I was inactive on forum for some time. Sorry for that.
Just finished my game with zzyzzm and he give me a real beating. Few thoughts about the game now. We are playing v2.1 - written in briffing of the game( with costal batteries included, with air stucking penalty, and ect, ect. )
1 - Su enter the war early becouse I plaed axis minor card ( all of them, Finladn, Yugoslavia, Romania, Bulgaria, Hungary ). That instantly wake SU. Not fair, not historical. At this point Germany usualy fights in Greece, Africa, Norway, and must hold France becouse of England air attacks. If Su jumps in the game at this point Germany is doomed.
2 - Su may boost a production easy. Transfering the citiec behind Urals bring 500 per city. If he do that for all cities he may build so many factories that SU become unstopable. And with thch III on tanks Germany cannot counter that. Especialy that Germany cannot have any tech higher than II in 1941. I alredy in April 1941 have all tech upgrade done, and cannot by anything level III. Is this a bug?
3 - Italy - well it is stupid that Italy starts with 500 fuel only. Italy cannot move all planes and ships first turn. Also - I have a realy sirius thoughts about simple giving all Italy lands and units to Germany. And than I dont have to send PP and uniots to Italy, but simply convert all Italian ubits and cities to Germany control 1st turn. This is not fair. I dont think that country should give each other a cities and units. There should be a limit for that. . MAybe a city may produce for anather country, but not to give whole armies .
And please check battle balance. I got creamed up with 40 fighters lev II attacking inf units and I have 40 fighters lev II in defence. I lost whole HQ in France to attack executed by some 50 fighters lev II althou my HQ was defended by 15 flaks II. enemy lost 2-3 planes althou he executed few attacks to completly wipe out my hq. On the other hand- when Germany executed similar attacks if there is any flak units invlved I never lose under 5 fighters in a single attacks.
Arty units after attacks have too low redyness after contra arty fire. This is also not good. Arty should be redy to attack turn after turn. No mater of contry battery fire. Same as units that attack - it stay with ow redyness, and need to rest for a 1-2 turn to attack again.
LAst thing - how will Italy advance in NA when engeneers cannot build forts in sand? It should be done.
4 - I am looking for a new player 1 on 1 or 2 ws 2 in new version. If anybady wont to jump in contact me pls. email@example.com What is a new version anyway??
He really spend some time to analyze how to maximize factories as Soviets. e.g. most people would move Riga on turn 1 to research 75%(own) production. But according to zzmzmy's calculation, that's a waste.... If you play as the Soviets once, you would know how hard it is. The Germans can easily boost production with european production card and you will never ever out produce the German player.
Anyways, he just plays better than others.
1. Finland+Yugoslavia+Romania+Bulgaria+Hungary won't wake up the soviets. you must did something else that wake soviets up, like cancel trade, invade turkey or the soviet player spend PP to increase initiative.
2. Transfer city won't give that much until the soviets got to 125% production. I saw zzmzmy's calculation, at the beginning of the war, the soviets should have: 20factories,1 capitol ,2 cities and several towns = 20*2000 + 10000 +2*2500 + towns = about 60000 production.
as for the germans, they should have 10 factories at least by that time, that's: 38000(Germans) + 10*2000(fac) + European? = 58000+European production. for European production, let's assume the germens didn't take norway, and done 150%(Euro) production research, that's 8*2500*1.5 = 30000 at least. (1city in poland, 3cities in france, 1city in finland, 3cities at least in balkan). So the Germans can get above 90000 production with no problem at all.
check the research limitation in the update log. Axis can research level III tech in 1942, not in 1941.
Lordy I am hoping those numbers are not with the new mod. :) I added in all the manpower and econ stuff so that people wouldn't just resort to super spam factory building. And now that vic fixed that stringlist bug i reported i go back and retrofit the econ system the way i originally designed.
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