Diplomacy and Resources

From the front lines in France and Russia to the deserts of North Africa and the airfields and convoys of Britain, the campaigns of World War II are yours to command in WW2: Time of Wrath! This turn-based grand strategy title, the highly improved and expanded sequel to WW2: Road to Victory, puts the player in charge of the political, economic and military decisions of one or more Axis or Allied nations, including minor nations.
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Harbinger
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Joined: Sat Dec 20, 2008 12:30 am
Location: Ohio

Diplomacy and Resources

Post by Harbinger »

Here's an idea I was thinking about;

Instead of using the F11 for transport of resources, use Diplomacy. Basically, adding an option in this screen for allied countries to send PP's at the cost of diplomatic points. A cap would have to be placed on the amount of PP's a country could send to another, perhaps 10% of its total current PP's. The cost of a transfer might be in the range of 1-3 DP's per 10-25 PP's sent.

This would require some new lines of code as obviously not all the countries represented in the game have diplomatic points, and many do not receive them on a monthly basis.

Also, to replace the use of F11, code the minor countries to become a minor ally of one of the 6 majors (U.S., Britain, France, Germany, Italy or Russia) once they activate. This can be based on historical reference to start and then be influenced by coup de tat as the game progresses. This would alleviate any argument about which human player(s) would control which minor countries.
In effect, they are designated to be a minor ally of a certain major power pending the outcome of any possible attempts to overthrow the government.

Perhaps tracing a line of communication from the point of origin to the destination might factor in. If this line must cross any Sea Zones, then possibly add the cost of Sea Transport points into the mix.

Just a thought.
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