pzgndr -> RE: Advanced Third Reich Mod v1.1 (5/14/2018 8:57:50 PM)
|
FWIW, I continue to work on improvements for v1.2, aiming for release this summer. Some updates go beyond minor issues now. Here's my latest change list: quote:
================================================================= Advanced Third Reich for Strategic Command WWII: War In Europe, v1.2 ================================================================= DATA CHANGES - reduced Russia initial mobilization from 30% to 25% - slightly reduced chances by 5-10% for sandstorms in Africa and Middle East, and frozen/snow in Europe during winter - doubled initial BRPs to help jumpstart spending options - made adjustments for British BRPs (was getting about 80/turn and should have been getting 125/turn) -- changed Glasgow to a major city -- added Hamilton as a major Canadian city -- added two Canadian oil resource, one for regular Canadian production and one for Increased Commitments From the Dominions variant - made adjustments for French BRPs (was getting about 70/turn and should have been getting 80/turn) -- changed Sedan to a major city (this also helps Germany) - changed Industrial Centers to Major Cities (same value, improved appearance) - deleted Palestine and Trans-Jordan as separate minor countries and made whole area Egypt (now all BRPs subject to convoy losses) - increased Germany max research of Industrial Technology to 2 chits, to allow it to reach level 5 SCRIPT CHANGES - adjusted OFFENSIVE scripts for Germany attacking Yugoslavia and Russia - adjusted GUARD scripts for Germany garrison of Poland/Eastern Front and British garrison of Palestine/Trans-Jordan - adjusted GUARD scripts for Italy garrison to include Naples with Rome/Taranto/Messina as default defense - adjusted GUARD scripts for Germany garrison of Albania and Greece prior to Italy surrender - adjusted STRENGTH scripts to slightly reduce effects of supply shortages, generally from 2-4 to 1-3 - fixed STRENGTH scripts for Axis AI games for Allied supply shortages, now requiring United States not yet at war - adjusted RESOURCE scripts for Russian BRPs, to slightly delay production increases unless triggered -- loss of Smolensk OR Kiev triggers Urals Industry Transfer for Kuibyshev and Sverdlovsk, failsafe 1942 -- loss of Moscow OR Stalingrad triggers Total War mobilization for Chelyabinsk and Magnitogorsk, failsafe 1943 - adjusted UNIT scripts to change failsafe date of Russian 3-3 infantry to 1942 and Siberian Transfer to 1947 -- changes require German DOW and advance past Smolensk to trigger extra units - adjusted UNIT scripts for arrival of extra fleets (German Z Plan variant 10% to 20%, British AI 1942 to 1941, United States AI 1942) - added UNIT script for de Gaulle HQ and Free French unit arrivals upon liberation of France - fixed unit script error for Free French unit in Syria - adjusted CONVOY scripts to reduce convoy seasonal reductions, except for Murmansk Convoys (U-Boats will have to inflict losses) - adjusted CONVOY scripts to slightly reduce Lend Lease and Murmansk Convoy percentages - adjusted SURRENDER_2 scripts for Italy surrender to include loss of Tripoli as a condition -- surrender requires Axis has no units in Tripoli and Sicily AND Allies have units on mainland Italy in range of Taranto - adjusted AMPHIBIOUS and AMPHIBIOUS_MINOR scripts for improved Allied invasions of Sicily and Italy I recently played a challenging campaign game as Allies at Expert difficulty. Axis launched a Sealion invasion of Britain that had me scrambling; almost lost London but managed to hold it. Sealion mobilized Russia and United States for early entries in 1941. Besides Sealion, the second surprise was Axis attacking Turkey as well as Russia. Despite losing Leningrad and Maikop oil, I managed to hold Moscow (barely), Stalingrad, and Ankara. Allies took Sicily in 1943 but failed to advance into Italy. The big break came in 1944 with D-Day invasion of France and Allied invasion of northern Italy. Once Italy surrendered and Rome fell, the Axis started collapsing pretty quick on all fronts. I will say there were quite a few brutal air and naval engagements throughout the game. All good. I continue to be most concerned about the economics in the game. I really miss the boardgame simplicity and its overall balance; it's very difficult to recreate that. I think this mod does a pretty good job of ramping up Allied production in the later half of the game, but the middle game is fragile. If Axis gains too much and Allies lose too much, then it's a very tough fight for the Allies. I thought it was tough enough despite Germany distracting itself with Sealion and Turkey; no telling how bad it might have been if Axis fought a more historical game. But this was on the most challenging Expert level, which is indeed challenging even for me.
|
|
|
|