GShock
Posts: 1245
Joined: 12/9/2007 From: San Francisco, CA - USA Status: offline
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Might be good, since you find yourself discussing, to note down the fact that while both the light v of the manual and the F1 screen state that the LABOR SLIDER is supposed to increase the unit production speed, it doesn't but as Terje and I noticed, it DOES affect the production of LABOR RESOURCE. I am now playing with NORMAL difficulty level and all economies seem much more credible when compared to mine, I suppose the STANDARD level has got some bonus to the AI but it seems really too much imho. This game is a bomb, just like FoF it could be developed for ever given its potential. Now you either develop it or not, it's just already a masterpiece as it is. Just minor flaws. There's a problem with the sea zones in front of Cyrenaica (I guess... I mean in front of the last Lybian province, just next to the Turkish reign). This zone seems to be divided into 2 zones but there's no such marker on the map. Graphically, it's ONE sea zone, but with movement and depots it is TWO zones. When control was assumed of this minor, its lone Privateer was NOT disbanded, thus remaining on port PERMANENTLY. :) Please also make sure to note the fact that if your ally wins a war with your enemy and this enemy surrenders to you while you are besieging a place like CRETE for example, the fact you CANT load back onto a fleet at sea will PERMANENTLY jam your container there (this is a problem common to FoF as well). In other words, you can only load troops on a fleet if the fleet is in the port and the troops are in the port region but if the fleet is at sea you can only disembark (unload) but not re-embark, unless the fleet enters the port which is NOT always possible as you imagine. Now, keeping the container supplied is a pain but having to disband it awhole because of this issue is a bigger pain imho. :)
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