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one-day turns

Posted: Fri Feb 28, 2025 2:02 pm
by larryfulkerson
Has anybody ever produced a scenario for WPP that uses one-day turns? I produced one and I'm testing it now. If you would like to test it as well, I'll post it here below. I've adjusted the production a little to help get over the accellerated production rate for the length of the game. I have no idea if it works or not. Please post any comments you may have, because I could use the feedback. Just strip off the ".txt" from the filename.
one day turns small fleet.scn.txt
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Re: one-day turns

Posted: Sat Mar 01, 2025 1:57 pm
by Cheeks
Sounds interesting.

Not a fan of the 2 week turn, would have been more than pleased with one week turns. I can’t imagine one day turns. Don’t have the time to try it out but I hope it works out.

Re: one-day turns

Posted: Sat Mar 01, 2025 11:06 pm
by larryfulkerson
One thing I noticed was that the stockpiles of everybody is significantly larger. The US starts with a stockpile of 913 it starts turn two with a stockpile of 2000+. Also Japan's stockpile grew to 1700+. So they can essentially buy anything they want. I don't know what that will do to gameplay but I predict that it will be more exciting.

Re: one-day turns

Posted: Wed Jun 04, 2025 5:29 am
by Frans1498
My scenario Peleliu 1944 uses one day turns, but I can't imagine such a short turn duration being viable for a corps/army or even divisional level game. Of course, you could increase the cost of units and oil exponentially, although there is a cap, I think it's 1,000 but I don't remember. Week-long turns seem to be a sweet spot for divisional level games of this nature.

Re: one-day turns

Posted: Thu Jun 05, 2025 1:04 pm
by Rising-Sun
Noticed it is on sale on Steam, was thinking about grabbing it. But i hated how the game is setup, that one or two weeks turn isnt my idea of gameplay. One day is something i would like to get into, but the data base would have to be redo as well to make it balance.