Domination 1914 No Man's Land - Official Thread
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I don´t belive in transport capacity for cruisers it will be to much and fast strength for entende.
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@Schulz said in Domination 1914 No Man's Land - Official Thread:
This tech could increase capacity of transports.
In that case, I'd rather keep it simple, and just lower the cost of transports. That should probably be a ww2 tech, thinking about it, to represent the Liberty ships.
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If Germany doesn't dive for Mexico City; then the US gets to take it, and get a free IC, for a very low cost. while it's not a great position for an IC, it's still somewhat useable.
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hey, i just realized that hard ai produces arms with italy without any tech or even tech token. also ai moves into sz 8 (that might be legal in new version ...did not test it so far).
greets, epi
i added the file. ai nml 60.tsvg
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SZ 8 had enabled with the updates and its legal. There are some more things about that I would like to learn from anyone who in charge of AI development.
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Why didn't the Italian zeppelins bomb Austrian factories even though there was no Austrian aaGun?
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Who does AI UK have fighter obsession?
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Why does AI UK buys heavy gun in Bombay. Is AI unable to perceive transporting cost?
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Why does AI Russia buy so much zeppelin? Does it think it is good tactic buying mass of them and threatening multiple enemy nations at the same time? Does AI perceive their high cost and low attack power?
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British Columbia is not connected to sz 153
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I still don't have a strong sense of the balance for the current version, other than it seems decent enough, because my strategies keep changing/evolving as I find new things. Here's some of my current thoughts/notes:
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the US can with high probability prevent german mexico city from happening, which means the US can start investing in their plan pretty fast. It also means the US gets that IC as an extra; US can put quite a solid force to fight the communists due to supply lines to there, or they could just start blimp spamming. I often wonder if the US should just always go almost pure blimp spam.
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Belarus is overpowered. The particular province that is; it exerts a ridiculously strong amount of control over the area, and controlling it is a huge advantage for whoever does so. In particular, it's very hard to walk past it either on the south or north, and it's not just a single width block like that, it's double width (i.e. in order to walk past you have to go through two provincse before you're past it). Controlling the entire north-south width from a single province is strong.
There are some other provinces which are also very very strong, but it's less apparent because they're less often on the contested zone. Generally things to look for in measuring that are number of adjacent provinces, and how circuitous it is to walk around. -
I haven't found gas to be a problem; but it could be because I haven't had enough games that run really long. The thing about gas is that it has multiple techs that improve it, so there's a mighty big difference between what it can do at the start, and what it can do once you've got those techs. There certainly do tend to be multinational issues on this map (i.e. where multinational forces defend far strong than they can attack), and gas is something that can mitigate that effect, but it also allows for very rapid theater shifting.
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I've found neutral farming to be pretty weak; in my experience there's only a small number of places worth farming, and even then it's often sketchy. When areas are tightly contested (as a result of good balance), every troop matters, and having troops go off to a side to grab the income can mean a real difference in those areas, enough of one to enable making an area tradeable where it otherwise wouldn't be, which can be as big an income shift as the farming would be.
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Why? Why it is so hard to see the urgency of taking Morocco-Madeira as fast as possible with USA and rapidly reinforcing N.Italy from newly builded Morocco-Madeira factories? There is a really good reason why isn't Morocco showed as part of France though t was in WW1. It is almost game over for Entente if they lost both Piedmont-Marseille and it is one of the most vulverable Entente spot whereas there is absoltely no urgency taking Mexico city. USA should avoid heavy investments against both Mexico city and Commies. Anything that cause delaying USA participating into war in Europe is plain bad.
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how about you two play each other and then decide if this map needs fixin! -.-
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@Captain-Crunch the reason, mr. captain crunch is... its more complex. The map is well balanced in my opinion
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@zlefin said in Domination 1914 No Man's Land - Official Thread:
I still don't have a strong sense of the balance for the current version, other than it seems decent enough, because my strategies keep changing/evolving as I find new things.
Yeah, my experience is similar.
- the US can with high probability prevent german mexico city from happening, which means the US can start investing in their plan pretty fast. It also means the US gets that IC as an extra; US can put quite a solid force to fight the communists due to supply lines to there, or they could just start blimp spamming. I often wonder if the US should just always go almost pure blimp spam.
I know we've been advised against using house rules, but we still use a house rule of 2 zeppelin limit per nation to prevent that strategy.
- Belarus is overpowered. The particular province that is; it exerts a ridiculously strong amount of control over the area, and controlling it is a huge advantage for whoever does so.
It's a very strong defensive position, for Russia or for Centrals. For example, let's say you're Centrals and your plan involves going hard against Russia early (capture Belarus), then neglecting Russia to focus elsewhere. Simply defending Belarus will make it hard for Russia to launch an offensive against you.
But, if you're Russia and if you lose Belarus, you can still prevent your western front from collapsing by defending Don. The Central counter to the Don strategy is to use one force to defend Belarus, the other to move to Smolensk to threaten Moscow. If Moscow falls and if Minsk is a back-and-forth battle, it would be difficult for the Volgograd factory alone to supply the units needed to defend Don. Especially if Turkey has a force in Caucasus with which to threaten both Volgograd and Don. If however Russia holds Belarus in force, then I agree that an anti-Russian offensive from the west is difficult.
- I've found neutral farming to be pretty weak; in my experience there's only a small number of places worth farming, and even then it's often sketchy. When areas are tightly contested (as a result of good balance), every troop matters, and having troops go off to a side to grab the income can mean a real difference in those areas, enough of one to enable making an area tradeable where it otherwise wouldn't be, which can be as big an income shift as the farming would be.
Neutral farming is a subject to which I've given some thought. Let's say you spend 15 PUs on tech tokens, and in exchange discover science. Your payback period for that discovery is three turns: which is to say, that in three turns you'll have recovered the 15 PUs you spent, in the form of tech tokens. Now suppose that Britain neutral farms Puerto Rico, losing 2 colonials in the process. That's 6 PUs of units lost, in exchange for a 2 PU income gain. Also a payback period of 3 turns. So, at least in theory, neutral farming should be as viable a strategy as buying tech tokens for income-producing techs.
The key difference is that neutral farming requires an initial investment. You at least need a reasonably large army to take down neutral force quickly. Sometimes you also need transports, or a nearby factory with which to make good your army's losses. Your total investment in neutral farming Puerto Rico isn't just the 2 colonials you lost in the battle itself. It's also all the other units you shipped there, plus the transports you used to ship them. Despite all that, I've had success with neutral farming in the games I've played. My opponents have been good, solid players, but not elite players.
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Attached is a saved game file. Lafalot controlled Britain and France, I controlled the rest of Entente, and TheKhan controlled Centrals. American neutral farming helped Entente win this game despite the loss of France, Italy, Serbia, and Arabia. Also despite Russia being seriously weakened.
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My intention is neither complaining nor request of any change just curiosity:
Am I right to think that +1 offense bonus to unit that has already 2 attack power is by far superior to +1 offense bonus for a unit that has 4 offense power? Because in the first it is %50 offense boosting while the other one is just %25 offense boost.
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@Schulz No, you are wrong. Giving additional power to a unit that has more of it is worth more than giving it to another unit that has less of it. The only exception may be for very small battles, like attacking a single cheap blocker, where at some point a unit may become just too elite to be part of any optimal offence composition for the task.
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It is really hard to believe it for me even if its true. I do feel creeping barage is so much superior over mustard gas.
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@Cernel said in Domination 1914 No Man's Land - Official Thread:
@Schulz No, you are wrong. Giving additional power to a unit that has more of it is worth more than giving it to another unit that has less of it. The only exception may be for very small battles, like attacking a single cheap blocker, where at some point a unit may become just too elite to be part of any optimal offence composition for the task.
To clarify, that is in the case if you have both such units for the same power.
Instead, for example, if you have a game in which all units are 2/2 and another game in which all units are 4/4, if you add a 3/2 unit to the first game and a 5/4 unit to the second game the difference between a 3/2 and a 2/2 is obviously greater (twice as much) than the difference between a 5/4 and a 4/4 (while, aside from variability, it would be exactly the same if increasing to 6/4). So, if the 2/2 and 4/4 units cost the same, you should increase the cost twice as much upon giving +1 offence to the first one than if you give it to the second one (the only difference would be combat results variability and average combat rounds).
However, if you have, say, a game in which you have a 2/2 cost 4 unit and a 4/4 cost 6 unit, these two units being the only units available for every power in that game, and then you would add a 3/2 cost 5 unit and a 5/4 cost 7 unit, practically adding 1 additionally offence power at 1 additional cost in both cases, the 5/4 cost 7 unit would be a valid unit, if you only or mostly care about offence power, while the 3/2 cost 5 unit would be a virtually worthless unit, as a combination of one 2/2 cost 4 unit and one 4/4 cost 6 unit would be always better than two 3/2 cost 5 units (even in offence).
This is due to the fact that, for normal TripleA games, as the combat system is made, you have the two main elements of units numbers and total power (either offensive or defensive), with units numbers being your ability to take damage and the total power your ability to inflict damage, so you are rather better off concentrating your power in as few units as possible, so that it can be conserved longer as you take the weakest units as casualties (the best would be that all your power is on a single unit, while all the other units are 0/0 pure fodder). This is the basic reason why it is better giving more power to the units that already have more power.
Many mapmakers (and most players) don't understand this concept, with the common result of having underpowered/overcosted intermediate units. For example, as I already pointed out in the past, the combination of howitzer and mortar in Napoleonic Empires makes the artillery into a virtually worthless unit, or the combination of velites and onager in 270BC makes the legionaire into an almost worthless unit, for pure land warfare.
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@Schulz said in Domination 1914 No Man's Land - Official Thread:
It is really hard to believe it for me even if its true. I do feel creeping barage is so much superior over mustard gas.
Well, this is not what I was thinking, as here we are confronting two units that actually never battle together, since the gas deals damage and is lost before the artillery starts being active part in the battle (it is substantially the same deal as if one power has the gas and another power has the artillery, and the power having the gas attacks the turn before).
This is more like the case of confronting units between two different games or two different powers, and, in this case, you cannot have a clean comparison, as I agree that creeping barrage improves the offence of field artillery relatively more than mustard gas improves gas, but gas is all about the offensive power, while field artillery also have defensive power and hitpoints and support ability. So, your point would be valid only if creeping barrage would increase by 50% also the defence power, the hitpoints and the support bonus of field artillery (or if field artillery would be an infrastructure unit with 0 defence power and without support ability).
Coming not from a player of the game, it looks to me like these two techs are worth about the same, with mustard gas being maybe slightly the better one. Then, it all depends on the starting point (improving artillery is going to be better if the regular field artillery is already a better buy for you than the regular gas) and the combination with other technologies.
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I do believe if Mustard provided +2 offense bonuses to gases then I would say Creeping and Mustard Gas techs are almost identically good.
The same situation is exist in defense techs. +1 defense power for Heavy guns isn't good as much as +1 offense for fields. Fields get %50 while Heavy guns just %25.
But at least offense and defence techs are relatively well balanced .Creeping is so much superior but offense category also contains one of the weakest tech.
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@Schulz Since offending is all that gas do, if, like in your example, Mustard Gas would increase the offence of gas from 4 to 6, that is by 50%, this tech would be way better than Creeping Barrage, as you are increasing by 50% the complete actual effectiveness of that unit, while with Creeping Barrage you are increasing by 50% only an item of it (meaning only offence power, while you also have defence power, hitpoints and support ability), and it might be balanced only if gas would be such a bad unit as starter to make up for such a massive boost.
Increasing by 50% or more the total effectiveness of a unit is such a massive boost that the only techs that do something equal or more than that are the 2~3 dice heavy bombers (like in Classic, Revised and Anniversary OOB without the errata), that are commonly considered "broken".
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But gas has no defense power and can attack only once time. I would consider Mustard superior in this situation only if gas was just normal unit.
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