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adaMada
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"The Iron" Stadium, Ubergorsk, Apolytonia (C3DG)
Mar 2000 time: 00:21
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Thanks re: the scenario -- that's what I guessed, so I tried it first, and it worked .
I like the scenario itself a lot, but I think it could be a bit more balanced... Here's what I'd do if you're planning on a version two:
- If you can make it so that you can play on other levels besides deity and so you can choose from the human playable civs without editing hte file, that'd be nice. If it's a lot of work, though, it really doesn't matter...
- The battleship is a totally dominant unit right now. In my game, London can pump out one every two turns, and no other unit can compete... I'd like to see it balanced a bit, so other units become more important... for instance, you could give the sub unit more attack and less defense, so it oculd score a kill on a battleship. If you did that, then people would have to bring ages crusers along to protect against subs, and it would make the fleet more balanced..
- I don't know how much is possible without making major changes, but it'd be nice if researching the tech tree could provide better ships or planes or anthing like that. Though maybe I haven't played far enough ahead, it seems like there aren't any worthwhile naval units after battleship, no worthwhile air units after bomber, and no worthwhile ground units after mech inf. Though I may well go back to playing it and find out that there is something around the corner, I've probably played at least 200 turns so far, and it'd be nice if there was something in between.
In short, the game itself very weak when it comes to naval units. I love what you've done with it, but I think it'd be much stronger if you'd play with some stats... either way, though, I do really like what you've done, and wanted to thank you for a really good scenerio.
-- adaMada
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adaMada
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"The Iron" Stadium, Ubergorsk, Apolytonia (C3DG)
Mar 2000 time: 00:21
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Happy to help however I can .
Balancing the battleship unit would be very complex, and I find it hard to imagine how much thought would have to go into it, but I've had one observation about balance in general for all the naval units so far: they are all stronger on offense than defense. Though I can see why they each might be that way, it gives a huge advantage to whoever's ships can attack first, even if the ships were right next to each other all along.
Balancing the Sub unit, however, is something I have an idea for: you could make the sub very easy to kill, with a defense of three or five or so, but make it very powerful on attack, with an attack of 18-24 (or something that high). Maybe even giving the sub a lower than normal number of hit points from the start (I think you can do that, though I'm really out of my depth when it coems to making scenerios). That would make the subs an important strategic element when it comes to sneak attacks, while still modeling real life to some degree: subs are easy to sink once found, hard to find, and once they've fired their missles at a surface ship, the ship will be seriously damaged. This'd work even better if another ship, such as AEGIS crusers, were able to have increased defense against subs (if that's possible) -- that way, you'd have to properly defend any convoy not only with destroyers, but also with anti-submarine ships, and perhaps with anti-aircraft ships (again, if that's possible).
Just a few more ideas... I really love the idea of a scenerio that was naval/aircraft based war, and hope you keep updating it, even if you can also branch it off into a Pacific War scenerio. 
Thanks...
-- adaMada
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