Age of Exploration

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SIPRES
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RE: Age of Exploration

Post by SIPRES »

ORIGINAL: sPzAbt653

I whipped up these little fellers, good enough or too ugly ?

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Maybe this one for AVL?


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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

[&o] Although the front sail didn't make it thru the size reduction process too well.

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TheBattlefield
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RE: Age of Exploration

Post by TheBattlefield »

ORIGINAL: sPzAbt653

[&o] Although the front sail didn't make it thru the size reduction process too well.

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Why so tiny? [8|] The hexfield, even the default counters are so big! [;)]
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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

I don't really like it all, because each area has to have a Capital, and if that Capital falls so does the rest of that area, when really the attacker should have to conquer every resource and hold it.
2.4.1. Campaign > Edit Campaign Data
Select the Victory Basis to be Capitals or
Objectives. The Capitals option means countries
surrender or are liberated when their Capital
and all Alternate Capitals have been captured.
The Objectives option means that the standard
surrender and liberation rules are disabled
.


This is very interesting, and I am excited to try this and see how it works out for this scenario.

Another item we need to be creative about is how to reward the player for making Discoveries. I don't see where we have any type of 'Victory Points' as in other games. Below is what might be seen on the map as part of a list of things to do/discover, and they could add to the players National Morale.

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Taxman66
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RE: Age of Exploration

Post by Taxman66 »

Provide a MPP bonus for the discoveries as a reward based on prestige.
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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

That might be better than raising NM, thanks!
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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

Northern Ireland is part of the UK homeland. Could you make a 1 hex city/port part of the major power so as to have a higher value?
I did that on the mainland but haven't filled the map in enough to see what happens. [Non-Player Major Capital is in northern Canada]
Or provide HQs to the minor/colony so as to push a higher supply value
Not concerned with Side 2 at this point, trying to help Side 1 [Spain]. I could post it as it is so if you had interest you could poke around with it. We can conquer Hispaniola and that's about it as everything else is still being worked on.
You could also turn the colonies into weak major powers. The new version is allowing 10 majors now.
That would interfere with MPP collection too much, I think. Plus even ten isn't enough. Currently there are Majors of Non-Player, Denmark, France, Netherlands, Portugal, Spain and England.
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BillRunacre
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RE: Age of Exploration

Post by BillRunacre »

You could also turn the colonies into weak major powers. The new version is allowing 10 majors now.
That would interfere with MPP collection too much, I think. Plus even ten isn't enough. Currently there are Majors of Non-Player, Denmark, France, Netherlands, Portugal, Spain and England.

It could, but if it helps there is some wriggle room here as not every Major has to have the same MPP value per resource.
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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

Since we've had several folks involved in discussions on this matter over the past couple days, I dedicated today to resolving the issue so that we can move past this for now. I certainly greatly appreciate everyone's thoughts on the subject.
The main point is that full supply is possible only 'If the resource is in direct connection via rail to a friendly Major’s Capital, Industrial Center or Primary Supply Center' [7.13.2]. My previous experience with attempting to get SC to bypass this rule for Antwerp and Marseilles in NW Europe WWII proved folly. So be it.
For design reasons, for this scenario I am against putting any Major Capital in the New World, and I am definitely not putting rails in. However, if this ever becomes an issue again, I suppose there could be Major Capitals in the New World along with Rails [which could be made graphically invisible].

But for now I think we can go with 'Supply in the New World is never going to be better than 5'. If we want better we can fudge it by shipping our units back to Europe for a couple turns to recoup. Like I said earlier, this isn't a killer, it's just a little different from my previous experience with SC where I spend time making sure my units are at Supply Levels of 10-12 [:)]
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Taxman66
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RE: Age of Exploration

Post by Taxman66 »

Why can't HQs solve the problem? Give each minor/colony a free HQ.

What about changing the rule that only allows reinforcement to 8 if supply = 5, is that hard coded?
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BillRunacre
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RE: Age of Exploration

Post by BillRunacre »

Steve, in the campaign, go to Campaign -> Edit Campaign Data -> Advanced

At the bottom is an option for Resource Supply Calculation

Tick the Unrestricted Option. It's a while since I've used this setting (years) but IIRC this will remove the need to have railways to provide full supply to resources connected to the capitals/industrial/supply centers.

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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

Why can't HQs solve the problem? Give each minor/colony a free HQ.
Initially I had Conquistadors as HQ units, but it didn't really work well in respect to the scale and scope of this scenario [and only helped a little].
What about changing the rule that only allows reinforcement to 8 if supply = 5, is that hard coded?
Yes, that is hard coded.
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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

Tick the Unrestricted Option.
That option has been ticked since early on [:)]

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sPzAbt653
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RE: Age of Exploration

Post by sPzAbt653 »

I think this shot demonstrates the above option in action. We can see at upper left a Major Capital, and at lower right a Minor Capital at 10 Supply. This Minor Capital is outside of the range of the Major Capital and is not connected by rail, it is only connected by friendly hexes] yet still generates a full supply level [for Minor Capitals] of 10. By contrast, the Minor Capital in the Red Inset is far away [out of shot] and not connected at all to the Major Capital due to non-friendly territory in between the two. Therefore, this non-connected Minor Capital is at 5 supply.

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BillRunacre
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RE: Age of Exploration

Post by BillRunacre »

There might be another option, as with the release of WWII: World at War we have introduced the ability to have hidden resources.

So one Major per side could have a resource set as a Primary Supply Center in the New World. Right click on it and set it to Hidden.

Surround them both with an Impassable terrain type, or an effectively impassable type if the Impassable setting prevents the flow of supply (I'm saying this as I've not checked it in-game to see if the Impassable type has that effect) and both sides will be able to have full supply in the New World without either Major having any visible resources there.

This ability should be in v1.16 for War in Europe too if you are testing that.
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