The Great War

What do you think of this scenario?

  • Its Great! one of the best out there!

    Votes: 264 54.9%
  • Its a good scenario

    Votes: 119 24.7%
  • Its ok

    Votes: 40 8.3%
  • I dont like it

    Votes: 58 12.1%

  • Total voters
    481
Rocoteh said:
Adler,

On pollution.
That is bad news.
I have done what is possible with the editor.
As you say its probably not possible to get rid of
pollution completely.

Rocoteh

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Hi Rocoteh, You may have done this already, but have you checked ( removes pop pollution) and ( reduces building pollution) for every structure built in the ai cities including wonders.

This is important since my research indicates once at war the ai builds only towards war (except for great wonders) meaning you need to have the structures placed in ai cities that you wont before war starts. Ive seen little evidence that the ai builds structures once at war so artillery doing collateral damage are overpowering also.

regards....dreadknought
 
dreadknought said:
Hi Rocoteh, You may have done this already, but have you checked ( removes pop pollution) and ( reduces building pollution) for every structure built in the ai cities including wonders.

This is important since my research indicates once at war the ai builds only towards war (except for great wonders) meaning you need to have the structures placed in ai cities that you wont before war starts. Ive seen little evidence that the ai builds structures once at war so artillery doing collateral damage are overpowering also.

regards....dreadknought

dreadknought,

Yes all cities have a Recycling Center (with removes population pollution
and reduces building pollution flagged).

Thank you anyway.

Best Regards

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069
 
Hi Rocoteh,

I will pass along a new discovery that I believe you would like to be aware of. In playtesting a version of a game I was working on an accident occured with the navies in the game. At one time a huge British fleet was bombarding one of my cities (30 ships) and then something occured in the ai where those ships and several others nearby vanished. When this occured the turn speed increased a great deal , and this on a very large world map with alot of cities.

My conclusion must be that the (amount of total units) is the biggest factor slowing down the turn speeds , however city count and map size still are a factor. To play on very large maps limiting the troop count is very important as the ai seems to think about each piece 1 at a time.

Using supersize armies, division units,fleet units,air squadrons, and highly limiting how quickly new units can be built could produce a much faster game. I would try to get rid of small units that you and the ai can build quickly and have every unit built represent a larger force, for example for ships (1 unit represents a small fleet). Then add the hit points these large units should have. If you have small hit point units in the game (guards ect..) have them as immobile and not replacable.Worker units should also cost alot more to build.

I think you can have a large amount of cities as long as their production of units is slow including the ability to draft which I would take out. In regards to artillery it should cost alot to build to discourage stacking it.

Another factor is the speed (moves) these units make. It it were possible for every unit to have a 1 speed I think there would be quite a difference as the ai should move much quicker . Placing the land masses closer to where ships can move at 1-2 speeds but still be effective might be an idea. I think many large maps are putting in more water than needed and closer land masses in the maps would help the function of the ai, so while it might not look quite as good it would play better.

regards.....dreadknought
 
Rocoteh said:
dreadknought,

Yes all cities have a Recycling Center (with removes population pollution
and reduces building pollution flagged).

Thank you anyway.

Best Regards

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069

Rocoteh, That is good but I would check those flags for all structures in the cities and I think you see no pollution at all.

regards.......dreadknought
 
Turn 2, Week 31:
I decided not to attack Nancy but to attack the invading forces of Russia and France. Since the French already crossed the border and are very near to Brussels I decided to bomb them and then to attack them. Only new unit shall be transferred to the eastern front to take out the Russians. There at crucial positions I built hastly 2 fortifications as base. One near Königsberg, the other near Posen as defending base. Although I don´t think the enemy will attack them directly they are good bases to attack incoming enemies. In the west near Nancy I occupied the left French fortifications.
At sea I sent my subs to Flandern in order to attack bombing units.
My last action before quitting this turn is attacking with my only marine division near Brussels- and a new commander is generated.
But now it is the PC´s turn.
The British are very near to the border but they don´t bomb me. Only the French do. 21 of their units are now in my territory. As well 13 Russian infantry divisions crossed the border near Posen. It seems to be the units near Königsberg were a feint. Useless. My railroads working. The Russian Brusilov corps appeared. I think I have to do everything to conquer Nancy. The units there must be used elsewhere.
Now it is my turn.

Turn 3, Week 32:
I sent the Infantry corps Falkenhayn to the Eastern front and took out the Russian Brusilow corps and addtional another infantry division. Then I throw everything available to the eastern front to stop the Russian invaders. I think I have to use my not totally healed corps, although this is not really a good idea with the BEF nearing my border...
But back to the west. Massive artillery support blow the vast number of French infantry units to peaces. Only badly damaged units remain. A newly formed cavalry corps is riding them to dust. 4 damaged infantry units are killed by bullet and sword.
In the Channel a British predreadnought is mined and sunk. He was part of a convoy consisting of a further armoured cruiser, a destroyer and a transport. My Uboats arrive just in time to make an early example of what later became known as wolfpack. All ships are sunk without own casuality. In the Baltic a Russian light cruiser is sighted and after being bombed by my predreadnoughts sunk by an own light cruiser. Then I can spot 2 Russian armoured cruiser. One has no chance and is sunk by the BC Derfflinger which is immedeatly brought back to Memel to repair. The other one is sunk due to an armoured cruiser. Then the shock: A destroyer spots nearly the whole RN on the way south: Do they want to turn east and attack my forces there or do they want to go through the channel? I have to consider further actions of the Hochseeflotte.
The fights at both fronts are heavy but luckily not very costly. Only at Nancy I suffer bigger casualities. The French and Russian invaders get a bloody nose. And finally after long and heavy fights Nancy falls. with this units now free I´m able to beat the incoming Russians. Although I destroyed every Russian soldier on my territory 4 divisions are still at the border as well as two badly damaged French troops. Done. Done. Also a small force near Besacon was destroyed. But unfortunately I got unsuspected losses there. Now I´m nearing Besancon and Verdun.
At the end of the turn a few remarks. In open field cavalry is still a might, German at least. In the fights against weaker enemies resp. hurt ones they are excellent.
Attacking fortified units without artillery support is dangerous and only luck can give you success. Unfortunately when bombing a town it is not clear if the enemy forces are destroyed or "only" collateral targets as buildings and population is hit.
At sea Uboats should have a better flavour unit. I suggest Uboat of the type VII, since it is based on ww1 models. Also the attack ability should be higher. Capital ships should be in danger to be sunk by them! The war at sea seems to be very similar to the old versions. It looks however very much better with the new designed ships.
It is over to the PC.
A British light cruiser sinks a Uboat and Ypern is bombed by British battlecruiser, while the other ships bomb my minefield, not very successfull. It seemed to be a wise decision to retreat my Hochseeflotte and not to try to catch the enemy battlecruiser.
The French are attacking with their last forces, at least it seems to be. But there is also the corps Foch... And the damn Brits...
20 dreadnoughts, 12 armoured and 7 British light cruiser are near to Helgoland.
In the East 20 Russian divisions make some trouble. Now it is over to me.
I stop here and for the next turn I will open a new post.

Adler
 
To keep the AI from wasting time processing the ability to build Landwehr, Border Patrol and Garrison plus other small and ineffective units should be removed if it hasn't already in version 1.4... Just my opinion. However, I feel that conscription of troops is too important...especially in any new Multiplayer Versions that you develop.

Just my thoughts,
BK
 
dreadknought,

Based on experiments with personal mods,
I still think number of cities, map-size and number
of Civ:s are most important factors with regard to
load time and waiting time between turns.

Thus when CellKu have resized the map and that
have been the base for a the new fast version of TGW-DIV
I think no one will be disturbed by long long waiting time
between turns.

I will not remake the scenario on a new map.

"Rocoteh, That is good but I would check those flags for all structures in the cities and I think you see no pollution at all." dreadknought,

Yes, I will do that.
Notes have been taken.

Best Regards

Rocoteh
 
BkGreatWarnut said:
To keep the AI from wasting time processing the ability to build Landwehr, Border Patrol and Garrison plus other small and ineffective units should be removed if it hasn't already in version 1.4... Just my opinion. However, I feel that conscription of troops is too important...especially in any new Multiplayer Versions that you develop.

Just my thoughts,
BK

BkGreatWarnut,

Again, in the fast version waiting time should be no problem.

BTW: Border guards are on the map for one reason only:

To prevent AI from making unhistorical infiltration moves
after diplomatic agreements.

Rocoteh
 
Adler,

Thank you for the very interesting report.

On the West Front:

Maybe more French units should be flagged defend.
I doubt this aggressive AI-play will pay off (for AI).
Its positive to hear about the mine-attack.
Mines are underestimated.

I agree with you on the U-boat graphics.
Notes have been taken.

"At sea Uboats should have a better flavour unit. I suggest Uboat of the type VII, since it is based on ww1 models. Also the attack ability should be higher. Capital ships should be in danger to be sunk by them! The war at sea seems to be very similar to the old versions." Adler17

Its possible attack ability should be higher.
However I do not want to change it into a "superunit".


What changes with regard to the war at sea did you expect
from version 1.3?

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069
 
Rocoteh said:
dreadknought,

Based on experiments with personal mods,
I still think number of cities, map-size and number
of Civ:s are most important factors with regard to
load time and waiting time between turns.

Thus when CellKu have resized the map and that
have been the base for a the new fast version of TGW-DIV
I think no one will be disturbed by long long waiting time
between turns.

I will not remake the scenario on a new map.

"Rocoteh, That is good but I would check those flags for all structures in the cities and I think you see no pollution at all." dreadknought,

Yes, I will do that.
Notes have been taken.

Best Regards

Rocoteh

Rocoteh, Thx for the thoughtful reply and I will give you one more thought to ponder. In many games the turns are at first fast as you get started, then as time goes on ,they get slower and slower and slower until they become just too long to wait. In many of these games the map is not getting bigger with time nor are the cities increasing as the map is often built out. The only thing that is growing is the ai is building more and more units each turn which must be slowing the turns as its the only thing increasing as the game goes on. I will continue to think upon this.

Best regards....dreadknought
 
dreadknought said:
Rocoteh, Thx for the thoughtful reply and I will give you one more thought to ponder. In many games the turns are at first fast as you get started, then as time goes on ,they get slower and slower and slower until they become just too long to wait. In many of these games the map is not getting bigger with time nor are the cities increasing as the map is often built out. The only thing that is growing is the ai is building more and more units each turn which must be slowing the turns as its the only thing increasing as the game goes on. I will continue to think upon this.

Best regards....dreadknought

dreadknought,

I do respect your opinion on number of units
as important for waiting time.

However, my own experince still tells me map-size, number of cities
and number of Civ:s will be of heavy importance when it comes
to load time and waiting time between turns.

Of course a huge RAM-memory is best of all :) .

Best Regards

Rocoteh

Download TGW-DIV 1.3:

http://forums.civfanatics.com/showthread.php?postid=1694069#post1694069
 
Rocoteh said:
Rhye,

I have no info on the Zeppelin unit.
However I assume Sarevok can give you info on
where to find it.
He will probably be on-line within 12 hours from now.

Rocoteh
I made the Zeppelin a long LONG time ago.
 
Turn 4, week 33:
First I have to beat the RN. With newly produced Uboats I can catch 3 armoured cruiser out of the RN fleet next to Helgoland. Then the attack of my battleships. In this fight the German ships are far superior to the British. Although partly heaviled damaged, my ships are able to crush the Royal Navy. The British are suffer a defeat very near to the position where they lost the battle of Jutland in reality.
In the baltic a Russian predreadnought is sunk by one of mine.
I think the floating mines should get one or two more HP. Mines were very dangerous in ww1. Due to the idiotic defensive bombard (at least against mines and subs it is idiotic) I loose too many mines to be successfull. In the Helgoland battle I used all my mines available. And although they sunk the battleships HMS Dreadnought, HMS Iron Duke HMS Superb, an armoured and a light cruiser the impact should have been a bit bigger. Nevertheless I shouldn´t complain much. Nearly the whole attacking fleet is sunk Only 5 light cruiser survived this tremendous British defeat. My own losses are negliable. When I used mines without the enemy defense fire they were okay in their abilities.
In the west the Corps Foch is anhiliated. Then I attack the British forces with a full artillery strike. All are damaged. Most of them are destroyed now as well as the Russian cossacks in the east. I have to stop now and will continue another time.
Oh, I don´t think shortening the number of units and super armies are such a good idea. The speed is okay so.

Adler
 
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