DaDude wrote: ↑Mon Feb 03, 2025 1:08 pm
I played through a year (so far) as allies and thoroughly enjoyed it. Terrific job.
So glad to hear! Mind telling me whom you are playing and version 1.0 or 1.5?
DaDude wrote: ↑Mon Feb 03, 2025 1:08 pm
First, can you explain what is happening with the Diplomacy chits Red and Black, and how the railroad and Stilwell options work? Maybe these are just workarounds for game mechanics?
The Diplomacy chart in the editor is a little cumbersome, each major and minor relationship has to be done individually. Red an Black are countries created by the Devs to have work arounds for the Doolittle Raid and other stuff, and I missed disabling that diplomacy. I created Railroads and Stilwell because my original idea was to use diplomacy as "construction" for the railroad hexes; but it proved to be too unpredictable. So I thought of the idea of engineers next to the hex to "build" it. I apparently also missed disabling those! Good catch!
DaDude wrote: ↑Mon Feb 03, 2025 1:08 pm
More importantly, China. I played a fairly classic Chinese defence and kept Japanese advances down to a minimum, although they did advance on all fronts. But China's morale just kept crashing until zero in late August 1942. Almost a straight line to zero. The only signals I got were that I was not always keeping enough units on hexes marked as influencing Communist China - but I assumed that would affect Communist China's relations not overall morale. So the question - why does China's morale go down to consistently and steeply? Is there some multiplier in the mod or did China really do something very wrong wrong or is this just inevitable?
While researching this mod, I noticed one gripe of the American commanders was Kai-shek's refusal to use his best trained and equipped troops against the Japanese. He kept them near Communist China for most of the war because he was worried about CC seizing more territory. I decided to replicate this with my amateur script writing skills with those three towns west of CCP. The idea being that if you remove the KMT units, then China's NM will fall -25 points, per town, per turn. However, I also wanted to limit this to only if Xi'an was in Chinese hands (the idea being that if Xi'an falls, then Kai-shek would have pulled the units to protect Lanzhou or Chongqing). Occupying/not occupying the towns does not affect CC.
BUT remember how I said amateur? Well... it looks like I put the Xi'an part for the popup icons, but forgot to put it in the NM scripts. So you would have kept losing NM even after Xi'an fell, or any time there was no Division/Corp/Armor unit at that location.
Without knowing more about your larger strategic situation in China, if you did not cover those three cities (-25 each) or Ürümqi (-100), then you would have been looking at -175 points every turn while doing nothing. I think that's also why the Devs increased Chinese NM in the patch (I reflected this in v1.5).
DaDude wrote: ↑Mon Feb 03, 2025 1:08 pm
Looking forward to loading v2.0 and giving it a try.
Great feedback! Exactly the kind of stuff I need to find out. These would be easy fixes, so I might push out an update sooner than later. Currently I'm working on my holy grail - trying to get engineers to build disputed resources. But that's going to take a lot more trial and error. So many unwritten rules on scripts
