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    Flames and Steel (official thread)

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    • K
      KurtGodel7 Lobby Moderators @Vendetta
      last edited by

      @Vendetta said:

      @KurtGodel7 They could probably use a bit of a buff to deter the AI from invading them right away. Germany could take Switzerland or Spain's border provinces on Round 1 with just the forces from the neighboring territories, Britain could probably do the same with Portugal, Leon, or Andalusia if it brings a transport and planes.

      I think it would be good practice for invading the neutrals to require about one turn of setup by moving in enough forces from other territories, so that the enemy player might see it coming and prepare countermoves if they choose.

      Also, Gibraltar having a border that extends all the way to Portugal is definitely an error - it should only touch Andalusia.

      I've fixed the Gibraltar error.

      For game balance, it might be helpful for the Axis to quickly turn Spain into a stronghold. Of course, Britain is likely to invade somewhere. Like NWO, that somewhere could be Scandinavia, France, or Spain. In my test game I chose for Britain to invade France, and America Atlantic to invade Spain. (Which is also what I personally would do if playing NWO.)

      Britain is able to exert good invasion pressure quickly. Stronger neutrals in Spain would slow down the initial German conquest of it. Thereby making it easier for the Allies to take away Spain. If the Allies own Spain, that's a very good base from which they can push east to take more of Europe.

      If the Axis is able to be strong in Spain, then the initial America Atlantic invasion would need to occur in northwest Africa. An Operation Torch, if you will. America Atlantic's income grows over time. Partly that's because of an income nerf. It's most nerfed early game, and the nerf decreases gradually. On round 10 there is no more nerf. But partly its income increases by researching new technologies.

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      • SchulzS
        Schulz
        last edited by Schulz

        Why not also give bunkers the ability to fire at ships (minus subs)?

        Also, the Berlin-Krakow and Berlin-Warsaw distances are roughly the same in the real world (the latter being slightly closer). I would reduce the Berlin-Warsaw distance to 2 and the Berlin-East Prussia distance to 3.

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        • V
          Vendetta @Schulz
          last edited by

          @Schulz

          If I recall correctly, he doesn't have an actual Bunker unit, it's a Trench one that takes hits adds defense to other units, but it doesn't actually shoot.

          Giving land units the ability to hit ships is something that has to be handled very carefully because of the cost ratios. If they can be built cheaper and spammed faster than warships, anti-ship defenses will end up becoming unassailable.

          The only case in TRO where I decided to give a land unit a ship-hitting ability was Italy's Marines with a Decima MAS tech, where it's an offensive action they can only do on their turn, not an anti-invasion defense.

          If you want to have any sort of coastal artillery unit that hits ships, it needs to be balanced by either high price, low hit probability, or a strict stacking limit per territory that allows fleets to outscale it.

          The Europe map honestly looks pretty good at this point, I think it would probably be more productive to move on to improving other WIP areas since you're relying heavily on Claude usage.

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          • K
            KurtGodel7 Lobby Moderators @Cernel
            last edited by

            @Cernel said:

            @KurtGodel7 said:

            Mostly I didn't want to create more territories east of Berlin

            I don't think you needed to have 3 territories for West Prussia, Danzig and East Prussia either. I would have suggested 2 territories there instead of 3: one being "Danzig - West Prussia" and the other one "East Prussia". The border can be really wherever sensible so long as Danzig is in the former and Koenigsberg in the latter.

            I agree. Two would suffice. That said, the proximate cause of the war in Europe was a disagreement about who should own Danzig. With that in mind, I wanted a territory with that particular name. This is the one instance for the entire map where I had a territory added beyond what I thought was necessary for game play.

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            • C
              Cernel Moderators Lobby Moderators @KurtGodel7
              last edited by

              @KurtGodel7 Well LOL, even though I think the name "Danzig - West Prussia" is better (and would personally use that), you can just call it "Danzig" (and not have "West Prussia" anywhere). It's of course your map, but I would also say that - in this case - I think that "Danzig - West Prussia" does not actually mean "Danzig und Westpreussen", but more like "West Prussia" being sort of subordinate: the main name of the territory being Danzig, and West Prussia being there as a secondary name. Practically, I'm guessing that the name is more like "Danzig (West Prussia)". Of course, I don't actually know. It's sort of like "Muenchen - Oberbayern", where I guess they do not actually mean that Muenchen is not in Oberbayern but more like they wanted to have both names for some reasons.

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              • K
                KurtGodel7 Lobby Moderators @Schulz
                last edited by

                @Schulz said:

                Why not also give bunkers the ability to fire at ships (minus subs)?

                Also, the Berlin-Krakow and Berlin-Warsaw distances are roughly the same in the real world (the latter being slightly closer). I would reduce the Berlin-Warsaw distance to 2 and the Berlin-East Prussia distance to 3.

                This would not make sense from a realism standpoint. The initial unit is a trench. Cost 3 PUs, 2 hitpoints, defends on a 0. Bunkers tech upgrades its defensive value to a 1. A word like "bunker" implies that someone poured concrete. It does not imply that anyone installed the large, powerful guns necessary to attack enemy warships.

                In an earlier post I mentioned the idea of coastal guns. For an amphibious landing, there would be two rounds of combat. Battleships and maybe cruisers would fire at coastal guns, and coastal guns would fire back at the battleships and maybe cruisers. Destroyed units would be removed from play. Then any remaining coastal guns would get to fire at the invading transports. Coastal guns would be less expensive than battleships, both for firepower for the money and hitpoints for the money.

                The potential invader makes up for this with mobility. A single battleship/transport fleet can threaten multiple hard points, and each hard point would potentially need to be defended with coastal guns.

                As cool as all that would be, I chose a simpler game mechanic. Any units arriving by water have to wait until the second round of combat before they can fire. (Exception: Marines get to fire on the first combat round, as do Japan's equivalent of Marines.)

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                • K
                  KurtGodel7 Lobby Moderators @Vendetta
                  last edited by

                  @Vendetta said:

                  @Schulz

                  If I recall correctly, he doesn't have an actual Bunker unit, it's a Trench one that takes hits adds defense to other units, but it doesn't actually shoot.

                  Giving land units the ability to hit ships is something that has to be handled very carefully because of the cost ratios. If they can be built cheaper and spammed faster than warships, anti-ship defenses will end up becoming unassailable.

                  The only case in TRO where I decided to give a land unit a ship-hitting ability was Italy's Marines with a Decima MAS tech, where it's an offensive action they can only do on their turn, not an anti-invasion defense.

                  If you want to have any sort of coastal artillery unit that hits ships, it needs to be balanced by either high price, low hit probability, or a strict stacking limit per territory that allows fleets to outscale it.

                  The Europe map honestly looks pretty good at this point, I think it would probably be more productive to move on to improving other WIP areas since you're relying heavily on Claude usage.

                  In a recent test game, Britain had a large fleet of transports. Germany had four hard points to prevent invasion. Britain didn't need to overcome a hard point to invade: there were other places along the coast for it to unload its units.

                  But, let's say I introduced coastal guns, as well as the associated game mechanic. That creates a race between Germany and Britain. If Germany wins the race (that is, if its coastal guns are stronger than Britain's battleships), Britain will just unload/invade a territory that isn't a hard point. Problem solved. Germany just tied down a lot of PUs into coastal guns which could otherwise have been spent on its eastern front. But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

                  To avoid this problem, some would say I should limit the number of battleships which can fire at coastal guns to the number of units actually invading. Drop off only one infantry? Only one battleship gets to fire at the coastal guns, but all the coastal guns get to fire at the battleships.

                  Suppose Britain has 10 battleships, and drops off 10 infantry. This triggers full combat between the battleships and the coastal guns. Germany loses some coastal guns, Britain doesn't lose any battleships. Then there is combat. The infantry don't get to fire on the first round (arriving amphibiously), and they won't survive until the second round. But, the battleships get to bombard. Assume those 10 battleships inflict 6 hits. Sticky hits, so those 6 hits kill 3 German trenches. At the cost of 10 infantry, Britain has taken away 3 trenches plus some coastal guns.

                  Don't get me wrong. All of this would be a cool thing to add to the game. I just don't know that the game needs any additional complexity at this point.

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                  • V
                    Vendetta @KurtGodel7
                    last edited by Vendetta

                    @KurtGodel7 The coastal guns honestly sound like more more trouble than they're worth in order to get the balance right. Unless you think it'd be a really fun enhancement to the gameplay that you're determined to see through, it's probably safe to skip it and just give the invaders the round one penalty you have in mind.

                    Off the top of my head, the only major WWII warships I can recall being sunk by coastal forts were the cruisers Blücher and Königsberg during the invasion of Norway. Realistically, coastal defense batteries should be able to deter small raids, but not pose a serious threat on their own to a large invasion fleet.

                    But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

                    If you want to avoid this kind of cheese, you might be able to turn the Coastal Battery into a building instead that doesn't get shot at in combat but does get captured if the province is taken. That would also be a natural way to put a one per zone limit on its placement. It could have AA style fire (1 die each at up to 3 ships, or however many targets you think is right).

                    If you think Claude can write some more complex rules, you could have the BBs take bombardment shots at the Coastal Battery first - if they score enough hits, they don't destroy it, but instead suppress it, and prevent it from firing. You could have the degree of suppression scaled to the number of hits it takes.

                    For instance, you've given the Coastal Battery shots at 4 targets by default. The British BBs arrive and bombard first - they score 2 hits, so now the Battery only takes 2 shots at enemy ships.

                    Making it a building also allows it to be a strategic bombing target, giving the enemy an alternative way to deal with it instead of just sending their ships in to slug it out head to head.

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                    • K
                      KurtGodel7 Lobby Moderators
                      last edited by

                      America Atlantic's turn, round 7.

                      image.jpeg

                      Note that the British and Atlantic Americans are exerting good pressure on Spain. Italy has turned Gibraltar into a hard point. The Gibraltar territory itself was too small for many unit stacks, so there is a box to the left of the Gibraltar territory to indicate its units. Note that Italy's units are defensive: trenches, heavy guns, a few infantry or conscripts. America Atlantic gets an income nerf. It receives 30% of its true income on round 3, 40% on round 4, and so forth, until eventually growing to 100% of its income.

                      image.jpeg

                      The thing to note of this screen shot is that America Atlantic already has three factories in northwest Africa. Also it has discovered Industry tech. That means that each factory has +2 to its unit placement capacity, so long as the underlying territory is worth at least 2.

                      image.jpeg

                      Over in Asia, things seem to have gotten a little stagnant. Japan has thoughts of breaking through in China or against the British, but both tasks are proving tougher than expected.

                      image.jpeg

                      The source of Japan's problems in the north is the Soviet factory in Vladivostok. If Japan could crack that, it could conquer significant land area in the eastern Soviet Union. But that will be a tough nut to crack.

                      image.jpeg

                      Japan has conquered most of the East Indies. It hopes this income will let it achieve a breakthrough on at least one of its fronts.

                      image.jpeg

                      America Pacific has built a good fleet, and it has neutral farmed Mexico. Its neutral farming ambitions do not stop there. Next up: Honduras.

                      image.jpeg

                      In the east, the German force in Gomel is locked with the Soviet force in Bryansk.

                      image.jpeg

                      The Soviets had been neglecting their northern front a little. The Germans punished that by destroying the Soviet force at Tikhvin. The Soviets appear to be able to hold at Archangel.

                      image.jpeg

                      Italy could envision itself as the proud new owner of Cairo. While the Italians have an offensive posture on that front, the British have been putting up a very good defense. Britain has been helped by industry tech (more unit placement) and recently gained Raj tech (3 free colonial militia per turn for India).

                      image.jpeg

                      Japan has proudly built its first Yamato battleship! Also it built two SPCs. Each will produce a new fleet carrier every other turn.

                      image.jpeg

                      Why are there random conscripts here? Because the Soviet Union unlocked Conscription 1 tech. Now, each Soviet factory produces 1 free conscript per turn, as long as the underlying territory is worth at least 9 PUs. This is good for five conscripts per turn. The Soviet Union would very much like to gain more techs in this category. It looks forward with eagerness to getting Conscription 4 tech--although that won't come for a long time. The Soviet player has prioritized the conscripts over getting free KV-1 tanks (although it would like to receive those also).

                      The Allies have opportunities to shift forces between the European and Pacific theaters. The Soviet Union decides how much to allocate to its eastern front. Britain decides how much to place on its factories in India, Africa, and Australia, versus how much to place in Britain itself. Units built in western India can be shipped west to fight Italy in Africa, or they can go east to fight Japan. Neutral farming is also a decision about front allocation. If America Pacific farms the Latin America neutrals, that is a decision to allocate more to the Pacific. If America Atlantic neutral farms them, that's a decision to go more heavy after Europe.

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                      • K
                        KurtGodel7 Lobby Moderators @Vendetta
                        last edited by

                        @Vendetta said:

                        @KurtGodel7 The coastal guns honestly sound like more more trouble than they're worth in order to get the balance right. Unless you think it'd be a really fun enhancement to the gameplay that you're determined to see through, it's probably safe to skip it and just give the invaders the round one penalty you have in mind.

                        Off the top of my head, the only major WWII warships I can recall being sunk by coastal forts were the cruisers Blücher and Königsberg during the invasion of Norway. Realistically, coastal defense batteries should be able to deter small raids, but not pose a serious threat on their own to a large invasion fleet.

                        But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

                        If you want to avoid this kind of cheese, you might be able to turn the Coastal Battery into a building instead that doesn't get shot at in combat but does get captured if the province is taken. That would also be a natural way to put a one per zone limit on its placement. It could have AA style fire (1 die each at up to 3 ships, or however many targets you think is right).

                        If you think Claude can write some more complex rules, you could have the BBs take bombardment shots at the Coastal Battery first - if they score enough hits, they don't destroy it, but instead suppress it, and prevent it from firing. You could have the degree of suppression scaled to the number of hits it takes.

                        For instance, you've given the Coastal Battery shots at 4 targets by default. The British BBs arrive and bombard first - they score 2 hits, so now the Battery only takes 2 shots at enemy ships.

                        Making it a building also allows it to be a strategic bombing target, giving the enemy an alternative way to deal with it instead of just sending their ships in to slug it out head to head.

                        I agree that I should not add coastal guns. I'm at the point where I need to not add more complexity to the map. The sample games I've been playing flow smoothly, and are not bogged down by complexity.

                        If I did want to add more complexity--which I don't--but if I did, one way to achieve that would be the Battle of the Atlantic. The Battle of the Atlantic would exist as an abstraction. Each turn, Germany could send subs into the Battle of the Atlantic. Britain and America Atlantic could send destroyers in. Any units sent to the Battle of the Atlantic are there permanently. They cannot return to the main map. At the beginning of each game round, the German subs in the Battle of the Atlantic would fight the Allied destroyers. Combat would last for two rounds. Destroyed units would be removed from play. Any German subs that survived that combat would impose an economic penalty on Britain and America Atlantic. There would be a cap as to how much of a penalty each nation would receive. If, say, Britain's cap is 15 and America Atlantic's penalty cap is 20, then the first 15 PUs of economic damage done would hit Britain, and the next 20 Pus of economic damage would hit America Atlantic.

                        Later on, Germany gains the ability to have Type XXI U-boats as a special unit. Sending those to the Battle of the Atlantic would be very cool. Maybe each normal sub would impose a penalty of 2 PUs, and each Type XXI would impose a penalty of 5 PUs. Something like that.

                        But, I have no plans to actually implement this idea, because it would be added complexity.

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