge map and this means the German player has to spend a lot of time patrolling. Just curious how much fun people think that would really be for a game where the primary goal is to get to your next Luftwaffe/RAF/USAAF turn to mess around with air raids? I designed this with the idea of trying to not make the low level map completely sparse, but I feel like I might have made the game a bit burdensome and detracting from the main point. How much time would you typically want to spend on a turn? Does anyone even care if there is a "meaningful" ground war?

2. I currently have radar and flak as one turn, one chance units because they are spawned too far away from cities to live if they aren't used. This means that every single turn you're looking at seeing the "missiles must return to a base" message 40+ times. I'm wondering if maybe I really should simply add some "radar cities" to the German industry/allied industry civs to avoid this?

3. I want to have the Battle of the Atlantic present as the way that the Allies reinforce, but right now, the way I'm doing that is by taking a page from McMonkey's "Fortress Europe" and having Allied supply ships "attack" a "port" icon from German Industry. They die in this way, and the player gets money. I have ships that fuel RAF funds under Allied control, and ships that fuel the USAAF under their direct control. The issue is that you can't see where ships are from your Allies, and so you frequently bump into them and get the -1 movement point penalty for running into an Allied unit. I have a few options here:

Option A: Keep things as is.
Option B: Separate the spawn points (right now they all have the same random spawns so it is a giant cluster - I would propose to stick USAAF ships in one group, RAF ships in another.
Option C: Give all naval units to one civ (Allies). Since Germany controls U-Boats and Luftwaffe can obviously fly out to attack shipping, I'd need a 2nd civ besides the Germany Industry to "kill" this unit - probably Allied industry, which could cause problems.
Option D: Make two supply ship units. One is for RAF, one is for USAAF. Put them both under Allied control (probably the best option but I lose a unit doing it).

I'm probably talking to myself a bit with points 2 and 3 but definitely seeking feedback on #1, especially from our active MP players.

Interdicting your movements (as well as opportunistic paradrops) are among the game skills the otherwise stupid base Civ2 AI is very adept at.
 
Unfortunately this is exclusively a MP scenario. I have no hope that the AI would be able to navigate the totally foreign economic modes, air assaults in general, or the multiple maps.

Given the small size of the community, I would like to try and develop some house rules that would allow for single play, but it would be single play against yourself (perhaps die rolls to see what direction you can send radar, or if you'll know the enemies position, etc.)

The good news is this is optimized for 2 player, so you can invite a friend over and play/show them Civ2 if you can't find anyone in the community to join you.
 
I'm very interested to see what human players come up with against each other. Playing against myself, I've developed a few viable strategies that necessitated some new units. This version of the scenario is much different than the one McMonkey and I played years ago. TNO is my hero!

To set the stage, the scenario starts with the Luftwaffe dispersed all across France and Germany at day and night bases. These can be reallocated, of course, but at the risk of leaving one area sparsely defended. The Luftwaffe starts with a small bomber force, but this can be expanded at the expense of fighters. A player could decide to push their units into France to try and take out as many Allied supply ships as possible (which prompted me to add carriers and carrier fighters for the Allies to give some air cover out beyond the land-based fighter's reach).

The RAF starts with a bomber at each of their several dozen airfields for night operations, and also several day fighters, anti-submarine Sunderlands, and some Hurricane IID ground attack aircraft. They are poised to launch an attack immediately by night, though it will take a few turns to link up the bombers, send them on course, and strike a target. Their attacks are supposed to "trigger D-Day" but I'm having trouble getting that event to work. I don't think I really need it, because the side effects of their raids are pretty devastating (they create huge firestorms that effectively destroy cities, and more importantly, destroy their rail links, which means that the German economy is compromised somewhat by having to take a longer route). The Germans therefore have a vested interest in stopping as many RAF bombers as possible. Their day fighters lack the range to do much against the Luftwaffe, but are an appropriate cover for the convoys as they reach their destination. The Hurricane IID's can be put to immediate use of attacks against the German rail supply system.

The USAAF starts with a half dozen heavy bombers and fighters, and a few medium bombers. They need to build up to be an effective force, and they need the first convoys to arrive (usually around turn 3-4) for this to happen. Their build up is, however, immense (They have 40 bomber airfields, and the B-17s are inexpensive). Most of their targets take several turns to arrive to, and they will lack useful escort at first aside from nearby targets. It really is critical, however, that they reach out against German factories quickly, because Germany has the capacity to produce some 100 "finished goods" units with each production run (and at $500 per deposit, this can purchase a lot of fighters that go for about $250 once any shields are into it). The question will be if the U.S. can build enough bombers and escorts to bash enough factories that Germany has to start rebuilding them (read: forgo a production cycle to research techs to repair the factories), or collapse under their weight.

Even so, the USAAF has to choose: do they strike Germany's capacity to build fighters, (the industry), or do they attack their means to attack the convoys (U-Boat Pens)? There are even loftier goals, such as destroying Germany's synthetic oil, aviation gas, and other industries, which will have the effect of so reducing training (happiness) that the Luftwaffe can no longer rush-build new aircraft, but such aims require deep penetration raids into the heart of the Reich (unlikely to work without significant numbers and significant attrition to the Luftwaffe).
Likewise, does the RAF invest in night operations, forcing Germany to spend more funds on night fighters to protect their cities (and ease of transportation), or do they double down with the USAAF on daytime operations, building fighters and fighter bombers to attack the German railcars?

On to the topic of railcars, they are everywhere, but invisible. The Allies know generally where they are though as they have to be on a railroad, and you know where they are headed (destination points). The German ground forces are tasked with defending these. They have mobile AA units that double as scouts, and infantry and armor to defend against the pesky Resistance.

The Resistance aims to inflict casualties and disrupt trade by ending their turn on railroads whenever possible. Attacks by them (and by air) on German army units is useful in that Germany then needs to spend funds replacing casualties rather than building the procurement managers (trade units) that fuel their production cycles.

Anyway, I think this is going to be a fun one and am looking forward to sharing it with you all.
 
I'm still working on balance. By turn 8 of my solo playtest, the USAAF is able to throw out a force of this size. They have 40 bomber cities (squadrons), so once the convoys start making it across the Atlantic, they can start projecting some real force. By turn 8, I had 104 bombers and 37 fighters for the USAAF (granted, they stayed quiet a few turns to build this up). We'll see how this raid fairs.

As of the same turn, the Luftwaffe had 159 fighters available, though these were spread out between day and night fighters.

I am running into an issue. I have a concept here where the player can choose to forgo a production cycle (tech that spawns units) in favor of rebuilding destroyed objects, but the old Civ2 bug of some techs not always being researchable (even though they should be) is cropping up. Not game-breaking, but if anyone knows how to fix it for certain, that would be great.

I'm trying to work out balance and also have the scenario "complete" before the live person playtest, because my goal is to release after that playtest is concluded (and I therefore want a second set of eyes on everything, meaning I don't want "placeholders" - I want people to catch things that I miss). Hopefully, a live playtest will kick off at some point late this month.


 
I've been considering drawing down the scope of this scenario to remove the Battle of the Atlantic and focus more completely on the air war and industrial buildup of Germany (production did ramp up during this time frame, after all). I have a tentative unit list. I've taken out some of the "super weapons" for the Allies... Their advantage will always be numbers. What do you guys think of the list?

Luftwaffe
Me109G6
Me109G14
Me109K4
Fw190A6
Fw190A8
Fw190D9
Me110
Me410
Ju88C
Ju88D
He219
Wilde Sau
Ta152
He162
Me163
Me262
Me262
Fw190F

German Industry
88mm Flak
Flak Burst
TENO Brigade
Radar Wave
Radar Tower
Barrage Balloons (invisible and designed to have Allies run into it by accident)

Germany
Opel Blitz
Airframes
Supply Train
Flak Train
German Army
Sdkfz 7/2
Wirbelwind
V1 rocket
V2 rocket
Rocket Launch Site

USAAF
B-17F
B-24J
B-17G
A-20
B-26
A-26
P-47D11
P-47D25
P-38H
P-38J
P-51B
P-51D
P-47M (interceptor)?

RAF
Stirling
Halifax
Lancaster
Mosquito B Mk IV
Beaufighter
Mosquito NF Mk II
Mosquito NF Mk XIII
Hurricane IV
Typhoon
Tempest
Spitfire IX
Spitfire XII
Spitfire XIV
Meteor
Window

Events
Heavy clouds

All
Procurement Officer
Recce
Light flak

Targets
Aluminum Factory
Oil Storage
Oil Refinery
Chemical Factory
Synthetic Fuel Refinery
Ball bearings plant
Steel factory
Rubber factory
Engine factory
V-Weapons factory
U-Boat Pens
Electric Facility (Dam)
Amiens Prison
Gestapo HQ (The Hague)
Gestapo HQ (Copenhagen)
Empelde Dynamit Munitionswerke
Zaanstad Munitionswerke
Prague-Skoda Munitionswerke
Koblenz Dynamit Munitionswerke
Rheinmetall Berlin
Wilhelmshaven Port
Kiel Port
Railyard I
Railyard II
Railyard III
Railyard IV
Railyard V
Railyard VI
Railyard VII
Messerschmitt Flugzeugwerke
Gotha Waggonfabrik
Junkers Flugzeugbau
Arado Flugzeugbau
Henschel Flugzeugbau
Focke-Wulf Flugkomponente
Potez Avionics
Morane-Saulnier
Berlin
Cologne
Dortmund
Dresden
Dusseldorf
Essen
Frankfurt
Hamburg
Leipzig
Munich
Bremen
Chemnitz
Dessau
Duisburg
Dresden
Hanover
Kassel
Kiel
Mainz
Magdeburg
Mannheim
Nuremburg
Stettin
Stuttgart
 
Ditching the battle of the Atlantic could be good for speed. It is a bit of a slogging match. The other option would be to reduce the convoys to single high value units and have just a few subs and escorts doing the hunting. A real cat and mouse game.

One thing that has frustrated me slightly is the play order with the Luftwaffe playing last. The Condor which should be used to hunt down the Convoys is of reduced effectiveness as it moves after the U-Boats.

I would also suggest starting with all of the Wehrmacht in garrisons in Holland and France so they don't need to be moved from Germany (a tedious task). They should only come into play later in the game.
 
The Condor and Sunderland would have been better-off controlled by the German and RAF players respectively. I don't have an issue with changing the rules to allow that now for our match but we'll have to build them--I don't want to place any new ones. Let me know.
The Luftwaffe needs to play after the Industry, but not necessarily after Germany in the next version.

German Industry
Luftwaffe
Germany
Allied Industry (if they make the cut)
USAAF
RAF
Allies

I want to make it a bit more of a nation builder game for the Germans (and Allies) where you're trying to build up as much as possible. So basically anything that isn't the air campaign or industrial build up is not as necessary.

I'm also trying to give real meaning to medium bombers as currently, there is none. I plan to accomplish this by restricting heavy bombers to high altitude (their bases will start up there), and then having medium bombers be restricted to low altitude. I'd increase the number of strategic targets at low altitude and medium bombers would be the best bet to hit them.

I also want to rework airbases, flak and radar.

I want to see if I can work it out that you wouldn't have a garrison unit at most airbase "cities." It flies in the face of conventional civ wisdom, I know, but I want to make light flak very expensive, and sparse at first, so that the German and Allied players will need to be strategic about where they land their units as they'll now be more susceptible to low level attacks on the airfields.

Radar "cities" will be buildable and destroyable (size one cities, aqueduct needed to move past 1 but you can't ever build them. City walls likewise either not available or prohibitively expensive. Cities can produce new radar waves). If Allied bombers attack and catch a unit (radar wave) in the city, it gets destroyed. I'm toying with creating a radar tower unit and making a house rule that it must be produced first (and only 1) so that these cities can definitely be destroyed.

Flak cities will disappear. Instead 88mm batteries will be buildable by German Industry and act as a/c carriers. Munitions factories will produce flak bursts by events each turn assuming they haven't been destroyed. "Fly" the flak bursts to where you want them.

I think these changes will give the German player a fun means of building out a defense as they see fit.
 
I like the idea of being able to design your own defensive plan to protect the fixed industry and cities.

One aspect of the multimap / multi altitude / multi faction model that I find frustrating is getting all of the elements to work together. At the moment I have to work through a program that goes something like this:

1) Go through each night radar station and search the skies, making a paper note of the coordinates of any enemy aircraft found, which direction they appear to be heading & which altitude they are at. I then repeat the same process for day radar sites. I then attack any spotted aircraft that are within range of my flak. This is rather time-consuming and tedious process. It would be much easier if the Luftwaffe controlled the radar so that any spotted aircraft were still visible on the map for my fighters to intercept.

2) Move the resources and production managers as well as any Wehrmacht units. This is also a rather clunky and tedious task.

3) Move dozens of submarines to probable convoy locations. As my Condors move afterwards this process is a bit hit and miss. I take screenshots of detected enemy sea units to refer to on the Luftwaffe turn.

4) Finally the real action with the Luftwaffe. I can now use my Condor's to spot Convoy's current locations and note where I think they will be by the time my next naval turn comes around. I refer to the screenshots to attack located naval vessels and my notes to locate air formations and attack them.

At the moment I don't feel the scenario is working smoothly, but with the right alterations (as you have outlined above) I think it could. Ditching the resistance certainly improved the gameplay experience and I think that reducing the number of naval units would also help. I would not ditch the naval element entirely as it is interesting, just too cumbersome at present. Changing navigable-RR-rivers to conventional (rail)roads certainly helped speed up the industrial aspect of the scenario, but it is still a little clunky. I think I could live with it if the other reductions were made.

With the Luftwaffe, it seems like the most logical idea is to move the vast bulk of aircraft to the north and west. Is this what you envisioned? Most airfields are empty with a smaller number of northern fields containing dozens of aircraft.

I love the look and concept of this scenario, but at the moment I don't get that feeling of excitement when it comes to playing my turns that I get from other PBEMs such as Techumseh's American Civil War where it is a strategic battle of wits. I just feel like an administrator who is reacting to circumstances. It is a bit too far removed from the traditional Civ2 experience to make it truly enjoyable. There doesn't seem to be any real strategic masterstroke I can make to turn the tide. It's a war of attrition and only diligent management will win the day.

I'm happy to continue with the current test to help you get the data you need to make the improvements, but if I'm being brutally honest I have to say that in its current form the scenario is technically brilliant but lacking on the gameplay (fun) front.
 
One aspect of the multimap / multi altitude / multi faction model that I find frustrating is getting all of the elements to work together. At the moment I have to work through a program that goes something like this:

1) Go through each night radar station and search the skies, making a paper note of the coordinates of any enemy aircraft found, which direction they appear to be heading & which altitude they are at. I then repeat the same process for day radar sites. I then attack any spotted aircraft that are within range of my flak. This is rather time-consuming and tedious process. It would be much easier if the Luftwaffe controlled the radar so that any spotted aircraft were still visible on the map for my fighters to intercept.

I can have the Luftwaffe command Flak and radar (they did historically control at least the flak, anyway). The German Industry civ (and Allied Industry civ) really only need to exist to be a trading partner for the other players, anyway. This should alleviate the need to keep notes on where bombers are, speed up the game, and make it less tedious. I'll make it so that there really is no "need" for players to do anything with the industry civs (though I'd still recommend keeping them human controlled just to prevent the AI from doing something boneheaded, like moving units onto railtrack and blocking your path--you'd just hit Ctrl+N and wouldn't miss anything).

2) Move the resources and production managers as well as any Wehrmacht units. This is also a rather clunky and tedious task.
I'm not going to be able to remove the resources but I can reduce the amount of them. I had 10 originally per site (so you'd get about 100 units to move each turn--200 when you did a production run), and then reduced to 5, because I was afraid that they would be too vulnerable to air attack. As we've seen, I've barely touched them and having this many is just too many for the game to be fun. I think I could safely reduce them to 2-3 per site which would mean you'd have maybe 20-40 units to move each turn, depending on if there was a production run - I think this is pretty manageable, especially given that this number could/should decrease once the Allies start destroying targets.

3) Move dozens of submarines to probable convoy locations. As my Condors move afterwards this process is a bit hit and miss. I take screenshots of detected enemy sea units to refer to on the Luftwaffe turn.

4) Finally the real action with the Luftwaffe. I can now use my Condor's to spot Convoy's current locations and note where I think they will be by the time my next naval turn comes around. I refer to the screenshots to attack located naval vessels and my notes to locate air formations and attack them.

I know you suggest keeping the Battle of the Atlantic, but I need the unit space and am not sure it will stay. This is probably going to be axed from this scenario, but when/if I create my WW2 in Europe multiplayer scenario (I'm going to have to pick your brain extensively before I break ground on that one), something like this will come back.

With the Luftwaffe, it seems like the most logical idea is to move the vast bulk of aircraft to the north and west. Is this what you envisioned? Most airfields are empty with a smaller number of northern fields containing dozens of aircraft.

That is certainly what I would do in your position, but I'm going to try and compel players to consider spreading them out more by making them more vulnerable / expensive to protect (AA units for the Luftwaffe will be limited, Air Defenses, while available, would be expensive). I'm also strongly considering having a 15th AF base on the south of the map for the USAAF to let some of the south eastern targets have a legitimate threat from the start.

I love the look and concept of this scenario, but at the moment I don't get that feeling of excitement when it comes to playing my turns that I get from other PBEMs such as Techumseh's American Civil War where it is a strategic battle of wits. I just feel like an administrator who is reacting to circumstances. It is a bit too far removed from the traditional Civ2 experience to make it truly enjoyable. There doesn't seem to be any real strategic masterstroke I can make to turn the tide. It's a war of attrition and only diligent management will win the day.

The air war in Europe was a war of attrition, and that is unlikely to stop. There's no way around it with civ's battle model where one unit always must die. I'm not sure I would agree it can't be a strategic battle of wits though. You chose a different strategy than I would have, but that's good because it's worth seeing how it works out.

While I tried to make this a scenario where either side could invade the other, that doesn't work well. At the end of the day, this scenario has one true attacker, and one true defender. The attacker is going to need to carry out strikes deep in enemy territory. The defender is going to need to stop them. The attacker is going to have a numerical advantage that gets greater and greater over time, but the defender will have a technological advantage. My vision for this scenario is for the defense to get more and more desperate if the Allies are successful.

I see this as ultimately becoming a strategic scenario from the Allied perspective, and a tactical scenario from the German one. The Allies, after all, will get to decide what targets to attack.

From my perspective, my great challenge is trying to figure out the best order to strike things to reduce your ability to fight. Do I have enough bombers to get through to a target? Will flak tear them to shreds? Can I lure the Luftwaffe up in enough numbers to shoot them down to let some bombers through? If I strike X target, how does it help me against Y down the road?

If I was playing as the Germans, my challenge would be deciding when and where to attack he bomber force. Are they within range of an important target? How many units can reach it the next turn? Are my fighters in danger of being attacked by escorts? If I wait another turn, will the bombers be unprotected? Etc. And then, in terms of technology, do I double down on conventional fighters that can be mass produced, or do I go after exotic units that will be few and far between but could potentially turn the tide?

That's the vision anyway...

I'm happy to continue with the current test to help you get the data you need to make the improvements, but if I'm being brutally honest I have to say that in its current form the scenario is technically brilliant but lacking on the gameplay (fun) front.

If you can hang tight through turn 20 or so I would truly appreciate it - I need to see if massed bomber formations can get through or not. By about turn 20 it should be pretty clear and we can call it a day until the revised version.
 
John,

I'm more than happy to stick it out. Please don't misunderstand my feedback as me saying I'm not enjoying the scenario. It is very interesting. My criticisms are all aimed at making the scenario more streamlined and fun to play. The less admin kind of work there is to do and the more the focus is on the airwar the better it will be.

One question. The German Army are building up a large treasury and have tons of production managers. Would it be permissible to send excess money to one of the other factions using the cheat menu?
 
Oh no worries - you are helping! I want to get this right and I've never created a MP scenario before.

I don't think you should send the money - that is a balance flaw - the intention is for the Luftwaffe to have to ground or at least not build more aircraft if the Allied attacks on industry are successful (because they start selling happiness improvements if they don't have a positive cashflow, and all of their aircraft are "attack" meaning that they upset the population regardless of where they are). If you transfer money, things aren't working as intended. How much is your overflow at this point, roughly (I don't think it's giving anything useful away to me to know how much $ you have given that I've only hit one target that affects it).

Also - one issue with the plan of giving flak to the Luftwaffe - your aircraft are going to to get stuck on these flak units if you fly into them, because they will be carriers... Acceptable trade off? I would have a house rule that aircraft aren't to do that, and I figure any mistakes will only hurt the Luftwaffe as they will likely come when they're trying to intercept something, so I can live with it if you can.
 
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