GD 1938 - Gets an Update
Moderator: Vic
RE: GD 1938 - Gets an Update
As I suspected you can not transport aircraft on transport ships. Haven't tried cargo but I don't see why they would work there if not on transports. Effectively preventing the US from fielding air groups in Europe that are unable to fly there on their own.
I know for a fact I used to be able to build US counters in Europe because that was how I got my aircraft there.
I know for a fact I used to be able to build US counters in Europe because that was how I got my aircraft there.
Favoritism is alive and well here.
RE: GD 1938 - Gets an Update
This is a deal breaker for me. The inability to send aircraft across long distance seas is a no go for me to play the game. If an excuse of you can send them to an ally is used then the breaker is that you can not attack your enemy on all your allies turns.
There is a work around I suppose. One could send nearly empty units to the foreign areas place them in ports and then transfer aircraft to the now positioned unit. But that is ridiculous.
There is a work around I suppose. One could send nearly empty units to the foreign areas place them in ports and then transfer aircraft to the now positioned unit. But that is ridiculous.
Favoritism is alive and well here.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - Gets an Update
ORIGINAL: Twotribes
When did you remove the ability to build allied units in allied countries? This means I have to either ship by transport a hqs to the foreign Country and build ALL my units in home Country.
Never
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - Gets an Update
Non-own countries should still be able to produce own equipment. There are some places (like India) where there is so little heavy industry, that they can only produce weapons like guns and infantry. Those places are called colonial cities, or colonial large cities, etc.
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - Gets an Update
Re-reading your post: I think I misunderstood you the first time.
In any case, I have not changed anything that had to do with allies from v 2.00 to v.2.10. If anything has been changed it must have been done by a patch from Vic. Heck I can´t even find a rulevar that does what you think I have done. And I don´t believe Vic has made a patch... Are you sure that you are allied with Britain?
In any case, I have not changed anything that had to do with allies from v 2.00 to v.2.10. If anything has been changed it must have been done by a patch from Vic. Heck I can´t even find a rulevar that does what you think I have done. And I don´t believe Vic has made a patch... Are you sure that you are allied with Britain?
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: GD 1938 - Gets an Update
I am sure the US has a few odd things going on. I have no card to declare war on minors and every few turns the game announces The US is free to declare war. The US is currently at war with Germany and Italy.
Favoritism is alive and well here.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - Gets an Update
US never gets a card to declare war on minors, it is a democracy, they behave nicely, according to this game at least...
It should only announce once that the US is free to declare war on the majors.. There may be a bug in this message system, i think...
It should only announce once that the US is free to declare war on the majors.. There may be a bug in this message system, i think...
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - Gets an Update
I think i fixed the bug, now, though I am uncertain. I also changed the text that the game now sends out to make sure that it is clear that the US can only declare war on Major Countries.
EDIT: Not real pleased with the way the "USA out of isolationism" events are working... I will try to improve them in coming editions.
EDIT: Not real pleased with the way the "USA out of isolationism" events are working... I will try to improve them in coming editions.
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: GD 1938 - Gets an Update
Actually no Bug someone pointed out that in allied territory the green plus is to the far right not in its normal position. I checked it is there.
Favoritism is alive and well here.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
GD 1938 - with officers
Global Domination 1938, update
Since the last update I have been working on a major update of the GD 1938 scenario. The new update is mainly the introduction of officers for GD 1938, but a few cards and other changes have made their way into the update as well.
The Officers:
Let us start out by looking at those. There are 195 in total, so it is a fairly big chunk of officers that are available to each major country. Although some major countries, like Italy have very few officers, and others like the United States get their officers later than other nations (this may be corrected later on).
Each year that passes new officers will be assigned to the officer pool, if any are available to that nation. So like technology it is worth checking to see if something better has appeared. New officers will appear all the way until 1945.
Each officer has 3 statistics available to them. Those are Combat mod, Morale mod and Staff. The first one is how much extra the officer can give to the units he is commanding, via his ordinary staff. The second one is how much morale bonus he can confer in the same manner, and the Staff is a meassure of how much staff he can give the bonus to.
Generally each officer will have these traits in various degrees. Some being as high as the 50s for combat, and 20s for morale. No officer will have more than 600 in Staff, so if you have a HQ with more than 60 staff, he won´t be able to confer more than his bonus to 60 of them.
What is more important perhaps are the new cards that the officers get.
These are, Attack I, II and III, which give a bonus to all infantry and armored SFTs in the unit used on. The degree of how much is determined by two things, the size of the unit, and the level of the card.
There is also a defensive counter part called Defend I, II and III. The give bonuses to defence for Infantry and artillery, and again size of the unit matters, as well as the level of the card.
There is a card called Bombard I, II and III as well. This is a bonus to any artillery SFTs in a unit, and is primarily thought to be used as a bonus to shelling, but of course other artillery pieces get the bonus too. Again the bonus is determined by the size of the unit, and the level of the card.
Then there is the Free Action card, probably the most powerful of the cards, as it will allow extra movement, by adding extra APs to the unit selected. Again size of the unit matters, as well as the level of the card. It is present in three versions: Free action I, II and III.
The last card type an officer can get is the Ready Unit card. There is only a Ready Unit I and II, no III. Again the level of the card, and the size of the unit will determine the size of the readiness gained.
New Cards:
Three new cards have been added. These are Supply Abyssinia, For France, and For Russia. Each are detailed below.
Supply Abyssinia:
For 4 PPs the Italians can send 250 supplies to the troops in Abyssinia. The card will only be dealt to the italians at the beginning of each turn, and only if Italy is not at war, at all, and if Britain owns the Suez canal.
For France:
There has been a major change to the French forces in this version. That is they have been given back all thier staff, and no longer have too few of these. This is the good news for any french player out there... Here is the bad news, French forces fight at 85% efficiency until this card; For France has been played. The card itself is cheap. Only 5 PPs, but you first get it when Paris has fallen to a country you are currently at war with! And then when you play it, the efficency will only climb by 5% each turn, until it reaches 100%. So most likely France will fall before that happens.
For Russia:
There has also been a major change to the Soviet forces in this version. They have been given staff back, to the point where each HQ approximately is staffed by 75% of the needed staff. Indeed good news for a Soviet Player. However there is bad news too. The Soviet Army fights at 80% efficency, until "For Russia", has been played. When do you get it? When the first soviet city, owned at the start of the game, falls to a country you are at war with. Then you get the card, which only costs 5 PPs to use, and then over the next turns the Russian peopled army will go back to 100% efficency, this will however take 4 turns.
Other Features:
Apart from the above, there is also been made a couple of more changes. One of these is an economic adjustment of the Soviet Union. Some cities have been upgraded, and now are large cities, and some towns, have been upgraded to cities. The Soviet union as a result now has a better chance to survive war, and be ready for it when it happens. The increase in total is by some 20%.
Also the Strategic Research for Coalition has been reduced to half the cost, 200 PPs. As it was found to be costing too much, and therefore went unused.
And finally the landscape in Finland, near the Soviet Border has changed somewhat, to better reflect it´s defensive value to the finns.
Also there has been a general correction of bugs, and such.
Since the last update I have been working on a major update of the GD 1938 scenario. The new update is mainly the introduction of officers for GD 1938, but a few cards and other changes have made their way into the update as well.
The Officers:
Let us start out by looking at those. There are 195 in total, so it is a fairly big chunk of officers that are available to each major country. Although some major countries, like Italy have very few officers, and others like the United States get their officers later than other nations (this may be corrected later on).
Each year that passes new officers will be assigned to the officer pool, if any are available to that nation. So like technology it is worth checking to see if something better has appeared. New officers will appear all the way until 1945.
Each officer has 3 statistics available to them. Those are Combat mod, Morale mod and Staff. The first one is how much extra the officer can give to the units he is commanding, via his ordinary staff. The second one is how much morale bonus he can confer in the same manner, and the Staff is a meassure of how much staff he can give the bonus to.
Generally each officer will have these traits in various degrees. Some being as high as the 50s for combat, and 20s for morale. No officer will have more than 600 in Staff, so if you have a HQ with more than 60 staff, he won´t be able to confer more than his bonus to 60 of them.
What is more important perhaps are the new cards that the officers get.
These are, Attack I, II and III, which give a bonus to all infantry and armored SFTs in the unit used on. The degree of how much is determined by two things, the size of the unit, and the level of the card.
There is also a defensive counter part called Defend I, II and III. The give bonuses to defence for Infantry and artillery, and again size of the unit matters, as well as the level of the card.
There is a card called Bombard I, II and III as well. This is a bonus to any artillery SFTs in a unit, and is primarily thought to be used as a bonus to shelling, but of course other artillery pieces get the bonus too. Again the bonus is determined by the size of the unit, and the level of the card.
Then there is the Free Action card, probably the most powerful of the cards, as it will allow extra movement, by adding extra APs to the unit selected. Again size of the unit matters, as well as the level of the card. It is present in three versions: Free action I, II and III.
The last card type an officer can get is the Ready Unit card. There is only a Ready Unit I and II, no III. Again the level of the card, and the size of the unit will determine the size of the readiness gained.
New Cards:
Three new cards have been added. These are Supply Abyssinia, For France, and For Russia. Each are detailed below.
Supply Abyssinia:
For 4 PPs the Italians can send 250 supplies to the troops in Abyssinia. The card will only be dealt to the italians at the beginning of each turn, and only if Italy is not at war, at all, and if Britain owns the Suez canal.
For France:
There has been a major change to the French forces in this version. That is they have been given back all thier staff, and no longer have too few of these. This is the good news for any french player out there... Here is the bad news, French forces fight at 85% efficiency until this card; For France has been played. The card itself is cheap. Only 5 PPs, but you first get it when Paris has fallen to a country you are currently at war with! And then when you play it, the efficency will only climb by 5% each turn, until it reaches 100%. So most likely France will fall before that happens.
For Russia:
There has also been a major change to the Soviet forces in this version. They have been given staff back, to the point where each HQ approximately is staffed by 75% of the needed staff. Indeed good news for a Soviet Player. However there is bad news too. The Soviet Army fights at 80% efficency, until "For Russia", has been played. When do you get it? When the first soviet city, owned at the start of the game, falls to a country you are at war with. Then you get the card, which only costs 5 PPs to use, and then over the next turns the Russian peopled army will go back to 100% efficency, this will however take 4 turns.
Other Features:
Apart from the above, there is also been made a couple of more changes. One of these is an economic adjustment of the Soviet Union. Some cities have been upgraded, and now are large cities, and some towns, have been upgraded to cities. The Soviet union as a result now has a better chance to survive war, and be ready for it when it happens. The increase in total is by some 20%.
Also the Strategic Research for Coalition has been reduced to half the cost, 200 PPs. As it was found to be costing too much, and therefore went unused.
And finally the landscape in Finland, near the Soviet Border has changed somewhat, to better reflect it´s defensive value to the finns.
Also there has been a general correction of bugs, and such.
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
- Jeffrey H.
- Posts: 3154
- Joined: Fri Apr 13, 2007 6:39 pm
- Location: San Diego, Ca.
RE: GD 1938 - Gets an Update
ORIGINAL: ernieschwitz
EDIT: Not real pleased with the way the "USA out of isolationism" events are working... I will try to improve them in coming editions.
I had the US enter in early 1939, made it's roll on a 14% chance. Really cost me as Japan since they immediately went right to war with me, (presumably because of China although I didn't have any option with it either since by default I start the game at war with them).
Sent my navy to the bottom, along with Britain and France helping.
Maybe a die roll modifier for pre historical entry, to make it harder to get a lucky roll ?
History began July 4th, 1776. Anything before that was a mistake.
Ron Swanson
Ron Swanson
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - Gets an Update
Maybe. On the other hand, things seem to be sped-up in the mod, countries usually choosing to enter the war in 1938 instead of 1939. Some 20 turns early i think. America would then enter around 1940, i think. But i could make the chances lesser of course... I´ll give it some thought. 

Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: GD 1938 - Gets an Update
What are the rules withe the coup card? Is success more likely if the country is friendly towards you? Is the friendliness level affected if the coup fails?
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - Gets an Update
For every 30 points of diplomatic status you have with a country, you have 1% chance of success for the coup. So if a country has 300 points of diplomatic status, you will have 10% chance of the coup being succesfull. If the coup fails, the country will lose half its diplomatic status with you.
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
- Jonathan Pollard
- Posts: 584
- Joined: Sun Feb 25, 2007 2:48 am
- Location: Federal prison
- Contact:
RE: GD 1938 - with officers
Does the fall of a resource location such as Vladivostok count as a Soviet city for the purposes of obtaining the "For Russia" card?ORIGINAL: ernieschwitz
For Russia:
There has also been a major change to the Soviet forces in this version. They have been given staff back, to the point where each HQ approximately is staffed by 75% of the needed staff. Indeed good news for a Soviet Player. However there is bad news too. The Soviet Army fights at 80% efficency, until "For Russia", has been played. When do you get it? When the first soviet city, owned at the start of the game, falls to a country you are at war with. Then you get the card, which only costs 5 PPs to use, and then over the next turns the Russian peopled army will go back to 100% efficency, this will however take 4 turns.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - with officers
ORIGINAL: Jonathan PollardDoes the fall of a resource location such as Vladivostok count as a Soviet city for the purposes of obtaining the "For Russia" card?ORIGINAL: ernieschwitz
For Russia:
There has also been a major change to the Soviet forces in this version. They have been given staff back, to the point where each HQ approximately is staffed by 75% of the needed staff. Indeed good news for a Soviet Player. However there is bad news too. The Soviet Army fights at 80% efficency, until "For Russia", has been played. When do you get it? When the first soviet city, owned at the start of the game, falls to a country you are at war with. Then you get the card, which only costs 5 PPs to use, and then over the next turns the Russian peopled army will go back to 100% efficency, this will however take 4 turns.
Yes it does. I already named the ploy of attacking Japan, and hoping they take Vladivostok as the "Vladivostok Gambit". I tried to use it in one of our games, but it was not accepted (the gambit), and I understand that in the game going on atm (game 6) that the gambit has been accepted. Question is, has the card been played...
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: GD 1938 - with officers
I don't mind he sent hundreds of tanks there. Now he has to leave them or risk Japan attacking him again. After Japan gets parity in armor forces.
Favoritism is alive and well here.
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - with officers
Thought I might give all of you a heads up on some of the changes that Bombur and I are planning for the next version we will release.
These changes are among other things:
- New SFTs (Heavy figthers will now be individualized by country)
- Deserts, and code making them harder to have troops in
- Roads as well as railroads
- Accelerated entry of American Generals, if USA goes to war early
- Trade between USA and Japan
- Possibility of making embargos of Japan for USA
- More Italian Generals
- Several minor bugfixes
Sound Good? If so, you might want to peak in and download the newest version when it becomes available.
These changes are among other things:
- New SFTs (Heavy figthers will now be individualized by country)
- Deserts, and code making them harder to have troops in
- Roads as well as railroads
- Accelerated entry of American Generals, if USA goes to war early
- Trade between USA and Japan
- Possibility of making embargos of Japan for USA
- More Italian Generals
- Several minor bugfixes
Sound Good? If so, you might want to peak in and download the newest version when it becomes available.
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
RE: GD 1938 - with officers
Very nice indeed, with all the activity going on just now in GD1938, might I ask for a rough ETA? If it is right around the corner new games might wait a bit to start.
If you are still brimming with new ideas, and have a lot to code we will certainly all understand.
Chuck
If you are still brimming with new ideas, and have a lot to code we will certainly all understand.
Chuck
- ernieschwitz
- Posts: 4561
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
RE: GD 1938 - with officers
ORIGINAL: cpdeyoung
Very nice indeed, with all the activity going on just now in GD1938, might I ask for a rough ETA? If it is right around the corner new games might wait a bit to start.
If you are still brimming with new ideas, and have a lot to code we will certainly all understand.
Chuck
At the moment Bombur is doing some checking and tweaking of SFTs and Items, making sure that there is no more errors (hopefully), and I am done coding, mostly, all that needs presently is the addition of the Italian generals. Already made the Graphics and stats for them. Just waiting for the file from Bombur.

Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.