WanderingHead -> Global Glory v3.00 (11/17/2007 9:32:10 PM)
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Hi guys, I was able to include Global Glory in the release, so you will all have a brand new scenario to play with! I think that it could fairly be called an "advanced" version of the game. There are a few more rules to think about. I won't describe it in detail, because there is a detailed description in the distribution, but I thought I'd provide a brief overview. One thing I'd like to point out is that playtesting has been somewhat limited, and play balance may be questionable. So far it has generally appeared to be biased towards the Allies. I made some quick tweaks before the release, but really I felt it was better to get the patch out there and get GG out there and get feedback from everybody rather than try to make it perfect offline. Hopefully it is not too far off, and you all can enjoy it. Erratum - end of Japanese gift
* contrary to documentation, the Japanese gift ends in Summer 1941 (the same as Total War). This was an error in the data file which must be corrected. * this is corrected in the patch file attached to this message. * Installation: download the file. Rename the file "GlobalGlory_v3.00_patch.zip", changing the file extension to ".zip" instead of ".txt" (this forum doesn't allow zip file attachements for some reason). Extract the zip file into your AWD v1.020 directory. It should place a single file, wawgoldfrozen_gg.txt into your dat\ directory. Highlight overview: - emphasis on oil
* more resources in the middle east, some starting damaged so the WA must repair them to exploit them * Germany has a non-military resource consumption (NMRC), making resources valuable from the beginning of the game * Germany goes to FM=3 in 1942, so a succesfull capture of middle east resources can be exploited in production in preparation for a late war with Russia * addition of factories in zero-population regions (Trans-Jordan, Borneo, Sumatra) representing oil refining capacity. Changed so that factories in zero-population regions cannot do research, they can only produce supplies. - changed air rules
* fighters cost 3, heavy bombers cost 5. This seems a more reasonable population-to-production ratio, compared to other units. It can easily be considered to be a cost of crew training, since often availability of trained personel was a constraint more than overal population or equipment. * air units can flyover narrows, e.g. it costs 1 MP to go from W France to England or 2 MP from Saudi Arabia to Italian East Africa. * air suffers a penalty at max range. Firing attack roll penalty -3, fired at penalty +1. A unit is not considered "at max range" if it is 1 move (not 1 MP, just one region move) from its base, _unless_ that move is across a narrows (this enables a Battle of Britain scenario with 1MP fighters considered to be at max range over the Channel). - changed WR threshold and frozen strat moves
* frozen strat move limits increase over time * the USA can strat move, sometimes, in 1941, 1942+ * the goal is to allow the Axis to delay war, and allow the Allies to be better prepared without necessarily DOWing. - enhanced transport rules provide increased benefits to ports (notably Norway and Malta).
- additional modifications to make the transportation problems in the Med and North Africa more realistic
* reduced Italian starting transports * increased starting Italian militias in N Africa and E Africa, representing the overwhelming numbers of poor quality Italian troops. - new political events for surrenders
* Russian surrender, which cedes territories, refreezes the remaining Russia, and reestablishes a gift to Germany. If this occurs, then an AV game is probably already about to end, but it could allow for a better non-AV game. * Indian surrender, with regions becoming Japanese without damaged resources, representing an Indian nationalist movement. * Australian surrender. - some fine tuning of USA->Japan gift rules
* The gift does not stop if Japan invades inland China. Instead, there is a political event that can trigger and reduce the gift. This event gets more likely as Japan captures more Chinese regions or bombs more Chinese factories. * Japanese gift does not end in Su41, instead it can continue. But it is cancelled when Japanese move troops to Indochina. - all neutrals produce insta-militia equal to population when attacked as a neutral. This makes a neutral a little better able to defend itself, while not such a big force when it joins an alliance voluntarily. This was mostly seen as useful against WA invasions of Portugal and Spain, making it a little harder early in the game. But it was made consistent everywhere.
- all inland routes in Africa are severed to land unit traffic, but air units may still fly over the continent. This eliminates unrealistic things like supplying Sudan from British East Africa, or campaigning across the continent.
The rules, especially for Japanese gifts, require careful reading. Thank you to everyone who helped out, provided feedback and playtest. I've played several useful games recently with tica, and I remember a particularly productive bug-fixing 2x2 game with tica, Lebatron, and Forwarn45. Many of the ideas here were not originally mine. I cannot credit everyone, because I don't necessarily remember where everything came from. Some of the biggest ideas I can think of ultimately originated from JanSorensen, Lebatron and Forwarn45. Thanks all. I hope everyone can enjoy it. Be sure to let me know how it can be improved, there is leeway to change it in the next patch.
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