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Tigey
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quote: Originally posted by AGRICOLA
I kept the research rate at 2 turns/tech through deficit financing until the initial $10,000 ran out in Aug 1941. Research then decreased to 4 turns/tech with a small monthly tax deficit. In Dec 1941 research had to be reduced to 5 turns/tech in order to avoid bankruptcy. By Feb '42, the US has researched the following:
Wartime Production (Munitions Plant)
Improved Railroad. (Engineers, now have 40)
Armored Vehicles. (Armored Car, now have 45)
Mass Production (Manufacturing Plant)
Super Battleship. (Super BB, now have 12)
Radar
AA Defences. (AA Unit, now have 10)
Science Research I
Science Research II (University)
Science Research III (Research Complex)
Working on Armament Design III (150 mm Arty, want 50+ as main offensive unit against cities)
Even with building universities, research complexes, banks and stock exchanges, it is going to be difficult to generate enough revenue and keep the research going at a rate of much better than 3 techs per year. This is inadequate for the US to develop weapons at the historical rate. I suspect that the same holds true for AI civs. Perhaps the research paradigm could do with a tweak.
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I think the tech paradigm should be kept quite high, I'm of the belief that research selection should mean hard choices for everyone but the richest empire (although whether the AI can keep up should be considered).
Instead, I think it might be worth either re-adding (is that even a word?) a trade unit if a slot can be spared, or setting up a lot more (and much more profitable) trade routes at the start of the game. I found Soviet Steel 2 to flow much more organically after adding in a large number of trade routes at the start, and it served to distinguish the major nations from the rest..
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:20
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Germany, Deity, March 1941
I implemented the following changes before playing:
- Canadian cities are US controlled.
- terrain is stackable.
- Fallschirmjägers linked to Blitzkrieg Doctrine tech.
- tech paradigm changed to 40.
GENERAL COMMENTS
1. This is definitely not a scen for non-vet units. Overall, defences seem to be much stronger than offensive units, probably because virtually all units have Fire Power = 1.
2. IMO, Germany is much too weak to follow its historical sequence of actions.
In the present game, the RAF in Britain was "persuaded" to commit mass suicide in Dec '40 so that London, Newcastle and Glasgow could be captured the same month. However, the available German forces were too weak and too damaged to capture the remaining three cities in the British Isles before March '41.
Meanwhile, British activity in the Med has heated up to the point where major German strength will have to move into the area, particularly the 5 Pocket Battleships and 5 Wespes which did 95% of the fighting in conquering Britain. I don't want to try to take Gib and Malta without these units because, while playing the US, I watched a steady stream of German units get wiped out whenever they tried to attack these hard rocks.
Also, despite discovering a new tech every 2 months, the critical Armament Design III (150 mm Artillery) and Modernised Army (105mm Wespe) techs will become available only in April '41 and July '41, respectively. That eliminates any realistic possibility of duplicating Barbarossa in '41 unless the goal is to kill off as many German units as possible for very little gain.
So, the timetable has slipped by at least a year and I'm not sure whether to tackle the US or Russia in '42 or early '43, AFTER the Brits have been squeezed out of the Med. My gut feel is to go after the US, the most dangerous of all opponents. With defence stronger than offense, I think that there would be minimal difficulty in fending off the Russians if they decide that German-US hostilities are a good time to launch a pre-emptive attack. I'll make sure that the US and Germany are at war as soon as Japan attacks Pearl Harbor.
MISCELLANEOUS
1. It is very late in the development of the scen to bring this up, but I'm bothered by some of the cities that have been labelled Neutral. IMO, the only true neutrals are Sweden, Spain, Turkey and South and Central America. The rest of the neutral cities were really fair game for any power that wanted to take them. Historically, the North African cities were taken by the Allies; the Yugoslav cities were captured by the Germans; the Allies effectively controlled the cities in Iran and Afghanistan; the Japanese captured the East Indies; and the neutral cities in central and southern Africa did as they were told by their various European overlords.
You may want to consider if it would make sense to:
a. Do away with the remaining Allies. Change the cities in Australia and NZ to British.
b. Rename Allies to Independents or whatever, and include all presently neutral cities in Africa, Asia and Yugoslavia in this civ. The Independents would have no alliances but could keep the same type of immobile unit as they presently have.
These changes would make possible a number of historical actions that are now impossible.
2. The Partisan unit seems a mite overpowering with A=4, D=2, HP=6 and FP=2, probably for the benefit of China in its war with Japan. The fire power may be a bit extreme as the only other unit with FP>1 is the Me-262.
There was major trouble at Tripoli when a Brit vet Partisan showed up outside the city. 75 mm artillery could not kill it yet it could kill a fortified German non-vet armored car behind A-T defences. Also, I'm not sure where the Brits would find manpower for Partisans in North Africa. Certainly not in Egypt. The Egyptians didn't give a damn for their British overlords and, AFAIK, the desert tribes were wise enough to stay aloof from the fools fighting over nearly useless desert.
3. Germany and Japan have some banks at the start of the scen but cannot build additional ones. Do you want banks to be buildable by Fascist (Fundamentalist) governments or is this a means of modelling their shaky economies?
4. Would it be better if the German Half-Track unit was renamed Panzergrenadiers and the Allied and Japanese equivalent was called Half-Track, Armored Inf or Mechanized Inf. The present Armored Car icon really doesn't look anything like an armored car.
LEMMINGS
The attached screen shot is from March '41. I have no idea what the attraction is in Monrovia but all US naval units (~30) are making a pilgrimage to it and then returning to the Panama Canal. The northern stream of ships have GOTO orders for Monrovia; the southern ones are doing a GOTO to the Panama Canal. There is not a single American naval unit in the Pacific. The AI certainly does work in wondrous ways. 

Attachment: sspng.png
This has been downloaded 145 time(s).
Last edited by AGRICOLA on 03-07-2005 at 12:05
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:20
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Naval units at the start of the scen have Role = 0 = Attack, not Role = 2 = Naval Superiority.
Apologies for my previous error. 
quote: Does this all sound OK? |
It is as good a compromise as can be expected in this complex scenario which needs to follow a lengthy list of historical events. Among other things, you are trying to reconcile two conflicting demands: if a human is playing a civ, you don't want the civ to be too strong, whereas, if the AI controls it, you want it as strong as possible.
Unfortunately, events that affect a civ cannot be tailored to whether the civ is human or AI controlled unless there is a separate events file for each human controlled civ. I think that you have done as much as can be done with a single events file.
quote: *Give German units all a firepower rating of '2'. |
In a way this answers one of my unposted questions as to why, after campaigns in Poland, Scandinavia and France, most of the German air and ground units are not vets at the start of the scen. Increasing their firepower would definitely fix this.
The checklist looks fine to me. Go with it after you have recovered from your graduation party.

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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:20
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Just a brief note before you finalize things.
1. The Chinese tried to bribe Germans with a tech and 500 gold to attack Japanese in Sept '41. If the Germans accept, the Tripartite deal is voided, units are withdrawn and the two Axis members are at war. Interesting
2. It appears that the Rocket AA Battery improvement can be built only by the Soviets because Soviet Goverment is one of the prerequisites. Is this what you intend?
3. Could you give a bit of thought to the cost vs effectiveness of engineers. I understand your reluctance to make them true engineers rather than settlers: that might make any Blitzkrieg too fast. However, some industrial development is needed by all civs. The 150 shield cost seems like a very high price for settlers. I'd suggest that they shouldn't cost more than the 50 shields that are needed for most of the generic air and ground units.
Another approach might be to make them true engineers but raise their price to 200 or 250 shields. The cost and time needed to build them would limit the number that anyone is going to be willing to acquire.
4. Is there a way that everyone could have embassies but still be unable to communicate? It would be nice if there was at least some information about the other civs.

Last edited by AGRICOLA on 09-07-2005 at 00:59
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