Global domination uploaded

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ernieschwitz
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RE: Global domination uploaded

Post by ernieschwitz »

ORIGINAL: Jeffrey H.

Yeah, that's where GB was in my game, but GB had it around 1915 or so. I had a huge fight on my hands for India and the Middle East. Once I scrubbed GB out of India, I steamrolled the Ottomans and swept through the Arab states as well as Turkey and into Southern Russia through Georgia. The Russians are facing me full force, but TMK thay have not developed any tech.

I was trying to transport an engineer unit via rail and even though I spent many turns building up 30 odd trains I couldn't transport the engineer unit at all. The engineer was large but only enough to build two roads per turn.

Yakutsk is set to build PP's and it's building something like 15 or so a turn ! Wowsa.

Wow, thats a nice amount of PPs :) Wish that was something i could produce!

Engineer units that can produce 2 hexes of road each turn are 200 Engineers. Thats alot of engineers ... but i agree that the rail transcap should be increased.
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RE: Global domination uploaded

Post by ernieschwitz »

ORIGINAL: Josh

Research cost in random maps is based on the size of the map, so huge maps = very costly in research, like Staff II is 400 PP's or thereabouts.

Josh: This isn´t the bombur mod, or standard AT:G this is the Bombur mod applied to a world map, with some twists. We are trying to determine if standard research is too expensive. The game starts in 1900 and continues onwards. There is no co-relation between the map size and the tech costs, in this game.
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Bombur
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RE: Global domination uploaded

Post by Bombur »

I took some ideas and suggestions for ernie and the result is an experimental version of GD with 42 playable nations!!! I realized that adding the minors increase the turn lenght by only 5 minutes because they are.....minors, and so we fix an annoying feature of v1.00-1.02, the inability of AI to DOW on minor nations. We still suggest you to choose one of the 14 major powers, however, you can try to conquer the world as Portugal! Once we have a stable version, I´m pretty sure ernie will create lots of new event codes (up to now the game has no events). We also plan to address many of Jeff´s suggestions.
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Bombur
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RE: Global domination uploaded

Post by Bombur »

Ernie joined the design team and created some nice events, now the tech costs decrease as a more regimes develop it. It will life easier for minors...

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Global domination v1.06

Post by Bombur »

Thanks to ernie´s work, GD version 1.06 is ready to be downloaded and is almost bug free. Now you can choose anyy fo 42 regimes, and the game is AI compatible. Average turn lenght seems close to 35 minutes (in a Core 2 Duo) and 15 minutes (in a i7). Ernei also implemented a system where a given tech becomes cheaper each time a regime develops it.
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RE: Global domination v1.06

Post by ernieschwitz »

ORIGINAL: Bombur

Thanks to ernie´s work, GD version 1.06 is ready to be downloaded and is almost bug free. Now you can choose anyy fo 42 regimes, and the game is AI compatible. Average turn lenght seems close to 35 minutes (in a Core 2 Duo) and 15 minutes (in a i7). Ernei also implemented a system where a given tech becomes cheaper each time a regime develops it.

Yup, i believe it is pretty bugfree now.

I playtested most of the major 14 regimes, for more than a few turns. I got a pretty good feel for the AI diplomatic reactions too, when it declares war that is. Basically it will start with the smaller powers around it, and then work its way upwards. So if you want to be in peace for a long time and determine when to attack yourself, play Great Britain or USA. This might be a good way to learn the bombur mod in general too.

I implemented a system whereby a tech becomes 10% cheaper for each country that develops it. This should help the AI, if someone tries to research blitz, and also help the lesser countries develope techs as time goes by.

Other changes include some supply centers not connected to HQs and some formations not connected to a HQ. And villages now are ports too. Also some peoples now work at a reduced rate for their "masters", and alot of suppply centers now have a more historic people controlling them.

Personally i prefer playing one of the more handicapped nations, such as Brazil, Japan, Argentina (i haven´t tried China too much, but i think i would like it).

Feel like conquering the world? Then this IS your chance.
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RE: Global domination v1.06

Post by Jeffrey H. »

China is fun to play out. The new game I'm playing is not like the first one I played last year. It seems Germany and Russia are not at war and Russia has almost completely turned East to face China. But tech research is painfully slow. Artillery is king of the land battles, very good against the AI which tends to clump up huge forces within cities and has to be pulverized over many turns. Early vehicle techs are really too weak to support their initial development costs, it makes more sense to simply bulk up on grunts and swarm the NME. It makes the really interesting tech tree go a bit unused. I tend to try to reach far into the tech tree when possible but when facing an AI grunt swarm or two it becomes a real stretch.

The tech bleed off is a neat feature, I'm itching to try it out.

One idea I've been tossing around in my head is a distinction between combat engineers and construction crews. The issue for me is the realtively strong combat nature of standard engineers and HQ's in the game, which I think the AI tends to overuse at least in part because they are good bargains. If they had poor or even nil combat force, I wonder if the AI would still fixate on them so much.
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ernieschwitz
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RE: Global domination v1.06

Post by ernieschwitz »

ORIGINAL: Jeffrey H.

China is fun to play out. The new game I'm playing is not like the first one I played last year. It seems Germany and Russia are not at war and Russia has almost completely turned East to face China. But tech research is painfully slow. Artillery is king of the land battles, very good against the AI which tends to clump up huge forces within cities and has to be pulverized over many turns. Early vehicle techs are really too weak to support their initial development costs, it makes more sense to simply bulk up on grunts and swarm the NME. It makes the really interesting tech tree go a bit unused. I tend to try to reach far into the tech tree when possible but when facing an AI grunt swarm or two it becomes a real stretch.

The tech bleed off is a neat feature, I'm itching to try it out.

One idea I've been tossing around in my head is a distinction between combat engineers and construction crews. The issue for me is the realtively strong combat nature of standard engineers and HQ's in the game, which I think the AI tends to overuse at least in part because they are good bargains. If they had poor or even nil combat force, I wonder if the AI would still fixate on them so much.

Interesting observations. They match mine actually.

BTW forgot to mention that formation costs are now 0 PP and HQs are 3 PP, where they had been 1 and 5 respectively.

A neat feature, not something i intended, but nice nonetheless, is that you can actually keep track of how many countries have researched something, by looking at the cost for each tech. I found with Mexico i was still researching faster than the AI, but, it was not far behind...

And yeah i agree with you on the strategy. Buy infantry (preferably with around 10% MGs protecting them), and use them defensively until you get artillery that is worth using and then its time to smash through the enemy. Vehicles are nice, when you get them, but not essential, as most countries won´t ever get to the techs giving them vehicles worth anything... except possibly Great Britain and USA. With the new tech bleeding it might change...

Maybe if there was a way to force the AI to use more production on PPs, it would be a different story.

When playing i usually give myself the restriction that i *have* to buy the least expensive techs first, and then the more expensive ones later. Gives a nice balance of techs...
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RE: Global domination v1.06

Post by Jeffrey H. »

There are limits to the techs in a sense now. The interrelated techs won't allows you to go too far into one branch without bringing up the others. I tend to persue aircraft first and vehicles next. But you can't get all the way into advanced techs without researching ship tech as well. Pretty neat system.

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ggm
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RE: Global domination v1.06

Post by ggm »

Global domination tech tree has 2-3 errors so far. (Rockets while in the artillery group are motorized. perhaps they should be vehicles?) SP artillery II spawns SPAA II. Submarine VIII is grouped with supplies and PP.

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Bombur
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RE: Global domination v1.06

Post by Bombur »

Rockets artillery is motorized because they are carried on trucks, so this ok. I will correct the two remaining mistakes. Thank you for report.
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ggm
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RE: Global domination v1.06

Post by ggm »

SFT 123 Torpedo bomber VIII combat landscape mods are all set to 0 except plains

ggm
Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
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Bombur
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RE: Global domination v1.06

Post by Bombur »

Hi, ggm, you uploaded a new "version" of my scenario, but you didn´t tell me about this. I don´t claim any ownership to this scenario and it´s perfectly legitimate for people to change it as they want, however, I think it´s not fair to upload it as an update for this scenario, it will create confusion and will make difficult for people to choose what version they want. Now, I´m working in a new version and I intend to name it v1.07. Even if I name it v1.08, it won´t fix the confusion, because we don´t have a sequence here, but two different branches of development. So I ask you kindly to rename the scenario for Global domination ggm version or whatever you want, to avoid make people think it´s an update of the original GD (another alternative would be both of us working together in a sequence of common versions).
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RE: Global domination v1.06

Post by ggm »

Will see about renaming

ggm

Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
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RE: Global domination v1.06

Post by Bombur »

Thank you, I hope you do a great work with your "mod of the mod".
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