ORIGINAL: sveint
I've been reading about these two, but they seem to do almost the same? What would be the distinguishing factor between them, and which should I "prefer" for PBEM?
And do I need to update them, or is the version that comes with the latest patch ok?
The v1.020 patch includes the latest Global Glory, so at least there is no need for an additional update there. It is likely to change, however. I am looking forward to any feedback from the community on how it can be improved. I think that most of the changes implemented came about via discussions on the forums, even ancient discussions on the old beta testing forum.
Having read Jesse's post, it occurs to me that there are two big philosophical differences.
First, I really tried to keep the changes relative to Total War et al as small as possible (believe it or not), especially in what I considered to be the core mechanics of the game. I was reluctant to change things like combat rules. The main reason for this is that not everyone can agree on every little detail, so I was more comfortable staying with what was hashed out in development, even where I personally thought things could be improved. It does come to mind that I changed two major things: air rules (narrows overflight and penalty at max range) and transport rules (port benefits). I felt that these were simply too important for their realism and strategic impacts.
Second, I really appreciate Jesse's emphasis on a "chess-like" experience, but I did consciously make a different emphasis. I feel that the political course of the war is far too certain, it just isn't what real war is like. Everytime I stack German troops on the Yugoslav frontier __knowing__ that it will flip in a turn or two I think of how predictable it all really is. Similarly, the world looked at Russia in '41 and early '42 with far less certainty than the game provides, with many quarters expecting quick institutional collapse. Just because it didn't happen doesn't mean it couldn't have happened. The issue to me is that this predictability impacts your planning, in ways that the generals of the day never could have counted on. So I've consciously tried to reduce certainty as to the exact course of events while doing the best to keep balance in mind.
That said, for the sake of balance and without more sophisticated political models you can't do too much. So most of the changes are little things, like Italy joining the war before France surrenders, and lower probability of Yugoslavia flipping (with the chance to proactively impact that by taking Greece). As for the Russian surrender, I haven't actually seen it in a game yet, so all I can really say is that it is hard enough to attain so that the impact on balance is, at least, not overwhelming.
Other important changes I made follow this same general philosophy, namely War Readiness. I tried to make DOW by Russia and the USA less likely, while giving them more chance to prepare for war behind the scenes (with strat moves). The static USA is certainly not a very good model after the start of 1942, yet an actual preemptive DOW is a big step. I felt a smaller step was required.
Jesse mentions the desirability of a more expensive mechanism for building up resource exploitation from scratch (e.g. to explore and exploit new oil fields as opposed to repair pre-existing). This is true, something I wanted. I was just to lazy (or too eager to push out the patch earlier, take your pick) to implement this feature. Maybe it is a good feature for the next patch, as I would certainly like to implement it in Iraq, Persia, the USA and maybe Russia.
At any rate, these are qualitative differences in philosophy, rather than judgments on the scenarios. Maybe they can each be prefered by different people

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