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Recent Posts
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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 — 3/4/2, 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 — 2/3/4, 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
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@Shorogyth Cerin Amroth is a forest, hill and settlement, giving a unit with poor tactics +3 defense. With your proposed modification the unit would get +1 base defense, but no further bonus from territory effects, if I understood that correctly.
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@Schulz First of all great job on most of the territory names, I think most of them are accurate going by city names. However I must ask, why are the minor countries so low in strength? Serbia is only 4 when they put up one of the best fights of any minor power in WWI. Not to mention Bulgaria which consistently punched above its weight. Honestly their total values should be similar to Brussels (between 10 and 20 when you sum up the two territories). Greece and Romania deserve better than a 3 and a 5 also.
Also I’m predicting you’ll have a gameplay problem, German strategy will just be build everything in Cologne and throw everything at France, which will most likely succeed. With Cologne worth as much as 30, I don’t think France will have a chance