After a playtest the mod has developed into a version, which is described below. Completeley new additions/concepts when compared to the previous version are marked in red. I tried to follow most of the advices given by playtesters.
The current version of the mod contains the following changes when compared to the stock version:
1) New readiness rules
The readiness changes should decrease the effects of the „flying production“ phenomena and force the players to plan more ahead (to create reserves). In the stock version it was very easy to fly your production into the threatened sector and to send it right there into the battle. Basically units were formed instantly. The new readiness rules should more represent also the period when unit is formed.
-Readiness penalty when transfering SFTs between units under the same HQ - minus 80 points. This means that if production arrives into HQ and you transfer it into a unit, then the production looses minus 80 readiness. In the stock version it was only minus 25 readiness points which meant that the arriving production was pretty much combat ready.
-Readiness penalty when transfering SFTs between different HQs - minus 90 points.
-Readiness penalty when assigning a unit to another HQ is now only minus five readiness points. [I know that it can be disputed that it is not very realistic to have this kind of readiness penalty at all but I felt that this is needed to hinder the gamey tactics which allow to escape the staff limit penalty and different HQ attack penalty].
-Readiness penalty for strategic transfers is now only minus 20 readiness points.
All this means that players can still reinforce their front line units directly from a HQ but if they do it too much, then the readiness of the reinforced unit will drop critically. Of course if the sector is without major action, one may risk to reinforce frontline units heavily in this way but it will not work if you want to go offensive next turn or are facing enemy offensive.
If a unit need strong reinforcements, it is wise to pull it back and then reinforce it. After a couple of turns it is ready to return the frontline.
Also player can choose to start to reform reserve units. This means that such units will have at first 20 readiness. Reserve units can be moved also by strategic transfer without losing too much readiness.
-Research cost has been decreased for level III and IV (for some items also for level I and II).
-In order to be able to proceed to level III or IV a major research item must be researched. There are four different major research items: for infantry, armour, aircraft and artillery.
For example a major research item called „Level III Infantry Research“ is a prerequisite for researching Rifle III, MG III, Bazooka III or Mortar III. The prerequisites for „Level III Infantry Research“ are Rifle II and MG II. The other major research items work in the same way. For example „Level III Armour Research“ is the prerequisite for researching Light Tank III, Medium Tank III, Heavy Tank III, Assault Gun III, Tank Destroyer III, Halftrack III. The prerequisites for „Level III Armour Research“ are Heavy Tank I and Medium Tank II.
-There are some other minor tweaks in the research tree, for example the prerequisite for V1 rocket is „Level III Aircraft Research“ etc. All these tweaks can be easily understood if one takes a look at the research tree.
3) City production points
The amount of city production points is now 12 000 for city and 28 000 for capitol. In the stock version it was 8000 for city and 20000 for capitol. [In the playtest game it was 16000 for city and 35000 for capitol but I decided to decrease them a bit.]
4) Political point cost
The cost in production points has been lowered. In the stock version it was 500 production points, now it is 200. [It was 200 also in the test game and some felt that the research was maybe too fast. However I decided to leave it on 200 because city production points are now lowered when comapred to the test game.]
5) Supply cost
The supply cost is now 2 production points. In the stock version it was 3. In the testgame it was 1 but this was obviously too low.
6) Raw cost
The raw costs when producing items are usually lowered about 50%.
7) Oil consuming
The consuming of oil when moving or when in battle is usually lowered about 50%
8) Factories and Research Centres
-It is possible to build (by Engineers) Research Centres which generate political points each turn. The cost of a centre in political points is such that after three turns a centre has produced more PPs than you expended when creating it.
-Factories and Research Centres have now three levels (I-III). After building a Level I factory/centre you can upgrade it to the next level. The higher level – the more production points and structural points a factory or centre will have. Factories start with 6000 production points, level II has 8000 and level III has 10000. Research centres have a bit less production points.
-Factories and research centres can be now built only on suburban hexes. The random game generator creates a random number of suburban hexes next to each city. So now all the production is concentrated in and next to cities. You can not build factories/centres on fields, forests etc.
9) Minor and Major Oil
There are now two types of oil resources: Minor and Major Oil. The random game generator should give each regime around 70% Minor Oil and about 30% Major Oil resources.
Minor Oil 1 starts with 800 production points and can be upgraded to level 2 which has 2800 production points. There is no level 3 for Minor Oil.
Major Oil 1 starts with 2800 production points, level 2 has 6000 and level 3 has 10000 production points.
Higher levels have more structural points.
All this results that oil is spread more unevenly on the map which should create more interesting strategic situations. However it may create difficulties in creating more or less equal map.
Raw is left unchanged (it works the same as in the stock version).
10) Commanders staff limit
In the stock version the staff limit which commanders were able to effectively command was around 50. Now it is doubled and is around 100.
Cavalry combat power is now exactly like infantry. [There was a suggestion that cavalry should peform better against infantry on cavalry-friendly terrain. But I found it difficult to model with the editor. Besides in WW II there were not many cavalry attacks but cavalry was more like mobile infantry.]
Currently the cavalry can be best used for example in the following roles. a) To increase recon. A cavalry SFT has 5 recon points while a infantry or tank SFT have only 1 recon point. b) To support advancing motorised troops. Cavalry has much better mobility than regular infantry and it does not consume fuel. c) To cover rear areas against guerillas or paratroopers. d) To form a mixed mobile group containing cavalry and support weapons on trucks.
The cost of cavalry has remained the same when compared to the stock version [I increased it in the playtest game but now decreased it again back].
Now recon can not see behind two hexes (in the stock version recon was able to see up to four hexes). This allows players to achieve surprise more easily.
Also some landscape hide points were increased a bit.
The amount of recon points to be able to have full info on enemy unit has been increased to 450. [The amount of minimal recon points to have partial info is 30.]
Recon points of the SFTs have been modified in the following way:
-trucks, artillery, inf guns, AT guns, horses, flak, mortar, bazooka, MG, staff, katyusha, train - all have now zero recon points.
-rifle, SMGs, paratroopers, tanks, assault guns, tank destroyers have 1 recon points
-guerillas, special forces and all air units (except fighters) have 2 recon points.
-halftracks and cavalry have 5 recon points
-jeeps have 25 recon points
-armoured cars and fighters have 30 recon points
13) Armour fighting in urban
Armour combat stats have been modified (decreased) when attacking city or capitol.
Armour combat stats have been modified (decreased) when defending in urban, suburban, forest etc tough terrain.
Bazooka combat stats modified (increased) when fighting in urban or capitol.
All these changes should force the player to use more infantry in urban close combat. Hopefully a large group of unsupported tanks can not simply overrun a city now.
Mortar attack and defence power against infantry significantly increased. In the stock version mortars were in my opinion almost worthless item to produce.
15) Machine guns
Attack power and hit points against infantry increased. They survive now better and are now useful also when attacking (level I attack power against infantry is 60 while defense power is 90).
16) Airborne troops
Paratroopers have now also level II-IV.You will automatically get next level when you research the corresponding rifle level. Paratroopers combat stats are identical to the corresponding level infantry. They start with slightly better morale and experience but they are more expensive (infantry cost is 100 production points, paratroopers – 250 points).
Machine guns I-IV, Bazookas I-IV, Mortars I-II and AT guns I-II can be paradropped. Mortar II and AT gun II can be produced even if next level is researched.
17) Tank Destroyers and Assault Guns
Both have now stats similar to Medium Tanks except:
1)Tank Destroyers perform worse against infantry and favourite target is armour
2)Assault Guns perform worse against armour and favourite target is infantry
3)Both perform better in defense against armour than in attack
4)Both are cheaper to produce in production points and raw
18) Air units consuming oil when defending
In the stock version defending air units consumed twice the less oil when compared to attacking. Now the consuming in defense is increased and is equal to consuming in attack.
Every nation gets Guerillas. They are hopeless in combat against regular troops but are cheaper than rifle. They don't use supply (endless supply). They have bridge blowing points (the amount of points increases on the higher levels). They have 50% chance that a kill hit against them is transformed into retreat. This is to represent that they would usually try to avoid combat with regular troops.
In this mod the guerillas represent massive partisan movement on the territory occupied by the enemy. However the game engine allows the guerillas to be used freely also on enemy home territory. I guess players should agree house rules in the beginning of the game if guerillas can be produced or where they can be used.
20) Special forces
Every nation gets Special Forces (the Rangers have been removed from the game). They are very expensive but have better combat stats than regular rifle and start with superb morale and experience. They have bridge blowing points (more than guerillas have). They carry supplies for five turns. They can be paradropped. They have 50% chance that a kill hit against them is transformed into retreat. You will automatically get next level of Special Forces when you research the corresponding rifle level.
The cost of trains in raw and production points is lessened. So strategic transfers can be made more easily (and the readiness loss is only minus 20).
22) Initial garrisons increased
Each regime has now in the beginning of the game in each city two units which consist 50 rifle, 5 SMG, 5 MG, 4 Mortars, 3 Bazookas, 2 Infantry Guns, 5 horses. Each city has also a unit which consists 2 Artillery and 3 Horses and a unit which consists 15 Engineers.
Besides this in the capital there is a cavalry unit (40 cavalry, 5 Mgs, 1 Infantry Gun, 1 Truck, 2 Armoured cars), a armoured unit (3 Light Tanks, 2 Armoured Cars) and an air unit (4 Fighters, 3 Level Bombers).
I plan to do some solitaire playtesting in order to discover possible major bugs and then would like to test it again in multiplayer
< Message edited by kombrig -- 4/6/2013 5:07:33 PM >