Fort decay

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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Oleg Mastruko
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Joined: Sat Oct 21, 2000 8:00 am

RE: Fort decay

Post by Oleg Mastruko »

Hmm, suggest to Pavel to take a look in this thread. If it's intended that fort units don't provide benefits while their TOE is not fully ready, then fine. If it's not intended, then I can provide a savefile for Pavel.
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Helpless
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RE: Fort decay

Post by Helpless »

Unready fort units should trigger higher fort level allowance.

Making all the requirements is just one side of the coin, you also need to have high construction value to ba able to build high level forts. Obviously low TOE units won't give much.
Pavel Zagzin
WITE/WITW/WITE-2/CS-2 Development
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pompack
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RE: Fort decay

Post by pompack »

ORIGINAL: Oleg Mastruko

ORIGINAL: gradenko_2000

I think what the rule is trying to say is that you have a hex with a fort unit, that specific hex can reach as high as level 4, and all hexes adjacent to it can reach as high as level 3. If you place a fort unit on every other hex, then there'll be a pattern of 4-3-4-3-4-3 forts.

That is correct, that is how I understand the rule should work as well. However, see below...
What do you mean by fort building not proceeding? I imagine a fort unit could build up to level 4 all by itself, but it'd take a while given the construction rating of a fort unit by itself.

Even though I have forts in every other hex, the building of forts in hexes WITH forts stays at 3 + 0% (should work slowly towards 4) and in hexes adjacent to forts stays at 2 + 0% (should go slowly towards 3). In toher words it's like fort units have no effect.

Playing 1.05.37 with the game started one rev back, I have built a maze of forts between Leningrad and Luga with all level 3 except one level 4. I placed the fort units two hexes apart in two dimensions and it worked exactly as stated. Note that I did have a combat unit stacked with each fort so that may have made a difference. Also note that I had over 20 turns to do it because Leningrad was not attacked. Also remember that forts build much more quickly next to Leningrad due to civilian labor; perhaps it just takes a very long time to build forts up to that level.
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gingerbread
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RE: Fort decay

Post by gingerbread »

This is in a testbed Human vs Human, normal and just ending turns (except for vacating and capturing Lvov and Vyborg so that the Slovaks and Finns stay in the game).

In 05.37 it is as if F.R.'s does not qualify as combat unit to trigger civilian assistance. There is one at start in Leningrad (L4 + 10%), but even so the fort level does not increase. It does take 50 contruction points to increase each 2%, but there are Finnish units within 12 hexes, so some turn should see some civilian assistance (120 c-points). Oranienbaum (L4+10%) also starts with a F.R. and with the 4th Nav Inf, it does manage to build 2% now and then, i.e the F.R. allows fort level to increase beyond L4+10%. Presence of IB triggers civilian assistance, in itself it does not have enough c-points to get +2%.
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