New Map: World War 1 End of Empires
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@schulz You could plausibly make them Gray, or make them "White" anti-communist Russians.
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BTW I'am not sure about national flags of Italy and Russia if they were really containing crown symbols. Using the Russian flag to represent Russian Empire might be inaccurate.
Here is the Russian flag with the crown symbol:

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@schulz Here is a Russian flag with the coat of arms on it for reference:

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@iratoric Thank you but its circled version might be not aesthetically pleasing unfortunately. Maybe its possible to make a version of it with the crown symbol will occupy only quarter (or half) of circle.I will try that.
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@schulz Yes, I think the coat of arms should reach the bottom of the blue stripe though.
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@iratoric What do you think of this verion which the coat of arm is quarter of circle. I think its more aesthetically pleasing.

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@schulz Personally I think it should reach the bottom of the blue stripe. You can stretch it a little vertically.
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@schulz Yeah I see what you mean. I think the main issue is that the coat of arms is cut off. Maybe try this one where it is centered:

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@schulz Here is a small version:

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@iratoric Great War map has already have this flag. I'am not even sure if the coat of arms/crowns should be displayed. I personally like simpler/national version of flags unless they have always used with crown versions.
For example I've never liked giant hammer ans sickles to represent the Soviet Union or Communists. I'am either favour of using the current Russian flag or geometrically proportioned crown symbol placed the circled Russian flag.
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@schulz Well technically this is the coat of arms placed atop the Russian flag. If you just want to use the regular flag then go ahead. If you do want the coat of arms on the flag, though, then I recommend putting it in the center of the circle.
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I'm considering adding upkeep to units where you will have to pay 1 PU per unit at the end of your turn. I would scale up every country's income by a factor of 10 to pay for the maintenance costs. For instance, Germany would go from $31 to $310. The unit prices would scale up as well. For instance, infantry would go from $3 to $30.
Benefits:
- Armies will reach a maximum size by your ability to supply them
- Russia can have a large army but they will have supply problems like they did historically
Do you want to see this feature added to the game?
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@iratoric Upkeep costs are realistic and prevent large stacks. Try it.
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@iratoric Definitely I would. Even multiplying incomes and unit costs with 10 alone have so many benefits without any drawback.
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It allows map makers to value territories more freely. For example it is not possible to value a territory 1/2. But with multiplying everything, assigning 5 will be represent just 1/6 of infantry cost.
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More freedom of costing units.
First I would suggest decreasing air and naval unit costs as much as possible without breaking balance between units. The purpose of this is allowing players to purchase more different variety of units and adding more reversibility.
For examle 1 zeppelin is almos half of Germany's starting income. Losing it in r1 in strategic bombing attemp might have irreversible consequences. I can see zeppelin costs have potential to be lowered to 6-8 with correct adjustments.
After that I would definitely implement upkeep but currently I have no strong opinion what would be the best upkeep ratings for units. I would make naval units having lower upkeep/cost ratio than land units and mobile land units having slighly higher upkeep than slow land units.
BTW I would suggest using this smallMap to get maxiumum screen.

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@schulz Thank you for the small map! I am currently testing upkeep in two parts: first, createsResourcesList of -1, which means that units will cost money to maintain. Secondly, each unit has a fuelCost of 1 which makes it cost a PU to move. I was thinking that for units like battleships they could have a higher fuel cost because they burn a lot of fuel. Here is an example with an infantry unit:

Note that it produces -1 PUs per turn and that it costs 1 PU to move. The maintenance cost could represent having to feed the troops and the fuelCost could represent the fuel consumed by trains and motorcars used to move them. Even if they travel on foot they would need more food because they would use more energy marching.
One thing that I noticed is that the AI will make the mistake of spending all their money on buying units and then have no money left to move. To solve this, I am moving the purchase phase after the movement phases.
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@iratoric I would definitely make combat phase first then nonCombat-purchase-placement. I'am not sure if AI could handle fuel after making combat phase first.
If AI can't handle this feature then it could be an optional feature for PvP games.
Also strategic bombing damages and factory production capacities should be readjusted. Need 10 Pu to repair each damage and factory productions should remain the same. (Ex:Poland can produce 2 units each round not 20)
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@schulz Do you really need a movement cost at all? The per turn upkeep is enough and avoids messing up the AI. Most of the fuel is consumed supplying troops, not moving them.
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@rogercooper Per turn upkeep is enough for me too but if he wants to incorporate fuel as well, i can't say anything about that.
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@schulz I pushed the new code just now. Fuel cost is optional and is disabled by default. Upkeep cost is -1 for each unit you own, and territory values are boosted by 10 to compensate. Right now I simply multiplied the territory values by 10, but I think I will distribute the PUs among the lower value territories in the next update. Bombing raids can cause between 1 and 60 damage to your income, and factories can place their territory value/10 units per turn.
I also made an attempt at a better Entente victory condition: If the Allies control Metropolitan France, Belgium, Alsace and the Ruhr they win the war. If they have captured those territories they are probably going to win anyway so it removes the need to slog through invading Germany.
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