TRP - Total Realism Project for War in Europe (1.12 Download)
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
Just messing around with this mod doing a play test with 1.0.0 as Allies using base settings.
Some observations so far:
1. Naval upgrades are extremely expensive.
2. German AI took 4 turns to finish off Poland. There wasn't much left of the Polish army. Very minimal MPP help from the British.
3. The Sitzkrieg is for real beyond the Germans bombing French units further up the line on the border with Belgium. It is Feb 40 right now I believe. The Germans are absolutely ready to roll through the Low Countries.
4. Some interesting new decisions included in this one that are not in the base game. Nothing game breaking that I have seen so far, although selling aircraft to Sweden is very helpful to the US.
5. The Italians have been busy upgrading their naval units despite the cost although they might be caught in a AI loop. For the last 3-4 turns, they have a 10 point destroyer in port that isn't upgraded. It moves out so a 8 point destroyer that is upgraded can move in (presumably to get fixed). It moves it in, then decides it wants to upgrade the other destroyer after all, so then they swap spots again. Not sure there is anything that can be done about that, but just a heads up.
6. Russian engineers have been busy up by Leningrad and now in the Crimea. The Russian Black Sea Fleet seems extremely powerful compared to a lot of other areas of the game, in particular in cruisers. Only two of the cruisers were started in 1930 and later. The other 4 were all either started in WW1 and completed after long delays (3) or predated WW1 (1). 11 new destroyers and 5 old destroyers round out the major warships available along with 44 submarines that apparently didn't do a whole lot. I would consider removing the CA cruiser. Russian tech is full at the moment, so they are looking over what to buy. At least 1 HQ so far and probably more seem to make the most sense at this point.
7. The French at least have a solid line across the front. On order are mostly things that can actually hurt ground units, especially tanks so the French have their AT unit coming along with a mech unit and stuff like that. Will see how that works out.
8. The South African's are moving up to deal with the Italian East Africa empire. Egypt looks fairly bare at the moment as does England. Some stuff is belatedly on the way. The British fleet is partially upgraded, but as mentioned, it is very expensive. No extra air has been purchased and I am wondering about the wisdom of that at this point. The strategic bomber has been visiting Germany on a regular basis and the Luftwaffe has not seen fit to do anything about it to this point.
Overall, good stuff for the most part and I will report back when I get some more time to play.
Some observations so far:
1. Naval upgrades are extremely expensive.
2. German AI took 4 turns to finish off Poland. There wasn't much left of the Polish army. Very minimal MPP help from the British.
3. The Sitzkrieg is for real beyond the Germans bombing French units further up the line on the border with Belgium. It is Feb 40 right now I believe. The Germans are absolutely ready to roll through the Low Countries.
4. Some interesting new decisions included in this one that are not in the base game. Nothing game breaking that I have seen so far, although selling aircraft to Sweden is very helpful to the US.
5. The Italians have been busy upgrading their naval units despite the cost although they might be caught in a AI loop. For the last 3-4 turns, they have a 10 point destroyer in port that isn't upgraded. It moves out so a 8 point destroyer that is upgraded can move in (presumably to get fixed). It moves it in, then decides it wants to upgrade the other destroyer after all, so then they swap spots again. Not sure there is anything that can be done about that, but just a heads up.
6. Russian engineers have been busy up by Leningrad and now in the Crimea. The Russian Black Sea Fleet seems extremely powerful compared to a lot of other areas of the game, in particular in cruisers. Only two of the cruisers were started in 1930 and later. The other 4 were all either started in WW1 and completed after long delays (3) or predated WW1 (1). 11 new destroyers and 5 old destroyers round out the major warships available along with 44 submarines that apparently didn't do a whole lot. I would consider removing the CA cruiser. Russian tech is full at the moment, so they are looking over what to buy. At least 1 HQ so far and probably more seem to make the most sense at this point.
7. The French at least have a solid line across the front. On order are mostly things that can actually hurt ground units, especially tanks so the French have their AT unit coming along with a mech unit and stuff like that. Will see how that works out.
8. The South African's are moving up to deal with the Italian East Africa empire. Egypt looks fairly bare at the moment as does England. Some stuff is belatedly on the way. The British fleet is partially upgraded, but as mentioned, it is very expensive. No extra air has been purchased and I am wondering about the wisdom of that at this point. The strategic bomber has been visiting Germany on a regular basis and the Luftwaffe has not seen fit to do anything about it to this point.
Overall, good stuff for the most part and I will report back when I get some more time to play.
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
Up to 6/29/1940
Russia at 18% mobilization, US at 38%. New techs have started popping finally. Russia and France got infantry 1 and the Commonwealth got production tech 1. The US is close on several, but nothing yet.
I decided I needed more help in the desert, so took the early arrival of the ANZAC forces, doubling my corps up to 4. The Italians have quite a few units, but both of us are basically spending time looking at each other. The CW campaign against Italian East Africa is off to a slow start with the Sudan and South Africans working on things there. Supply is really bad, so I don't think much will happen there very fast.
The RN and French navy sent most of the cream of their navy to thrown down with the Italian fleet. The French units participating were up to full strength, but not upgraded (2 BC, 2 cruiser, sub, destroyer I think). RN forces included all three carriers, 2 BB, 2 BC, 3 CA and 2 sub. All were upgraded. After the carnage of several turns, the Italian fleet has been reduced to 1 sub and 1 DD, both of which will be dealt with shortly. French lost a CA and the RN a CL. There are several French ships down to 2 points and there are no current plans to repair them due to MPP shortages. The German surface fleet continues to hang out in the Baltic for now.
On the main stage, the German attacks continue into France. The French army has taken a beating and the front is crumbling a bit, but Lille and Calais are the only French cities to fall so far. The French have lost 8 infantry corps and a division so far. The Germans have only lost 2 ground units so far, but both have been costly as the French have ambushed two of the German armored corps with anti tank units and the French tank corps. The French generally take heavy losses doing it and they need a little down time to fix units after the fact, but it has taken a bit of striking power out of the German attack. While France has infantry weapons 1, they really can't afford to upgrade very many units as the line is fairly thin. I probably screwed up strategy wise by buying two * corps back. I had a good reserve built up and was busy replenishing damaged units. After doing that, I ran out of my MPP reserve and it has not been pretty since. The good news for the French is they have four corps coming, although two won't be until 4 August. The Italians have broken through in the south, so the corps coming this turn will have to go down there to help out. The BEF is being nominal help with 1 corps engaged and the others stationed near ports ready to set sail the moment things look like they are getting out of hand.
AI quirks (not that you can do anything about those, but I don't know). The German paratrooper ended their vacation (They were mauled badly when the Germans first invaded the low countries) by jumping back into Belgium behind German lines and for no other apparent reason. Unfortunately for them, they flew into interception range of the RAF and promptly went from a 10 unit to a 6 unit.
Notes: The German weight is beginning to tell a bit, but they have 1 panzer corps and 1 panzer division left. The infantry is pounding its way forward, but it is a slow process. I don't know how long the French can hold out, but it feels like they can do ok for a bit yet. French moral stands at 56% for now. (It would be lower, except they were given the position of honor to finish off at least two of the Italian capital ships for moral boosts and to help compensate for the losses they took). Commonwealth moral stands at 106, German at 100, Italian at 86.
I don't know if the Russians get the units they get in the vanilla game when the balloon goes up. I am guessing they do, because I have not really been building units and there really isn't the MPP's to do anything. I finally maxed research out. What they have built is mainly HQ units.
The UK has 2 AT units coming along with a tank corps (mid August for that). I don't know if they will get additional units for the desert or not nor do I know if Rommel will show up on a script. Obviously, they are going to have issues getting there now that the Italian fleet has left the game not to mention supplies are going to be bad. It is going to be a good long while before the Commonwealth can look to do anything offensively in the desert. They need something that can actually hurt ground units. I won't have air or artillery anytime soon and there is a need for another HQ down there as well.
Germany has spent 450 on research so far and 600 on diplo chits. (They got a hit for Spain and Turkey).
Italy has spent 400 on research.
CW has spent 1325 on research
France has spent 0 on research, 50 on diplomacy.
US has spent 350 on research
USSR has spent 375 on research
Enjoying it so far. If this is helpful info, let me know and I will continue to post.
Russia at 18% mobilization, US at 38%. New techs have started popping finally. Russia and France got infantry 1 and the Commonwealth got production tech 1. The US is close on several, but nothing yet.
I decided I needed more help in the desert, so took the early arrival of the ANZAC forces, doubling my corps up to 4. The Italians have quite a few units, but both of us are basically spending time looking at each other. The CW campaign against Italian East Africa is off to a slow start with the Sudan and South Africans working on things there. Supply is really bad, so I don't think much will happen there very fast.
The RN and French navy sent most of the cream of their navy to thrown down with the Italian fleet. The French units participating were up to full strength, but not upgraded (2 BC, 2 cruiser, sub, destroyer I think). RN forces included all three carriers, 2 BB, 2 BC, 3 CA and 2 sub. All were upgraded. After the carnage of several turns, the Italian fleet has been reduced to 1 sub and 1 DD, both of which will be dealt with shortly. French lost a CA and the RN a CL. There are several French ships down to 2 points and there are no current plans to repair them due to MPP shortages. The German surface fleet continues to hang out in the Baltic for now.
On the main stage, the German attacks continue into France. The French army has taken a beating and the front is crumbling a bit, but Lille and Calais are the only French cities to fall so far. The French have lost 8 infantry corps and a division so far. The Germans have only lost 2 ground units so far, but both have been costly as the French have ambushed two of the German armored corps with anti tank units and the French tank corps. The French generally take heavy losses doing it and they need a little down time to fix units after the fact, but it has taken a bit of striking power out of the German attack. While France has infantry weapons 1, they really can't afford to upgrade very many units as the line is fairly thin. I probably screwed up strategy wise by buying two * corps back. I had a good reserve built up and was busy replenishing damaged units. After doing that, I ran out of my MPP reserve and it has not been pretty since. The good news for the French is they have four corps coming, although two won't be until 4 August. The Italians have broken through in the south, so the corps coming this turn will have to go down there to help out. The BEF is being nominal help with 1 corps engaged and the others stationed near ports ready to set sail the moment things look like they are getting out of hand.
AI quirks (not that you can do anything about those, but I don't know). The German paratrooper ended their vacation (They were mauled badly when the Germans first invaded the low countries) by jumping back into Belgium behind German lines and for no other apparent reason. Unfortunately for them, they flew into interception range of the RAF and promptly went from a 10 unit to a 6 unit.
Notes: The German weight is beginning to tell a bit, but they have 1 panzer corps and 1 panzer division left. The infantry is pounding its way forward, but it is a slow process. I don't know how long the French can hold out, but it feels like they can do ok for a bit yet. French moral stands at 56% for now. (It would be lower, except they were given the position of honor to finish off at least two of the Italian capital ships for moral boosts and to help compensate for the losses they took). Commonwealth moral stands at 106, German at 100, Italian at 86.
I don't know if the Russians get the units they get in the vanilla game when the balloon goes up. I am guessing they do, because I have not really been building units and there really isn't the MPP's to do anything. I finally maxed research out. What they have built is mainly HQ units.
The UK has 2 AT units coming along with a tank corps (mid August for that). I don't know if they will get additional units for the desert or not nor do I know if Rommel will show up on a script. Obviously, they are going to have issues getting there now that the Italian fleet has left the game not to mention supplies are going to be bad. It is going to be a good long while before the Commonwealth can look to do anything offensively in the desert. They need something that can actually hurt ground units. I won't have air or artillery anytime soon and there is a need for another HQ down there as well.
Germany has spent 450 on research so far and 600 on diplo chits. (They got a hit for Spain and Turkey).
Italy has spent 400 on research.
CW has spent 1325 on research
France has spent 0 on research, 50 on diplomacy.
US has spent 350 on research
USSR has spent 375 on research
Enjoying it so far. If this is helpful info, let me know and I will continue to post.
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
Yea it helps, not happy about the entire French Navy going on a suicide to destroy the Italians. Historically it was not possible as they ships were in a port and the French Navy could not get to them.
I am thinking of making the Adriatic Sea like I did with the two Spanish ports. Brindisi or Albania, maybe even add a few other key points that if any are taken then the protection against Allied shipping is removed.
I think that may be enough to not have people go on a suicide run.
Wish the game engine had either a fleet concept or allowed more than one ship to be in a port.
I am thinking of making the Adriatic Sea like I did with the two Spanish ports. Brindisi or Albania, maybe even add a few other key points that if any are taken then the protection against Allied shipping is removed.
I think that may be enough to not have people go on a suicide run.
Wish the game engine had either a fleet concept or allowed more than one ship to be in a port.
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
So a couple of points on the "suicide run".
First as I mentioned, the French have lost 1 cruiser and that is it. They have several ships heavily damaged and the only thing stopping me from repairing them is events in France. That and I did forget to mention that the French Med mainland ports are not safe right now thanks to an Italian bomber that has all of them in range. I simply don't have the fighter coverage to protect them, especially since the Italians also have a fighter unit down there for escort.
Secondly, the Italians prioritized attacking French ships when they attacked. There were plenty of opportunities for them to also attack Royal Navy ships, but they went after the French instead. I suspect this is the AI looking at where it can cause the most damage and that happens to be against un-upgraded French ships as opposed to upgraded British ships.
Finally, there is no question that the French are better off national moral wise after events with the Italian fleet than before.
I don't disagree that the "Italians declare war and get their fleet wiped out" is an issue. It is a issue in this game (War in Europe) and also a issue in WaW. I think it is an issue in a lot of games outside of the Strategic Command series as well. Historically, part of the French fleet was out looking for German surface raiders and escorting convoys. Part of the French fleet just wasn't really ready and something that isn't modeled in this game series is the French didn't have a lot of excess oil to have most of the French fleet steaming like crazy. (This is typically responsible for a lot of the French fleet remaining in port in WiF). It is sort of a no win for the Italians. They can try to hide the most important elements of their fleet in port, although those are open to carrier and sub attacks or come out and get smashed on terms very favorable to the Allied battle fleet. There is no question that it could have been done historically. It was just a case of the Allies not really considering it or being aggressive enough. Look at the amount of damage dealt by the raid on Taranto by a whopping 12 Swordfish. That the Italians have a very predictable entry point works both ways for the Germans to manipulate when the Italians come in. The Allies are very aware of this as well and can use known Italian entry to their advantage be it fleet action or more rarely, an attack into Libya.
I think part of the solution is an awareness on the Germans part that they need to help their Italian ally between when they come in and the fall of France. While it may slow down progress in France, the Germans need to consider moving strong air assets to Italy to both protect the Italian fleet and to also punish Allied ships in bombing attacks. Building the maritime bomber squadron might be expensive and not helpful to the campaign in France, it makes up for that in its ability to dish out punishment to aggressive Allied ships. That may also be a consideration for the Italians as well (They would have to be given their maritime bomber maybe upon mobilization).
First as I mentioned, the French have lost 1 cruiser and that is it. They have several ships heavily damaged and the only thing stopping me from repairing them is events in France. That and I did forget to mention that the French Med mainland ports are not safe right now thanks to an Italian bomber that has all of them in range. I simply don't have the fighter coverage to protect them, especially since the Italians also have a fighter unit down there for escort.
Secondly, the Italians prioritized attacking French ships when they attacked. There were plenty of opportunities for them to also attack Royal Navy ships, but they went after the French instead. I suspect this is the AI looking at where it can cause the most damage and that happens to be against un-upgraded French ships as opposed to upgraded British ships.
Finally, there is no question that the French are better off national moral wise after events with the Italian fleet than before.
I don't disagree that the "Italians declare war and get their fleet wiped out" is an issue. It is a issue in this game (War in Europe) and also a issue in WaW. I think it is an issue in a lot of games outside of the Strategic Command series as well. Historically, part of the French fleet was out looking for German surface raiders and escorting convoys. Part of the French fleet just wasn't really ready and something that isn't modeled in this game series is the French didn't have a lot of excess oil to have most of the French fleet steaming like crazy. (This is typically responsible for a lot of the French fleet remaining in port in WiF). It is sort of a no win for the Italians. They can try to hide the most important elements of their fleet in port, although those are open to carrier and sub attacks or come out and get smashed on terms very favorable to the Allied battle fleet. There is no question that it could have been done historically. It was just a case of the Allies not really considering it or being aggressive enough. Look at the amount of damage dealt by the raid on Taranto by a whopping 12 Swordfish. That the Italians have a very predictable entry point works both ways for the Germans to manipulate when the Italians come in. The Allies are very aware of this as well and can use known Italian entry to their advantage be it fleet action or more rarely, an attack into Libya.
I think part of the solution is an awareness on the Germans part that they need to help their Italian ally between when they come in and the fall of France. While it may slow down progress in France, the Germans need to consider moving strong air assets to Italy to both protect the Italian fleet and to also punish Allied ships in bombing attacks. Building the maritime bomber squadron might be expensive and not helpful to the campaign in France, it makes up for that in its ability to dish out punishment to aggressive Allied ships. That may also be a consideration for the Italians as well (They would have to be given their maritime bomber maybe upon mobilization).
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
Hmm, interesting
You have given me now two ideas to solve this problem
1) As mentioned earlier, create a safe area in the Adriatic Sea where if the Axis hold on to certain positions any allied ships that are at war with Italy entering that area will get damaged. If they are not at war with Italy and Italy is still neutral it will raise their Mobilization
2) Do a ship count of how many French ships still survive when France falls. I think they are like 10 French ships. So if they have less than 10 ships instead of Vichy forming then all of France will surrender to Germany giving them extra production and a small part of France will be given to the Italians to increase their production. The thought is part of the reason Vichy was formed was to keep the French Navy out of the war. If it is destroyed what is the point!
You have given me now two ideas to solve this problem
1) As mentioned earlier, create a safe area in the Adriatic Sea where if the Axis hold on to certain positions any allied ships that are at war with Italy entering that area will get damaged. If they are not at war with Italy and Italy is still neutral it will raise their Mobilization
2) Do a ship count of how many French ships still survive when France falls. I think they are like 10 French ships. So if they have less than 10 ships instead of Vichy forming then all of France will surrender to Germany giving them extra production and a small part of France will be given to the Italians to increase their production. The thought is part of the reason Vichy was formed was to keep the French Navy out of the war. If it is destroyed what is the point!
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
Not sure what is going on, but the Germans have bombed London twice now (and the second time, I am sure London was in clear weather). There were two British fighters sitting next to London and neither attempted an interception on either turn. My strategic bomber gets intercepted by German fighters, so I know that part is working ok.
First part of August has the French hanging on by their fingernails. (Germans have two hexes next to Paris). The end is clearly in sight for them although they survived long enough for the last two corps to get in. The Germans advanced a motorized infantry unit along the coast and the Allies were able to cut it off, shell it and kill it. The BEF HQ is gone to England to run the RAF while the infantry units are in ports ready to bug out. A couple of British ships stopped in the bay of Biscay ports for some minor repairs and shore leave before France falls to keep from overloading the English ports. The RAF was able to destroy a German Stuka unit that ventured too close to the coast and was damaged in repeated attacks against French units protected by their AA unit. Only 1 German fighter unit was in range and it was unable to protect the Stuka unit. Score sheet so far is 2 German Panzer corps, 1 German motorized infantry corps and 1 German tac air destroyed. (The infantry unit was destroyed in a supply 0 state, so the Germans get to pay full price for that one). The French have lost most of their army including the motorized AT unit, tank corps and division. The French mech is hanging in there, providing Paris flank protection. The Italians in the south have been stopped and seem content to beat on French units along the coast. The French mountain corps managed to spend a week in Italy next to Milan, but were unable to inflict much damage on an Italian bomber unit. They eventually pulled back a bit due to supply considerations.
The South Africans are making progress and have laid siege to a city in Italian East Africa. Rupertforce complained about how cold it was in Norway and Finland, so they got sent to invade an empty port. Hopefully the temperatures are more agreeable for them. The army in Egypt has advanced to the frontier and learning how crummy the Italian supply is, have launched a limited attack. 1 Italian infantry corps has died so far, but they have made no progress against the Italian mech. Probably the only way to get anywhere with it is to try to kill its supply and get around it and behind, but the Allies may not have enough units to do that. One unit is on the way to help out however. Still no air available for awhile. An artillery unit is on order and will be shipped there with the armored corps ordered earlier in the year. I have a feeling they will likely meet Rommel, but we shall see. Not much going on with the Russians or the US except a lot of research in both places and the sound of Russian engineers busy digging fortifications in various spots.
First part of August has the French hanging on by their fingernails. (Germans have two hexes next to Paris). The end is clearly in sight for them although they survived long enough for the last two corps to get in. The Germans advanced a motorized infantry unit along the coast and the Allies were able to cut it off, shell it and kill it. The BEF HQ is gone to England to run the RAF while the infantry units are in ports ready to bug out. A couple of British ships stopped in the bay of Biscay ports for some minor repairs and shore leave before France falls to keep from overloading the English ports. The RAF was able to destroy a German Stuka unit that ventured too close to the coast and was damaged in repeated attacks against French units protected by their AA unit. Only 1 German fighter unit was in range and it was unable to protect the Stuka unit. Score sheet so far is 2 German Panzer corps, 1 German motorized infantry corps and 1 German tac air destroyed. (The infantry unit was destroyed in a supply 0 state, so the Germans get to pay full price for that one). The French have lost most of their army including the motorized AT unit, tank corps and division. The French mech is hanging in there, providing Paris flank protection. The Italians in the south have been stopped and seem content to beat on French units along the coast. The French mountain corps managed to spend a week in Italy next to Milan, but were unable to inflict much damage on an Italian bomber unit. They eventually pulled back a bit due to supply considerations.
The South Africans are making progress and have laid siege to a city in Italian East Africa. Rupertforce complained about how cold it was in Norway and Finland, so they got sent to invade an empty port. Hopefully the temperatures are more agreeable for them. The army in Egypt has advanced to the frontier and learning how crummy the Italian supply is, have launched a limited attack. 1 Italian infantry corps has died so far, but they have made no progress against the Italian mech. Probably the only way to get anywhere with it is to try to kill its supply and get around it and behind, but the Allies may not have enough units to do that. One unit is on the way to help out however. Still no air available for awhile. An artillery unit is on order and will be shipped there with the armored corps ordered earlier in the year. I have a feeling they will likely meet Rommel, but we shall see. Not much going on with the Russians or the US except a lot of research in both places and the sound of Russian engineers busy digging fortifications in various spots.
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
If AA fired at the Bomber then the interceptors will NOT intercept. If you do not have AA then you may have the fighters set to Ground which means they wont do anything.Klydon wrote: Fri Nov 18, 2022 10:19 pm Not sure what is going on, but the Germans have bombed London twice now (and the second time, I am sure London was in clear weather). There were two British fighters sitting next to London and neither attempted an interception on either turn. My strategic bomber gets intercepted by German fighters, so I know that part is working ok.
If France is surviving so long and you are playing the Allies I suggest you make the game harder. Play with max difficulty settings and set the experience to level 1 bonus (level 2 just always seems to hard) with everything else at max.
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
Ok on the AA vs intercept. That makes sense on why no intercept. The fighters are on auto at the moment.
As far as difficulty, I am not complaining about how easy/hard the game is. Rather, I think a test run through with neutral settings works the best for finding out issues/judging how things are working. I don't normally play with no fog of war either unless I want to observe enemy movement/actions looking for issues. (Hence the destroyers doing swapping in and out of port accomplishing nothing comment in an earlier post, which I don't know that you can do anything about, but it was most certainly crossed up between the desire to fix a damaged unit and also upgrade a full strength unit and it wound up doing neither for several turns).
As far as difficulty, I am not complaining about how easy/hard the game is. Rather, I think a test run through with neutral settings works the best for finding out issues/judging how things are working. I don't normally play with no fog of war either unless I want to observe enemy movement/actions looking for issues. (Hence the destroyers doing swapping in and out of port accomplishing nothing comment in an earlier post, which I don't know that you can do anything about, but it was most certainly crossed up between the desire to fix a damaged unit and also upgrade a full strength unit and it wound up doing neither for several turns).
Re: TRP - Total Realism Project for War in Europe (1.0.0 Download)
Have no control of that sorryKlydon wrote: Fri Nov 18, 2022 11:53 pm Ok on the AA vs intercept. That makes sense on why no intercept. The fighters are on auto at the moment.
As far as difficulty, I am not complaining about how easy/hard the game is. Rather, I think a test run through with neutral settings works the best for finding out issues/judging how things are working. I don't normally play with no fog of war either unless I want to observe enemy movement/actions looking for issues. (Hence the destroyers doing swapping in and out of port accomplishing nothing comment in an earlier post, which I don't know that you can do anything about, but it was most certainly crossed up between the desire to fix a damaged unit and also upgrade a full strength unit and it wound up doing neither for several turns).
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
TRP v1.0.1 for Europe has been released
Before I make the major changes to the Vichy creation being based on what's left of the French Navy figured leave that up longer for discussion so here is what has been done with the latest update
########################
# TRP 1.0.1 Europe
########################
- (Bug) South America, changed all roads to dirt
- (Bug) Trinidad & Tobago, added a dirt road and rail road to the resource
- (Bug) Finland, message about joining the war was in-correct and changed to the correct conditions
- (Bug) Vichy, fixed Vichy Collaboration Note that said Germany would get 20 MPPs, it should not have said that
- (Bug) UK/France, removed Narvik invasion decision chain, to many ways for a human player to exploit it
- (Bug) Escort Carrier Action points increased from 18 to 21 so the same as other ships (AI reasons)
- (Bug) Bathurst tag was off by one hex
- (Bug) Bathurst was added to the Secondary Supply Source list
- (Bug) Malta had a different name to the hex that was not Malta changed it
- (Bug) Following Countries are blocked from Diplomacy (you must do their parent)
---- Belgian Congo
---- Dutch Guyana
---- Philippines
---- Portuguese East Africa
---- Portuguese West Africa
---- Spanish Guinea
- (New) Gibraltar, changed the hexes your ships land in when passing from the Med to the Atlantic
- (New) USA, decision to Escort Allied shipping along the east coast. If yes then any Axis ships on the east coast have a chance of being damaged
- (New) Adriatic Sea, perimeter created if any allied shipping goes in they will be damaged. You must capture at least one of the highlighted points for the Adriatic defense to go down.
- (Weather) Zone 6, Europe, adjusted weather for 9/1 - 10/20 to have more rain and less mud
- (Map) Yemen capital moved and is neutral, Aden is part of the UK and a Primary Supply
- (Map) UK, added ports to Newcastle and Hull
- (Map) UK, Malta is a Primary Supply
- (Map) Added some towns etc.. to South Africa
- (Map) East Africa area, added some settlements and removed some
- (AI) UK, if not invaded it will build new units in Liverpool instead of London
- (AI) UK, increased their production of AA in the early years
- (AI) UK, reworked guard commands for UK a bit
- (AI) UK, fleet, rewrite of how AI patrols for subs, UK Coast and Med
- (AI) USA, will move its fleet to the med and support its army better
- (AI) Germany, will produce anti-air earlier in the war
- (AI) Diplomacy, cleaned up file to remove countries that can no longer be influenced diplomatically
- (AI) Free France, will reinforce Abyssinia
- (AI) South Africa, will no longer send troops to Abyssinia and instead send them to Egypt
Before I make the major changes to the Vichy creation being based on what's left of the French Navy figured leave that up longer for discussion so here is what has been done with the latest update
########################
# TRP 1.0.1 Europe
########################
- (Bug) South America, changed all roads to dirt
- (Bug) Trinidad & Tobago, added a dirt road and rail road to the resource
- (Bug) Finland, message about joining the war was in-correct and changed to the correct conditions
- (Bug) Vichy, fixed Vichy Collaboration Note that said Germany would get 20 MPPs, it should not have said that
- (Bug) UK/France, removed Narvik invasion decision chain, to many ways for a human player to exploit it
- (Bug) Escort Carrier Action points increased from 18 to 21 so the same as other ships (AI reasons)
- (Bug) Bathurst tag was off by one hex
- (Bug) Bathurst was added to the Secondary Supply Source list
- (Bug) Malta had a different name to the hex that was not Malta changed it
- (Bug) Following Countries are blocked from Diplomacy (you must do their parent)
---- Belgian Congo
---- Dutch Guyana
---- Philippines
---- Portuguese East Africa
---- Portuguese West Africa
---- Spanish Guinea
- (New) Gibraltar, changed the hexes your ships land in when passing from the Med to the Atlantic
- (New) USA, decision to Escort Allied shipping along the east coast. If yes then any Axis ships on the east coast have a chance of being damaged
- (New) Adriatic Sea, perimeter created if any allied shipping goes in they will be damaged. You must capture at least one of the highlighted points for the Adriatic defense to go down.
- (Weather) Zone 6, Europe, adjusted weather for 9/1 - 10/20 to have more rain and less mud
- (Map) Yemen capital moved and is neutral, Aden is part of the UK and a Primary Supply
- (Map) UK, added ports to Newcastle and Hull
- (Map) UK, Malta is a Primary Supply
- (Map) Added some towns etc.. to South Africa
- (Map) East Africa area, added some settlements and removed some
- (AI) UK, if not invaded it will build new units in Liverpool instead of London
- (AI) UK, increased their production of AA in the early years
- (AI) UK, reworked guard commands for UK a bit
- (AI) UK, fleet, rewrite of how AI patrols for subs, UK Coast and Med
- (AI) USA, will move its fleet to the med and support its army better
- (AI) Germany, will produce anti-air earlier in the war
- (AI) Diplomacy, cleaned up file to remove countries that can no longer be influenced diplomatically
- (AI) Free France, will reinforce Abyssinia
- (AI) South Africa, will no longer send troops to Abyssinia and instead send them to Egypt
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
I'd be real careful about your French fleet and Vichy idea.
Don't want an axis player hunting French ships so as to prevent Vichy.
Don't want an axis player hunting French ships so as to prevent Vichy.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
I agree with Taxman. IF you go that way, setting the bar just right will be tricky.
I think causing damage to ships in the Adriatic sounds the best. The Allies didn't venture in there until after they had landed in Italy itself. It was considered to be heavily defended by small craft and mines, which are not really depicted in the game and also air attacks there were a very heavy concern because of the restricted waters of the area (can't really be modeled in this game). I don't think you pick any trigger points on the east side. Perhaps Brindisi and Bari would be proper. The Italian fleet can turtle in there at least in the early part of entry until they can get some other defenses set and the threat of a combined fleet expedition diminishes after France falls. If the Italian fleet decides to come out and play, well, that is on them.
I think causing damage to ships in the Adriatic sounds the best. The Allies didn't venture in there until after they had landed in Italy itself. It was considered to be heavily defended by small craft and mines, which are not really depicted in the game and also air attacks there were a very heavy concern because of the restricted waters of the area (can't really be modeled in this game). I don't think you pick any trigger points on the east side. Perhaps Brindisi and Bari would be proper. The Italian fleet can turtle in there at least in the early part of entry until they can get some other defenses set and the threat of a combined fleet expedition diminishes after France falls. If the Italian fleet decides to come out and play, well, that is on them.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Situation report November 14, 1940.
France fell at the end of September (and like an idiot, I don't have a saved game around that time period). The French did a good job fighting to the last Frenchman and when France surrendered, they had 2 HQ (one had been destroyed on the turn it fell), 2 corps and a garrison in the south and 4 units left around Paris. The Germans got around 1200 in plunder for the fall and looting Paris.
The Germans paid dearly however as losses for them for the campaign were 2 panzer corps, paratroopers, motorized infantry corps, 3 tac air groups and 1 medium bomber group.
In the mean time, Abyssinia's capital has been liberated. There remain a couple of Italian units in the area however. The corps is currently under siege by the South Africans and Sudan has another garrison under siege as well.
In Libya after a slow start, the WDF has been making progress wrecking the Italian military in the area (2 motorized infantry, 2 infantry, garrison, artillery, HQ, and mech), have taken Tobruk and are headed to Bengazi now. 7th armored is now on the scene and Monty has also made an appearance to give General O'Conner a hand. Commonwealth forces near the front include 4 infantry, 1 motorized infantry and Rupertforce after their stop on the Italian East Africa beaches. Some tank destroyers and SP artillery are on their way.
The Italians decided to invade Greece and the British have some MPP laying around, so the Greek army is in the process of being refitted and the British unit was sent and re-enforced. A second tank corps that arrived in Egypt may be told to reload back on the boats and go see what they can do in Greece before the Germans show up. British planners point out the need of a HQ for any Commonwealth forces that may go there and of course, there is no air cover available at the moment and any that became available would likely go to the desert first.
Intelligence isn't sure what the Germans are up to at the moment. France remains full of Germans and while the Germans have 2 maritime bombers, they and the British are even on fighters (3 each) and Germans don't have any tactical air at the moment, but do have some other bombers. Southern England has a decent amount of troops in it at the moment with more Canadians arriving soon. I have had to move the Royal Navy out of the south eastern portion of England, but they remain near and while I think two smaller carriers are on duty in the Med, the rest are available around the British home waters. The Italians appeared to be stacked up on the Yugloslav border, ready for another invasion and Hungary just joined the Axis cause.
As a side note, I think strategic bombers might be a little too good against other air units. The Commonwealth bomber has been playing a key role in killing German tac air with its double strikes. Of course when it is doing that, it isn't out bombing for MPP's.
France fell at the end of September (and like an idiot, I don't have a saved game around that time period). The French did a good job fighting to the last Frenchman and when France surrendered, they had 2 HQ (one had been destroyed on the turn it fell), 2 corps and a garrison in the south and 4 units left around Paris. The Germans got around 1200 in plunder for the fall and looting Paris.
The Germans paid dearly however as losses for them for the campaign were 2 panzer corps, paratroopers, motorized infantry corps, 3 tac air groups and 1 medium bomber group.
In the mean time, Abyssinia's capital has been liberated. There remain a couple of Italian units in the area however. The corps is currently under siege by the South Africans and Sudan has another garrison under siege as well.
In Libya after a slow start, the WDF has been making progress wrecking the Italian military in the area (2 motorized infantry, 2 infantry, garrison, artillery, HQ, and mech), have taken Tobruk and are headed to Bengazi now. 7th armored is now on the scene and Monty has also made an appearance to give General O'Conner a hand. Commonwealth forces near the front include 4 infantry, 1 motorized infantry and Rupertforce after their stop on the Italian East Africa beaches. Some tank destroyers and SP artillery are on their way.
The Italians decided to invade Greece and the British have some MPP laying around, so the Greek army is in the process of being refitted and the British unit was sent and re-enforced. A second tank corps that arrived in Egypt may be told to reload back on the boats and go see what they can do in Greece before the Germans show up. British planners point out the need of a HQ for any Commonwealth forces that may go there and of course, there is no air cover available at the moment and any that became available would likely go to the desert first.
Intelligence isn't sure what the Germans are up to at the moment. France remains full of Germans and while the Germans have 2 maritime bombers, they and the British are even on fighters (3 each) and Germans don't have any tactical air at the moment, but do have some other bombers. Southern England has a decent amount of troops in it at the moment with more Canadians arriving soon. I have had to move the Royal Navy out of the south eastern portion of England, but they remain near and while I think two smaller carriers are on duty in the Med, the rest are available around the British home waters. The Italians appeared to be stacked up on the Yugloslav border, ready for another invasion and Hungary just joined the Axis cause.
As a side note, I think strategic bombers might be a little too good against other air units. The Commonwealth bomber has been playing a key role in killing German tac air with its double strikes. Of course when it is doing that, it isn't out bombing for MPP's.
Last edited by Klydon on Sat Nov 19, 2022 3:33 pm, edited 1 time in total.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Allied science report:
Commonwealth must have bad luck or the scientists are spending too much time in the pubs. They start the game with long range air, artillery, ASW, spying, logistics, and production. Of all of those, only artillery and production have completed. They have also invested in command & control and that has completed. Of the starters that are not complete, they all stand at about 85%. Commonwealth has spent 1725 on research
US science has been hard at work apparently (or using loaded dice). Fighters, bombers, naval weapons, long range air, subs, artillery, ASW, command and control, infantry warfare, armored warfare, aerial warfare, spying, production and industrial tech are all their starters. All are complete except long range air and industrial tech. US has spent 625 on research.
France. Well, the French didn't make it to this point in the game and I don't have good records of where they are except they did get infantry weapons and AA. AA was very late just before the fall (I got it on 2 units I think). Infantry weapons came when the invasion came and the French never really had the MPP to spare for it although they probably got it on about 4-5 units and some HQ's at the end because I didn't have anything else to put it on. France spent nothing on research.
Russia. Mixed bag for them. They start with infantry weapons*, tanks, bombers, artillery, ground attack*, command and control*, armored warfare*, spying, logistics*, production* and industrial tech. (*denotes a completed tech). Russia has spent 1025 on research.
Entry for US and Russia stand at 63% and 25% respectively.
For Axis research, Germany has spent 450 and Italy 525.
Overall, if your goal is to have a tech level take a year to develop, I think it is a little slow, but not by a lot and that could be me jaded by the Commonwealth results. Certainly one could point to the US success and be quite happy. Small sample size theater I think in terms of randomness.
Commonwealth must have bad luck or the scientists are spending too much time in the pubs. They start the game with long range air, artillery, ASW, spying, logistics, and production. Of all of those, only artillery and production have completed. They have also invested in command & control and that has completed. Of the starters that are not complete, they all stand at about 85%. Commonwealth has spent 1725 on research
US science has been hard at work apparently (or using loaded dice). Fighters, bombers, naval weapons, long range air, subs, artillery, ASW, command and control, infantry warfare, armored warfare, aerial warfare, spying, production and industrial tech are all their starters. All are complete except long range air and industrial tech. US has spent 625 on research.
France. Well, the French didn't make it to this point in the game and I don't have good records of where they are except they did get infantry weapons and AA. AA was very late just before the fall (I got it on 2 units I think). Infantry weapons came when the invasion came and the French never really had the MPP to spare for it although they probably got it on about 4-5 units and some HQ's at the end because I didn't have anything else to put it on. France spent nothing on research.
Russia. Mixed bag for them. They start with infantry weapons*, tanks, bombers, artillery, ground attack*, command and control*, armored warfare*, spying, logistics*, production* and industrial tech. (*denotes a completed tech). Russia has spent 1025 on research.
Entry for US and Russia stand at 63% and 25% respectively.
For Axis research, Germany has spent 450 and Italy 525.
Overall, if your goal is to have a tech level take a year to develop, I think it is a little slow, but not by a lot and that could be me jaded by the Commonwealth results. Certainly one could point to the US success and be quite happy. Small sample size theater I think in terms of randomness.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
One final note for now. I think you mentioned someplace about considering doing a -100 deduction for the Commonwealth when the Pacific War starts. I think that is a bit steep for a couple of reasons.
First, there is no incoming trade from the Pacific (India, Australia, NZ) at anytime during the game. In WaW terms having that available early in the game when the Commonwealth is scrounging for any MPP it can find is rather helpful. So this isn't a case of "I got help from you early in the European war in terms of MPP and now I need to help you because there is a war closer to your home".
Secondly, after the initial historical invasion, the Commonwealth didn't have a lot left to give MPP's to. (That and the situation in Europe was serious at the time anyway with the situation in North Africa and the U-boats). In WaW terms, yes Australia can make use of an extra 100 MPP a turn in addition to everything available to them on the Pacific map. (Which isn't much granted and India is certainly not shipping stuff to Australia when they need it for themselves). My point is you don't see games where the Commonwealth is consistently spending 100 MPP's on the ANZAC's. (And remember, they always get a portion of that back because the ANZACs are sending trade back every turn). I just checked the 1942 scenario for WaW and the ANZAC's are sending 42 in the convoy line. India can send 40 something as well, but that is much than they can send in the early parts of the game.
Looking this over, a case could be made to take nothing from the Commonwealth when the Pacific war starts or to give them something extra early and then cut it off later. That sounds like a lot of complication and probably breaking to the European theater.
If you are intent on representing some MPP drain that makes sense for the Commonwealth Pacific theater, perhaps a compromise is to have an event that sends say 25 or 50 or so a turn from mid December 41 until say January 43. This would reflect the emergency situation in the Pacific theater at the time (trying to do something with the Singapore campaign, etc and also trying to build up the ANZACs against a possible invasion, etc). By Jan of 43, the Japanese were absolutely on the defensive in the Pacific and while a lot of hard fighting remain to be done, the serious possibility of them invading any more Commonwealth territory had passed.
First, there is no incoming trade from the Pacific (India, Australia, NZ) at anytime during the game. In WaW terms having that available early in the game when the Commonwealth is scrounging for any MPP it can find is rather helpful. So this isn't a case of "I got help from you early in the European war in terms of MPP and now I need to help you because there is a war closer to your home".
Secondly, after the initial historical invasion, the Commonwealth didn't have a lot left to give MPP's to. (That and the situation in Europe was serious at the time anyway with the situation in North Africa and the U-boats). In WaW terms, yes Australia can make use of an extra 100 MPP a turn in addition to everything available to them on the Pacific map. (Which isn't much granted and India is certainly not shipping stuff to Australia when they need it for themselves). My point is you don't see games where the Commonwealth is consistently spending 100 MPP's on the ANZAC's. (And remember, they always get a portion of that back because the ANZACs are sending trade back every turn). I just checked the 1942 scenario for WaW and the ANZAC's are sending 42 in the convoy line. India can send 40 something as well, but that is much than they can send in the early parts of the game.
Looking this over, a case could be made to take nothing from the Commonwealth when the Pacific war starts or to give them something extra early and then cut it off later. That sounds like a lot of complication and probably breaking to the European theater.
If you are intent on representing some MPP drain that makes sense for the Commonwealth Pacific theater, perhaps a compromise is to have an event that sends say 25 or 50 or so a turn from mid December 41 until say January 43. This would reflect the emergency situation in the Pacific theater at the time (trying to do something with the Singapore campaign, etc and also trying to build up the ANZACs against a possible invasion, etc). By Jan of 43, the Japanese were absolutely on the defensive in the Pacific and while a lot of hard fighting remain to be done, the serious possibility of them invading any more Commonwealth territory had passed.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Situation report Jan 31 1941.
Well, a few things have changed. Apparently someone gave notice to all the German troops in France that the party was going to be moving East because over the course of two turns, a pile of units got moved to the Russian border. In addition, Bulgaria and Rumania have now joined the Axis alliance. There are 3 attack group clusters set up to dismember Yugoslavia very quickly. France currently has a artillery unit, 2 corps and the rest of it is divisions. Also, Rommel and his gang have shown up in Africa, despite a blockade and no/low supply. Hopefully this is a AI help thing because a player would have written it off and committed the Africa Corps to the Eastern front. Having not played the Axis yet, I don't know if that option exists.
The Commonwealth cancels plans to ship a armored corps to Greece (thought I would have more time to toy with Italians in Albania there before the party crashers show up, but I should have known better. Commonwealth also got infantry weapons 2, so the Greeks are looking mean right now. Current plans are to take their 3 corps and HQ and try to hold in southern Greece for as long as possible. The smaller units will try to hold a rear guard for as long as possible. At the proper time, the Allied Corps in Athens will depart unless the port gets damaged first. 2 fighters and a tac air unit are transferred from Britain to join the Western Desert force.
The Africa corps panzer crashed into the British wall at ElAghelia, but then was destroyed in the ensuing counter attack along with bagging Rommel. Some mop up of the remaining units will take some time because of supply issues in Eastern Libya, but with two HQ's, the Allies should be ok.
Italian East Africa continues to be slowly starved out by Sudan and South Africa. I finally got rid of the Italian Infantry Corps, so now the only things left are a couple of garrison units and one of those isn't long for this world. There are some other cities to grab eventually. I don't know if control of most of the vacant areas is supposed to flip when Abyssnia's capital is captured, but it didn't flip.
The Russians continue to dig and try to prepare for the invasion coming. Unfortunately for them, they have had miserable luck on infantry weapons and it is not yet 1/2 way through rank 2. The somewhat good news is tanks 2 should be done as the invasion starts. Command and control 2 are moving along well. I did look at building some AT units, but was met by a sign that said not available until sometime in 1942. Not sure how I feel about that. It doesn't seem right however. AGN is loaded with 4 panzer corps and a mech corps. AGS has 2 panzer corps and a mech corps and not nearly as many other troops yet, although there is a panzer corps yet in Hungary for work against the Yugoslavs and other troops there as well. Right now, it looks pretty nasty, especially given the state of the Russian tech.
Russia and US mobilization are at 35 and 73 respectively. Both are getting around 100 MPP a turn I think.
The US is behind tech wise (WAI from my understanding). They have a rank in most things except for ground attack (not started) and AT (3/4 of the way through on rank 1). They do have good progress on industrial and production tech heading towards rank 2.
The Commonwealth has been busy inventing new toys and from what I have seen, has a lead on the Axis for fighter tech. They started level 3 at the start of January and as mentioned, have completed infantry weapons rank 2.
Germany and Italy have not invested any more in tech, so I am not sure what is going on if the AI has decided it doesn't want to do it or can't do it and is trying to build more units, etc. The Italians I sort of understand, but I would think typically the Germans would do a fair amount of tech. US and Russia are up to around 1300 spent on tech. UK has spent 2300 compared to the Germans 450. The Germans have spent 350 in diplomatic efforts however and I have had both Spain and Turkey move closer to the Axis.
One final note: I had a British unit in Bordeaux (a garrison) to help support French moral. France fell, then they left. The Germans have never bothered to come down and take over the place, so Bordeaux remains a British port and the port and city are just fine. I could send a pile of troops (if I had them) in there and expand from there. I know this is likely not something you have any control over, but it is a flaw in the AI for sure. In the mean time, English tourists are enjoying themselves.
Well, a few things have changed. Apparently someone gave notice to all the German troops in France that the party was going to be moving East because over the course of two turns, a pile of units got moved to the Russian border. In addition, Bulgaria and Rumania have now joined the Axis alliance. There are 3 attack group clusters set up to dismember Yugoslavia very quickly. France currently has a artillery unit, 2 corps and the rest of it is divisions. Also, Rommel and his gang have shown up in Africa, despite a blockade and no/low supply. Hopefully this is a AI help thing because a player would have written it off and committed the Africa Corps to the Eastern front. Having not played the Axis yet, I don't know if that option exists.
The Commonwealth cancels plans to ship a armored corps to Greece (thought I would have more time to toy with Italians in Albania there before the party crashers show up, but I should have known better. Commonwealth also got infantry weapons 2, so the Greeks are looking mean right now. Current plans are to take their 3 corps and HQ and try to hold in southern Greece for as long as possible. The smaller units will try to hold a rear guard for as long as possible. At the proper time, the Allied Corps in Athens will depart unless the port gets damaged first. 2 fighters and a tac air unit are transferred from Britain to join the Western Desert force.
The Africa corps panzer crashed into the British wall at ElAghelia, but then was destroyed in the ensuing counter attack along with bagging Rommel. Some mop up of the remaining units will take some time because of supply issues in Eastern Libya, but with two HQ's, the Allies should be ok.
Italian East Africa continues to be slowly starved out by Sudan and South Africa. I finally got rid of the Italian Infantry Corps, so now the only things left are a couple of garrison units and one of those isn't long for this world. There are some other cities to grab eventually. I don't know if control of most of the vacant areas is supposed to flip when Abyssnia's capital is captured, but it didn't flip.
The Russians continue to dig and try to prepare for the invasion coming. Unfortunately for them, they have had miserable luck on infantry weapons and it is not yet 1/2 way through rank 2. The somewhat good news is tanks 2 should be done as the invasion starts. Command and control 2 are moving along well. I did look at building some AT units, but was met by a sign that said not available until sometime in 1942. Not sure how I feel about that. It doesn't seem right however. AGN is loaded with 4 panzer corps and a mech corps. AGS has 2 panzer corps and a mech corps and not nearly as many other troops yet, although there is a panzer corps yet in Hungary for work against the Yugoslavs and other troops there as well. Right now, it looks pretty nasty, especially given the state of the Russian tech.
Russia and US mobilization are at 35 and 73 respectively. Both are getting around 100 MPP a turn I think.
The US is behind tech wise (WAI from my understanding). They have a rank in most things except for ground attack (not started) and AT (3/4 of the way through on rank 1). They do have good progress on industrial and production tech heading towards rank 2.
The Commonwealth has been busy inventing new toys and from what I have seen, has a lead on the Axis for fighter tech. They started level 3 at the start of January and as mentioned, have completed infantry weapons rank 2.
Germany and Italy have not invested any more in tech, so I am not sure what is going on if the AI has decided it doesn't want to do it or can't do it and is trying to build more units, etc. The Italians I sort of understand, but I would think typically the Germans would do a fair amount of tech. US and Russia are up to around 1300 spent on tech. UK has spent 2300 compared to the Germans 450. The Germans have spent 350 in diplomatic efforts however and I have had both Spain and Turkey move closer to the Axis.
One final note: I had a British unit in Bordeaux (a garrison) to help support French moral. France fell, then they left. The Germans have never bothered to come down and take over the place, so Bordeaux remains a British port and the port and city are just fine. I could send a pile of troops (if I had them) in there and expand from there. I know this is likely not something you have any control over, but it is a flaw in the AI for sure. In the mean time, English tourists are enjoying themselves.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
So I was thinking about this in the context of what has been going on with the Italian fleet in the Adriatic. Another spot sort of like that is the Germans typically love to come in and wipe out the Russian fleet as the invasion of Russia starts. Why not? It helps protect the convoy line from Sweden and turns into some fairly cheap moral hits.
Part of this issue (like the Italian one) is the 1 unit per hex issue. The entire Russian Baltic fleet simply has no place to hide. Given the limitations of the game engine, that isn't going to change.
During the actual war, both sides made extensive use of mines in the Gulf of Finland. The Russians using defensive mining to protect their fleet and the Krondstadt naval base and the Axis to keep the Russian fleet in port.
I think the Russian side is a bit easier. The Russian mine zone goes away when Leningrad is captured since Kronstadt is not on the map, but is effectively part of Leningrad. The question for the Russian mine zone would be how far out is it?
The Axis mine zone is a bit harder I think for a couple of reasons. First, I think you need a trigger on both sides of the Gulf to release the fleet. The south side is relatively easy with either Narva or Tallinn. The north side is tougher because Vyborg isn't a port in game and it can be a lot harder to capture than in the actual war should Russia decide to make a stand there. There are several other smallish ports on the Finnish south coast that would help enforce/maintain a mine field, but again, they are not in game. Perhaps the easy one is just to make it Finland is out of the war and/or Helsinki is captured because I don't believe that the Russian surface fleet went adventuring much until that actually happen. The sub fleet was another matter, but it paid a very heavy price with the loss of over 40 subs during the war.
I did see a note that the Axis minefields were designed to stop surface vessels, so the Russian surface fleet was trapped, but the subs could (and did) risk the passage during most of the war.
One final note. The map as is allows a land unit to move from the hex south of Vyborg to the hex south west of Vyborg. This should be incorrect as the sea is there for Vyborg to have access to the sea. This gives the frontage of one more hex to attack/defend from and I don't think it is correct even if the vanilla map has it that way.
You can see on the link to a map. https://en.wikipedia.org/wiki/Finland#/ ... and-en.svg
Part of this issue (like the Italian one) is the 1 unit per hex issue. The entire Russian Baltic fleet simply has no place to hide. Given the limitations of the game engine, that isn't going to change.
During the actual war, both sides made extensive use of mines in the Gulf of Finland. The Russians using defensive mining to protect their fleet and the Krondstadt naval base and the Axis to keep the Russian fleet in port.
I think the Russian side is a bit easier. The Russian mine zone goes away when Leningrad is captured since Kronstadt is not on the map, but is effectively part of Leningrad. The question for the Russian mine zone would be how far out is it?
The Axis mine zone is a bit harder I think for a couple of reasons. First, I think you need a trigger on both sides of the Gulf to release the fleet. The south side is relatively easy with either Narva or Tallinn. The north side is tougher because Vyborg isn't a port in game and it can be a lot harder to capture than in the actual war should Russia decide to make a stand there. There are several other smallish ports on the Finnish south coast that would help enforce/maintain a mine field, but again, they are not in game. Perhaps the easy one is just to make it Finland is out of the war and/or Helsinki is captured because I don't believe that the Russian surface fleet went adventuring much until that actually happen. The sub fleet was another matter, but it paid a very heavy price with the loss of over 40 subs during the war.
I did see a note that the Axis minefields were designed to stop surface vessels, so the Russian surface fleet was trapped, but the subs could (and did) risk the passage during most of the war.
One final note. The map as is allows a land unit to move from the hex south of Vyborg to the hex south west of Vyborg. This should be incorrect as the sea is there for Vyborg to have access to the sea. This gives the frontage of one more hex to attack/defend from and I don't think it is correct even if the vanilla map has it that way.
You can see on the link to a map. https://en.wikipedia.org/wiki/Finland#/ ... and-en.svg
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
April 13, 1941:
Germans are massed on the Russian border and there will not be a late start in this version of WW2 for the campaign in Russia. 5 panzer/mechanized corps are on the north side and 5 are on the south side with a panzer division for fun. (Historically, the Germans had 10 panzer corps to start the campaign in Russia. These included motorized infantry and panzer divisions. There was only one mechanized division, LSSAH in AGS until later when the Germans changed the ToE for motorized divisions and gave them a battalion of tanks and called them Panzer Grenadier divisions).
Allies tripped off the coup in Yugoslavia and the Italian/German forces are mopping up most of the country although Belgrade hasn't fallen yet, but it won't be long. The Luftwaffe has several bomber units in the area, but the weather has been pretty bad. Most of the heavy Hungaran and Romanian army units have headed south to invade northern Greece. They breached the Metaxis line guarded by security units, but have not taken Salonika yet guarded by a division who has 3 Romanian corps and an Italian corps surrounding it. Further south, the Greeks are trying to get dug in on good supply lines with their three upgraded infantry corps where they have good supply before the Axis arrive. (Trying to find some good defensive spots where the supply is decent is not easy in Greece).
Pro Axis coup in Iraq will give some newly arrived units something to do for a bit.
The Axis are about done in Libya as the only unit left is the Italian corps in Tripoli.
The naval AI for the Axis continues to be stupid as the newly arrived Tirpitz charges out into the North Sea to cut a destroyer in half only to get torpedoed by a sub on the way to block the trade from Norway to Germany and get bombed under by a couple of British carriers.
The Germans just got infantry weapons 2 on the eve of the invasion into Russia. I have no clue how I am going to stop them, but we shall see. I know one thing is that as empty as France is right now, there will be at least a raid landing to try to take some pressure off sooner than 1943. Russia is only just over half way to infantry weapons 2, so their infantry really is a speed bag right now for upgraded Axis units. The Germans are still on tank weapons 1 at the moment, so that is something.
Typo on event 654 for the British. I don't think you intended selecing to be in there as it is.
Great fun so far and it will be interesting to see if I can do anything to stop the German hordes coming.
Germans are massed on the Russian border and there will not be a late start in this version of WW2 for the campaign in Russia. 5 panzer/mechanized corps are on the north side and 5 are on the south side with a panzer division for fun. (Historically, the Germans had 10 panzer corps to start the campaign in Russia. These included motorized infantry and panzer divisions. There was only one mechanized division, LSSAH in AGS until later when the Germans changed the ToE for motorized divisions and gave them a battalion of tanks and called them Panzer Grenadier divisions).
Allies tripped off the coup in Yugoslavia and the Italian/German forces are mopping up most of the country although Belgrade hasn't fallen yet, but it won't be long. The Luftwaffe has several bomber units in the area, but the weather has been pretty bad. Most of the heavy Hungaran and Romanian army units have headed south to invade northern Greece. They breached the Metaxis line guarded by security units, but have not taken Salonika yet guarded by a division who has 3 Romanian corps and an Italian corps surrounding it. Further south, the Greeks are trying to get dug in on good supply lines with their three upgraded infantry corps where they have good supply before the Axis arrive. (Trying to find some good defensive spots where the supply is decent is not easy in Greece).
Pro Axis coup in Iraq will give some newly arrived units something to do for a bit.
The Axis are about done in Libya as the only unit left is the Italian corps in Tripoli.
The naval AI for the Axis continues to be stupid as the newly arrived Tirpitz charges out into the North Sea to cut a destroyer in half only to get torpedoed by a sub on the way to block the trade from Norway to Germany and get bombed under by a couple of British carriers.
The Germans just got infantry weapons 2 on the eve of the invasion into Russia. I have no clue how I am going to stop them, but we shall see. I know one thing is that as empty as France is right now, there will be at least a raid landing to try to take some pressure off sooner than 1943. Russia is only just over half way to infantry weapons 2, so their infantry really is a speed bag right now for upgraded Axis units. The Germans are still on tank weapons 1 at the moment, so that is something.
Typo on event 654 for the British. I don't think you intended selecing to be in there as it is.
Great fun so far and it will be interesting to see if I can do anything to stop the German hordes coming.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
24 Jun 1941:
You know what happen. Axis attackers did a good job wrecking the speed bumps that appear on the border. Some stuff left up by Riga and a mech unit not long for this world in the south due to low supply. All told, the Germans killed 13 units on the first turn. The Germans are going to run wild for a bit. There is nothing I can do to slow down that much force. Infantry weapons 2 stand at at 3/4 done, but it is going to be a bit yet. The Germans got advanced tanks 2 just before invading so some of the panzers are rank 2 and some are not. Russia also has rank 2, so when I get some armored units, they should have some teeth at least. No AA defense yet, but that may be the least of my worries as the Luftwaffe is a bit diminished at this point. The attack out of Rumania was weak. There were no Romanian units that participated as they are all down in Greece.
Currently facing Greece in southern Greece are 4 Rumanian corps, 2 Hungarian corps, the Rumanian HQ and the Hungarian HQ. 4 Italian Infantry corps, 1 Italian armored corps, 3 Italian HQ's. There is a German infantry in Salonika, but most of the Germans have left. Considering most of the units there are not upgraded and the Greeks are as upgraded as I can make them, I am hopeful of a protracted campaign there. It also helps that 3 British Fighters, a British HQ and a British Tac have shown up in support as well as two smaller carriers. The Germans have responded with both their Maritime bombers, one of which got a little too close and was destroyed along with an Italian medium bomber. (Different turns). No Axis fighters are present.
I don't know what you might do, but the Axis could have invaded Russia sooner if they wanted to. Part of the issue is up until about two turns before, Rumania was pretty much empty of units because the entire Rumanian army was involved in the war with Yugoslavia and Greece. I can see them being involved, but if it is possible, I think it might work better if only part of the army went and the rest remained in the country to both defend it and be ready to go against the Russians. Same with Hungary.
Also, Vichy seems to be spending its points on garrisons. It now has 4 of them. Not sure if that is WAI or not, but providing the info.
The Free French have over 500 points in their bank. They don't really have anything to spend it on at this point and have only a couple of garrison units on the board. Don't know if that is WAI either.
The RAF in England have been able to bag two Italian fighters, a Romanian fighter along with a German fighter along with the German strategic bomber. I set a trap for the strat bomber. It hit London, took bad damage from the flak there and the carriers were waiting and moved in to finish it off. Commonwealth air units are a couple of fighters, a TAC, a maritime bomber and the strategic bomber. During part of this, they had an extra fighter, but it was moved to Greece.
Both Libya and Italian East Africa are now clear of units. Iraq went into revolt and got conquered. There are a lot of Italian infantry units popping into game now, so attacking Italy is going to be tough, especially since the CW just recently started amphibs.
US has their tech coming along the best they can. Fighters should be rank 2 by the time they are in. The CW is in good shape for the most part, but when you have spent over 3000 MPPs on tech, you better be in good shape.
You know what happen. Axis attackers did a good job wrecking the speed bumps that appear on the border. Some stuff left up by Riga and a mech unit not long for this world in the south due to low supply. All told, the Germans killed 13 units on the first turn. The Germans are going to run wild for a bit. There is nothing I can do to slow down that much force. Infantry weapons 2 stand at at 3/4 done, but it is going to be a bit yet. The Germans got advanced tanks 2 just before invading so some of the panzers are rank 2 and some are not. Russia also has rank 2, so when I get some armored units, they should have some teeth at least. No AA defense yet, but that may be the least of my worries as the Luftwaffe is a bit diminished at this point. The attack out of Rumania was weak. There were no Romanian units that participated as they are all down in Greece.
Currently facing Greece in southern Greece are 4 Rumanian corps, 2 Hungarian corps, the Rumanian HQ and the Hungarian HQ. 4 Italian Infantry corps, 1 Italian armored corps, 3 Italian HQ's. There is a German infantry in Salonika, but most of the Germans have left. Considering most of the units there are not upgraded and the Greeks are as upgraded as I can make them, I am hopeful of a protracted campaign there. It also helps that 3 British Fighters, a British HQ and a British Tac have shown up in support as well as two smaller carriers. The Germans have responded with both their Maritime bombers, one of which got a little too close and was destroyed along with an Italian medium bomber. (Different turns). No Axis fighters are present.
I don't know what you might do, but the Axis could have invaded Russia sooner if they wanted to. Part of the issue is up until about two turns before, Rumania was pretty much empty of units because the entire Rumanian army was involved in the war with Yugoslavia and Greece. I can see them being involved, but if it is possible, I think it might work better if only part of the army went and the rest remained in the country to both defend it and be ready to go against the Russians. Same with Hungary.
Also, Vichy seems to be spending its points on garrisons. It now has 4 of them. Not sure if that is WAI or not, but providing the info.
The Free French have over 500 points in their bank. They don't really have anything to spend it on at this point and have only a couple of garrison units on the board. Don't know if that is WAI either.
The RAF in England have been able to bag two Italian fighters, a Romanian fighter along with a German fighter along with the German strategic bomber. I set a trap for the strat bomber. It hit London, took bad damage from the flak there and the carriers were waiting and moved in to finish it off. Commonwealth air units are a couple of fighters, a TAC, a maritime bomber and the strategic bomber. During part of this, they had an extra fighter, but it was moved to Greece.
Both Libya and Italian East Africa are now clear of units. Iraq went into revolt and got conquered. There are a lot of Italian infantry units popping into game now, so attacking Italy is going to be tough, especially since the CW just recently started amphibs.
US has their tech coming along the best they can. Fighters should be rank 2 by the time they are in. The CW is in good shape for the most part, but when you have spent over 3000 MPPs on tech, you better be in good shape.
Re: TRP - Total Realism Project for War in Europe (1.0.1 Download)
Playing with FOG off is a handicap for the AI.
I recommend you do not play with FOG, also suggest you raise the difficulty.
Occasionally (in your updates) I find something I can fix but most of the stuff is embedded AI that (I have tried) but is best not to micromanage because it makes things worse.
Playing with FOG off lets you see and do everything, you know where every single ship is so you do not need to keep a fleet near the UK in case the German fleet comes out. You also know where all his U-Boats are so the U-Boat campaign is pointless. It gives you a huge advantage.
Just saying, if you want to play and have some sort of a challenge play with maximum difficulty with the Experience bonus set to 1 (2 if you are crazy as I find that a bit to hard)
I recommend you do not play with FOG, also suggest you raise the difficulty.
Occasionally (in your updates) I find something I can fix but most of the stuff is embedded AI that (I have tried) but is best not to micromanage because it makes things worse.
Playing with FOG off lets you see and do everything, you know where every single ship is so you do not need to keep a fleet near the UK in case the German fleet comes out. You also know where all his U-Boats are so the U-Boat campaign is pointless. It gives you a huge advantage.
Just saying, if you want to play and have some sort of a challenge play with maximum difficulty with the Experience bonus set to 1 (2 if you are crazy as I find that a bit to hard)
