Suggestions

i think that the early infantry should either be stronger, or should at least be consistant in strength between nations.

(7 str infantry as opposed to 10 str infantry may look good on paper, but was very ugly in game terms)
 
The infantry definitely need to be better against tanks. I had a combat 4 improved infantry with a 60 percent city bonus killed by a combat 1 panzer iv.
 
As of add-on pack 1, the rock-paper-scissors is infantry-AT-tank. :)

PzIV is also a bit overpowered. I'll be weakening that one.
 
After playing with the aop1 the computer seem to use mainly tank, anti tank, infantry, and artillery in that order. Which works as designed but is unfortunately not very historically accurate.
 
I'm wondering in the city screen would it be possible to change the color of the circles indicating which tiles are being worked on? They are almost impossible to see in Russian cities during the winter.

Also when playing with random events would it be possible to have the text boxes give the date that the event occurred during the game as opposed to when the event occurred in real life?
 
What this scenario needs.... POWs. Refugees and POWs were a real problem in WW2.

There needs to be a percentage of defeated units that turn into costly POWs. And when a city is captured, a number of POWs are created depending on the culture percentage and city population.

You can then upgrade the POW (at a stiff cost) to a militia. If you disband the POW unit, you get a huge War Weariness hit or negative relations with other Civs or both.
 
I like the mod a lot now.

Suggestions:
-Production tweaks. I was with USSR having conquered half of Poland, Baltics and 2 Finnish cities and was 4th in Production (GDP). Germany had more then twice my GDP and made it almost impossible to contend with. Which is not true, UK, Germany, USSR had about similar production outputs. USA was the first of coarse. There is GDP information from 1939, Ill post it once I find it.
Also Cheaper costs for USSR ? The Soviets were able to pump out a lot, very fast, and cheaply.
- Defensive Fortifications of some sort, maybe a bunker thing with 40 strength but can't attack and it costs a lot to build.
- Make it possible to produce Medium Tanks after Heavy Tanks is researched. Medium Tanks were still used, in fact Panzer 4s were built until the very end of the war. The reason I want them to be buildable is because of their movement range of 4 which is very useful on that map for fast attacks.
- Armored vehicles ? Like the German SDK cars, for fast attacks again.
- American infantry, Why does it look like the Great General lol. Turn off, I dont even wanna play as America simply bcs of that.
- Playing with USSR Im getting all the heat, being attacked from Finland, West Balkan, Italy and Germany. America doesnt seem to be doing much, and UK is pretty passive too. Script in some offensives maybe. Normandy landings something like that, get them Americans more involved.

I like the Tank costs, now it looks realistic, 2-3 armored divisions to 10-15 infantry divisions. :) Tho the T-34 and Sherman tanks should have lower costs as they were massively produced. 50 000 tanks were produced by USSR during the war, while Germany had only about 5000 - 10000.
 
One suggestion for getting more historical invasions: desired areas. In case you're not familiar with this concept, used in Rhye's and Fall, it basically sets for each civilization some 'desired areas' which, given the choice, it will attempt to capture in preference to another area.

I think this would give some more realism to the mod, and make it more likely that Germany will launch larger and better invasions of Norway and Russia, as well as France and Britain. Of course, they may lose, but at least they try ;)
 
What this scenario needs.... POWs. Refugees and POWs were a real problem in WW2.

There needs to be a percentage of defeated units that turn into costly POWs. And when a city is captured, a number of POWs are created depending on the culture percentage and city population.

You can then upgrade the POW (at a stiff cost) to a militia. If you disband the POW unit, you get a huge War Weariness hit or negative relations with other Civs or both.

POWs should be represented, but not as a militia - in reality, they were used as a cheap labour source. Possibly a small chance that defeated enemy units are turned into a 'POW' unit, which is used like a worker but is half as fast at construction (due to their reluctance and lack of engineer training).
 
I like the mod a lot now.

- Playing with USSR Im getting all the heat, being attacked from Finland, West Balkan, Italy and Germany. America doesnt seem to be doing much, and UK is pretty passive too. Script in some offensives maybe. Normandy landings something like that, get them Americans more involved.

The desired areas idea should hopefully increase aggression from the AI (e.g. if America was set to desire northern France)
 
Is there any chance of having a mix of both open-play and historic events? Thus, events and, if they ever end up in RtW, 'quests' can still happen, but nothing is absolute; Vichy France can still end up if Germany takes key parts of France, America might enter the war prematurely or post-Pearl Harbour and Russia could go on a little bit of a campaign against Turkey (instead of the Winter War) if they felt it might be beneficial. I probably got my wording a bit mixed up and confusing though.

Also, um, mentioned it a few times but are 'English Infantry' still called 'English Infantry'? Even though a fair number of them are from other Commonwealth nations?

I also think the poster who said PoW could act, essentially, as 'slaves' in other mods, has the right idea. To it, though, I'd add that if PoWs or other forced labour have nothing to guard them (some infantry, for instance), could they not disband themselves in an 'escape' attempt? Further more, there should be a small chance if you intercept or shootdown a plane squadron, there should still be a chance you may end up with PoWs (after all, Stalag Luft existed for members of the air force, if I recall correctly)
 
PoW's, camps, whatever, will NEVER be in RtW.

Sorry to stand on a soapbox, but I find the thought of this sickening. I know some people still suffering from the effects of being in a jap PoW camp.
 
PoW's, camps, whatever, will NEVER be in RtW.

Thanks for saying that Dale. Its good to know where the lines are. I am sure this is a discussion you and Firaxis had, deciding how realistic this game should be. Legally and ethically you have to draw the line somewhere, and I am satisfied with where you have drawn it.

Its a difficult job designing and being responsible for a game about war and killing. It is especially hard to approach a recent event like WW2, when the wounds from that horrible time are still sore, and we live in a world directly shaped by the conflict.
 
^^^ Hit the nail on the head. Thanks for understanding. :)
 
I'd vote against including MGs as a unit. The mod has many historical units that could be added but MGs is just not one of them. Considering the scale one unit represents roughly something between a division and a corps, machine gun unit on a level higher than a battalion never existed.
 
Dale, first i want to congratulate you to this great mod!

However i think that inflation needs to be toned down.
Today i started a '39 game as UK on deity, only to notice that i was having a budget deficit of over 1000!

Even with 0 research and having all my cities producing wealth i was still losing 67 g per turn.

Because of an inflation rate of almost 300%, units are disbanding every turn, while my industry is cripled.

Shocked, i tried some other states, discovering that France is running ~ 50 g per turn deficit with 0 research, while USSR and Italy can at least research at 10% without losing money.

Germany starts out great, and can research at 50%, but with Poland, Norway, the Netherlands and France conquered all Research has to be built to keep your coffers from draining.


Edit:Update!

By researching in these forums i found out how to change inflation.
I changed "iInflationOffset" to 3 times its (negative) value for all gamespeeds, allowing RtW to start out on 64% inflation rate. Yay!

Click here for more details on how to do this.

Edit 2:

Works on your saved games as well.
 
If this indeed is a groundbreaking historic simulation, so it is actually because it was and still is in these very hands. This mod is the work of someone who volunteered to donate his time, effort, and above all knowledge and creativity for free and for the sole purpose of making others enjoy their time.

To include this or that feature is by any means up to his judgment. Something that we should learn to respect whether we agree with him on this or that point or not.
 
I don't like how such a groundbreaking historic simulation is at the hands of someone with such obvious bias and desire to forget history.

Let's look at a couple of your ideas shall we?

POW's:
I fail to see how POW's can be implemented in a fun and positive way into RtW. What do they do? What are they for? Are they supposed to be "supported units" that suck maintenance? That makes them a negative and a drain on your economy. Also, they would become a micro-management nightmare for the likes of Germany and USSR.

Poison gas:
Missiles are already in the game. Artillery bombardments are already in the game. Are they supposed to be a separate unit? What sort of unit (land/air/sea)? What is their purpose if the two modes of delivering poison gas are already implemented in RtW?
 
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