Weather Effects?

WW2: Road to Victory is the first grand strategy release from IQ Software/Wastelands Interactive, which covers World War II in Europe and the Mediterranean. Hex-based and Turn-based, it allows you to choose any combination of Axis, Allied, Neutral, Major or Minor countries to play and gives you full control over production, diplomacy, land, air and naval strategy. Start your campaign in 1939, 1940 or 1941 and see if you can better the results of your historical counterparts. A series of historical events and choices add flavor and strategic options for great replayability.
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benpark
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Weather Effects?

Post by benpark »

I don't see weather effects described in the manual. Does weather play a part in the game?
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Erik Rutins
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RE: Weather Effects?

Post by Erik Rutins »

It's modeled abstractly (similar to the original SC) in that the actual turn length becomes longer during the poor weather periods. So Winter for example goes by in far fewer turns than Summer.
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benpark
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RE: Weather Effects?

Post by benpark »

Are there any effects to combat or movement in winter months?
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Erik Rutins
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RE: Weather Effects?

Post by Erik Rutins »

No, not separate from the turn length change, which ends up in effect making combat take much longer and movement cost much more if you compare to the shorter summer turns. There is a separate "Russian Winter" event though, for example.
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Forwarn45
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RE: Weather Effects?

Post by Forwarn45 »

How do the differences in turn length affect production? Is it higher during the "longer" winter turns?
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RE: Weather Effects?

Post by Plainian »

If weather effects do not impact the game apart from reducing the turn time then I assume units can amphibiously invade/assault all year around and air/naval can operate all year around with no detrimental effect?
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RE: Weather Effects?

Post by comrade »

ORIGINAL: Forwarn45

How do the differences in turn length affect production? Is it higher during the "longer" winter turns?

There is no production scheduling, you deploy units immediately after you purchase them.
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RE: Weather Effects?

Post by comrade »

ORIGINAL: Plain Ian

If weather effects do not impact the game apart from reducing the turn time then I assume units can amphibiously invade/assault all year around and air/naval can operate all year around with no detrimental effect?
mental effect?

Yes, there are no negative modifiers for amphib landing or air operations in winter.
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RE: Weather Effects?

Post by Erik Rutins »

Yes, though if you consider the time change, that's already a pretty significant modifier on the effectiveness of any kind of ops. It's not a perfect solution, but it does work - I believe the same abstraction or something close to it was used in the original SC.
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borsook79
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RE: Weather Effects?

Post by borsook79 »

ORIGINAL: Erik Rutins

Yes, though if you consider the time change, that's already a pretty significant modifier on the effectiveness of any kind of ops. It's not a perfect solution, but it does work - I believe the same abstraction or something close to it was used in the original SC.
Yes this is exactly the SC1 approach. Although it would be nice if at least air operations were disabled/restricted during winter, so that one could do Ardennes '44 :)

Could you describe how does the Russian winter work?
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Forwarn45
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RE: Weather Effects?

Post by Forwarn45 »

ORIGINAL: comrade
ORIGINAL: Forwarn45
How do the differences in turn length affect production? Is it higher during the "longer" winter turns?
There is no production scheduling, you deploy units immediately after you purchase them.

But does that mean production is higher in the "longer" winter turns. If they represent more actual time, it would make sense that more would be produced during these turns?
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RE: Weather Effects?

Post by Lucky1 »

I don't have the game and am not familiar with SC, so for forgive my question. CoS used a monthly turn (allowing purchasing, naval movement and amphib assault once), after which a variable number of impulses (after the first two) allowing for land movement and combat. In bad weather in winter, these additional impulses could be nil; in the summer and during good weather there could be as many as 11 (the most I ever saw). What is the order of play with Road to Victory?
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RE: Weather Effects?

Post by borsook79 »

ORIGINAL: Forwarn45
ORIGINAL: comrade
ORIGINAL: Forwarn45
How do the differences in turn length affect production? Is it higher during the "longer" winter turns?
There is no production scheduling, you deploy units immediately after you purchase them.

But does that mean production is higher in the "longer" winter turns. If they represent more actual time, it would make sense that more would be produced during these turns?
This would be logical, but it would make IMO the winter time easier instead of harder for the army.
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RE: Weather Effects?

Post by comrade »

ORIGINAL: Borsook

Could you describe how does the Russian winter work?

Russian winter event is fired on December 1st 1941 and lasts till March 1941 (if Russia is at war). Each turn effectivity of all enemy units on russian territory is halfed.
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RE: Weather Effects?

Post by comrade »

ORIGINAL: Lucky1

I don't have the game and am not familiar with SC, so for forgive my question. CoS used a monthly turn (allowing purchasing, naval movement and amphib assault once), after which a variable number of impulses (after the first two) allowing for land movement and combat. In bad weather in winter, these additional impulses could be nil; in the summer and during good weather there could be as many as 11 (the most I ever saw). What is the order of play with Road to Victory?
vement a

Basically:

In summer 1 turn = 1 week
In autumn/spring 1 turn = 2 weeks
In winter 1 turn = 4 weeks

Simple solution, but does the work.
Lucky1
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RE: Weather Effects?

Post by Lucky1 »

Thanks for the clarification. I quite look forward to playing the game!
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RE: Weather Effects?

Post by GJK »

ORIGINAL: comrade

ORIGINAL: Borsook

Could you describe how does the Russian winter work?

Russian winter event is fired on December 1st 1941 and lasts till March 1941 (if Russia is at war). Each turn effectivity of all enemy units on russian territory is halfed.

What if the Axis player (human) decides not to invade Russia in '41 at all or not until later in '42, I assume he would miss a Russian winter altogether; though I'm also guessing that you could change the event handler so that the event happens each winter cycle.

Along the same lines, I'd be curious to know how Russia and the US are handled - how long will Russia wait until they violate the Ribbentrop-Molotov pact if the Germans don't invade at all and what are the conditions of the US entry? But before that is answered, are those events variable -which is really my question -because it would be a shame if it was discovered that events happen the same time, every time if x, y and z take place which would lead to another reason why multiplayer will need to be at the top of the to-do list for a future patch I would think.
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RE: Weather Effects?

Post by comrade »

Russian winter '42 was not that severe like the one in '41, did not have so much impact, and Germans were prepared a bit better, so I don't think there's a reason to add an event for winter '42, besides, following this argumentation why not add russian winter 43' and 44' and so on [:D] . As per violating R-M pact - if Germany decides to break the pact, an event pops up for Russia - they can a) declare war immediately b) get pissed off and increase War Economy (making german invasion later much harder) c) do nothing. USA enters the war after Pearl Harbor event.

Historical events will always fire off under certain condition. It is of course possible to edit an event and add a random factor to trigger condition. Russian/Yugosavian partisans events that will appear in next versions will work this way - they will be fired if certain condition is met (e.g. Yugoslavia occupied) and a random check is passed.
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GJK
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RE: Weather Effects?

Post by GJK »

ORIGINAL: comrade

Russian winter '42 was not that severe like the one in '41, did not have so much impact, and Germans were prepared a bit better, so I don't think there's a reason to add an event for winter '42, besides, following this argumentation why not add russian winter 43' and 44' and so on [:D]

Well, this is a 'chicken or the egg' type situation. If the Germans ran a year later because say they followed Rommel's suggestion and beefed up operations in N. Africa and thus didn't invade the USSR until July '42, then would they of been as prepared for the '42 winter as they were when they had invaded in '41? At any rate, the good news is that this all seems to be editable simply enough in the XML files so that is some very good news.
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