good news i started the first beta test the other night as the dutch. i ran a few turns in debug mode but it took a long time for the turns to progress (lots of moving units, anims etc). so i flipped debug off and it runs awesome turn times are real slick, very much like the previous versions. so this is really, really appealing, for me at least, especially since i added in those 20+ cities. got to about 1897 last night and will continue to move forward while taking notes for possible fixes. one area i have not hit yet though is the civp file, mostly for the barb units. that work will be exhausting and i don't want to spend time on it quite yet. perhaps later or i may even farm it out like before (some sections of the civp were written by Klyden and another dude). so we'll see. it's gameplay that i'm most concerned with for now.
I am playing Japan, it's 1900s, I have been focusing on building up my industrial base at home and the three electronics wonders, yielding more than 200 shields in Tokyo with not much micromanagement.
The point is that I haven't been shipping many flag units back except from Formosa. Now I've built a huge transport/convoy fleet in 2 turns and wanted to try it by cleaning up all those flags in Korea, and that's where I found the bug or intentional strategic feature:
I can return units from Hamhung only directly to the tile right North of Pusan. Not Busan itself but for some reason the tile right above it. It doesn't work for flags generated in Busan or Seoul, just Hamhung to the tile north of Busan. Maybe a vortex to Tokyo?
Sorry if this has come up before.
hey! look who it is good to see you're alive old buddy. still at it although at a fraction of the pace i used to work at. too bad about your habs. and we love roy halladay. a pure beastHey man. Just checking in after a long hiatus.
You back at modding?
Thought you had packed it in.
There's no way to represent that in the game unless enabling a way for SA countries to build and SELL flag units to industrialized nations, which is what happened in reality.
I find Artillery to be quite effective, particularly if you get any 12+ Bombard with 3 RoF. True it takes a while to pound through city defenders, but that's due to the huge defense and large number of defenders. But any units out in the open get mashed horribly with second-gen guns, and ships only last long if they have more HP.-Artillery in general seems to be under powered. It is cheaper than land units and has low ROF. Maybe increasing cost 50% and firepower 50% (or 100%) would make me need less than 30-40 artillery to red line a European city , it seems a bit silly to have massive stacks of artillery and maybe 10 infantry on the attack, when in reality artillery is more expensive and rarer than troops. The AI never attacks with it anyway, so this is just a clutter reducing improvement, and a smaller number of more powerful units makes for faster turns as well (moving and firing 40 arty is a pain).
Don't use Cavalry against fortified positions? I don't recall very many successful cavalry charges in WWI, after all .... The Blitz is much more useful if you're on the defensive (IE, taking out units in your territory) - and I find you using the German Cavalry quite funny, as they have the second-best cavalry in the game, after the Russian Mounted Infantry. Personally, I find cavalry quite useful for dealing with non-fortified units, and in the ultra-early game (before MG defenders are common) they are still quite useful attacking cities. As for Armoured Cars - they're recon vehicles, if you want armour to attack with you build Tanks.-Cavalry and armoured cars always seemed not really worth building, maybe some kind of improvements? If I (Germans as example) have a 10/10/2 infantry unit and a 12/6/3 cavalry with 2 less hp and much higher cost the Infantry is much better, being able to move with my good artillery, and having good defense. 3 move and blitz is nice, but the HP loss makes them not worth the cost (also, cannot go in Corps units). With a higher defense and maybe 1 more hp I might use them as they were intended, as scouts and to harass lone units, but as it is I never bother. Armoured cars have radar, but again are weak and not worth it, and do not even have the nice attack value that cav has.
Two issues, somewhat related. First off, you should *not* be using Naval aircraft against Land-based aircraft, you should be using them against Naval units. IIRC, the HP values for aircraft are based on the Squadron size - since land-based squadrons could be bigger, they have more HP. For Carrier speed - the HMS Hermes had a speed of 25 Knots, the Argus 20.75. The St. Vincent (an older ship) had a speed of 21 Knots, the Revenge Class the same. The Argus is the only ship with a Movement of 5. Note that the Hermes was a converted Cruiser, and that Seaplane Tenders were usually something along the lines of the Ark Royal - which had a speed of *11* Knots.-Naval aircraft are really bad, and carriers are too slow. Move 6 would be nice, I know naval airpower was only in its' infancy, but the carriers should at least be able to keep up with the fleet! The naval planes should be weaker and such, but the lack of hitpoints makes them not weak, but worthless, against the late game land based fighters.
I find Artillery to be quite effective, particularly if you get any 12+ Bombard with 3 RoF. True it takes a while to pound through city defenders, but that's due to the huge defense and large number of defenders. But any units out in the open get mashed horribly with second-gen guns, and ships only last long if they have more HP.
Don't use Cavalry against fortified positions? I don't recall very many successful cavalry charges in WWI, after all .... The Blitz is much more useful if you're on the defensive (IE, taking out units in your territory) - and I find you using the German Cavalry quite funny, as they have the second-best cavalry in the game, after the Russian Mounted Infantry. Personally, I find cavalry quite useful for dealing with non-fortified units, and in the ultra-early game (before MG defenders are common) they are still quite useful attacking cities. As for Armoured Cars - they're recon vehicles, if you want armour to attack with you build Tanks.
Two issues, somewhat related. First off, you should *not* be using Naval aircraft against Land-based aircraft, you should be using them against Naval units. IIRC, the HP values for aircraft are based on the Squadron size - since land-based squadrons could be bigger, they have more HP. For Carrier speed - the HMS Hermes had a speed of 25 Knots, the Argus 20.75. The St. Vincent (an older ship) had a speed of 21 Knots, the Revenge Class the same. The Argus is the only ship with a Movement of 5. Note that the Hermes was a converted Cruiser, and that Seaplane Tenders were usually something along the lines of the Ark Royal - which had a speed of *11* Knots.
:shrug: I don't think there are too many ... different strokes, I guess.-Artillery: I am not saying that they don't get more effective and that they cannot be used at all, just that it would be nice to have smaller stacks. More cost + more effectiveness with the same overall benefit. It's just a management issue.
Agreeing with Sasebo here (also why I brought up the Germans earlier):-Cavalry: I never build them let alone attack cities with them. It's not that they don't have their uses, just they for what they do they are too expensive. Sure, using blitz to pick off three units I just redlined is excellent for defense, but they cost too much to be worth building for the purpose.
I'll admit I've never gotten to the last age when naval aviation opens up, but the only times I could see that really happening would be invading either the Americas or Europe/Asia (as the US), and there are ways around it either way. Not to mention that you're only going to be in range of enemy aircraft for a couple turns, anyway - unless you're talking about other nations' naval aircraft, in which case my point that you should be using CLV Fighters to attack other CLV Planes stands.-Carriers: Historical realities are not really what I am concerned about, gameplay is. This is really only a side issue anyway, seeing as they are very late game units. Also, using your carriers to protect your fleet as you approach an enemies shores is pretty much what they are for, the Oceans in AoI are too small to disregard the impact of land based airpower.
If it's not going to be too long, I'd say wait out the RoP with France and then take their colonies - that would also give you time to rearm and build some more units. If you'd prefer not to wait, going after some of the nearby Spanish colonies is probably your easiest target, but going after Japan would probably help you the most (if done successfully) - you do want Victory Point locations, after all. I would hit Manchuria and their non-mainland islands (Taipei and the Ryukyus), as there will probably be ... a lot ... of troops on the mainland.Sasebo said:I can't break the right of passage agreements I have with Siam and France, so my options at this point are to go after Russia, Japan, or maybe Spain? Central America? Have to think about the next move, I would prefer something that won't be heavily corrupted because I can't build judicial systems.
i could look into the 10.5cm arty thing. makes sense, no doubt. don't have the lineage in front of me atm but the logic behind it not upgrading like that is probably the every other generation thing that we use for most upgrade chains.