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Recent Posts
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@iratoric Oops, I did miswrite that. Artillery has 1 movement as well.
There will already be 8 historical and permanent sea mine zones. I'm mostly concerned about how to represent the Battle of the Atlantic. One idea is that 6 sea zones could each have a 1/6 chance to spawn a German submarine every round. But playing that kind of whack-a-mole game as the Entente sounds frustrating.
The laziest solution is simply giving the Germans an unhistorically large number of submarines in the Atlantic from the beginning.
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@Schulz I assume that this is attack/defense/movement? It definitely looks like attacking on land will be hard, which gives a good impression of WWI. A few points:
Why does artillery have 2 movement points while light artillery has only 1? I would expect the opposite. I feel like this could do with one more sea unit besides cruiser/battleship. Maybe a torpedo boat or a minelayer sub?
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Ahhh. Sorry, you are correct, this is something that I did not consider! I forgot that stacking bonus were additive. In Cerin Amroth, a poor unit would indeed only receive a +1 to their base stats if they are in a forest+hill+settlement territory if you simplify the matrix by shifting the base values.
I really should have caught that, particularly after you mentioned it in a post! You are correct, my simplification does not work towards your goals. That being said, your voice lines in the video from last year were quite good and doubling down on your ideas the only sensible simplification that is left using my original approach of getting rid of reducing the matrix would be this:
Buffing stacked territory types (slightly simplified version):
** Unit tag “poor tactics”: +1 bonus to defense in caves and settlements +1 attack in plains
** Unit tag: “average tactics”: +1 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead
** Unit tag: “excellent tactics”: +2 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead
(Green cells are values that are correctly reproduced by the simple explanation. Yellow one are not and would need terrain preferences to work.)Anyhow, sorry again for missing the broken stacking bonuses.
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Serbia, Bulgaria, and Romania are purposefully undervalued so they don't make Austria too powerful once Austria captures them. However, I will make sure it is very difficult to conquer Serbia and hold Galicia at the same time until Bulgaria joins Austria.
The game will use a one battle per combat per round system, with defenders being heavily favored. Here's roughly how I think the units should look:
Bedouin — 2/2/2, 3 IPC (Hejaz only)
Light Infantry — 1/3/1, 4 IPC (Russia and Ottoman Empire only)
Infantry — 2/4/1, 6 IPC
Light Artillery — 2/3/1, 6 IPC, +1 attack to Infantry and Cavalry (Russia and Ottoman Empire only)
Artillery — 3/4/1, 8 IPC, +1 attack to Infantry and Cavalry
Cavalry — 2/3/2, 8 IPC
Gas — 4/0/2, 6 IPC (suicidal), can attack on its own
Fighter — 2/3/2, 12 IPC, +1 attack/defense to unlimited Artillery, can attack ships, 2 air attack/defense
Zeppelin — 3/3/4, 28 IPC, +1 attack/defense to unlimited Artillery, can bomb cities (2–12 damage), can attack ships, 1 air attack/defense
Transport — no attack/defense, is not taken as a casualty, carries 2 units, 12 IPC
Submarine — 2/2/2, no stealth, 12 IPC, cannot be attacked by air
Cruiser — 3/3/3, 18 IPC, has AA
Battleship — 4/4/2, repairs in docks, shore bombardment, 24 IPC, has AA