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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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Great looking scenario with first class graphics. Congratulations.
I haven’t started playing but I have given it a pretty thorough going over. Here are a few comments and suggestions:
1. The map and units are very, very good.
2. I have understood city improvements to be something that can be built to improve some aspect of the city. How does one build “Refugee Influxes”, “War Bonds” or “Propaganda Movies”? There is neither a consistent naming convention nor an obvious connection between some improvement names and their functions.
3. Descriptions of wonders are vague at best. I find it a major stretch of the imagination to deduce that the Palembang Refinery, described as “Located in the Dutch East Indies. Important industrial facility. Prime target for the Japanese”, is actually the Hoover Dam. It has been my impression that refineries produce lots of petroleum products but not a heck of a lot of electricity.
4. I have a suspicion that having all artillery units designated as “Destroyed after attacking” is a waste of the 4 unit slots that they occupy. I can see no reason to build Anti-Tank, Artillery, Barrage or Katyusha Assault units. Rather than building 30, 60 or 90-shield one-shot artillery units, it makes much more sense to build B-17’s (130 shields), Lancasters (130) or Me-264’s (150) that are much more powerful and can carry out repeated attacks to the end of the scen, if used carefully in stacks with fighters and battleships or in stacks with fighters, good defensive ground units and pre-charged Engineers that build an Airfield.
5. I don’t think that the Germans can ever build Barracks because the Partisan Tactics tech is unreachable for them. The SS Liebstandarte HQ wonder assures that all new ground units units are vets and confers vet status on victorious units. However, I don’t see the reason why German and Japanese ground units would be repaired more slowly than anyone else’s.
6. The discovery of Barbarossa Plan actually penalizes the Germans. Why? The assumption is that they are stupid enough to research a tech that will do them harm. In the immortal words of a Star Fleet officer, "That is not logical".
7. There are a few minor items
- Engineers are described as “Only Fundamentalist governments can build”. That is untrue.
- The PEDIA description of Fascism contains several references to Fundamentalism.
- I think that the “Closed Circle Engine” tech should be “Closed Cycle Engine”.
I'll let you know how a strategy based on Me-264's, Super Battleships, Engineers and a few fighters actually works out. From a few tests, I suspect that the Me-264's as well as B-17's and, especially, Lancasters, may be the same kind of nearly invincible aerial battleships that the Zeps turned out to be in your KAISER scen. 
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curtsibling
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of the Kill!
May 2002 time: 05:17
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quote: Originally posted by AGRICOLA I haven’t started playing but I have given it a pretty thorough going over. Here are a few comments and suggestions: |
Fire away! 
quote: Originally posted by AGRICOLA 1. The map and units are very, very good. |
You have fairline and a few others to thank for that one!
quote: Originally posted by AGRICOLA 2. I have understood city improvements to be something that can be built to improve some aspect of the city. How does one build “Refugee Influxes”, “War Bonds” or “Propaganda Movies”? There is neither a consistent naming convention nor an obvious connection between some improvement names and their functions. |
How does vanilla civ2 'build' women's sufferage or 'build' Darwin's voyage?
I think the idea would be to supplant the word 'build' in labels with something else.
I will look into it.
quote: Originally posted by AGRICOLA 3. Descriptions of wonders are vague at best. I find it a major stretch of the imagination to deduce that the Palembang Refinery, described as “Located in the Dutch East Indies. Important industrial facility. Prime target for the Japanese”, is actually the Hoover Dam. It has been my impression that refineries produce lots of petroleum products but not a heck of a lot of electricity. |
The oil is next to the city -
The wonder is just there as a flavour target for the player...
quote: Originally posted by AGRICOLA 4. I have a suspicion that having all artillery units designated as “Destroyed after attacking” is a waste of the 4 unit slots that they occupy. I can see no reason to build Anti-Tank, Artillery, Barrage or Katyusha Assault units. Rather than building 30, 60 or 90-shield one-shot artillery units, it makes much more sense to build B-17’s (130 shields), Lancasters (130) or Me-264’s (150) that are much more powerful and can carry out repeated attacks to the end of the scen, if used carefully in stacks with fighters and battleships or in stacks with fighters, good defensive ground units and pre-charged Engineers that build an Airfield. |
How you wage the war is your choice! 
But if you think the arty could be more cheap, I will change the shield cost.
quote: Originally posted by AGRICOLA 5. I don’t think that the Germans can ever build Barracks because the Partisan Tactics tech is unreachable for them. The SS Liebstandarte HQ wonder assures that all new ground units units are vets and confers vet status on victorious units. However, I don’t see the reason why German and Japanese ground units would be repaired more slowly than anyone else’s. |
It's a bug - I only noticed this one yesterday - 
Fixed now, of course.
quote: Originally posted by AGRICOLA 6. The discovery of Barbarossa Plan actually penalizes the Germans. Why? The assumption is that they are stupid enough to research a tech that will do them harm. In the immortal words of a Star Fleet officer, "That is not logical". |
I take it the Russians got a first hit in?
The event is meant to make a barb Red army appear in axis territory.
When destroyed, it gives the Germans declaration of war against Russia.
Sometimes the soviets get to it before the germans.
Giving the Russians the advantage.
I will have to make the red army appear deep within German borders.
quote: Originally posted by AGRICOLA - Engineers are described as “Only Fundamentalist governments can build”. That is untrue. |
A bug, no less!
quote: Originally posted by AGRICOLA - The PEDIA description of Fascism contains several references to Fundamentalism. |
Fixed now.
quote: Originally posted by AGRICOLA - I think that the “Closed Circle Engine” tech should be “Closed Cycle Engine”. |
The info is from a U-boot tech-spec website, so I assume their terminology is correct.
quote: Originally posted by AGRICOLA I'll let you know how a strategy based on Me-264's, Super Battleships, Engineers and a few fighters actually works out. From a few tests, I suspect that the Me-264's as well as B-17's and, especially, Lancasters, may be the same kind of nearly invincible aerial battleships that the Zeps turned out to be in your KAISER scen. |
They are not invicible - As you may find out the hard way! 
@Agricola:
Cheers for the in-depth bug search, you always are proficient at getting the scen into shape!

Last edited by curtsibling on 23-08-2004 at 18:51
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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@curtsibling
Your scen is playing really well, no problems whatsoever. However, as you more or less asked me to nitpick, these are the best nits that I could come up with:
1. Is the following text from the EVENTS file quite as it should be?
.quote: ;
; Events text for "Dictator" scenario
; Curt Silbing - May 2004
; |
2. A quick spell and grammar check might be useful. It should pick up things like the extra “l” in Unalligned Allies. If you’re too busy, I can give it a shot if you E-mail the files to me when everything is finalized.
3. Although this unit is of no practical interest to me, I’m a bit puzzled by why Armored Cars have Mv=1 when tanks and even infantry have Mv=2. Even with its special abilities it is not a particularly useful unit. A bit of speed might help.
The game in progress is interesting. Germany is withdrawing into a defensive shell designed to chew up enemy units while minimizing German losses. Coastal cities along the Channel and North Sea are bristling with AA batteries; units on Greenland are returning home; Tripoli will be abandoned; defensively weak units have withdrawn into central Europe; all U-boats are on their way back to home waters and most naval units have left port and are under air cover in the Baltic, out of range of enemy fighters. Very great care is being taken to not give neighbors to the east any excuse for attacking.
Everything is focussed on building libraries and universities to speed up research to the max.
Here’s the Operational Summary for August, when the 2 month Sitzkrieg ended abruptly.
quote:
AUGUST 1940
The Unaligned Allies withdrew some of their forces that were getting uncomfortably close to Wien and Budapest. They discovered the Wartime Economy tech.
The Rebels continued to spread out in Asia and South America. Their major achievement was to eliminate the garrison of Calcutta.
Soviet air and ground units withdrew from the vicinity of Warsaw and Krakow.
The Japanese were in a fine fury as they went after the Rebs in China.
The British discovered Bomber Development 1 and are now working on BD 2.
After no British action in June and July, they threw everything but the kitchen sink at our cities along the Channel and the North Sea, paying particular attention to Brest and Hamburg. Their failed attacks and our counterstrokes resulted in unsustainable British losses (38 units).
In their attacks they lost 1 CA, 4 DD, 2 Bombers, 4 Spitfires and 6 Fighters, most of them at Brest. A RAF Bomber trapped and sank a U-boat in Nantes, our first and, so far, only casualty of the war. The 2-3 fortified AA batteries that are in every coastal city from Brest to Oslo were the major reason for the massive British defeat.
A British task force, with at least 1 BB, appeared off Copenhagen. The Bismarck was detached from the fleet blocking the Kattegat, transited Copenhagen, automatically gained vet status by sinking a DD and then sank the enemy task force. Post battle reports and other sources suggest that British losses included 1 BB, 1 CA, 1 CV, 2 DD and 2 Cargo Ships. The British Admiralty must think that this is still WW I, when their fleet could operate without air cover. The Bismarck, so severely damaged that it could not move, is now immediately W of Copenhagen and is protected by the Tirpitz and a Bf-109 squadron. Only enemy fighters based in Newcastle are within range of the German vessels.
A Bf-109 from Amsterdam destroyed the Spitfire that was patrolling the English Channel just offshore of the city. A Bf-109 from Paris shot down the RAF Bomber that sank the U-boat at Nantes.
A Stuka on recce from Paris located a British Cargo Ship SSW of Ireland. During its attack on this ship, it spotted a second Cargo Ship to the W. The second ship was sunk by another Stuka squadron from Paris. The sinking of the two vessels resulted in the destruction of 4 ground units (3 low value AT Artillery and an Inf unit).
A Stuka on recce from Lyon located a Cargo Ship and a British Fighter S of Sicily. The Stuka sank the vessel and a Bf-109 from Rome barely managed to destroy the enemy aircraft. In the best RN tradition, not only the captain but two AT Artillery units went down with the ship.
The British destroyed a Rebel Partisan unit that was blocking the road between Tripoli and Tobruk. It was noted that the British units which continued westward towards Tripoli were weak Artillery batteries. Consequently, the Transport that was freighting the Tripoli garrison to Rome for rehoming unloaded the two AT Artillery in southern Italy and then returned to Tripoli with the Armored Car and Light Tank units. The Tank unit moved E from the city, easily destroyed the two British Artillery batteries and then rejoined the Tripoli garrison. This will gain us time to sell off more improvements before we abandon the city.
Sale of our last aqueduct and the city walls of 6 central European cities increased cash reserves to nearly 3400 gold. This should be sufficient to carry us for at least 18 months at the present monthly deficit of 150 – 160 gold. By that time the critical research for the Me-264, Super Battleship, Pz V and Waffen SS will have been completed and we will no longer need to operate at 80% Science and 20% Taxes.
Two Universities and one Library were completed. Fifteen Universities and 9 Libraries are under construction. Five AA batteries are the only units being built. These will be used to garrison the East Front cities against any Soviet or other attacks.
Research was completed on the obligatory Improved Engineering tech. The research effort was switched to Bomber Development 2. That project is now ~20% complete. The present science rate is 821 flasks/month (slightly better than a new tech every 2 months), an increase of nearly 100 flasks/month since June.
NOTE: I had intended that the Pz V (D=4) was to be the defensive unit of choice but had neglected to thoroughly check out alternatives. AA batteries (also D=4) are not only almost as good for repelling ground and naval attacks but are much better against aircraft. Also, at 80 shields, they are comparatively inexpensive.
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As I said, great scen! 
Edit: Me-264, not Me-262
Last edited by AGRICOLA on 25-08-2004 at 02:43
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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@kobayashi
That's all that I could find. The major changes appear to be in RULES, EVENTS and PEDIA.
@curt
As I am playing the scen with mainly vanilla city improvement names and entirely vanilla improvement and wonder descriptions I can't comment on changes in any of these except that the new EVENTS and PEDIA still need both grammar and spell checks.
The new unit designations are great, I didn't know about the A.12 and A.34 numbers for the Matilda and the Comet. For consistency, you may want to change Sturmovik to Il-2 Sturmovik, Yak to Yak-9 and Me-262 to Me-262 Schwalbe (IIRC Schwalbe = Swallow).
My game is in October 1942. 90% of North America is in German hands. Excepting a couple of Turkish cities, the Mediterranean is a German lake. There are only 3 or 4 techs that need to be researched at a research rate of 0.9 techs per turn. The treasury has 3500+ gold. The sun is shining. Life is good. Would you believe that Stalin actually "trusts" that great man of his word, our beloved Fuehrer?
quote: Originally posted by curtsibling
quote:
Originally posted by AGRICOLA 3. Descriptions of wonders are vague at best. I find it a major stretch of the imagination to deduce that the Palembang Refinery, described as “Located in the Dutch East Indies. Important industrial facility. Prime target for the Japanese”, is actually the Hoover Dam. It has been my impression that refineries produce lots of petroleum products but not a heck of a lot of electricity. |
The oil is next to the city -
The wonder is just there as a flavour target for the player... |
The flavour seems to resemble good German beer more than Japanese saki. An invasion convoy is now east of Aden and should arrive at Palembang in 4 months. Getting the Hoover will save the German economy 250+ gold each month.
OK, now about combat balance. 95% of the fighting has been done by Super Battleships and aircraft, mainly Me-264's. The only ground units used have been Waffen SS. All units have been vets. Casualties have been negligible despite Coastal Fortresses, the odd AA, and Flak Defences. It seems a bit too easy, although it takes a lot of patience and much time to build enough of the really good units before using them.
I am wondering if attack numbers should not be decreased for some units. The basic fact is that no matter which country is played by a human, it will have to go on the offensive after withstanding the initial barrage of AI attacks and that it will spend the rest of the game on the offensive. Consequently, the difficulty of the game will be determined by the attack strength of the best units available to any of the playable countries. It seems to me that if the attack strengths of heavy bombers and super battleships were reduced, it would better balance combat.
You have commented that heavy bombers are not invicible. I agree, but I think it would take a fortified, vet AA battery in a city with Flak Defences to shoot down a vet B-17 or Me-264. So far, I haven't encountered any cities like that.
The first two British Lancasters (almost certainly non-vet) that I have seen just attacked Damascus which was defended by an unfortified vet AA. One Lanc was shot down and the other damaged before the AA was eliminated. Had they been vet units, I doubt that one would have been shot down. With A = 20 they are very powerful units.
Anyway, it is your call.
There are a number of units that are not worthwhile building, either because they are too expensive for what they can do or because they are too slow to keep up with offensives spearheaded by aircraft.
All types of Artillery and the V 2 still seem greatly overpriced for one-shot units. The AI has used a couple Artillery against German cities to no gain. I would suggest unit costs of 5,10, and 15 for the 3 Artillery units and 20 for the V 2. I still would not build any of them, but maybe the AI would.
I experienced some difficulty during the North American campaign because Mv=1 AA batteries could not keep up with the speed of the advance. From this, I am thinking that building Mv=1 Tiger I or II tanks may be a waste of resources. Why are the German heavy tanks Mv=1 while the Pershing and JS-2 are Mv=2? Were the Tigers really that slow?
I mentioned that tech research is almost finished. This is because the V 2 and Elektro Boat cannot do anything that can't be done by existing units and, consequenly, will not be researched.
The only other thing that I have found that might be questioned is that Oslo, Stockholm,Washington are port cities that cannot build ships. What is worse is that Stochholm cannot even build a Coastal Fortress despite having Leningrad and the Soviet fleet just across the Baltic. Meanwhile, "technological and industrial powerhouses" like Oran and Tunis in the Mediterranean apparently have the huge shipyards and the expertise for building super battleships.
The best news is that I have found no more bugs of any kind. The scen is playing as it should. Congrats. Have a cold Canadian brew. 
Edit1: Typo
Edit2: Thou shalt put thy brain into gear before posting.
Last edited by AGRICOLA on 02-09-2004 at 12:52
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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After writing the previous post, I returned to playing the scen, using the new files, and found to my great amazement that despite my contiuous micromanaging, there was suddenly a lot of excess food production in most cities.
Cities that had been building Harbours no longer needed them. Instead of a maximum of 115 Einsteins producing 2127 flasks per month, it was now possible to have 224 who produce 2479. This boosted the tech rate to over one tech per turn.
Fortunately the sub-folder that contains all month-end saves also has all the old Dictator files needed to open the saves. Converting the old and new RULES to MS WORD files and using the compare function made it quick and easy to see the changes that you have made.
The miraculous increase in food production originates from changing the # of foods/citizen/turn from 2 to 1. This change completely overshadows the effect of reducing the food production of plains and grassland squares by 1.
The scenario becomes considerably easier because it is now possible to have more specialists, thus speeding up research or increasing cash flow. In my game, a few turns from now when research is shut down, 224 Einsteins are converted to an equal number of bean counters and the tax rate is increased from 20% to 80%, the monthly tax revenues will increase by 1800+ gold. That will be more than enough to make the German economy very healthy and allow considerable RB.
You may want to take a very hard look at the change.
Increasing of the number of rows in the food box from 10 to 20 will not have much effect on the scen. The need for research and/or money is so great that any excess food is immediately converted into specialists. Growth is very much a secondary concern. I would venture that this is a pretty neutral change as I do not consider Dictator to be a "growth" scen.
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curtsibling
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of the Kill!
May 2002 time: 05:17
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quote: Originally posted by AGRICOLA As I am playing the scen with mainly vanilla city improvement names and entirely vanilla improvement and wonder descriptions I can't comment on changes in any of these except that the new EVENTS and PEDIA still need both grammar and spell checks. |
I have added most of the vanilla content into the pedia file to make it clear what each improvement does.
Checking the spelling and grammer today...
Knew I had forgot something!

quote: Originally posted by AGRICOLA The new unit designations are great, I didn't know about the A.12 and A.34 numbers for the Matilda and the Comet. For consistency, you may want to change Sturmovik to Il-2 Sturmovik, Yak to Yak-9 and Me-262 to Me-262 Schwalbe (IIRC Schwalbe = Swallow).
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As far as I have found out, A.12 and A.34 are the class designations for those Brit tanks.
Fairline may be the man to ask about this.
I will implement the other unit names too.
quote: Originally posted by AGRICOLA My game is in October 1942. 90% of North America is in German hands. Excepting a couple of Turkish cities, the Mediterranean is a German lake. There are only 3 or 4 techs that need to be researched at a research rate of 0.9 techs per turn. The treasury has 3500+ gold. |
The Reich never had it so good!
quote: Originally posted by AGRICOLA The sun is shining. Life is good. Would you believe that Stalin actually "trusts" that great man of his word, our beloved Fuehrer? |
I am sure you will put him wise soon!
quote: Originally posted by AGRICOLA The flavour seems to resemble good German beer more than Japanese saki. An invasion convoy is now east of Aden and should arrive at Palembang in 4 months. Getting the Hoover will save the German economy 250+ gold each month. |
Good luck! 
quote: Originally posted by AGRICOLA OK, now about combat balance. 95% of the fighting has been done by Super Battleships and aircraft, mainly Me-264's. The only ground units used have been Waffen SS. All units have been vets. Casualties have been negligible despite Coastal Fortresses, the odd AA, and Flak Defences. It seems a bit too easy, although it takes a lot of patience and much time to build enough of the really good units before using them. |
Builidng a super-elite navy, army and airforce tends to make war easy.
Take the USA's modern force for instance...
You have built the WW2 Germanic version.

quote: Originally posted by AGRICOLA I am wondering if attack numbers should not be decreased for some units. The basic fact is that no matter which country is played by a human, it will have to go on the offensive after withstanding the initial barrage of AI attacks and that it will spend the rest of the game on the offensive. Consequently, the difficulty of the game will be determined by the attack strength of the best units available to any of the playable countries. It seems to me that if the attack strengths of heavy bombers and super battleships were reduced, it would better balance combat. |
Perhaps reduce all the heavy bomber attacks by 4-5 points?
I am open to suggestions...
quote: Originally posted by AGRICOLA You have commented that heavy bombers are not invicible. I agree, but I think it would take a fortified, vet AA battery in a city with Flak Defences to shoot down a vet B-17 or Me-264. So far, I haven't encountered any cities like that. |
Cheaper AA costs?
quote: Originally posted by AGRICOLA The first two British Lancasters (almost certainly non-vet) that I have seen just attacked Damascus which was defended by an unfortified vet AA. One Lanc was shot down and the other damaged before the AA was eliminated. Had they been vet units, I doubt that one would have been shot down. With A = 20 they are very powerful units.
Anyway, it is your call. |
Seems not too bad a ratio for a bomber attack on AA defences.
But I could reduce the attack for all heavy bombers as suggested.
I would consider your opinion to be important here.
quote: Originally posted by AGRICOLA There are a number of units that are not worthwhile building, either because they are too expensive for what they can do or because they are too slow to keep up with offensives spearheaded by aircraft.
All types of Artillery and the V 2 still seem greatly overpriced for one-shot units. The AI has used a couple Artillery against German cities to no gain. I would suggest unit costs of 5,10, and 15 for the 3 Artillery units and 20 for the V 2. I still would not build any of them, but maybe the AI would. |
I will look to the rules and make some tweaks.
Perhaps I might give the V2 some extra boom too.
quote: Originally posted by AGRICOLA I experienced some difficulty during the North American campaign because Mv=1 AA batteries could not keep up with the speed of the advance. From this, I am thinking that building Mv=1 Tiger I or II tanks may be a waste of resources. Why are the German heavy tanks Mv=1 while the Pershing and JS-2 are Mv=2? Were the Tigers really that slow? |
The tiger family was infamous for it's slow movement, and crap engine.
That and the 52 tons of tank made for a trundling pillbox with tracks.
The are tough buggers, but very slow.
For speed, use the Panthers and PzKw IV.
quote: Originally posted by AGRICOLA I mentioned that tech research is almost finished. This is because the V 2 and Elektro Boat cannot do anything that can't be done by existing units and, consequenly, will not be researched. |
One of the things I wanted in Dictator is the choice of war strategies.
There is no obligation to build certain techs/units.

quote: Originally posted by AGRICOLA The only other thing that I have found that might be questioned is that Oslo, Stockholm,Washington are port cities that cannot build ships. What is worse is that Stochholm cannot even build a Coastal Fortress despite having Leningrad and the Soviet fleet just across the Baltic. Meanwhile, "technological and industrial powerhouses" like Oran and Tunis in the Mediterranean apparently have the huge shipyards and the expertise for building super battleships. |
Aha!
Time to look into civ-city again!
quote: Originally posted by AGRICOLA The best news is that I have found no more bugs of any kind. The scen is playing as it should. Congrats. Have a cold Canadian brew. |
Cheers!
I will make the changes today, post haste!
If you have suggestions for the super units, I am all ears.
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curtsibling
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of the Kill!
May 2002 time: 05:17
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quote: Originally posted by AGRICOLA
After writing the previous post, I returned to playing the scen, using the new files, and found to my great amazement that despite my contiuous micromanaging, there was suddenly a lot of excess food production in most cities.
Cities that had been building Harbours no longer needed them. Instead of a maximum of 115 Einsteins producing 2127 flasks per month, it was now possible to have 224 who produce 2479. This boosted the tech rate to over one tech per turn.
Fortunately the sub-folder that contains all month-end saves also has all the old Dictator files needed to open the saves. Converting the old and new RULES to MS WORD files and using the compare function made it quick and easy to see the changes that you have made.
The miraculous increase in food production originates from changing the # of foods/citizen/turn from 2 to 1. This change completely overshadows the effect of reducing the food production of plains and grassland squares by 1.
The scenario becomes considerably easier because it is now possible to have more specialists, thus speeding up research or increasing cash flow. In my game, a few turns from now when research is shut down, 224 Einsteins are converted to an equal number of bean counters and the tax rate is increased from 20% to 80%, the monthly tax revenues will increase by 1800+ gold. That will be more than enough to make the German economy very healthy and allow considerable RB.
You may want to take a very hard look at the change.
Increasing of the number of rows in the food box from 10 to 20 will not have much effect on the scen. The need for research and/or money is so great that any excess food is immediately converted into specialists. Growth is very much a secondary concern. I would venture that this is a pretty neutral change as I do not consider Dictator to be a "growth" scen. |
Just a little experiment by me, to see if I could prevent the wipeout of cities with growth.
I too see the problems now with this change.
The next zip will have the old values restored...
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:17
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I am continuing the game with the old values of 2 foods per citizen, plains producing 2 foods, grasslands producing 3 foods and 10 rows in food box.
I'm also going to try some new A/D numbers (present numbers in brackets) for the following units:
Bomber 11/1 (12/1)
B-17 14/3 (16/3)
Lancaster 17/2 (20/3)
Me-264 15/2 (18/2)
Cruiser 7/7 (7/8)
Battleship 10/10 (11/12)
Super Battleship 13/13 (14/14)
The numbers for Bombers and Battleships have been reduced slightly in order to create a bit more separation with the better units so that players have a reason to upgrade. Reducing by 3 the A's for all three heavy bombers may be as far as one can go and still have values that reflect the relative attack strengths of all bombers.
The Lancaster's D has been reduced because, AFAIK, it had neither the defensive firepower of the B-17 nor its rugged construction. Also, in this scen, it will have to be used mainly for daylight attacks rather than only night operations that require a great deal of preparation and infrastructure to have any hope of hitting the target.
There isn't much room to decrease the A/D numbers of Super Battleships unless both Battleships and Cruisers are downgraded slightly.
@curtsibling
Please check your PM.
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fairline
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of the wing
Sep 2002 time: 05:17
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quote: Originally posted by curtsibling
As far as I have found out, A.12 and A.34 are the class designations for those Brit tanks.
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The British had a confusing array of designations for their tanks. First off, all tanks had an 'Axx' designation; the Matilda II was an A12 and the Comet was an A34 as Curt has it.
Confusingly, tanks were also classed as 'infantry tanks' (close support tanks with heavy armour and slow speed like the Matilda and Churchill, which equipped the Army Tank Brigades), 'cruiser tanks' ( fast with poorer armour to equip the armoured divisions, examples being the Cruiser Mks I - IV, Crusader and Cromwell) and 'light tanks' which were poorly-armed recce vehicles.
As a result, the Matilda II was also termed 'Infantry tank Mk II' as well as 'A12'. The Cromwell was also known as 'Cruiser tank, Mk VIII' or A27M. The Comet was termed 'Cruiser tank, Comet' as well as A34.
Confused? 
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