From: Salinas, CA
Surprised that you suggest building units and not deploying, especially after throwing the 'cheat' word around so much. It's like coming to a card game with aces stuffed up your sleeves, cards should be on the table and units should be on the map.
It's a good strategy to have units in reserve, but hiding them in the deployment box to avoid upkeep costs must be an exploit. They are hidden from air recon and can't be bombed, with no upkeep they would be skeletons in rusty tanks, by the time you spring them on your opponent.
Building up a stockpile of supplies and equipment is a reasonable and realistic strategy, having units in reserve is also a good policy, but holding them near the front, or maybe in the rear areas, is part of the strategy of the game, not hiding off map.
The stockpile discussion is about replacement and repairing units and not just about building new units. The problem with a stockpile of PPs is how they are spent, as in any one turn you can choose to spend all your PPs on replacement TAC bombers, or ships, or tanks, at will. History wasn't like that, you couldn't draw on hundreds of replacement aircraft one week, then decide to make your replacement stockpile all tanks the next week. I would like to see some kind of replacement production priority.
It would be part of the strategy that if you have chosen to put priority on replacement subs and aircraft, you can't have as many replacement tanks, or if the decision is for fighters, then fewer bombers and so on. I am thinking of a having a display to select priority on spending PPs for repairing Air, Sea, or Land forces and sub-categories like Fighter, Tactical, or Strategic bombers and, if you have selected the priority for one type, then there will be less PPs for the other types.
It would be the nice if the game could do this and happy to have a more detailed discussion if there is any interest, especially if Doomtrader thinks that this is something the game could do. Either way, I have a framework of personal house rules to control the setting up of a nation's PP stockpile and allocating priorities on how they can be used. It's more book-keeping, but using 'notepad' I can easily do this, as with other house rules I use.
F12 allows me to adjust the PP levels for nations, removing PPs each turn to create the equivalent of a national stockpile of supplies and replacement equipment, then releasing PPs back into the national account to be used under a framework of house rules, depending on what replacement priorities have been set in previous turns. At the moment experimenting with setting replacement priorities at the beginning of one game month, to be active in the next game month. If the game has a feature, like F12, that can be used to quickly adjust the way it works, without the need for modding, its seems stupid not to make use if it.
The object is to make the game more realistic and challenging and, as I am playing against the AI I can set these things up for myself, if the game can provide a display and do the book-keeping all the better, either way I'm happy.
That's rich, you of all people complaining about how to cheat? You are the most prolific at suggesting to everyone who complains about something on this forum to use the F12 cheat, I never would have known about it if you hadn't been the one to suggest using that in-game cheat to me.
Whether I would build units then keep from deploying them to save on upkeep or have a secret reserve or you use notepad to make a list of how many PP's you're keeping off the real books it's really pretty much the same, cheating. Besides many times in the war someone's "secret" reserve really ruined someone else's day, like the German secret buildup for the Battle of the Bulge.
I found that while the AI cheats it really isn't challenging, it just makes too many stupid moves and too few smart moves. I find that the best challenge is to play every country myself, then I'm only cheating myself and I can cheat for any country I want. This game just doesn't lend itself to honest play considering the far too easy saved game files that can be edited at a whim.
I did try out being able to move a Polish unit into Slovakia, then add 6 more AP's so I could move it to Bratislava on turn 1 to dump Slovakia. Heck I even saw that I could change another unit's position to just magically "beam" that unit straight to Bratislava. The nice thing was that Slovakia was gone and Germany gained a little for Slovakia as annexed production.
It's really just personal preference. I doubt that this game will ever last long for me, just not the WW2 strategic game system I was looking for. The political system is pathetic when it comes to Vichy France, oh it forms really nice but to have the Allied AI attack Vichy France so it becomes German home territory is just too unrealistic for me.