WW2-Global

I haven't read all, but German 88 only autoproduced is definitely a balance change, when i played Germany i extensively used them.

Stazro,

Yes, in fact this will give Germany-AI a much more offensive-oriented
production-strategy early in the scenario.

Rocoteh
 
Hummmm..... school work.... WWII.... school work..... WWII..... Is it possible to have time for both? I'm in a bit of a quandary here, aren't I.

Well, it can't hurt to just download it, can it? So, I'll just go and do that now. :p

Thanks Rocoteh, for yet another version of this mammoth scenario!


psweetman1590,

Thank you and
also thank you for your long time support of the scenario.


Rocoteh
 
Looks great Rocotech, but one question. Why is the favorite government of the Axis powers communism. Anyway can't wait to try this bad boy out.


Karzand,

One could think that favorite government refers to which
goverment a Civ will prefer to choose.
However this is not the case.
It refers to attitude towards other Civs.
Thus the the Axis powers now will have a more positive attitude
with regard to Soviet.
(To better simulate the Molotov-Ribbentrop pact.)
Hopefully we will now no longer see (for example)
Italy-AI declaring declaring an unrealistic early war on Soviet.


Rocoteh
 
Edit: mph, must have overlooked some posts

Edit 2: Maybe i'll try playing a minor power which has not so much to move and the inter turn times could be long enough to do some learning in between :)


Stazro,

I think Spain and Finland should be interesting alternatives.


Rocoteh
 
Very interesting inclusions of the improved Italian units.
The added British Coastal Defence units are a fine notion; they channel offensive movements into historically accurate areas; when combined with coastal artillery and relevant fortifications, it is a good improvement.
I do like the simulation of the Free Polish Divisions; in my own thoughts and tinkerings, and indeed those of others, it often comes down to Canada being the location for their spawning. This move is a good combination of history and game balance. Likewise the Baltic Infantry Divisions
Specific Railroad Construction units are a good move.
The Artillery Offensive notion is among the best current ways of simulating and stimulating arty use by the AI, and provides an interesting aspect to production.
Venezuela, Peru and Arabia for Romania, Bulgaria and Hungary is something of a surprise; the Eastern European satellite states did tend to fulfill their spoiling role in my experiences.
Limiting 88 production to auto is a good move.

A few naval thoughts:
When fleets are preplaced piecemeal across the coasts, the AI tends to deploy them in such a fashion. When they are all in port, as the RN Home Fleet and the Regia Marina are, they are deployed in a much more effective, challenging and numerically troublesome manner. It could be a thought to place the USN, IJN, KM, MN and relevant RN units in such a fashion.

The German AI often sends its fleet en masse across the lower North Sea at the coast of East Anglia. With the coastal defences around the Thames Estuary, some higher end units may have a go at the defences; I have seen high HP German battleships ram themselves into minefields in such situations.
A way I have found around this is the channeling of the German fleet through the Skaggerak - their defensive minefields are lined up against a line of Allied minefields. Although ahistorical, it does have the effect of bringing the Norwegian ports further into play and has succeeded in improving the AI performance; it is a version of my fleet in being notion.

Oceanic terrain could be manipulated to create trade routes; certain types of transport or even subs could perhaps be limited to these zones, creating an area of confluence.

Many navies can have their orbat adjusted slightly, but this is a matter of preference. The placement of the RN can still be improved. The naming of many units remains a potential option for future developments.

Geographically, Melbourne is out of place.

Putting some potential limits on AI and player capital ship production is an issue to be debated; I am of the view that a balance between history and gameplay can be found.

However, the significant part of this version is the gameplay, so such errata may be left for another day. Good work.
 
fantastic cant wait to try it will download tomorrow think will try a games as finland should be playable with new armored division. Is there still standard artillery as well as the offensive unit or is it a straight switch?
 
Outstanding it never ceases to amaze me how you can continue to improve this grand scenario "Click download".
I also agree that making the 88's autoproduced is an excellent idea.
 
fantastic cant wait to try it will download tomorrow think will try a games as finland should be playable with new armored division. Is there still standard artillery as well as the offensive unit or is it a straight switch?

leonidas 1982,

The standard artillery and other types of artillery have
not been changed.


Rocoteh
 
Simon Darkshade,

"Very interesting inclusions of the improved Italian units."
Simon Darkshade

Yes it assumes that if Italy stays in the war the until 1945 its probably
going well for the Axis and thus better combat-morale will increase
value of the forces.

"The added British Coastal Defence units are a fine notion; they channel offensive movements into historically accurate areas; when combined with coastal artillery and relevant fortifications, it is a good improvement."
Simon Darkshade

Its my impression from playtest-reports that it have been to easy to conquer
Britain. It should be harder now.

"I do like the simulation of the Free Polish Divisions; in my own thoughts and tinkerings, and indeed those of others, it often comes down to Canada being the location for their spawning. This move is a good combination of history and game balance."
Simon Darkshade

The Free Polish Divisions had an important role on the front in Italy 1943
and onwards.

"The Artillery Offensive notion is among the best current ways of simulating and stimulating arty use by the AI, and provides an interesting aspect to production."
Simon Darkshade

I am really looking forward to playtest-reports on this issue.

"Venezuela, Peru and Arabia for Romania, Bulgaria and Hungary is something of a surprise; the Eastern European satellite states did tend to fulfill their spoiling role in my experiences."
Simon Darkshade

The main reason for going back to the old solution was that after all
these armies (in the case of Romania and Hungary) did fought under
German command.
It should also decrease the risk of an early Axis war with Soviet.
(Thus a war declared by a Axis minor power.)

"A few naval thoughts:
When fleets are preplaced piecemeal across the coasts, the AI tends to deploy them in such a fashion. When they are all in port, as the RN Home Fleet and the Regia Marina are, they are deployed in a much more effective, challenging and numerically troublesome manner. It could be a thought to place the USN, IJN, KM, MN and relevant RN units in such a fashion."
Simon Darkshade

Notes have been taken.

"The German AI often sends its fleet en masse across the lower North Sea at the coast of East Anglia. With the coastal defences around the Thames Estuary, some higher end units may have a go at the defences; I have seen high HP German battleships ram themselves into minefields in such situations.
A way I have found around this is the channeling of the German fleet through the Skaggerak - their defensive minefields are lined up against a line of Allied minefields. Although ahistorical, it does have the effect of bringing the Norwegian ports further into play and has succeeded in improving the AI performance; it is a version of my fleet in being notion."
Simon Darkshade

It sounds like an interesting idea.

"Oceanic terrain could be manipulated to create trade routes; certain types of transport or even subs could perhaps be limited to these zones, creating an area of confluence."
Simon Darkshade

I have thought on ideas like this earlier.
Should be considered if there will be a version 2.6 in the future.

"The naming of many units remains a potential option for future developments."
Simon Darkshade

As you know all naval units were named in the early (small-map)
versions of WW2-Global.
I will consider naming of more units should I find time for it.


Rocoteh
 
Outstanding it never ceases to amaze me how you can continue to improve this grand scenario "Click download".
I also agree that making the 88's autoproduced is an excellent idea.


BadKharma,

Thank you.

Yes, I think autoproduction of the 88's will result in much more
interesting play from Germany-AI.

Rocoteh
 
Hi,
First, thank you Rocoteh for putting my name in your credit list.
Second. I've been playing 2.5 sid for 40 turn as Germany and I wish to give you some feedback.
So far I conquered Poland, Copenhagen, Holland, Belgium, mainland France, Spain and mainland Portugal. Yugoslavia I gave to Italy.
I noticed more English transports on the high seas, sometimes protected by 3 King George battleships. A pretty tough nut to crack. They even conquered La Coruna, the last Spanish city before it was reconquered by the Italians.
I had an American invasion in the south of Spain and have lots of American sea activity with carrier attacks on my cities.
It seems your last change made the British and American AI a lot more active!
On the subject of research. It's impossible to get the 1940 inventions on time. Took me 40 turn for the basic one and now at least 28 for the next one. That's a pity cause I would like to have the right equipment in the right time frame. Perhaps you could make the first inventions cheaper and the latter one more expensive?
Now, I'm going for the Greeks and sending my tanks to Africa. The Russians have to wait a little.
Thank you!
 
Emerentius,

Thank you for the report.

"I've been playing 2.5 sid for 40 turn as Germany and I wish to give you some feedback.
So far I conquered Poland, Copenhagen, Holland, Belgium, mainland France, Spain and mainland Portugal. Yugoslavia I gave to Italy.
I noticed more English transports on the high seas, sometimes protected by 3 King George battleships. A pretty tough nut to crack. They even conquered La Coruna, the last Spanish city before it was reconquered by the Italians.
I had an American invasion in the south of Spain and have lots of American sea activity with carrier attacks on my cities.
It seems your last change made the British and American AI a lot more active!"
Emerentius

That is for sure very positive.

"On the subject of research. It's impossible to get the 1940 inventions on time. Took me 40 turn for the basic one and now at least 28 for the next one. That's a pity cause I would like to have the right equipment in the right time frame. Perhaps you could make the first inventions cheaper and the latter one more expensive?"
Emerentius

I will look over these issues with regard to version 2.6.

Thank you and welcome back.


Rocoteh
 
Rocoteh, if you do decide on naming the relevant units, I have the full details, deployments and, where relevant, the numerical nomenclature, for the RN, RM, MN and to a certain extent the USN and IJN (for the latter two, it is more a case of where they are deployed; the names are all there). If you require them, they are yours.

I see what you mean regarding the Eastern European armies; preventing an early war vs the USSR is a worthy goal. I shall give it a good playtest to see how it eventuates.

Another thought that has recently occured has been the use of the deepwater harbour trick to designate certain ports as fleet bases, or convoy points. With a little terrain manipulation, this may be possible.
 
Rocoteh, if you do decide on naming the relevant units, I have the full details, deployments and, where relevant, the numerical nomenclature, for the RN, RM, MN and to a certain extent the USN and IJN (for the latter two, it is more a case of where they are deployed; the names are all there). If you require them, they are yours.

I see what you mean regarding the Eastern European armies; preventing an early war vs the USSR is a worthy goal. I shall give it a good playtest to see how it eventuates.

Another thought that has recently occured has been the use of the deepwater harbour trick to designate certain ports as fleet bases, or convoy points. With a little terrain manipulation, this may be possible.


Simon Darkshade,

Thank you.
I will send you a PM should I find time to start this project.

Looking forward to hear how your playtest turns out.

Rocoteh
 
Emerentius,

Why do you have such large research times? Are you not building research labs/libraries? What's your science set at? I had mine set at 70% or so.

First Tech was 35 turns. Second was 22ish, at 21 the following turn, it went down to 19, rather than 20.

So far, America and British have been a little more active in the Atlantic, my subs are constantly sinking escort carriers/destroyers/transports.
I've lost some subs though.
America has also dropped off a lot of troops into France they've been repelled each time with no losses.

First 30-40turns, I've taken Belgium/Netherlands/France/Yugaslavia/ and Greece.

I've sent about 20 troops in a large convoy to Hammerfest Norway, for a surprise attack. I plan to take that city first, so Finland can't take it.

Italy took Corsica. I was surprised, France had a decent defense there.
They lost Tobruk though and about to lose another city in Africa.

British have suffered large naval losses. They have 4 Battleships left no carriers. 4 heavy cruisers. Lots of destroyers and subs still though and light cruisers as well.

American navy seems large still. I have no clue on Japan's forces they are keeping me from planting spies.
 
Hi Daiichi,
Building up the infrastructure with a lot of workers and in every city labs/libraries so that's not the problem. Changing from 10% to 90% science didn't give me a big change in number of turns. So in the beginning it's around 10%, later it goes up to give me the best balance between money to rush build and science turns.
At what level are you playing. Highest?
Btw. I like the railroad construction workers. Have some of them building a railroad to connect my German cities.
 
I'm on the Demi-god, Which is like 2nd from highest? I thought I had highest selected ah well, one down from there will be ok.
 
British have suffered large naval losses. They have 4 Battleships left no carriers. 4 heavy cruisers. Lots of destroyers and subs still though and light cruisers as well.



Daiichi,

AI always spend its naval forces very fast.

I regard that as a major problem with AI in Civ 3.

Rocoteh
 
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