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Sarsstock
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I'm sure the real constructive comments will be comming in this week. We know for a fact Curt has downloaded it, and we saw Techumseh express interest in its release on the Seven Years War thread.
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curtsibling
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of the Kill!
May 2002 time: 05:37
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A very grand map and it is obvious a lot of work has went into this epic.
As for feedback here are some things that instantly hit me:
Pearl Harbour - This event is done very nicely!
*Not sure....Were there any US carriers present at Pearl Harbour?
*I was a bit worried at the AA guns, but now that I think about it, they are balanced.
*Losses were not too heavy, and fit with the 'death or glory' attitude of WW2 Japan.
*Once the bombers begin attacking the Harbour, the USN begins to feel the pain!
*You probably don't need all those planes, I would remove about 40% of them.
Balance...
*The units seem to be well balanced, although my conquests have just started.
*It seems like Japan has tons of units, but I am sure they will be worn out soon.
*I would make sure units are hard to replenish quickly, just to offset rapid conquest.
Some other things....
*Lose two of the cities in the extreme North of the USA. Cluster cities in the West coast.
*Terrain needs an overhaul, especially mining Icons. I can help if you wish.
*Those WW2 USA/Brit cities are not my best. I will create some new ones for you.
*I hope those red cities cannot build anything, or you will be swamped with units!
*The round unit shields are very good, and you can easily spot units...Nice!
*I like the Japanese flavoured units, but suggest you add some info on them in the civlopedia.
More to come - I am sure my conquest will be glorious!
The rising sun flag will flutter in Los Angeles!

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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:37
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I'm still looking things over.
The first turn money bug is alive and doing well. Taking Kuala Lumpur and Quezon City on turn 1 empties the Brit and US treasuries. If you wish, I can remove the bug in the next version.
The industrial squares pose a problem for players because it is impossible to tell whether the square has a road, a RR or neither. They look a lot like the industrial squares in Curt's Dictator TOT, the ones whose icon I had to change to a small industrial plant with a scarlet roof for visibility and to be able to see topography and roads/RR's.
I'm a bit disappointed that there are no resource rich cities in SE Asia. Balikpapan (check your spelling) with its oil fields and Malayan cities with rubber and tin might be expected to generate a significant number of either shields or trade arrows.
The following points are from the README.
quote: 1.)Make the Philipines, Burma, Malaya, Singapore, Hong Kong, the Dutch East Indies, New Guinea, the Solomons, and the Aleutians your first priority. Taking them all by mid-1942 will make the events work best (and you should begin with enough forces to do it).
Hawaii still looks like a tempting target, ripe for capture on turn 3 or 4. 
2.)When Freight and adjacent Freighters are generated in Southeast Asia, load the Freight onto the Freighter and take it to cities in the Japanese Home Islands (Tokyo, Osaka, Hiroshima, Nagasaki, Kagoshima, Niigata, Sapporo, and Naha).
I assume that it is OK to rehome the NONE freights in SE Asia before delivering them to the Home Islands. NONE freights generate almost nothing in cash or flasks. If they cannot be rehomed a player may do better by disbanding them in Home Island cities.
Open a trade route (despite the fact no Japanese home city demands 'SE Asian Goods,' you'll make up for the loss of trade in the volume of this Freight) Then, disband the Freighter in a Home Island port for shields
Meaning of "make up for the loss of trade in the volume of this Freight" is not clear.
DO NOT use Freighters as free troop transports; though they may pick up troops stranded at sea because their Landing Craft was destroyed, they MUST then deposit them in a friendly port, not an attack beach.
DO NOT use these free Freight (Freights?) to trade with cities not on the Home Islands, or disband Freighters in other cities.
WARNING: after a time, US Submarines will make shipping lanes in the area unsafe.
These rules also apply to the one Freight and one Freighter in French Polynesia (no more will be generated free there).
3.)Build ONLY Thai Infantry in Thai cities (Bangkok, Nakhon Sawan, Mae Soi, Chumphong, and Songkhia), build ONLY French Indochinese Inf in French Indochines and French Polynesian cities (Saigon, Hue, Hanoi, Phnomh Penh, Vientiane, and Papeete), at least until late '43 when the Japanese can be assumed to have 'invaded' them, and, build ONLY Kantogun Hohei in Manchuran cities (Shenyang, Kirin, and Harbin); DO NOT build these units in other cities. For garrisons in captured cities, use Kempetei [red]Kempetai?[/red] on the mainland and Senpaku Hohei on other islands (and non-Asian continents).
I think that 3.) is extremely unclearly written, puts unreasonable demands on players and, in part, makes no sense.
A. Does "until late '43" apply only to Thai and French cities or also Manchuria? Why '43?
Didn't the Japanese gain control of French Idochina in 1940 or '41 and Manchuria in 1931, the date given in the Intro. Certainly. Manchurian cities should be able to build any unit. What is meant by "late '43"? Does this mean that Thai, French and Manchurian cities cannot build city improvements at any time? Can they Capitalize rather than build lousy units?
B. I do not at all understand the house rule about using particular units to garrison certain cities. I read it as something that asks players to play stupidly rather than to the best of their abilities. Are players restricted to only those units or can they sneak in the odd Zero or 88mm AA?
C. The whole business of building only unit A in certain cities, having other cities that can build only unit B, using unit C to garrison particular cities while unit D must be used elsewhere is a recipe for mass confusion, especially for players who have bothered to read the README.
You know the scen far better than any of us. Is there really no way to cut down on both the number and complexity of the house rules? |
I may not like house rules but I'm very much for any necessary ones. You may want to add one to the effect that 2-engined bombers cannot land or take off from carriers. [HINT]In this regard, I did manage to persuade one excellent designer that bombers could be loaded onto a carrier in one city and offloaded in another, more or less like the B-25's of the Doolittle raid were loaded on the Hornet.[/HINT]
I'm going to hold off playing until at least some of the above concerns have been addressed.
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Patine
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Edmonton, Canada
Mar 2002 time: 22:37
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I see your many points here, AGRICOLA. Certainly, I only dictated garrisons to avoid the player building regional units (Thai Infantry, French Indochinese Inf, and Kantogun Hohei) in other cities. I should change that to otherwise allow any unit to be built in a city. As for those regions (Thailand, French Indochina, and Manchuria) I'll settle for starting regional units there, otherwise build as you please. And feel free to rehome Freight. I didn't think of that actually; duh! In the next version, I'll add more industry to certain SE Asian cities and use your mining icon. And, go for Hawaii on turn 3 or 4; I'll add that one.
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:37
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End of TURN 1
1. I found the first turn to be much too easy and Japanese progress too fast. Some of the Japanese units are very strong and they have a lot of them. In my previous test, a total of 6 enemy cities were captured in Dec '41. This time 15 were captured, primarily because of my better appreciation of the abilities of Japanese units and how to best employ them.
2. Lhasa, Urumchi and Kashgar are the sole remaining Chinese Nationalist strongholds. The ChiComs are hanging on to Ulan Bator, Thimpu and Kathmandu. To make the conquest of China more difficult, would you consider giving the Chinese the Partisan tech. It does not seem unreasonable for them to have it and it would really slow down the Japanese Blitzkrieg in Dec '41.
3. I think that I used some questionable methods in getting the 3 Freights as far as Shantung, from where they can be delivered to Tokyo in Jan '42 if they can board a Landing Craft after the Freighter reaches Kagoshima. All 3 were rehomed to Bangkok, freighted to near Saigon, transferred to a waiting Freighter, freighted to near Nanning, transferred to the next Freighter and then freighted to Shantung. I don't think that this should be possible.
Rehoming Freights has greatly altered what I believe you intend . . . . . simply load a Freight on a Freighter and take it to Japan with no side trips for rehoming. Rehoming brings up the possibility of Freights moving by road/RR and loading more than one Freight on a Freighter.
A solution might be to spawn both a Freight and a Freighter in a port city. The first such pair can be spawned only in Bangkok. The second pair can spawn only in Balikpapan, if and when the the city is captured by the Japanese. The third pair can only spawn in an Indian or Australian city once it has been captured. This would model the increasing resource traffic resulting from Japanese conquests, especially if the number of trade arrows increases from Bangkok to Balikpapan to city Z. Also, set Freighters so that they can carry only 1 Freight, do not allow Landing Ships to carry Freights and forbid road/RR movement by spawned Freights (but only SPAWNED Freights). The way I see it, once thousands of tons of freight are aboard a freighter, they should stay there until the ship reaches Japan.
4. You eliminating a couple of the confusingly named Japanese units has helped a lot. However, I got tired of having to click on icons to distinguish Senpaku Hohei, Kempeitai and Giyugen Hohei. They now have been issued lurid green, blue and red helmets. The lads with the red helmets cannot be disbanded. Also, the Type 97's now have a radio antenna with a bright blue pennant to distinguish them from the Type 94's. My abject apologies to Gareth for butchering his super artwork in the interest of expediency. 

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