"Winton, in Outback Queensland, is not a transport nexus, nor has any great unit production capabilities. It has a population barely more than 1500 in this era, let alone WW2. If a settlement in this area is required, Mount Isa would be more appropriate.
Cooktown, whilst an important base for Allied troops in Northern Queensland, is small, and perhaps Cairns (which served a similar role in a similar location for the purposes of our map) could substitute for it; this is a real toss up between them."
Simon Darkshade
I have stated this before, and I state it again:
Some of the cities placed in WW2-Global have been placed to
get correct borders and to avoid "holes" in the map.
Given I could have set borders where I wanted (without regard
to cities and culture points) and if I could have placed 1 000 cities
instead of 512 there had been other solutions in many cases!
Rocoteh
In both situations, it was not a critique of cities being placed there, but rather which cities were chosen or effectively towns. I acknowledge the situation, yet these particular examples aren't particularly ones which would violate said principle. Indeed, it could even be a matter of rebadging the cities under appropriate names.
In the case of North Africa, the inland borders are nebulous enough; perhaps outposts could do part of the job. Just as in many desolate zones, and particularly on the Dark Continent, a border is little more than a line on the map. Roads are far more important to African offensives using the Civ3 engine, given that the terrain can be very rugged and not particularly hospitable to the progress of modern forces.
In the circumstance of Northern Canada, the borders are once again not of the utmost strategic import.
Essentially though, I did not approach this facet of the issue from merely wanting to quibble about the naming of cities (which is a very minor factor), but rather to seek some sort of developmental balance, where the industrial heartlands and key production zones of equipment fall on a roughly realistic basis. As such, one set out to muse on cities in order to create a hedge without thought to the issues of borders; this hedge was motivated by holes of a different type within Britain. If holes on the map are a bigger worry, then such is life.
If there is interest in making the scenario more difficult from the perspective of a German player, a further British city in position to interdict their progress through air, influence, production and sea basing is a suggestion though, all terseness aside.
If that is not workable, then so be it. I'm not sure if the 512 city limit has been even reached, so it may be much ado about nothing. It is not something that the British Empire player needs for victory; it can complicate the German position as a human player. It all comes out of the issue that is discussed in the following first point of this exchange with Gattamelata; taken out of that context, it does lose its purpose.
Gattamelata:
1.) It is a constant feature of the SP game; I have seen some occasions in AoI where there was some restriction of use, but nothing to indicate a pattern. Differing naval terrain types have also influenced what has been employed at times...
Perhaps badge KM capital ships and cruisers as sinking in certain terrain, necessitating that they seize access to Norway before being able to deploy, so that they need to creep through the coastal waters slowly before being able to burst out into the Atlantic at least in a more northerly clime.
Additionally, give U-Boats the ability to move quickly through the North Sea terrain, allowing them to get to their hunting grounds. Obviously later, with Norway and France (possibly with coastal autoproducers and sub bases buildable there), the strategic calculus changes. At that time, it is no longer a case of being easy for a human Allied player. He will have to use his noggin.
Perhaps that can allow some form of simulation, but some rough house rules and wonders autoproducing capital ships at an appropriate rate would also create a note of uncertainty for a human Allied player.
Given initial numbers for the RN, they can be forced to use the Rs for convoy escort by slightly bumping U Boat numbers and capabilities, deploy the QEs to the Med to cover the RM, keep the battlecruisers and most modern battleships with Home Fleet; needing to send an urgent early Force Z to the Far East could also be prompted with placing some IJN cruisers and light carriers a bit further south of the Home Islands, as well as prompting an early invasion of Indochina.
Having fiddled with the situation, the RM if given Littorios will sortie them, but then retire to port. This is encouraging, and the best that can be hoped for in the confines of the Med. They will come out to fight the MN, which does lower their strength through combat losses and attrition, but don't all go galloping for Alexandria or the Rock without bait. Deploying the MN in Marseille rather than off it did also slightly improve matters.
In the end, short of MP, a human player is not going to get an optimum contest in war at sea, but playing around with terrain, unit properties, speeds, steady autoproduction (or use of immobile units to represent hulls prior to their launch) and modest house rules do have the potential to improve the situation somewhat.
2.) With time, their positions would certainly improve. It seems that the axis of Soviet advance is split as I thought it may be, and if this does impact upon how a human player would advance, then that is something.
Fortresses will harden cities, but this is not necessarily ahistorical. The siege of Budapest was some of the hardest fighting of the war; Romania switched prior to full invasion; and Bulgaria capitulated after token resistance.
As such, preplacing some means of defence in Hungary may be a thought.
The switching of the other two cannot be simulated, so they can stay without fortresses.
I am warming to the notion upon reflection. If it can force a human USSR player to consider a changed strategy, then all well and good. If it can raise the level of competence of the AI to somewhere around that mercurial mistake maker in the Wolfschanze, then all well and good (that statement says a lot about both parties)
However, the whole business of pushing towards Bremen in 1941 is a sad part of the business, if only in terms of early Soviet entry and smashing of the Jerries. Maybe even a Soviet human biq, along with an Allied human one and a Japanese one, as well as the current model for German development could serve those purposes; that would take a lot of work though, and it is best to refine what is for the moment, and consider those potentials for the future.
Equuleus - As the man himself points out, it creates the potential for some very troublesome events. Others could be a Yugoslav invasion of Northern Italy in conjunction with a full court press by the French, leading to the apple cart being truly upset.
Yugoslavia and Greece can probably stay as they are.
A case can be made for Norway and Denmark, particularly if some German forces could be preplaced, or poised to invade. As I mentioned earlier, Norway can be very useful strategically with matters as they are, and even more so if some tweaks could be worked.
Denmark can serve as a simple speed hump, but there needs to be a pause before an invasion of Norway - perhaps enticing victory positions and no transports buildable at the beginning (this would stop the Germans from any early attempts at Sea Lion before they have finished off the mainland and consolidated their forces.
One or more of the Northern German cities can have its wonder produce a transport every x turns, with the first one popping out in April/May 1940; or the matter could be simulated with technology coming in at a certain point.
However, a lot of those possibilities rest on assumptions. A human player of Germany could follow those set of circumstances well enough; the AI is a different matter. The issue would require playtesting, and a reasonable amount of tinkering. In the end, it is similar to the issue of Finland - it may not be a 100% accurate rendering of history, but in the words of Mercutio, " 'tis enough, 'tis enough!"
Thought: Minefields off the North Sea coast of Britain to represent the essential difficulty, indeed impossibility, of staging an amphibious invasion in that area. If the Jerries wish to land, they need to seize the Low Countries and France and come through the Channel.