WW2-Global

Rubberjello,

Thank you for the report.

"Almost half of Japan's homeland is now controlled by the US."
Rubberjello

Changes will come!

"Are you sure you want to make the M13/40 movement of 1? I appreciate you wanting to make the Italian's job more difficult, but a movement point of 1 for an armored unit? Bug?" Rubberjello

Yes its a bug. It have been corrected now. Thank you for reporting it.

"Week 41-46, 1940
Capetown and Port Elizabeth fall and Britain is kicked out of Africa. All of Africa (except Madagascar) is under Italian control!" Rubberjello

A very strong result!

"I decide to give all the armed forces the rest of the year off. For one, all these British cities in Africa need to have dissidents suppressed (which takes quite a while!). For two, my armed forces are really not that strong. Before exposing myself to any "real" powers geographically, I need many more units. For three, I need to build some more power plants (just read the thread about their cumulative effect!) For four, I want to make many African cities at least marginally productive, and eventually industrialize Africa fully. To this end, I have over 300 workers, plus an additional 50+ slaves working away."
Rubberjello

I think its a very good to decision to go for a time-period of build-up.

Probably the best way to go then is to occupy Britain.

The Italian empire is impressing!

Welcome back.

Rocoteh
 
I'm probably quitting my German scenario for now...

It's now week 29, 1941 and this is the list of area conquered: All of continental Europe, the British Isles, all of Russia except for 8 cities in the far east, Sweden, Norway except for Iceland, all of Africa except what the Italians hold, and in north america the entire eastern seaboard upto and including StLouis except for the deep south.

A list of military forces:

27 Panzer Armies
321 conscript Infantry divisions
180 PanzerIIIg
25 Heavy Artillery
28 SS Infantry
32 ME-109
19 Heinkel/Ju87 Bombers
32 German 88's
83 U-Boats
39 Transports
25 Destroyers
9 Bismarcks
4 Carriers
12 AA Cruisers

Honestly, after playing that Argentine scenario, playing the Germans, even on Sid level, was a breeze and seems too easy. I mean, it's only halfway through 1941 and the Axis holds now 35% of land and 67% of world population...

And yes, I think Coal Plants and anything that increases production should be a 'must build' for the AI for ALL civs because that's where I seem to be destroying the AI... sheer shield output...

ALSO I think it's important to put the Aqueducts and Hospitals on high priority as well. I notice that in one of the last English strongholds, Australia, that all cities are either 6 or 12... The AI has not seen fit to up the population of it's cities which is a major drawback for them.

I'd consider taking out the Heroic Epic as well.
 
I have to cease my reports here for hopefully only a few days. My server PC has to be given to a friend, so I won´t haver internet access. However I will continue my game and will give a summary when I have internet access again.

Adler

P.S.:
Have a look on http://www.cdgroup.org/forums/tbs/civ3/viewtopic.php?t=5087
 
KristiB said:
I'm probably quitting my German scenario for now...

It's now week 29, 1941 and this is the list of area conquered: All of continental Europe, the British Isles, all of Russia except for 8 cities in the far east, Sweden, Norway except for Iceland, all of Africa except what the Italians hold, and in north america the entire eastern seaboard upto and including StLouis except for the deep south.

A list of military forces:

27 Panzer Armies
321 conscript Infantry divisions
180 PanzerIIIg
25 Heavy Artillery
28 SS Infantry
32 ME-109
19 Heinkel/Ju87 Bombers
32 German 88's
83 U-Boats
39 Transports
25 Destroyers
9 Bismarcks
4 Carriers
12 AA Cruisers

Honestly, after playing that Argentine scenario, playing the Germans, even on Sid level, was a breeze and seems too easy. I mean, it's only halfway through 1941 and the Axis holds now 35% of land and 67% of world population...

And yes, I think Coal Plants and anything that increases production should be a 'must build' for the AI for ALL civs because that's where I seem to be destroying the AI... sheer shield output...

ALSO I think it's important to put the Aqueducts and Hospitals on high priority as well. I notice that in one of the last English strongholds, Australia, that all cities are either 6 or 12... The AI has not seen fit to up the population of it's cities which is a major drawback for them.

I'd consider taking out the Heroic Epic as well.

KristiB,
Thank you for the report.
I am looking forward to more feedback concerning the scenario
is to easy or at the right level.

There are several severe weak points where it comes to AI capacity.

As I have stated earlier: Whether I will continue or not with scenario-creation
after the release of CIV 4 will be dependent on what the new game-engine
can deliver to scenario-creation.

It means in my case, there must be heavy improvements.

I guess the next months will give clear indications on the level
of complexity in CIV 4.

Rocoteh
 
KristiB said:
I didn't know that about Hydro plants either...

My concern is simply that since in ALL the cities I have EVER taken, I have NEVER captured a city that the AI has built a hydro plant in... Hell, even in the cities that have Factory > Manufacturing Plants, the AI doesn't even build a Coal Plant 99% of the time...

So having the hydro plant as a additional option that gives more production is yet another major advantage for the players.

1) I am playing sid the comp does not need any plants at all sinse it building most of units in one turn.

2) U can make hidro plant to produce 1 culture additionly. That will give comp idea to build it and it could not be capitured.



I think mashine gunners are overpriced. If I compare french infantry and mashine gunners, well I have already. My choice is infantry.


French sid.
I took Rome. I have lost a lot but Rome is mine. I actually lost most of it after Germans bomb my reduced units to the ground after the attack.
I took Murzuk and Italians are now without oil:) As well as without rubber and steel.
Poles have survived 7 turns !!! But now my obligations is over :crazyeye: .
 
I have a few days unitl the PC is away. I thought it would be today but I am wrong. So Friday it will be away, IIUC.

Week 28, part 2: Nairobi is taken, but a veteran PzIIIe unit is destroyed. U 64 sinks in the Bering strait 3 further subs. U 104 finishes the job by taking out 2 further. U 110 sinks the first surface unit in the Pacific, USS Indianapolis, which is in the USN main stack off Kamchatka.
Also I finished now U 203. This means 203 uboats were built, most of them because of the wonder. Of them 116 type VII and 8 type IX are left, meaning a loss of 69 Uboats.

PC turn:
The Argentine Navy sinks a uboat, the main part of the USN is driving north.

Adler
 
Week 29:
In Salah is mine, capturing the French capital again. :mad: These damn Italians. They are only in the way and if i make the way free they attack Belgish Congo! Hopefully I´m faster than them. Mederdra falls too. Tabora has a Mathilda 2 tank as well as Hong Kong. Where are they from so fast???
Gorbeya in Russia is taken. And Hong Kong is taken by my SS division Spanische Blaue Division. Only 4 Soviet cities remain.

That´s for now.

Adler
 
Rocoteh said:
vlad1917_a,

On research and its impact: Its a very interesting idea. Notes have
been taken.
Rocoteh
From Other side Germans basic infantry units cost can increase over time...
 
Rocoteh said:
P.S.Y.C.H.O.,

The Japanese Akizuki-class have been added as 1941 Destroyer.

I intend to include the Otsu submarine also.

Rocoteh
Sounds good! :) May i also suggest you include all of BeBro's paras and his Japanese Lander (SNLF)?
 
vlad1917_a said:
From Other side Germans basic infantry units cost can increase over time...

vlad1917_a,

Your theory is correct in general.

However if you look at Soviet infantry, it did not become "cheaper"
to produce 1945 onwards. 1945 15 million Soviet soldiers had been killed
in action since the war started.
Thus manpower was scarce and infantry de facto more expensive
to produce than 1941.On the other hand armored units had become
"cheaper".

The 1944 German infantry division meant a great reduction in firepower,
since 3 infantry battalions out of 9 in each division was removed.
After that all "new" infantry division was at 100% strenght!
Hitler did like this kind of moves.

Then in the first 3 months of 1945 1.6 millon men were called up
for service in the infantry, including those born 1929.

Rocoteh
 
P.S.Y.C.H.O. said:
Sounds good! :) May i also suggest you include all of BeBro's paras and his Japanese Lander (SNLF)?

P.S.Y.C.H.O.,

Yes, I will check them. Will probably include the Lander.

Rocoteh
 
Adler17 said:
Week 29:
In Salah is mine, capturing the French capital again. :mad: These damn Italians. They are only in the way and if i make the way free they attack Belgish Congo! Hopefully I´m faster than them. Mederdra falls too. Tabora has a Mathilda 2 tank as well as Hong Kong. Where are they from so fast???
Gorbeya in Russia is taken. And Hong Kong is taken by my SS division Spanische Blaue Division. Only 4 Soviet cities remain.

That´s for now.

Adler

Adler,

A very interesting playtest.

I hope you will continue it. It should be interesting to see how the
invasion of America turns out.

Thank you and welcome back.

Rocoteh
 
vlad1917_a said:
1) I am playing sid the comp does not need any plants at all sinse it building most of units in one turn.

2) U can make hidro plant to produce 1 culture additionly. That will give comp idea to build it and it could not be capitured.



I think mashine gunners are overpriced. If I compare french infantry and mashine gunners, well I have already. My choice is infantry.


French sid.
I took Rome. I have lost a lot but Rome is mine. I actually lost most of it after Germans bomb my reduced units to the ground after the attack.
I took Murzuk and Italians are now without oil:) As well as without rubber and steel.
Poles have survived 7 turns !!! But now my obligations is over :crazyeye: .

vlad1917_a,

Machine Gunners are overpriced for one reason: Otherwise AI only
would produce these units.

Thank you for the report and welcome back.

Rocoteh
 
Let me just lend my vote to that Wolfpacks only getting blitz; it sounds far more reasonable to me then the current situation. Germany should start with some of those in this case, and the allies should not be able to build them until a later point in time, at least 1941 I would say. You need to simulate that US had really lousy torpedos early in the war someway Rocoteh. ;)

I disagree with the UK being left out of the sub blitzing group; they did not have any where near as many targets as the other participants. Where they did, in the Med vs. Italy they did quite a bit of damage. Lack of opportunity should not be considered lack of ability!

Adler17: While I know the Uboats did take out several ships quite often, those were usually merchant shipping, not military vessels. I'm sure you can find some examples that show otherwise but on the whole it di dnot happen a lot. Just because the UK sank or crippled 3 BB and a couple CA at Taranto with 20+ Swordfish BIPLANES on a raid doesn't mean they should have an attack of 99 say. :crazyeye: Without a strategic warfare option in the game engine we need to find a better balance other then turning Uboats into the terror of the seas. If they had had the power they show in this scenario IRL Germany would have won the war! All of my arguments against Uboats having blitz have strictly been for play balance reasons. Especially with them going to have their cost cut in half to 40 shields, if it comes down to a choice of building Bismarcks or Uboats I know what I'm building... :mischief:

Rocoteh: I agree with what Bob1475 said about those Japanese/Allied islands in the Pacific. In my Japan game I find them extremely necessary to be able to repair ships and advance fleets; their usefulness for airbases is obvious. It will be very difficult without them to project any force,that is probably why so few Japan games have gone for the US mainland. That is one BIG ocean! Anything that gets wounded has to limp all the way back to your nearest port for repairs, truly daunting. Even the allies only did a big invasion across the channel, not the whole bloody pacific! :p

I have played just a few turns more, I took Kuala Lumpuf while beating back lots of Allied Marines in the China theatre, and the for once fairly active USSR in the north. They are sending Marines and a T34 almost every turn. Hasn't stopped them from destroying the Romanians and Bulgarians either. :sad: This is going to be pretty hard. Those Matildas are just beasts to destroy, they also are earning a place in the 'units I hate to fight' book.

I admit it, I am using a few armies to make my advances. :blush: I have two SNLF Corps and one Tank Corp so far. The tanks have not been able to do much since I have been on 'fire brigade' status with them since the USSR decided to join the fight. Every single conquest I made save one was a port city. I am not sure if I would have lost any SNLF, they are really tough units, but if I had it would have slowed me down considerably.

I will post a 1 year report today or tomorrow Rocoteh, just so you can see what I managed to build in that span. Bear in mind I only built 2-3 manufacturing plants and probably won't build a lot of coal/hydro plants either. Other then the cities I start with those southern islands are just not going to be productive AT ALL... I used a leader to rush an offshore platform in Hong Kong after I took it which was a very good deal; I am going to try and use any more leaders to do the same with some of those lousy island cities I have. Decent pop, but no industry whatsoever. :p
 
I agree that *something* must be done with the U-boat blitz ability. Just looking over some of Adler reports where he said something along the lines of a "U-boat attacking 5 times and sinking 5 enemy subs in a single turn"! Give me a break!!!! Something is really, really, wrong there, and I don't see any valid argument advanced to support it. German U-boats were very good in comparison to other sub fleets --- everyone agrees with that. But they already have better attack, defense, movement, and health statistics to reflect that. I can't vouch for the cost-effectiveness ratio because I haven't played Germany yet. But from an outsider looking in, it looks obscenely cheap.
I want to play the Commonwealth in a game soon (maybe when version 1.4 comes out), but I probably will not unless some serious fixing is done with the U-boat blitz ability as it stands.
 
I just upgraded my memory from 512MB to 1.5GB (added a 1GB strip). I have an AMD Athlon 2gHz processor. Here are the differences in times:

computer move -- 15 mintes -> 5 minutes. Both were with minimal graphical changes (hardly any moves I could see).

Computer Build -- 10 minutes -> 5 Minutes

Take city -- 5 Minutes -> 5 Minutes

So, not much changed when the computer had to re-calculate trade routes and such. Other then that, I gained 50-70% on the main slowdowns. Of course, with all the moves I have to do (workers, bombers, etc), it still takes me 1/2 hour for each turn. But, at least I am productive during that 1/2 hour.

As for my Japanese playtest, I took Calcutta. Instead of going after Thailand, I decided to take out the Chinese (both of them) first. I'll then re-divert and finish securing the SE penisula later.

I successfully stole Air 1940 from the Americans, so I need to start building zeros. I'll probably divert all productive cities to building 1 zero each. That should give me about 12 or so to work with. I need to see how long they take to build before I know for sure. My ground forces are doing fine, so they really don't need the re-inforcements right now, so I should be able to afford the diversion.
 
France - v1.3 - Sid

Turn 1: Went to war with Spain and, in France's own version of the blitzkrieg, I took three of the four Spanish cities, leaving only the capital. We lost a few of our valuable armor units, but it was worth it. We're going to need the production on mainland Europe... We inflict a few losses on the Italian fleet but, for the most part, everything on the sea just runs for the nearest port. Preserving the fleet for as long as possible is the number one priority of the Navy. An artillery and infantry mass sits in the hills above the Spainish capital ready to take Spain out of the war on turn 2. African infantry units disperse and head east towards the Italian border and all cities in Africa turn production to workers. My first big decision will be whether or not to declare war on Portugal in order to clear western Europe completely...

Germany takes it easy on us on their turn one. No attacks into our land which is good as our tiny armor corp is in Spain and mostly injured. Germans will take at least three turns with Poland if AI holds to it's usual tactics which will allow us to move all our forces back to the east to deal with the warmongering Germans and almost have doubled our production in mainland Europe. Viva la France!
 
Rubberjello said:
I agree that *something* must be done with the U-boat blitz ability. Just looking over some of Adler reports where he said something along the lines of a "U-boat attacking 5 times and sinking 5 enemy subs in a single turn"! Give me a break!!!! Something is really, really, wrong there, and I don't see any valid argument advanced to support it. German U-boats were very good in comparison to other sub fleets --- everyone agrees with that. But they already have better attack, defense, movement, and health statistics to reflect that. I can't vouch for the cost-effectiveness ratio because I haven't played Germany yet. But from an outsider looking in, it looks obscenely cheap.
I want to play the Commonwealth in a game soon (maybe when version 1.4 comes out), but I probably will not unless some serious fixing is done with the U-boat blitz ability as it stands.

Rubberjello,

It seems like a great majority dislike the blitz-ability that single
U-Boats has. The majority also thinks it creates unrealistic results.

It have been proposed that only Wolfpack-units should have the
blitz cap. I am positive to that, but I want more feedback before I
implement it.

I also repeat what I have said earlier: Had there been a strategic warfare
module the problem would not have existed.

Germany build it huge submarine force to conduct strategic warfare
against Britain, not to destroy the Royal Navy. That is the central problem
that is more or less impossible to solve within the current game-engine.
I want to stress this, since one should always have the above fact
in mind when one discuss the U-Boat issue.

Rocoteh
 
KristiB said:
France - v1.3 - Sid

Turn 1: Went to war with Spain and, in France's own version of the blitzkrieg, I took three of the four Spanish cities, leaving only the capital. We lost a few of our valuable armor units, but it was worth it. We're going to need the production on mainland Europe... We inflict a few losses on the Italian fleet but, for the most part, everything on the sea just runs for the nearest port. Preserving the fleet for as long as possible is the number one priority of the Navy. An artillery and infantry mass sits in the hills above the Spainish capital ready to take Spain out of the war on turn 2. African infantry units disperse and head east towards the Italian border and all cities in Africa turn production to workers. My first big decision will be whether or not to declare war on Portugal in order to clear western Europe completely...

Germany takes it easy on us on their turn one. No attacks into our land which is good as our tiny armor corp is in Spain and mostly injured. Germans will take at least three turns with Poland if AI holds to it's usual tactics which will allow us to move all our forces back to the east to deal with the warmongering Germans and almost have doubled our production in mainland Europe. Viva la France!

KristiB,

Thank you for the report.

Looking forward to follow this playtest. It will be very interesting
to hear what you you think about it compared to your playtest
as Argentina.

Welcome back.

Rocoteh
 
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