OK, so all the cities and airfields are placed. There's a lot of them.
The Allies have 50 industrial cities and 100 airfields (50 day, 50 night of course).
The Germans have 95 industrial cities and 210 airfields (105, 105).
I think I will balance the airfield inequity by having all Allied airfields have a special resource on them that basically doubles their production compared to the Germans. Also, Allied planes will be less expensive in general.
This is a good thing and a challenge. Good, because in most of our playtests of the old version,
@Prof. Garfield , there were quite a few luls in combat that would require a buildup. I don't think that is as likely to happen here. There should be a fair amount of units produced each turn to be destroyed.
Making A Giant Scenario Feel Small
I do however think a system like I alluded to a few posts higher is definitely going to be necessary. These are far more cities than even the British have at the start of the Imperialism scenario. But I do think if we break continental Europe into 8-10 "zones" where one can set the production specialization at a few button presses, it's not so bad. Figure every zone has 20-30 airfields. Your first step as a player would be to set the generalization of each region and then if you wanted to change an airfield by airfield, you could do that for a little nuance without having to go into each place individually. Likewise, you could choose which areas of Germany to concentrate various types of industry improvements or freight on. If you figure roughly 10 cities per zone, you could set your entire nation up with 16-20 choices, 50/50 airfields and industry.
I'm also interested in your thoughts on specialists. If there's a way to change these
en masse so that someone doesn't feel compelled to go into every city to min/max, or fall behind? Again, probably with the regional set up. If one can't change the specialists all at once for a region, should we prohibit their use, period? I tend to get rid of incremental rush building in scenarios (especially MP scenarios, which this might be occasionally) because my thought "if you
can do it you're going to feel like you
must do it to stand a chance, but if you can't do it, you simply don't have to bother."
Basically for all these situations I'd envision a system where the button press overrides all decisions made prior for the cities, so you do it FIRST. But it wouldn't keep checking turn by turn, so you could go and change a few cities/airfields in whatever region to whatever you want to specialize a bit. I'm just looking for a way to save time for everyone and still get a pretty good result.
Making the Transport Network Make Sense and Be Hands Off
In a similar thought, I do think you're right that we should just endeavor not to actually have the player move trains at all, though they might decide to focus on building them. I was thinking something like this with basically three units that come into play:
The Train
A Supply Depot
A Railyard
The train is built in a city. It immediately is basically teleported along an uninterrupted rail line towards the closet supply depot it can reach. When it gets to the supply depot, the train disbands, and the airfields that are within a certain range of it all get a number of shields deposited into them.
The Allies would have three ways of stopping or at least slowing this.
1. Destroy the train while it is on the tracks;
2. Destroy the railyard which would put a gap into the rail line meaning the train would need to redirect;
3. Destroy the supply depot meaning the train now needs to search for another one, which may be farther, and in any event, the airfields near the supply depot no longer will be in supply.
No idea if this is possible or feasible, but given all three of these would be on the low altitude map, I think it would give the tactical arm real meaning, and it's also intuitive and makes sense.
My next question though is do we tie either the railyard or supply depot unit to a building? I really don't know, because if the AI decides not to build it, the Allies really might wreck the transportation industry. I
think that tweaking the civ to "perfectionist" makes it more likely to build improvements, so maybe that would work?
My Next Steps
I'll try and square away the improvements soon. I'm with the kids tomorrow and won't be able to do much. Since fuel isn't tied to gold right now I'm not sure that the fuel units will be tied to improvements. I might rename money "resources" and spread those out between a few other things like the raw materials perhaps. Once that's done I think the necessary names will be in the rules so we can recreate an object file.
Also, I'll push this in a few days when everything is built but I'm just attaching it now so I don't lose 5 hours work