MOD for RUS
MOD for RUS
The mod is now named Fatal Years
Many changes since this first version [:)]
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Many changes since this first version [:)]
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RE: MOD for RUS
mod updated. Some AI improvments.
The Red faction should be stronger too.
The Red faction should be stronger too.
RE: MOD for RUS
Mod updated. Compatable with patch 1.01b. Not included in patch 1.01b. Same adress (difficult to say more with less words).
RE: MOD for RUS
Thank you
Is it safe to install it over games in progress or would it require a new start?


RE: MOD for RUS
THanks. A new start would be better as the main improvments are tied to events firing in the first turn, especially the raised concern AI has now for destroyed railroads and reparing it. Let's continue your excellent AAR!
RE: MOD for RUS
Ouch... error message, CTD. 1.01b + v6 AI mod.


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RE: MOD for RUS
No t related to my mod as I don't modded any graphic file. Ageod problem.
RE: MOD for RUS
New version of the mod released here:
http://struggleformodding.wordpress.com ... g-version/
New rules :
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Each white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements for the AI, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
http://struggleformodding.wordpress.com ... g-version/
New rules :
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Each white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements for the AI, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
RE: MOD for RUS
New version of the Fatal Years mod available here:
http://moddercorner.com/2011/01/04/new- ... years-mod/
What's new?
Improved Red, Siberian and Polish AI
Fixed a major bug for Anarchist faction, reducing the ANA AI to...nothing.
Fixed bugs in new events
New rules
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
10) New diplomatic option for Red faction : Bosheviks may now conclude peace with Baltic States.
How it works?
First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediatly peace).
Then Reds can’t conclude peace if they control the major cities of the Baltic States…
These cities will be marked with a red cross in a triangle icon.
Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…
How it works? When peace is signed, all Baltic States revert back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balts are ending any help to Whites in exchange of peace).
Reds will lose some National Morale, many VP too.
http://moddercorner.com/2011/01/04/new- ... years-mod/
What's new?
Improved Red, Siberian and Polish AI
Fixed a major bug for Anarchist faction, reducing the ANA AI to...nothing.
Fixed bugs in new events
New rules
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
10) New diplomatic option for Red faction : Bosheviks may now conclude peace with Baltic States.
How it works?
First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediatly peace).
Then Reds can’t conclude peace if they control the major cities of the Baltic States…
These cities will be marked with a red cross in a triangle icon.
Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…
How it works? When peace is signed, all Baltic States revert back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balts are ending any help to Whites in exchange of peace).
Reds will lose some National Morale, many VP too.
RE: MOD for RUS
This video shows a new feature of the mod: I’m playing Southern Whites and has fired a random event removing Fog of war about Siberian. So I will see during the turn resolution the battles and movements of this other White faction.
You may then watch the Siberian AI attacking the Bolshevik AI. Whites are trying to seize Kazan, Saratov and Tambov, but the Reds aren’t helpless… Both AI performs very well and it’s a real pleasure to watch them acting convincingly during the summer of 1918 on the Volga bend…
http://www.youtube.com/watch?v=a5v9uSuGF4Q
You may then watch the Siberian AI attacking the Bolshevik AI. Whites are trying to seize Kazan, Saratov and Tambov, but the Reds aren’t helpless… Both AI performs very well and it’s a real pleasure to watch them acting convincingly during the summer of 1918 on the Volga bend…
http://www.youtube.com/watch?v=a5v9uSuGF4Q
RE: MOD for RUS
Recognition of the independences by the White player :
In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.
Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.
So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?
2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.
Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.
In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.
Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.
So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?
2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.
Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.
RE: MOD for RUS
The Siberian player and his subfactions
To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn't try besides) succeeded in surmounting these internal oppositions in the reality.
To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really" white "
The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one "Directory" where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.
In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.
New rules :
During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.
Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable
If the Siberian player doesn't choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his/ strengths on the Volga during the summer of 1918.
To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn't try besides) succeeded in surmounting these internal oppositions in the reality.
To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really" white "
The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one "Directory" where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.
In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.
New rules :
During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.
Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable
If the Siberian player doesn't choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his/ strengths on the Volga during the summer of 1918.
Fatal Years 0.99 released
Yes , a new version and this one has almost all the features I decided 2 weeks ago to implement, after switching back from official work to modding.
This is the first numbered version and of course 0.99 number signifies bugs are very possible. The next weeks will be devoted to squash them. I’ve yet some other ideas but I will not implement them before having polished the mod and improved game balance and AI.
What’s new?
-the 2 new rules about Siberian Subfactions cooperation and about Independences recognition option by Whites (see precedent posts)
- Green units need less supply
- more tweaks on AI, especially Anarchists and Ukrainians ( and more to come after more tests)
- Requisitions give a little more money and Allied help a little less (game balancing purpose)
-Red partisans units move at normal speed but these units are prone to disband. They will reform in Ukraine, Kuban, Enisey areas ( AI is unable to split partisan units from stacks, slowing the whole stack; the new rule is a compromise to help AI whereas human player will not enjoy to use let’s say Kuban partisans in Siberia too long…)
You may download the new version here:
http://moddercorner.com/2011/01/09/fatal-years-mod-99/
RE: Fatal Years 0.991 released
New version of the mod available here:
http://moddercorner.com/2011/01/13/fata ... ion-0-991/
What’s new?
- some bugs fixed
- new behaviour for AI during winter turns
- some work about Siberian Whites AI
New rule:
13) Tanks
The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.
From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.
In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.
The mod may be downloaded from the download box at your left.
http://moddercorner.com/2011/01/13/fata ... ion-0-991/
What’s new?
- some bugs fixed
- new behaviour for AI during winter turns
- some work about Siberian Whites AI
New rule:
13) Tanks
The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.
From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.
In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.
The mod may be downloaded from the download box at your left.
RE: Fatal Years 0.992 released
Version 0.992 available here:
http://moddercorner.com/2011/01/15/fata ... -released/
Except some bugs, this is now very close of the final first version of the mod. Before introducing new features in a 2.0 version, the mod is now is now in fine tuning process with only minor tweaks.
New Features
In short, Fatal Years delivers a better AI, a better events system, especially in diplomacy field, a better fidelity to history and last an enhanced gameplay, just because any change is aiming to satisfy all these points…
AI: much work has been done to refining AI behavior , in winter, during the starting months, for construction purposes, etc
Better events system: the official game is for example oversimplifying Polish question, as Poland will enter war in 1920, always, and never before. Other examples could be developed. Fatal Years introduces variability to war entry of some nations, create a Allied intervention level modified by events and determining the scale of Western Powers intervention of lack of.
Better fidelity to history: by fixing some OOB errors or omissions
Enhanced gameplay: game should be better balanced and more difficult against AI
New rules
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
10) New diplomatic option for Red faction : Bosheviks may now conclude peace with Baltic States
How it works?
First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediatly peace).
Then Reds can’t conclude peace if they control the major cities of the Baltic States…
Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…
How it works? When peace is signed, all Baltic States reverts back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balt are ending any help to Whites in exchange of peace).
Reds will lose some National Morale, many VP too.
11) SIBERIAN WHITES SUBFACTIONS
To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn’t try besides) succeeded in surmounting these internal oppositions in the reality.
To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really” white “
The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one “Directory” where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.
In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.
New rules :
During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.
Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable
If the Siberian player doesn’t choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his/ strengths on the Volga during the summer of 1918.
12) Recognition of Independences by the Southern Whites faction
In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.
Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.
So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?
2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.
Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid-game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.
13) Tanks
The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.
Reference:
http://www.landships.freeservers.com..._the_front.htm
From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.
In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.
14) Included some new Red units in Ekaterinburg/Perm areas as suggested here:
http://www.ageod-forum.com/showthread.php?t=19848
15) RED AI should now declare more often war to Balts. And Humn Red player too, because I’ve added a periodical loss of 100Victory Points for not doing so.
Why?
This decision is just needed for gameplay, historical and AI purposes.Gameplay, as it will create a new Front for Red and so alleviate their pressure on Whites. Historical: As for Finland, there were some Bolshevik movements in Baltic areas; Bolsheviks were eager too to control these regions close to Petrograd and resigned only in 1921 to their independence. And last, Mot Russians, Bolsheviks or not, couldn’t resign themselves to the loss of Provinces viewed as integrated in the Russian frontiers, whatever the form of the Power, communist, monarchist or Republican.. Last for AI sake, it’s better to have an AI trying to invade Balt States and squash Yudenitch Forces rather than let them be enlarged by human player waiting the best spot to attack Petrograd…
Except some bugs, this is now very close of the final first version of the mod. Before intri=oducing new features in a 2.0 version, the mod is now is now in fine tuning process with only minor tweaks.
As a side note, I’m really happy with. The AI is yet much better than one week ago, and I appreciate fully the pace and depth of the game. It’s really the best modding work I’ve ever done.
New Features
In short, Fatal Years delivers a better AI, a better events system, especially in diplomacy field, a better fidelity to history and last an enhanced gameplay, just because any change is aiming to satisfy all these points…
AI: much work has been done to refining AI behavior , in winter, during the starting months, for construction purposes, etc
Better events system: the official game is for example oversimplifying Polish question, as Poland will enter war in 1920, always, and never before. Other examples could be developed. Fatal Years introduces variability to war entry of some nations, create a Allied intervention level modified by events and determining the scale of Western Powers intervention of lack of.
Better fidelity to history: by fixing some OOB errors or omissions
Enhanced gameplay: game should be better balanced and more difficult against AI
New rules
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
10) New diplomatic option for Red faction : Bosheviks may now conclude peace with Baltic States
How it works?
First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediatly peace).
Then Reds can’t conclude peace if they control the major cities of the Baltic States…
Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…
How it works? When peace is signed, all Baltic States reverts back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balt are ending any help to Whites in exchange of peace).
Reds will lose some National Morale, many VP too.
11) SIBERIAN WHITES SUBFACTIONS
To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn’t try besides) succeeded in surmounting these internal oppositions in the reality.
To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really” white “
The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one “Directory” where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.
In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.
New rules :
During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.
Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable
If the Siberian player doesn’t choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his/ strengths on the Volga during the summer of 1918.
12) Recognition of Independences by the Southern Whites faction
In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.
Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.
So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?
2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.
Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid-game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.
13) Tanks
The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.
Reference:
http://www.landships.freeservers.com/ne ... _front.htm
From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.
In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.
14) Included some new Red units in Ekaterinburg/Perm areas as suggested here:
http://www.ageod-forum.com/showthread.php?t=19848
15) RED AI should now declare more often war to Balts. And Humn Red player too, because I’ve added a periodical loss of 100Victory Points for not doing so.
Why?
This decision is just needed for gameplay, historical and AI purposes.Gameplay, as it will create a new Front for Red and so alleviate their pressure on Whites. Historical: As for Finland, there were some Bolshevik movements in Baltic areas; Bolsheviks were eager too to control these regions close to Petrograd and resigned only in 1921 to their independence. And last, Mot Russians, Bolsheviks or not, couldn’t resign themselves to the loss of Provinces viewed as integrated in the Russian frontiers, whatever the form of the Power, communist, monarchist or Republican.. Last for AI sake, it’s better to have an AI trying to invade Balt States and squash Yudenitch Forces rather than let them be enlarged by human player waiting the best spot to attack Petrograd…
RE: Fatal Years 0.992 released
FATAL YEARS is now compatible with the small 1.02 official update.
Fatal Years may be downloaded here:
http://moddercorner.com/2011/01/16/fata ... 3-version/
Here the current state of integration in my mod of the (few) new features of the 1.02 patch
Code improvements and fixes
*Fixed a bug in the air battle code.
*Fixed an interface bug preventing sometime the last 2 replacements tags to be shown in the construction window.
*Units experience bonus reworked with exported variables, more consistent.
*Modding support: Abilities can now be restricted per family.
*Modding support: Registries script commands added.
Comment: all these fixes and new features are fully working in FATAL YEARS
Map and data Fixes
*Denikin has more seniority than Krasnov, to ease the command structure.
Comment: integrated
*The area decisions like conscriptions, etc. Now take 4 turns, but the positive effect of restoring loyalty is much bigger now.
Comment: not implemented and under scrutiny. The AI in the official version hasn’t been changed to take into account this modification and I need time to assess how the AI will perform and if changes are needed. The balance question is larger than AI question moreover, as the area decisions are just one of the backbone of RUS.
*Several databases fixes on unit names and TO&E.
Comment: implemented
Events Fixes
*Desertion system now in place. It happens mostly for the Bolshevik, but can be reduced by political commissar. Siberian Whites have also some desertions.
Comment: not implemented and under scrutiny. The AI in the official version hasn’t been changed to take into account this modification and I need time to assess how the AI will perform and if changes are needed. This new feature will eventually be present in my mod in a close future.
*South White can now buy at a hefty cost the Transcaucasus League option.
Comment: implemented with some change to raise the cost for White player.
*Makhno anarchists appear correctly after German withdrawal.
*Berzin 3rdArmy added in June 1918.
Comment: done in Fatal Years since one week. There's nothing in the oficial patch about Ukrainians
*Krasnoufimsk White militia (Ural) and Bachkir National Army events added for June 1918.
Comment: will be integrated in the next version of Fatal Years
*Siberian Whites now receive tanks by events (US stockpiles).
Comment: implemented but this unhistorical event will be less frequent than in the Official version.
New Features
In short, Fatal Years delivers a better AI, a better events system, especially in diplomacy field, a better fidelity to history and last an enhanced gameplay, just because any change is aiming to satisfy all these points…
AI: much work has been done to refining AI behavior , in winter, during the starting months, for construction purposes, etc
Better events system: the official game is for example oversimplifying Polish question, as Poland will enter war in 1920, always, and never before. Other examples could be developed. Fatal Years introduces variability to war entry of some nations, create a Allied intervention level modified by events and determining the scale of Western Powers intervention of lack of.
Better fidelity to history: by fixing some OOB errors or omissions
Enhanced gameplay: game should be better balanced and more difficult against AI
New rules
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
10) New diplomatic option for Red faction : Bolsheviks may now conclude peace with Baltic States
How it works?
First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediately peace).
Then Reds can’t conclude peace if they control the major cities of the Baltic States…
Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…
How it works? When peace is signed, all Baltic States reverts back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balt are ending any help to Whites in exchange of peace).
Reds will lose some National Morale, many VP too.
11) SIBERIAN WHITES SUBFACTIONS
To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn’t try besides) succeeded in surmounting these internal oppositions in the reality.
To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really” white “
The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one “Directory” where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.
In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.
New rules :
During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.
Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable
If the Siberian player doesn’t choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his strengths on the Volga during the summer of 1918.
12) Recognition of Independences by the Southern Whites faction
In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.
Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.
So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?
2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.
Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid-game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.
13) Tanks
The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.
Reference:
http://www.landships.freeservers.com..._the_front.htm
From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.
In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.
14) Included some new Red units in Ekaterinburg/Perm areas as suggested here:
http://www.ageod-forum.com/showthread.php?t=19848
15) RED AI should now declare more often war to Balts. And Red player too, because I’ve added a periodical loss of 100Victory Points for not doing so.
Why?
This decision is just needed for gameplay, historical and AI purposes.Gameplay, as it will create a new Front for Red and so alleviate their pressure on Whites. Historical: As for Finland, there were some Bolshevik movements in Baltic areas; Bolsheviks were eager too to control these regions close to Petrograd and resigned only in 1921 to their independence. And last, Mot Russians, Bolsheviks or not, couldn’t resign themselves to the loss of Provinces viewed as integrated in the Russian frontiers, whatever the form of the Power, communist, monarchist or Republican.. Last for AI sake, it’s better to have an AI trying to invade Balt States and squash Yudenitch Forces rather than let them be enlarged by human player waiting the best spot to attack Petrograd…
Fatal Years may be downloaded here:
http://moddercorner.com/2011/01/16/fata ... 3-version/
Here the current state of integration in my mod of the (few) new features of the 1.02 patch
Code improvements and fixes
*Fixed a bug in the air battle code.
*Fixed an interface bug preventing sometime the last 2 replacements tags to be shown in the construction window.
*Units experience bonus reworked with exported variables, more consistent.
*Modding support: Abilities can now be restricted per family.
*Modding support: Registries script commands added.
Comment: all these fixes and new features are fully working in FATAL YEARS
Map and data Fixes
*Denikin has more seniority than Krasnov, to ease the command structure.
Comment: integrated
*The area decisions like conscriptions, etc. Now take 4 turns, but the positive effect of restoring loyalty is much bigger now.
Comment: not implemented and under scrutiny. The AI in the official version hasn’t been changed to take into account this modification and I need time to assess how the AI will perform and if changes are needed. The balance question is larger than AI question moreover, as the area decisions are just one of the backbone of RUS.
*Several databases fixes on unit names and TO&E.
Comment: implemented
Events Fixes
*Desertion system now in place. It happens mostly for the Bolshevik, but can be reduced by political commissar. Siberian Whites have also some desertions.
Comment: not implemented and under scrutiny. The AI in the official version hasn’t been changed to take into account this modification and I need time to assess how the AI will perform and if changes are needed. This new feature will eventually be present in my mod in a close future.
*South White can now buy at a hefty cost the Transcaucasus League option.
Comment: implemented with some change to raise the cost for White player.
*Makhno anarchists appear correctly after German withdrawal.
*Berzin 3rdArmy added in June 1918.
Comment: done in Fatal Years since one week. There's nothing in the oficial patch about Ukrainians
*Krasnoufimsk White militia (Ural) and Bachkir National Army events added for June 1918.
Comment: will be integrated in the next version of Fatal Years
*Siberian Whites now receive tanks by events (US stockpiles).
Comment: implemented but this unhistorical event will be less frequent than in the Official version.
New Features
In short, Fatal Years delivers a better AI, a better events system, especially in diplomacy field, a better fidelity to history and last an enhanced gameplay, just because any change is aiming to satisfy all these points…
AI: much work has been done to refining AI behavior , in winter, during the starting months, for construction purposes, etc
Better events system: the official game is for example oversimplifying Polish question, as Poland will enter war in 1920, always, and never before. Other examples could be developed. Fatal Years introduces variability to war entry of some nations, create a Allied intervention level modified by events and determining the scale of Western Powers intervention of lack of.
Better fidelity to history: by fixing some OOB errors or omissions
Enhanced gameplay: game should be better balanced and more difficult against AI
New rules
1) An Allied Intervention level exists henceforth, stepped up of 0 to 10.A level 8 or superior to get the help of the foreign troops, a level 3 or superior to get from Western Powers of money is necessary and resources.
The level of departure is 10 and will vary according to random events, that represent the consequences of the hesitations allied between to fight Communism and to put an end to the war. Every player can also buy by option an influence on the level.
2) Out of the coastal areas, the French and Greek troops risk to be immobilized more often during a turn. This rule doesn’t apply to the artificial intelligence. This rule represents the risk due to the low state of mind to get involved more in the civil war.
3) The armored trains have henceforth the capacity to repair the railroad tracks automatically. This rule of the official game didn’t function because of a bug
5) The entry of the Polish in the war can occurred henceforth in 1919. The Communists can attack Poland since 1919, but the cost is raised of it.
6) Some spying events have been introduced: every faction can get a spy who will give some indications on the enemy in his/her/its zone.
7) Every white faction will be able to receive some messages on successes and reverses of the other white faction: level of National Moral , important victories or defeats, and sometimes, possibility to see in detail the position of their units
8) Various improvements of have it, that builds units better, defends Tzaritsyn better, etc. The anarchist faction had major bugs, probably present in the official version, that are now fixed
9) The Decision is regional Reforms and Tcheka are a little more expensive.
10) New diplomatic option for Red faction : Bolsheviks may now conclude peace with Baltic States
How it works?
First you must be at war with Baltic States since 10 turns at least( this rule is destined to avoid any cheating by declaring war then immediately peace).
Then Reds can’t conclude peace if they control the major cities of the Baltic States…
Why? The AGE system doesn’t allow negociations and compromises, so only 2 situations can be figured: major victory or major defeat. If Reds are winning, so they may govern the Balts areas ( requisitions, conscriptions), so there’s no need to create a peace event representing such a situation. On the contrary, total defeat may be an incentive for Reds to sign peace…
How it works? When peace is signed, all Baltic States reverts back to unplayable regions. Any unit on these territories will be removed permanently of the game ( so be cautious; White AI shouldn’t send much troops here, and if some elements are trapped, let’s say Balt are ending any help to Whites in exchange of peace).
Reds will lose some National Morale, many VP too.
11) SIBERIAN WHITES SUBFACTIONS
To the difference of the two other factions, the Siberian side must figure the extreme diversity of his units; this diversity covers with the antagonisms very strong that mined the Kolchak’s effort of war that never (and didn’t try besides) succeeded in surmounting these internal oppositions in the reality.
To simplify, the Siberian player has two main groups: the first compound of the Legion Czech and the troops of the Komuch, weak organism mainly composed of SR and working for a democratic Russia. The second regroups all other troops, really” white “
The Komuch, centered on the Volga, was rejected so much by the Reds that the Whites, that found them too leftist. Under various pressures, of which the least was not the red successes against the weak troops of the Komuch, this movement ends up accepting to melt in one “Directory” where Kolchak ends up taking the direction by a coup in November 1918, putting an end to all autonomy of the Komuch. The Czechs took pretext of this evolution to leave the Front and to take garrison in Siberia.
In the official game, the arrival of the Directory, then Kolchak rise on power are stationary and always occur, to the same dates. On the other hand the player is free to concentrate all his units on the Volga since the first tour. In short, at a time the player has no choice and is free in a mandatory historic setting to achieve an impossible strength concentration actually.
New rules :
During the first three towers, the Siberian player can choose a no-historic option. This option makes then uncertain the creation of the Directory and the Kolchak ‘s seizure of power. Until the Board of directors is formed, the circulation between the Siberian zones and the Ural is impossible. Until Kolchak hasn’t raised himself to leadership, the Czech units remain available. After the political takeover by Kolchak, the allied help and the losses of cohesion of the Siberian troops will be more or less important, importance revised every 6 months.
Explanation: the player chooses with this option the unknown, gets the longer presence of the excellent Czech troops, and must expect to a unforeseeable variation of his resources in the future, not necessarily in worse besides.. But the result of a non historic choice must remain unpredictable
If the Siberian player doesn’t choose this option, the official system applies. The player knows the future chain of events and the consequences but loses the possibility to concentrate all his strengths on the Volga during the summer of 1918.
12) Recognition of Independences by the Southern Whites faction
In the official version, this event presents two major shortcomings: it is historically unbelievable and it ruins the balance of the game.
Indeed, while applying a penalty of -40 to NM, the official version limits the option to a winning white player. Only such a situation permits to support such a decrease. However, it is absolutely unlikely that the White carrying away would have granted their independence to the minorities of the former Empire. On the other hand, a white player in such a situation only has interest to play this option, since the penalty will be compensated by the contribution of numerous troops and placed ideally, around Petrograd.
So the Fatal Years new rules:
1) The NM level of Southern White is superior to 75: the option lowers NM by 20 immediately. BUT so much that NM level of Southern White remains under 115, this one loses every three months 10 NM.
Thus, the white player should bet on the future: will the renforts allow him them to recover the level that permits to avoid the penalty quickly or will his NM descend it inexorably?
2) The NM level of Southern White is lower to 75: the option lowers NM by 10 immediately. BUT so much that NM level of Southern White remains under 100, this one loses every three months 5 NM.
The penalties are less strong, but the white player is already weak, and at risk of the same progressive elimination. However, the option remains possible for a hard pressed player, without becoming a no brainer under of 60, with a risk of defeat here very strong.
Explanations: besides the aspects of obvious balancing, that make that the option becomes only attractive after mid-game or in case of situation of weakness characterized, the historic explanation can sum up thus: the core hard of white support doesn’t immediately divert itself from the leader who dared to jeopardize empire, but detaches itself slowly, except if the victory satisfies it. It explains the lower penalty if the NM is already weak, the NM level representing the core hard of the support existing then.
13) Tanks
The tanks of World War I were slow and mechanically fragile. Their tactical autonomy was very weak and it was out of the question on the strategic scale that they move on long distances by themselves.
Reference:
http://www.landships.freeservers.com..._the_front.htm
From then on, the only means to transport them close to the battlefield were the rail, the trucks being rare and themselves in their modest beginnings. Besides Russia didn’t distinguished herself by the quality of her roads.
In the original version of the game, the tanks move quickly, everywhere. I decided to block them at the containing regions a railroad track to canalize their use on the historical zones.
14) Included some new Red units in Ekaterinburg/Perm areas as suggested here:
http://www.ageod-forum.com/showthread.php?t=19848
15) RED AI should now declare more often war to Balts. And Red player too, because I’ve added a periodical loss of 100Victory Points for not doing so.
Why?
This decision is just needed for gameplay, historical and AI purposes.Gameplay, as it will create a new Front for Red and so alleviate their pressure on Whites. Historical: As for Finland, there were some Bolshevik movements in Baltic areas; Bolsheviks were eager too to control these regions close to Petrograd and resigned only in 1921 to their independence. And last, Mot Russians, Bolsheviks or not, couldn’t resign themselves to the loss of Provinces viewed as integrated in the Russian frontiers, whatever the form of the Power, communist, monarchist or Republican.. Last for AI sake, it’s better to have an AI trying to invade Balt States and squash Yudenitch Forces rather than let them be enlarged by human player waiting the best spot to attack Petrograd…
RE: MOD for RUS
Clovis,
thank you very much for what you are doing.
Is it possible to get some division-size units for the Whites available for building?
Can Whites get an option to obtain more foreign troops in exchange for land concessions, e.g. more units vs. NM loss?
thank you very much for what you are doing.
Is it possible to get some division-size units for the Whites available for building?
Can Whites get an option to obtain more foreign troops in exchange for land concessions, e.g. more units vs. NM loss?
