Potzblitz V26.01 OCT 26th 2025

A forum to discuss custom scenarios, campaigns and modding in general.

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Robotron
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Okay, you'll first need to have an editor to be able to edit the scripts. I suggest to use Notepad++.

https://notepad-plus-plus.org/downloads/


Then go to the game's DATA folder, within that folder is another folder called game, open that folder.

Within the game folder you find a lot of scripts. Of these scripts the following hold the starting values for each scenario.

1914.lua is the script for "Schlieffens's Legacy" scenario

1915.lua is the script for "Aufmarsch Ost" scenario

1916.lua is the script for "Rupprecht Plan" scenario

1917.lua is the script for "Schlieffen-Moltke (historical)" scenario

1918.lua is the script for "Home before the leaves fall" scenario

Potzblitz.lua is the script for "Lamps go out in Europe" scenario.


In each script you will find the political alignment values for all nations beginning at ca. line 1400, the exact line is a bit different in each script.

The "command" to set the alignment is called SetFactionAlignment(X,Y)

X is a number between 0 to 22 to indicate which nation will be modified.
France is 0, Britain is 1, Germany is 2, Austria is 3, Russia is 4, Turkey is 5, Belgium is 6, Serbia is 7, Italy is 8, Netherlands is 9, USA is 10, Sweden is 11, Denmark is 12, Finland is 13, Greece is 14,
15 is Spain, 16 is Portugal, 17 is Switzerland, 18 is Romania, 19 is Bulgaria, 20 is Norway, 21 is Arabia (but don't use it!), 22 is Persia

Y is the alignment, which is a number between 0 and 100.
0 means the nation has joined CP.
100 means the nation has joined Entente.
50 is perfectly neutral.

Now for example see what the instructions for France are in the script at ca. line 1400:

Code: Select all

SetFactionAlignment(0, 99.7)  
The number 0 indicates that the alignment for France will be set.
The number 99.7 means that the alignment for France is set to 99,7 at the start of the game.
Note that you must use a dot (.) and not a comma (,) to indicate fractions.

France has an alignment at 99,7 which means she will join Entente in 3 turns.

Another example this time for Germany:

Code: Select all

SetFactionAlignment (2, 0.3)   
The number 2 indicates that the alignment for Germany will be set.
The number 0.3 means that the alignment for Germany is set to 0,3 at the start of the game.
Again, note that you must use a dot (.) and not a comma (,) to indicate fractions.

Germany has an alignment at 0,3 which means she will join CP in 3 turns.


Another example for a very Entente-friendly Denmark:

Code: Select all

SetFactionAlignment (12, 97)   
Another example for a very CP-friendly Spain:

Code: Select all

SetFactionAlignment (15, 3)   
etc.

You can try out any alignment values from 1 to 99 for each nation with the following limitations:

You may NOT change the starting values for Serbia, France, Germany and Austria because this will lead to too many problems.


If you need more info I'll be happy to help.
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Re: Potzblitz V25.0 OCT 18th 2024

Post by LepetitKipetchi »

Hello Robotron and happy new year everybody,

Thanks for these explanations, it is very simple and works easily ! It was exactly what I needed to create new original scenarios :)
If the diplomaty points are too close from an alliance at the beginning, the new countries are capitulating so it looks like the game needs to have the main protagonists fighting before having small countries joining them no ?
For example with Entente, Netherlands and Denmark joined Serbia at the first turn but in the same turn they made reddition.

Thanks again,
Robotron
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Exactly for that reason I wrote

Code: Select all

 You can try out any alignment values from 1 to 99
so no instant surrender takes place.

However it should be safe to go as far as 0.3 and 99.7, so the nations would join their respective alliances as early as turn 3.


Any by the way, the value is called alignment not diplomatic points, diplomatic points are the stuff you use to pay for events.

Using the correct term makes it easier for me to understand what you mean. ;)
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Robotron
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Exactly for that reason I wrote
You can try out any alignment values from 1 to 99
so no instant surrender takes place.

However it should be safe to go as far as 0.3 and 99.7, so the nations would join their respective alliances as early as turn 3.


Any by the way, the value is called alignment not diplomatic points, diplomatic points are the stuff you use to pay for events.

Using the correct term makes it easier for me to understand what you mean. ;)
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Re: Potzblitz V25.0 OCT 18th 2024

Post by LepetitKipetchi »

OK sorry for my mistake.
I just deleted the "math.random" for the nations I would like to add in the fight and it worked perfectly :)
Thanks again !!!
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Re: Potzblitz V25.0 OCT 18th 2024

Post by imp44791 »

I came back to this game after a long hiatus. I played a full CP Aufmarsch Ost campaign. No crashes (but I have a brand new mid-to-high end rig), events seem to be all working well. Some comments.

1. I'm sure there's little that a modder can do, but the British Med fleet is very passive and allows the Austrians/Goeben to dominate the Aegean.

2. This makes the "warping in" of Allied troops in Thessalonika by event very weird: the enemy fleet dominates, so how did these troops arrive? I suggest you make this a little more plausible by giving a negative event to the CPs (perhaps decisively nudging the alignment of Greece towards the Entente) if their fleets hang about in the Aegean hexes while the country is neutral.

3. Ottoman collapsing/negative events are still too frequent and make the player scratch his head as to what he could do. With Russia surrendered and with the British stalled in both Mesopatamia and the Sinai and taking horrific losses, and the OE is up to 14 collapse points? I would instead hamper the Ottoman economy more, I was literally swimming in PP for them.

4. Once Russia surrendered the various neutrals prudently seemed to shift away from a foolish entry against Austria. Greece, Romania, Italy and even the US (that was a bit weird) shifted to more neutral attitudes (Greece and Romania basically stuck at 10% Resentful and didn't move, the others were all in the 40s and 50s). That is until two turns from the end Italy suddenly went to 0 and entered the war - on the side of basically just France, as even Britain had thrown in the towel by then. That looked super weird and was of course suicidal. I suspect this was due to the Tunisia cessation event which did fire in 1918, but the effect is too severe considering the state of the war by then. It should rather be like the Trento/Trieste ceding by Austria if it's not doing well - merely prolonging neutrality rather than getting Italy to pounce against the losing side.

5. The outcome of the war was "Pyrrhic victory"... with Russia, Serbia and Britain surrendered and the Germans in Reims and driving towards Paris. This is a minor matter, as I find these "results" cosmetic. But it did look quite odd.

On the whole, minor niggles on what is a fantastic mod. Thanks for the work.
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Edward75 »

Thank you for Great Mod! Simply brilliant work! Excellent!
I have many questions about game that are not mentioned in manual, but more on that later.
First, I want to know about one problem! In multiplayer, I encountered something strange!
1. My General Moltke was sacked because of a bad offensive in France (I actually saw that he was not in the game, I keep notes on paper), and next turn he appeared AGAIN on same unit!
2. 11th turn, I had Air technology activated for research (I also marked it). Two turns later, I see same message again at picture and in report window!
3. I saw message - Emden sunk, but in next turn - Emden still on the Loose!
How is this possible? Is this a bug, a desynchronization of game or what?

Windows 10, CTGW Steam version, patch 1.6.6, Mod v25.0. Scenario Moltke-Schlieffen (Historical)
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

imp44791 wrote: Wed Jul 16, 2025 11:21 am I came back to this game after a long hiatus. I played a full CP Aufmarsch Ost campaign. No crashes (but I have a brand new mid-to-high end rig), events seem to be all working well. Some comments.

1. I'm sure there's little that a modder can do, but the British Med fleet is very passive and allows the Austrians/Goeben to dominate the Aegean.

2. This makes the "warping in" of Allied troops in Thessalonika by event very weird: the enemy fleet dominates, so how did these troops arrive? I suggest you make this a little more plausible by giving a negative event to the CPs (perhaps decisively nudging the alignment of Greece towards the Entente) if their fleets hang about in the Aegean hexes while the country is neutral.

3. Ottoman collapsing/negative events are still too frequent and make the player scratch his head as to what he could do. With Russia surrendered and with the British stalled in both Mesopatamia and the Sinai and taking horrific losses, and the OE is up to 14 collapse points? I would instead hamper the Ottoman economy more, I was literally swimming in PP for them.

4. Once Russia surrendered the various neutrals prudently seemed to shift away from a foolish entry against Austria. Greece, Romania, Italy and even the US (that was a bit weird) shifted to more neutral attitudes (Greece and Romania basically stuck at 10% Resentful and didn't move, the others were all in the 40s and 50s). That is until two turns from the end Italy suddenly went to 0 and entered the war - on the side of basically just France, as even Britain had thrown in the towel by then. That looked super weird and was of course suicidal. I suspect this was due to the Tunisia cessation event which did fire in 1918, but the effect is too severe considering the state of the war by then. It should rather be like the Trento/Trieste ceding by Austria if it's not doing well - merely prolonging neutrality rather than getting Italy to pounce against the losing side.

5. The outcome of the war was "Pyrrhic victory"... with Russia, Serbia and Britain surrendered and the Germans in Reims and driving towards Paris. This is a minor matter, as I find these "results" cosmetic. But it did look quite odd.

On the whole, minor niggles on what is a fantastic mod. Thanks for the work.
Hi imp, just like you I took some time off from meddling with the game but after reading your comments I thought I'd better fix some stuff. :)

1. You are correct considering the naval AI's passiveness in the Med therefore I've introduced the following changes: the Goeben BC unit will arrive with a unit strength of 6 instead of 10, after all it was only a single BC accompanied by a LC, not a full BC squadron. Furthermore Goeben will not be able to be repaired beyond a unit strength of 5 if she gets damaged because of Ottoman dockyards lacking the tech and materials to patch up capital ships. Same goes for the British BB that goes to Turkey if Britain fulfills her contract with Turkey.

2. I've introduced a new check for actual naval dominance of either alliance in the Eastern Med. Reinforcements to Salonika will only appear if the Entente fleet presence in the Eastern Med is greater than CP presence. This goes nicely with the now weakened Goeben BC unit.

3. I've rechecked the conditions for Ottoman Mass Desertions and now they will be less worse as long as neither Jerusalem, Baghdad, Medina or Gallipoli were captured by Entente or if Turkey managed to capture either Suez Channel or Sarikamish.

4. I've added additional checks for the Cede Tunisia event, there was indeed a loophole where that event could fire even when France was in bad shape and Britain had already surrendered.

5. Not much to say about this, your result is most probably caused by the issues you reported.

I'll provide a new update soon, stay tuned.
Last edited by Robotron on Fri Sep 05, 2025 8:43 pm, edited 1 time in total.
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Edward75 wrote: Mon Aug 11, 2025 3:23 pm Thank you for Great Mod! Simply brilliant work! Excellent!
I have many questions about game that are not mentioned in manual, but more on that later.
First, I want to know about one problem! In multiplayer, I encountered something strange!
1. My General Moltke was sacked because of a bad offensive in France (I actually saw that he was not in the game, I keep notes on paper), and next turn he appeared AGAIN on same unit!
2. 11th turn, I had Air technology activated for research (I also marked it). Two turns later, I see same message again at picture and in report window!
3. I saw message - Emden sunk, but in next turn - Emden still on the Loose!
How is this possible? Is this a bug, a desynchronization of game or what?

Windows 10, CTGW Steam version, patch 1.6.6, Mod v25.0. Scenario Moltke-Schlieffen (Historical)
I've not yet found an explanation for issues #1 and #2 besides your opponent maybe having reloaded his game turn multiple times which might indeed desynch the game's variables. Were you playing against a friend which you know would refrain from cheating? If not there's not much that can be done by me because of the way Slitherine handles their multiplayer matches, which do allow reloading as long as the system does not notice.

For issue #3 I'll add a fix in the next update.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Edward75
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Edward75 »

Robotron wrote: Fri Oct 18, 2024 7:21 pm - many other things added during the last 10 months which I already forgot :mrgreen:
I had a strange glitch in the game. My turn did NOT go, although I'm sure I did everything right and pressed End of Turn. So I had to replay this turn again.
And I had no idea that such a desync could happen due to a turn restart. So this is possible?! Oh my god!

Don't rush to release a new version of mod. I have many questions based on my experience in multiplayer that I want to discuss.

1. It's a pity that you did not describe entire list of changes. I play very carefully, and I don’t understand many things that are not written anywhere. And therefore I do not know what it is: I just don’t know or a bug, or something else.

2. Problem with Research desync is most common! Research is unlocked not as initially indicated on panel, but +- 1-3 turns. Picture with notification may not be shown before activation, and vice versa. You see picture with Research, but it is not unlocked in the game. This is true!

3. How does Unit repair work?
Yes, I know that repair cost depends on territory pit, nationality of the territory, North Sea Blockade (for CP), Commander on unit.

I have compiled a table that shows cost of repairing a unit in PP and MP under normal conditions, that is minimum. But in many cases, it does not correspond to this value. Sometimes, on contrary, it has a different cost that is directly proportional. There are probably unknown values that we do not know about, or this is a bug!
For example: in your manual there is a small discrepancy in description: The tips say about Commanders, and in section 2.3 about the nationality of the territory.

20 quick playing tips for players new to this mod:
9. Repairing leaderless units in swamp, deserts or rough terrain consumes +25% PP.
Repairing leaderless units in dunes or mountains hexes consumes +50% PP.

2.3 RAISED LAND UNIT REPAIR COST IN ENEMY DIFFICULT TERRAIN
+25% more PP for repairing units on Deserts, Swamps or Rough hexes originally belonging to the enemy.
+50% more PP for repairing units on Mountain or Dunes hexes originally belonging to the enemy.

Why is the repair cost of Pre-Dreadnoughts = 0 PP? And why repair 3 strength per turn? It's a Capital Ship!
Screenshot shows examples of strange repairs
Image

4. Why does ammo NOT increase when it reaches a certain limit?. Even if you have many ammo factories and don’t use shells.
France, Britain: 100
Turkey, Bulgaria (probably all minor countries): 30
Other countries have not yet tested or it works ok.

5. Tip: Building more than 15 ammunition factories creates a risk of a catastrophic explosion of the ammunition factory by 1% per turn for each factory over 15.

Russia increased 1 ammunition factory over 15. And immediately an explosion, but TWO ammo factories exploded at once and half of all shells burned. With a chance of 1%, it is very strange, and why is that? How does 1% work? If I have 16 factories = 15(+1) 1% explosion OR 16x1 = 16% explosion?

6. How does economy work in game? I know that 10 PP each nation always gets free, + 3 PP Germany gets from coastal convoys from Sweden. I know that calculation should be done at 100% War Efficiency. But in end, sum of all PP Cities and expenditure of all units, research does not turn out to be correct in the balance. Can you tell me how this works? Vanilla manual says that captured cities give half of PPs. In your Mod it is even less - why?

7. Why is dirty weather only in West? - I understand that there are very few turns, but dirty weather should be EITHER, in East OR in Balkans.

More possible Bugs:
8. Armored train sometimes does not reach designated hex. Why?

9. Some Generals and Admirals do not have a range = 0. For example: AH Gen Von Kovesshaza, Ger Adm Maac.

10. During North Sea Blockade, a CP convoy appears in Baltic Sea in hex (116, 0). Why? Happened on turn 18.

11. There was a case when Russian Army Corps after numerous attacks by Artillery and Infantry improved fortification on next turn. Before attack, it was clear land.

EVENTS:
12. HORSE MASSACRE
I had an event when a Cavalry unit attacked a German unit with “industrial warfare”, and I received 2 damage points only. TWO, not three as written in manual.

Also, why does this event work on ALL cavalry of all countries?
For example, if Russian cavalry attacked a German unit and received this event, then it should not work during an attack on AH or Turkey, or others who do not yet have “industrial warfare”. Right?

13. STORMY SEAS
Never seen Entente Convoys get damaged visually in the Atlantic.

14. ORGANIZE DEFENSE OF GALICIA:
Spawns an Austrian Armored Train at Stanislau – does not happen, instead another AH Armored Train disappears.

15. SUEZ CANAL BLOCKED
This happened without even capturing a single city, but only a Turkish unit entered hex (130, 68) - why? According to logic, this is correct, but this is not a city as written in the manual.

16. FRENCH DOCTRINE CHANGED
Effect: France loses 10 Morale points - in reality only 5

17. GERMAN SUBMARINES SHIPPED TO ADRIATIC - two submarines do NOT appear in Austrian ports.

18. RUSSIAN AMPHIBIOUS ATTACK
We need to add an event to the multiplayer! Also add Admiral Kolchak (only for Black Sea Fleet) for Russia in this event. It was his operation. You can reduce effect for example, but be sure to add the event!

Another strange and incomprehensible thing:
19. When watching a replay of a turn in a battle between units, game shows other losses than they actually are and are visible upon completion. Why is that?

Game Balance:
20. In multiplayer, this is especially noticeable! CP is weaker, especially in diplomatic points. Because of events, they lose more often and more, and accordingly lose to the Entente in this battle!

I think we need to change this system for receiving points and price for them. For example, if you did not spend anything in this turn, then cost should decrease next turn. But even this is not enough.
We need to add more diplomatic points for combat actions of units! For example, for wounding/death of commanders, sinking ships, etc.

21. Blockade of Germany! Blockade primarily affected civilian population, that is, Morale. Blockade affected Army to a lesser extent.
Why does Blockade affect ALL CP countries?! Blockade was suffered mainly by Germany, perhaps to a lesser extent by AH, but definitely not by Turkey or other small countries. Convoys do NOT come to other countries, they live their own lives. - This needs to be cancelled or improved somehow!

My suggestions:
22. Due to the severe limitations of the economy in game, both players are very limited in creation and maintenance of units. There is no way to maintain a solid front line, not to mention a double line. I think if this is changed (reduce maintenance or increase PPs), then Armies will become more numerous, and battles on the map will become more dynamic and interesting!

23. Unlock ALL Research at once, adding number of research turns to each row. That is, if Artillery is activated on 3rd turn, then simply add 3 turns to each parameter. This will solve the desync problem, and will give player opportunity to develop their research in different ways as they like right away. This will make game more dynamic and interesting.

24. Rail Capacity has a short range, considering that it is very expensive, and one turn has 4 weeks! - We need to increase range! Look how long have Sea transports!

25. There are few types of units in the game. Armored train has weak Attack and Defense characteristics. This is especially noticeable when the infantry becomes stronger from research, and armored trains lag far behind them. In addition, range of armored trains is also short, like trains. We need to increase these parameters!

26. Why don't Cities and Capitals give any Defense bonus? Let's add that!
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

@Edward75: since you had a lot of question I'll add my answers in bold.

Edward75 wrote: Sat Sep 06, 2025 1:18 pm I had a strange glitch in the game. My turn did NOT go, although I'm sure I did everything right and pressed End of Turn. So I had to replay this turn again.
And I had no idea that such a desync could happen due to a turn restart. So this is possible?! Oh my god!
Don't forget that the game is already quite old, it's from 2015 so things are primitive when compared to today's standards. Also the game engine (ctgw.exe) is still ridden with many bugs because the original coder quit before the game was finished. I was able to fix a lot of stuff but there are issues that are too complex for me to understand and are still not working 100% bug free. The desync issue if a turn is reloaded for whatever reason is one of them.


1. It's a pity that you did not describe entire list of changes. I play very carefully, and I don’t understand many things that are not written anywhere. And therefore I do not know what it is: I just don’t know or a bug, or something else.
This mod has become very complex over the years as more and more stuff got added. It's almost impossible now to write up a complete documentation to describe every nuance of it in detail and honestly I also don't want to because this is a hobby project that I'm offering FOR FREE and so I don't feel obliged to put more work into it than I feel necessary. Just ask me what you want to know and I'll see if I can answer your questions.


2. Problem with Research desync is most common! Research is unlocked not as initially indicated on panel, but +- 1-3 turns. Picture with notification may not be shown before activation, and vice versa. You see picture with Research, but it is not unlocked in the game. This is true!
I'm not sure what could be causing this. Does this happen in single or multiplayer mode?

3. How does Unit repair work?
Yes, I know that repair cost depends on territory pit, nationality of the territory, North Sea Blockade (for CP), Commander on unit.

I have compiled a table that shows cost of repairing a unit in PP and MP under normal conditions, that is minimum. But in many cases, it does not correspond to this value. Sometimes, on contrary, it has a different cost that is directly proportional. There are probably unknown values that we do not know about, or this is a bug!
_.png
_.png (736.52 KiB) Viewed 1810 times
Picture on the left: the different values for manpower are caused by different unit strengths. Although a 9 is displayed for both units the game does in fact handle unit strength from a vaulue of 01-100 internally and then only shows the rounded value. So the unit on the left probably has an internal unit strength of about 90-94 and the other one has a value of 95-99 so different manpower values are required for repair.

Picture in the middle: British units require more manpower for repair until the event "Pals Battalions" or "Canadian Corps" is played. This represents the shortage of available reserves for Britain early in the war.

Picture on the right: cavalry units require less manpower because half of the unit are horses.


Why is the repair cost of Pre-Dreadnoughts = 0 PP? And why repair 3 strength per turn? It's a Capital Ship!
Screenshot shows examples of strange repairs
Pre-Dreadnoughts just like Armored Cruisers are classified as "obsolete" units which can be more easily repaired than other more "modern" units. For the same reason you can't build new Pre-Dreadnoughts and Armored Cruisers.


4. Why does ammo NOT increase when it reaches a certain limit?. Even if you have many ammo factories and don’t use shells.
France, Britain: 100
Turkey, Bulgaria (probably all minor countries): 30
Other countries have not yet tested or it works ok.
Since minor nations use up less ammo than major nations this usually led to huge stockpiles of ammo in minor nations. Players exploited this fact and used minor nations to supply major nations with ammunition via rail shipments. This felt wrong and so I introduced the limit to prevent this.

5. Tip: Building more than 15 ammunition factories creates a risk of a catastrophic explosion of the ammunition factory by 1% per turn for each factory over 15.

Russia increased 1 ammunition factory over 15. And immediately an explosion, but TWO ammo factories exploded at once and half of all shells burned. With a chance of 1%, it is very strange, and why is that? How does 1% work? If I have 16 factories = 15(+1) 1% explosion OR 16x1 = 16% explosion?
This was really pure bad luck. The chance is 1% per factory over 15, so if you build your 16th factory you have a 1% chance for an explosion. I don't have an explanation for the burned up ammo unless the explosion was caused by other things than just building ammo factories.


6. How does economy work in game? I know that 10 PP each nation always gets free, + 3 PP Germany gets from coastal convoys from Sweden. I know that calculation should be done at 100% War Efficiency. But in end, sum of all PP Cities and expenditure of all units, research does not turn out to be correct in the balance. Can you tell me how this works? Vanilla manual says that captured cities give half of PPs. In your Mod it is even less - why?
Captured cities are reduced in PP when first captured and then will very slowly regain PP from turn to turn but will never get better than 50% of the original value.

7. Why is dirty weather only in West? - I understand that there are very few turns, but dirty weather should be EITHER, in East OR in Balkans.
Muddy weather can happen in the West, East or Balkans with equal chance. The exact turns are randomly predetermined at the start of the game.

More possible Bugs:
8. Armored train sometimes does not reach designated hex. Why?
This is one of the issues with the game engine left over by the original coder which I can't fix.

9. Some Generals and Admirals do not have a range = 0. For example: AH Gen Von Kovesshaza, Ger Adm Maac.
Generals and Admirals with a range of 0 can only give their bonus to their own unit not to others. They are of lower rank than the other commanders and have less radius because of this.

10. During North Sea Blockade, a CP convoy appears in Baltic Sea in hex (116, 0). Why? Happened on turn 18.
The Baltic Convoy originates from Sweden and is not affected by the North Sea Blockade.

11. There was a case when Russian Army Corps after numerous attacks by Artillery and Infantry improved fortification on next turn. Before attack, it was clear land.
I've no idea what caused this.

EVENTS:
12. HORSE MASSACRE
I had an event when a Cavalry unit attacked a German unit with “industrial warfare”, and I received 2 damage points only. TWO, not three as written in manual.
The manual is incorrect on this, it's in fact 2 points of damage that trigger the event like you said.

Also, why does this event work on ALL cavalry of all countries?
For example, if Russian cavalry attacked a German unit and received this event, then it should not work during an attack on AH or Turkey, or others who do not yet have “industrial warfare”. Right?
If the defender does not yet have researched industrial warfare then the event's effect does not happen.

13. STORMY SEAS
Never seen Entente Convoys get damaged visually in the Atlantic.
Another issue with the unfinished game engine: the damage is not shown but the internal unit strength value is lowered nonetheless.

14. ORGANIZE DEFENSE OF GALICIA:
Spawns an Austrian Armored Train at Stanislau – does not happen, instead another AH Armored Train disappears.
The manual is not correct here, the ingame event description is correct.

15. SUEZ CANAL BLOCKED
This happened without even capturing a single city, but only a Turkish unit entered hex (130, 68) - why? According to logic, this is correct, but this is not a city as written in the manual.
The Suez channel is blocked by capturing any city or any channel hex, it's quite logic.

16. FRENCH DOCTRINE CHANGED
Effect: France loses 10 Morale points - in reality only 5
French morale is modified by 10, the final value on screen might be different because of other applied modifiers.

17. GERMAN SUBMARINES SHIPPED TO ADRIATIC - two submarines do NOT appear in Austrian ports.
Units created via event in multiplayer mode will only spawn during the following turn. This is because instantly creating new units during a turn in multiplayer will crash the game.
Also there must be empty sea hexes available adjacent to Austrian ports for the subs to spawn.


18. RUSSIAN AMPHIBIOUS ATTACK
We need to add an event to the multiplayer! Also add Admiral Kolchak (only for Black Sea Fleet) for Russia in this event. It was his operation. You can reduce effect for example, but be sure to add the event!
Nope, this is too unfair in a multiplayer game. This event is only available in singleplayer as CP because the AI is too stupid to be a real danger.

Another strange and incomprehensible thing:
19. When watching a replay of a turn in a battle between units, game shows other losses than they actually are and are visible upon completion. Why is that?
Another issue with the game engine that I can't fix.

Game Balance:
20. In multiplayer, this is especially noticeable! CP is weaker, especially in diplomatic points. Because of events, they lose more often and more, and accordingly lose to the Entente in this battle!
That's working as designed. CP is expected to be the underdog.

I think we need to change this system for receiving points and price for them. For example, if you did not spend anything in this turn, then cost should decrease next turn. But even this is not enough. We need to add more diplomatic points for combat actions of units! For example, for wounding/death of commanders, sinking ships, etc.
You already get extra diplo points for leftover diplo points.

21. Blockade of Germany! Blockade primarily affected civilian population, that is, Morale. Blockade affected Army to a lesser extent.
Why does Blockade affect ALL CP countries?! Blockade was suffered mainly by Germany, perhaps to a lesser extent by AH, but definitely not by Turkey or other small countries. Convoys do NOT come to other countries, they live their own lives. - This needs to be cancelled or improved somehow!
Blockade only affects Germany and Austria (and Italy if Italy joined CP), not other CP nations, what makes you think so?


My suggestions:
22. Due to the severe limitations of the economy in game, both players are very limited in creation and maintenance of units. There is no way to maintain a solid front line, not to mention a double line. I think if this is changed (reduce maintenance or increase PPs), then Armies will become more numerous, and battles on the map will become more dynamic and interesting!
Any major changes to the economy would only cause multiple new balancing problems. Also I believe the game is static enough already.

23. Unlock ALL Research at once, adding number of research turns to each row. That is, if Artillery is activated on 3rd turn, then simply add 3 turns to each parameter. This will solve the desync problem, and will give player opportunity to develop their research in different ways as they like right away. This will make game more dynamic and interesting.
Once I figured out what caused the research events to trigger multiple times this won't be needed. Unlocking all research is also a major change I'm not willing to do. I think I'll just assign fixed turn dates for each tech category in multiplayer.


24. Rail Capacity has a short range, considering that it is very expensive, and one turn has 4 weeks! - We need to increase range! Look how long have Sea transports!
Railroad range can't be increased, it's hard-built into the game's main executable ctgw.exe which can't be edited.

25. There are few types of units in the game. Armored train has weak Attack and Defense characteristics. This is especially noticeable when the infantry becomes stronger from research, and armored trains lag far behind them. In addition, range of armored trains is also short, like trains. We need to increase these parameters!
Armored trains are not expected to be used against strong units like army corps without support from other units.

26. Why don't Cities and Capitals give any Defense bonus? Let's add that!
Cities can be entrenched and profit from the terrain they are built on, that's enough.
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Edward75
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Edward75 »

It's sad to hear that game is not finished. I didn't know. It's necessary to add this to manual so that new players know and understand it!

1. Of course, you don't have to do what you don't want. I know that creating a Mod is very hard work and takes up a lot of personal time. It's just that now players may have different questions, like me! :)

2. I play in multiplayer only!
Desynch in Research, as I noticed, happens more often with Entente. In addition, it never shows up on Report panel. Winter weather is never shows also.

3. Repair. Screenshot on left.
So there is an internal part of unit's strength? I didn't know. But! Both units have 9 strength points. Left on clear hex, and right one Rough! According to manual, a unit should spend less PP on a clear hex than on Rough, and not vice versa.
Usually, Cavalry repair for 2 strength points = 4 MP, and here it is less. In many other cases it costs even more! This surprised me a lot. I just want to understand how it works!
I agree Pre-Dreadnoughts are obsolete units, but repair cost = 0, this is wrong. Let's make it a little? For example - 0.5

4. Ammunition in small countries.
It's funny - a vicious circle. Player must build more factories to have a larger supply of shells. But storage does not work, because of transportation between nations. Maybe it is better to make a larger limitation on transportation of ammo between countries? Rail Capacity is also limited and expensive and is always needed on battlefield!
Turkey is NOT a small country! It is very difficult for Turkey to survive, it has THREE fronts: Suez, Basra, Caucasus + two possible: Gallipoli and Bulgaria. Limit - 30 is very insufficient. Increase limit please!

6. Captured cities.
I saw how Capital for example gives only 1/3 PP. And it was repaired sooooo slowly!

9. Generals with radius = 0. If it is done like this – OK! I thought it was a bug.

12. HORSE MASSACRE.
I understand, it is just a shame that after this event ALL nations get a penalty, even enemy! Enemy player can use it specifically as a bonus to defense by using it ONCE! Not fair.

14. ORGANIZE DEFENSE OF GALICIA:
Just check it in the game. It is easy on the 1-2 turn. Buy this event and you will see that armored train does not appear, but on contrary, disappears.

16. FRENCH DOCTRINE CHANGED
France loses 5 Morale points instead of 10 as stated in manual. I checked this right after buying event in diplomacy. No other factors affected.

18. RUSSIAN AMPHIBIOUS ATTACK
This event can be added to diplomacy for diplomatic points, and is not automatic. For example, in multiplayer with my friend there is a House Rule, in which we agree NOT to use some events that we DO NOT like.

We just want to make game even more diverse and interesting!
We have many ideas to add new Events! Will you consider it or not?

20. Game Balance
I know that CP should lose, but this is a GAME! And both players want to play in game. Playing as CP in multiplayer is excruciating suffering, especially from Diplomacy. If you do not believe me, try it yourself. My glove is always at your service!)

21. BLOCKADE
I saw during Blockade - Ottomans received a penalty from repairs and upgrades of units! Without Blockade – NO.

22. Economy
Can you explain how to change PP of cities, convoys and upkeep of units and Research?
I want to do this for myself and test it!

23. Random activation of Research with an interval - this is even interesting! It just should work normal!

26. How to see which terrain at City? It is not visible anywhere.

NEW!
27. Research
Why such different values? Is it a bug? I found such a discrepancy in 7th research at least.
Image

28. Line in Research: Barder Wire - Pillbox - Concrete Dugouts - gives Entrenchment Level.
Question. What bonus does it give?! Units get these levels even WITHOUT this research! Is it a bug?

29. New bug in Research.
I researched two categories: Specialised Shell Types and Anti-Air Defense. Specialised Shell Types gives a bonus Bombard +2. If you buy a new unit, this bonus is added, but it does not increase visually on map.
Image
imp44791
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Re: Potzblitz V25.0 OCT 18th 2024

Post by imp44791 »

Wow, lots of great posts since I wrote my feedback above. Thanks, I will wait for the new version and test again. I played a bit the current version with Moltke-Schlieffen (historical) to get the option with the most events, but did not go through Belgium to delay British entry. This worked, as they only got in in early '15 once I had built up my dreadnoughts well. Which brings me to my points/questions

1. I think there is a bug with the moving of German corps East. The limit is 2 corps without the chaos event and associated collapse point. So, I only moved two with the railroads. The next round, with Russia still neutral (they were going for full, slow mobilisation so I had the extra 4 turns) I decided to rearrange my forces in the East (including the two transferred corps) to better prepare for the beefed-up Russian army when they would finally enter. So, I marched units around, including one of the units I had legally brought from the west... and Chaos in German Command fired! To clarify: this was an already transferred unit, with the warning fired in the previous rounds that the limit had been reached. Then the same unit was marched one hex and the chaos event fired. I think a bug?

2. The shifting East 2-corps "budget" is a bit fiddly when it comes to generals. So, we have a budget of two corps that can be moved. BUT, if these two are with generals (say Kluck and Bulow) then these officers will get send down for insubordination when they finally attack. Either exempt the generals along with the units if they are moved within the 2 corps budget, or warn the player not to moved officered corps or (best) move the corps but take the officers to the reserve (like they're "wounded") for 1 turn to reflect that only the troops moved, but they stayed west. The same problem affects some Austrian generals if units get moved between the Eastern and Balkan fronts.

3. As I said, the British came in the war in early 15 (I was careful with neutrals, didn't fire any gas, and was a bit lucky). By that time, with the Tirpitz cheap BB and with buying BBs/BCs wholesale while convoys were still coming in (I even got the great Norwegian convoy event), my fleet was brutally strong (expensive in maintenance but a price worth paying). I blasted through the RN, sinking 2 BBs and a BC in the first couple of rounds. Can I suggest (a) the British diplomatic entry timer accelerating if the Germans start fielding extra ships? and/or (b) the neutral British getting the "fleet expansion" event to keep up? No idea if either of these can be modded, but it is a bit of a player exploit as it is if Britain keeps neutral longer than a couple of rounds.

4. This one is a question I always had: is there ANY way that Italy can come into the war in '14 on the side of the CPs? On this particular start I got a lucky roll and Italy began at 98 sympathetic and 15+ rounds on the timer from entering on my side... until of course the "Italy stays neutral" event fired the next round and this beautiful prospect was gone. Ditto Romania. I have got nice rolls with them in the high 80s now and then, piled the diplo points like mad, played the diplomatic poker card and got Carol to block the Russians... and then of course he dies and it's over.
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

@Edward: consider all points I did not address to stay as they are.
Edward75 wrote: Sun Sep 07, 2025 6:24 am 2. I play in multiplayer only!
Desynch in Research, as I noticed, happens more often with Entente. In addition, it never shows up on Report panel. Winter weather is never shows also.
Random tech unlocking will be removed from multiplayer.


3. Repair. Screenshot on left.
So there is an internal part of unit's strength? I didn't know. But! Both units have 9 strength points. Left on clear hex, and right one Rough! According to manual, a unit should spend less PP on a clear hex than on Rough, and not vice versa.
I re-checked the script: actually the raised costs only apply to hexes originally belonging to the enemy alliance.


4. Ammunition in small countries.
It's funny - a vicious circle. Player must build more factories to have a larger supply of shells. But storage does not work, because of transportation between nations. Maybe it is better to make a larger limitation on transportation of ammo between countries? Rail Capacity is also limited and expensive and is always needed on battlefield!
Turkey is NOT a small country! It is very difficult for Turkey to survive, it has THREE fronts: Suez, Basra, Caucasus + two possible: Gallipoli and Bulgaria. Limit - 30 is very insufficient. Increase limit please!
Turkey's ammo limit will be raised to 50.


14. ORGANIZE DEFENSE OF GALICIA:
Just check it in the game. It is easy on the 1-2 turn. Buy this event and you will see that armored train does not appear, but on contrary, disappears.
Works as designed. As already mentioned the PDF is wrong, the ingame event description is correct.


16. FRENCH DOCTRINE CHANGED
France loses 5 Morale points instead of 10 as stated in manual. I checked this right after buying event in diplomacy. No other factors affected.
More factors than visible by the players apply at all times.


17. We have many ideas to add new Events! Will you consider it or not?
That solely depends on how sensible and feasible your proposals are. I consider this mod pretty much finished and really don't feel like putting much more work into it besides fixing bugs and balancing issues. If however you come up with something that's really been overlooked I'll definitely add it. I'd be surprised though.


21. BLOCKADE
I saw during Blockade - Ottomans received a penalty from repairs and upgrades of units! Without Blockade – NO.
I checked the script: whatever caused that, it's not caused by the North Sea Blockade.


26. How to see which terrain at City? It is not visible anywhere.
Yup, it's invisible to players which is unfortunate but not much I can do about. Just assume a city is most probably built on the predominant kind of terrain of any given region. It's no big issue anyway.


27. Research
Why such different values? Is it a bug? I found such a discrepancy in 7th research at least.
Image
The tooltip infos are wrong, the upgrade stats on the "statistics" panel are correct though. I'll just remove the tooltips, updating them is just too much work.


28. Line in Research: Barder Wire - Pillbox - Concrete Dugouts - gives Entrenchment Level.
Question. What bonus does it give?! Units get these levels even WITHOUT this research! Is it a bug?
Units get additional points of entrenchment per researched entrenchment technology. Each point of entrenchment equals +1 to defense in combat. Without sufficient entrenchment techs units are unable to profit from maximum entrenchment levels allowed by "softer" terrain like grassland, steppe and deserts. Difficult terrain like forest, "rough" and mountains offer natural defense modifiers but allow less entrenchment.


29. New bug in Research.
I researched two categories: Specialised Shell Types and Anti-Air Defense. Specialised Shell Types gives a bonus Bombard +2. If you buy a new unit, this bonus is added, but it does not increase visually on map.
That artillery has either already received the "Specialised Shell Types" upgrade (costing 2PP) earlier in the game or was produced while the that technology was already researched.
On the screenshot the artillery is now receiving the newly researched and not yet applied "Anti Air Defense" upgrade which costs 3PP.
Last edited by Robotron on Thu Sep 11, 2025 10:57 pm, edited 2 times in total.
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

imp44791 wrote: Wed Sep 10, 2025 10:38 am Which brings me to my points/questions
1. Will be fixed in next update.

2. I've rewritten the scripts to address this. However I still don't want players to simply go "full Russia" in a Schlieffen/Moltke Schlieffen scenario by not invading Belgium and instead moving the major part of the German army east. At least not without either spending diplomatic points for an event or suffer the consequences. So there are now 2 options:

A) play the "German Army Redeploys" event or

B) cause the "Crisis at German High Command" by moving too many units to the east

The rationale for this that in case A the German High Command has decided to go for a redeployment out of its own assessment of the situation while in case B the Kaiser has simply imposed his own will and overruled Moltke.

Here's the full summary of the changed rules about the restrictions of German unit movement and Generals:

I. Units
In the “Schlieffen Plan” scenario a single infantry or artillery corps may be redeployed from the western front to the east while Russia is still neutral.
In the "Moltke-Schlieffen" scenario a total of two infantry/artillery corps can be redeployed while Russia is still neutral.
Other units may be moved freely in either scenario.
The CP player can avoid all above restrictions by first playing the "German Army redeploys" event.

Exceeding the allowed limit of redeployed infantry/artillery corps ( = not playing "German Army redeploys") triggers the "Crisis at German High Command" event: General Moltke resigns, Germany loses 15 morale and suffers a collapse point.
After the crisis any number of units can be moved without restrictions.

II. Generals
A.) The following German starting Generals may only be used on the Western front:
Kluck, Bulow, Hausen, Moltke: using them on any other front causes their dishonorable discharge.
The above applies to all scenarios except “Aufmarsch Ost”.
The above does not apply if "German Army redeploys" or "Crisis at German High Command" happened before.

imp44791 wrote: Wed Sep 10, 2025 10:38 am3. As I said, the British came in the war in early 15 (I was careful with neutrals, didn't fire any gas, and was a bit lucky). By that time, with the Tirpitz cheap BB and with buying BBs/BCs wholesale while convoys were still coming in (I even got the great Norwegian convoy event), my fleet was brutally strong (expensive in maintenance but a price worth paying). I blasted through the RN, sinking 2 BBs and a BC in the first couple of rounds. Can I suggest (a) the British diplomatic entry timer accelerating if the Germans start fielding extra ships? and/or (b) the neutral British getting the "fleet expansion" event to keep up? No idea if either of these can be modded, but it is a bit of a player exploit as it is if Britain keeps neutral longer than a couple of rounds.
Added a negative alignment modifier to Britain for each German BB or BC put into the production queue. For now the modifier is -1 per ship which translates to 3 turns of earlier DOW by Britain each.
imp44791 wrote: Wed Sep 10, 2025 10:38 am4. This one is a question I always had: is there ANY way that Italy can come into the war in '14 on the side of the CPs? On this particular start I got a lucky roll and Italy began at 98 sympathetic and 15+ rounds on the timer from entering on my side... until of course the "Italy stays neutral" event fired the next round and this beautiful prospect was gone. Ditto Romania. I have got nice rolls with them in the high 80s now and then, piled the diplo points like mad, played the diplomatic poker card and got Carol to block the Russians... and then of course he dies and it's over.
Italy joining CP in 1914 is very unlikely indeed. There is a very slim chance if Italian alignment starts out very low and British BBs are delivered to Turkey or if Belgrade is captured. Italy joining CP early is a very serious issue and will likely result in a short game in singleplayer mode and most MP Entente players would probably instantly quit. I'm open to suggestions though.

Considering the Romanian King issue: I've added some modifieres to make him stay alive a bit longer.
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Edward75
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Edward75 »

3. Repair.
I saw a unit in enemy territory being repaired WITHOUT penalty. I'll make some screenshots soon.

4. Ammunition in small countries.
Turkey's ammo limit will be raised to 50.

Good! But that's not enough. CP player will never transfer ammo from Ottomans to other countries.

6. Economy
Do you know what balance Bulgaria after join war?! It seems to be MINUS 5 PP!

Here's another weird example: Army Corps has 5 upkeep points. But after buying it, my balance changed to minus 7. Why?
Image
Image

12. HORSE MASSACRE.
The manual is incorrect on this, it's in fact 2 points of damage that trigger the event like you said.

Increase this value to 3. It's better if this doesn't work for units without "industrial warfare". Cavalry is a very unique unit in this game! After this event, it becomes weak and useless.

16. More factors than visible by the players apply at all times.
Ok! But this makes it difficult for all players, especially newbies, to understand this game.

Is it possible to make a Battle Report that lists all events related to Morale and Collapse changes? For example:
Event occurred: Morale +–NN, Collapse +- NN
Capital/Fortress was captured: Morale +–NN, Collapse +- NN
Etc…
I understand, this is a very labor-intensive process for you! But it will make it much easier for Players to understand game.
OR, add in Event description below what this gives in the game: Morale, collapse, events…

In addition, there are many Events that are not specified in the Manual, for example: “A Christmas Truce”, and others. We don't know what it gives and how it affects the game.

21. Blockade.
I'll check again. But I think I'm right.
Also, there are some more questions:
During Blockade - Baltic Sea is mined. - Why? I don't understand logic, especially if Swedish convoys can pass. I'm not against convoys, I don't agree that Baltic Sea is mined because of the Blockade. Other Conditions or Events need to be made for Baltic Sea!
Also, during Blockade - Black Sea is also mined. This is very strange and incorrect.

From Manual: 3.1 Breaking the British North Sea Blockade
To lift the blockade, Germany must try to sink as many British ships as possible and/or build additional ships.
The chance to break the blockade depends on the total of British and German naval unit strength points from units deployed in the North Sea being out of ports or home waters and will favor the stronger side.

That's right, BUT! Why does this formula only count strength points of ANY ships?
Dreadnought with 10-point = old cruiser with 10 points. This is incorrect. Each ship should have its own modifier, for example, Dreadnought with 10-point X 2, BC X 1.7, Pre-Dreadnought X 1.5, or others at your discretion. Otherwise, player can quickly and cheaply build a many of Light Cruisers and Blockade will be eternal! It's easier for Britain!

In addition: We don’t understand how Blockade breakthrough works. CP player takes his fleet to North Sea, but nothing happens, and TWO turns later Blockade is broken! When at this moment ENTIRE British fleet is in the North Sea!
Same misunderstanding, why the BC Raid is successful, when the ENTIRE British fleet is in the North Sea, and German one is not.

Also from Manual: 3.11 GERMAN BATTLECRUISER RAIDS
Too many aborted raids will result in the crews getting bored which might result in chances for successful further raids getting reduced or mutiny events if German morale drops below 50.

I had ONE time “Naval Raid Aborted” (not even my decision, but Kaiser's automatic event), and immediately on next turn there was "Kaiser's Fleet At Rest", then "Wilhelmshaven Mutiny"
Why did this happen after ONE cancellation? What does the Kaiser's cancellation of Raid affect?

29. New bug in Research.
No. I took a screenshot right after receiving new update, you can see it on left screenshot. Also, I found many such bugs even with other units. I hope this is just a visual bug.

New:
27. Bomber has 5 ammo for Attack. That's a lot! It needs to be reduced. Ammo is a very valuable resource in the game. It is more important for Artillery, and is always in short supply. Player will never buy this unit, because of the price of ammo.

28. Winter Weather
Does the winter weather effect work everywhere or only where snow is visible on the hex? It's just that on some hexes there is no snow.

29. Russian Supply Crisis
I don't understand how this works and what it means. At first it showed 252, then this value began to increase rapidly and grew for many turns to 3132, then it began to decrease sharply to -6, and after that the icon disappeared. Please explain what this means?

30. Events
HOTZENDORF ATTACKS
Conditions
Neither "Aufmarsch Ost" nor "Schlieffen's Legacy" nor “Organise Defense of Galicia” were played before.
The event can trigger once before “Austrian Border overrun” has occurred and trigger again once after.

Contradictory description.

31. You changed turn interval and dates? Why? Is it possible?

32. Please explain how D die roll works? With examples. What are these values?

33. Ambush
Are you familiar with game: "Commander - Europe at War"? In it, ambush works more correctly. When your unit (any, Land or Naval) goes through fog of war and meets an enemy unit, it gets ambushed and gets a combat penalty. In CTGW, unfortunately, there is no such rule. Instead, you can calmly move your unit through fog of war, and after detecting enemy, even attack it. Is it possible to change and make an ambush rule?

24. Convoys
Is it possible to change spawn points and routes of convoys? This will make it more difficult for the enemy to intercept them and make game more interesting and unpredictable.

25. There is no description of your Scenarios in your manual. Only small mentions in events. For example, there is nothing about the last two: "Home Before The Leaves Fall" and "Lamps Go Out In Europe". You can add a short description of these scenarios and what the differences are in the manual.

I can make many screenshots of different errors, but you will NOT believe me every time. Best way to check this is to play multiplayer as CP player and you will see a many yourself! 

With release of new versions of Mod. Write entire list of changes, and add all new changes to Manual, please, and if you remember old ones. For example, shell restrictions in countries.
PLEASE!!!

Sorry for writing a lot and annoying. I just want to fix errors found and make game even better!
Last edited by Edward75 on Fri Sep 12, 2025 12:35 pm, edited 1 time in total.
imp44791
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Re: Potzblitz V25.0 OCT 18th 2024

Post by imp44791 »

Robotron wrote: Thu Sep 11, 2025 10:21 pm Italy joining CP in 1914 is very unlikely indeed. There is a very slim chance if Italian alignment starts out very low and British BBs are delivered to Turkey or if Belgrade is captured. Italy joining CP early is a very serious issue and will likely result in a short game in singleplayer mode and most MP Entente players would probably instantly quit. I'm open to suggestions though.

Considering the Romanian King issue: I've added some modifieres to make him stay alive a bit longer.
Thanks for the response and the information on my questions.

Regarding Italy/Romania, the CP allies (on paper) who actually joined the Entente, I certainly don't want them to just enter the war in '14 on the CP side at no cost, because indeed that will make it too easy for that alliance. But I don't like something to be (practically) impossible either. It should be possible to get them on the CP side at great cost. You do that already with the Trento/Trieste/Tunisia for 1915 onwards. Then there is the "other Balkan powers get annoyed" cost. If Italy did enter the war like a CP that was bound to annoy the Ottomans a lot. Ditto Bulgaria if "backstabbing" Romania (in 1913) did the same.

So you have the ingredients already. The question is the severity of the cost. Let's take Italy. To even have a hope of forestalling the 'Italy stays neutral" event, the CP player should, as a minimum: not attack on any front in Round 1, and only in Serbia after round 2; don't send the Goeben to the Med; play the Diplo Poker event; promise Trento straight away (with associated collapse point); and all that for the right to use up diplomatic points to shift Italy towards him (and the EP possibly countering) to get them in after perhaps 20 rounds, in the process pretty much kissing goodbye to any prospect of Turkey ever joining the CPs. With such costs it would only make sense to try this route if there was a lucky starting roll like the one I got, helped by the triggers you are already mentioning (BB delivery to Turkey especially), plus painful further concessions like Trieste (and with France having a chance to counter with a Tunisia cession) to get the timer moving. Difficult, rare, slow and painful but not impossible. Right now the King's Death and Italy Stays Neutral events are completely out of the hands of the player.

Just a thought.
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Re: Potzblitz V25.0 OCT 18th 2024

Post by Robotron »

Edward75 wrote: Fri Sep 12, 2025 7:22 am 3. Repair.
I saw a unit in enemy territory being repaired WITHOUT penalty. I'll make some screenshots soon.
Instead of bombarding me with more screenshots it would be much more useful if you could provide savegame files from a singleplayer game even if you prefer multiplayer but having a savegame would allow me to run some tests. Multiplayer games can't be analyzed, sorry.

4. Ammunition in small countries.
Turkey's ammo limit will be raised to 50.

Good! But that's not enough. CP player will never transfer ammo from Ottomans to other countries.
Turkey was a pseudo-major faction in steady decline even before WW1. They lacked the means of organization and infrastructure of truly major factions. Therefore the ammo limit.

6. Economy
Do you know what balance Bulgaria after join war?! It seems to be MINUS 5 PP!
Any faction joining the war suffers from reduced PP during the first turn.

Here's another weird example: Army Corps has 5 upkeep points. But after buying it, my balance changed to minus 7. Why?
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I've no explanation for this and I really don't feel like doing a major deep-dive into the scripts to find out why there are 2 PPs missing, sorry.

12. HORSE MASSACRE.
The manual is incorrect on this, it's in fact 2 points of damage that trigger the event like you said.

It's better if this doesn't work for units without "industrial warfare". Cavalry is a very unique unit in this game! After this event, it becomes weak and useless.
It DOES NOT work for units without ind. warfare, stop making this false claim.

16. More factors than visible by the players apply at all times.
Ok! But this makes it difficult for all players, especially newbies, to understand this game.

Is it possible to make a Battle Report that lists all events related to Morale and Collapse changes? For example:
Event occurred: Morale +–NN, Collapse +- NN
Capital/Fortress was captured: Morale +–NN, Collapse +- NN
Etc…
I understand, this is a very labor-intensive process for you! But it will make it much easier for Players to understand game.
OR, add in Event description below what this gives in the game: Morale, collapse, events…
Don't you think I would have added such a feature years ago if it was even possible? Do you really think you are the first guy who comes up with this idea? You must accept that this game is severely limited in what can be done. Or maybe play some more recent (and still supported) WW1 game that allows more advanced features. There are many options.

In addition, there are many Events that are not specified in the Manual, for example: “A Christmas Truce”, and others. We don't know what it gives and how it affects the game.
If an event is not described in the manual it's most likely just a "flavor" event to convey the atmosphere of playing a game about WW1 without any real consequences on gameplay. Christmas Truce is one of them and there are many others surprises for new players.

21. Blockade.
I'll check again. But I think I'm right.
Of course you are.

Also, there are some more questions:
During Blockade - Baltic Sea is mined. - Why? I don't understand logic, especially if Swedish convoys can pass. I'm not against convoys, I don't agree that Baltic Sea is mined because of the Blockade. Other Conditions or Events need to be made for Baltic Sea!
The Baltic Sea is not affected by the North Sea Blockade it is totally independent and the mining action there is done by German and Russian navies instead.
Why should Swedish convoys in the Baltic be affected by the British North Sea Blockade anyway?


Also, during Blockade - Black Sea is also mined. This is very strange and incorrect.
Mining of the Black Sea and other minor naval regions is worked out independently from the rest of the other regions. Are you trying to tell me there were no mines laid in the Black Sea?

From Manual: 3.1 Breaking the British North Sea Blockade
To lift the blockade, Germany must try to sink as many British ships as possible and/or build additional ships.
The chance to break the blockade depends on the total of British and German naval unit strength points from units deployed in the North Sea being out of ports or home waters and will favor the stronger side.

That's right, BUT! Why does this formula only count strength points of ANY ships? Player can quickly and cheaply build a many of Light Cruisers and Blockade will be eternal! It's easier for Britain!
Yup, that's entirely by purpose and realistic too.

In addition: We don’t understand how Blockade breakthrough works. CP player takes his fleet to North Sea, but nothing happens, and TWO turns later Blockade is broken! When at this moment ENTIRE British fleet is in the North Sea!
Random elements.

Same misunderstanding, why the BC Raid is successful, when the ENTIRE British fleet is in the North Sea, and German one is not.
Because otherwise the whole BC Raid thing would be impossible by using actual units.

Also from Manual: 3.11 GERMAN BATTLECRUISER RAIDS
Too many aborted raids will result in the crews getting bored which might result in chances for successful further raids getting reduced or mutiny events if German morale drops below 50.

I had ONE time “Naval Raid Aborted” (not even my decision, but Kaiser's automatic event), and immediately on next turn there was "Kaiser's Fleet At Rest", then "Wilhelmshaven Mutiny"
Why did this happen after ONE cancellation?
This was likely caused by your fleets huddling in ports for the whole game without any action.


New:
27. Bomber has 5 ammo for Attack. That's a lot! It needs to be reduced. Ammo is a very valuable resource in the game. It is more important for Artillery, and is always in short supply. Player will never buy this unit, because of the price of ammo.
Obviously you only should build bombers if you have ammo to spare. Reducing the ammo consumption led to players exploiting this and build obscene numbers of airforces.

28. Winter Weather
Does the winter weather effect work everywhere or only where snow is visible on the hex? It's just that on some hexes there is no snow.
Yes. Anything at Y-coordinate 52 or higher is safe from winter effects though.

29. Russian Supply Crisis
I don't understand how this works and what it means. At first it showed 252, then this value began to increase rapidly and grew for many turns to 3132, then it began to decrease sharply to -6, and after that the icon disappeared. Please explain what this means?
I've done my best to explain it in the manual in the section for Russian events page 113. If that's no help to you then...too bad.


30. Events
HOTZENDORF ATTACKS
Conditions
Neither "Aufmarsch Ost" nor "Schlieffen's Legacy" nor “Organise Defense of Galicia” were played before.
The event can trigger once before “Austrian Border overrun” has occurred and trigger again once after.

Contradictory description.
Where is the contradiction?

31. You changed turn interval and dates? Why? Is it possible?
The vanilla (original) CTGW game was usually over within half of the allotted turns somewhere in 1916. That made me rewrite the turn interval and dates so that a full campaign in my mod would most likely last until 1918. It was a lot of work and it won't be changed in any way whatsoever.

32. Please explain how D die roll works? With examples. What are these values?
A D6 is a dice that has 6 faces, it can give results from 1-6. These are used many times when determining specific values instead of using fixed values. A D100 has a range of 1-100 and is used to check for % values.

33. Ambush
Are you familiar with game: "Commander - Europe at War"? In it, ambush works more correctly. When your unit (any, Land or Naval) goes through fog of war and meets an enemy unit, it gets ambushed and gets a combat penalty. In CTGW, unfortunately, there is no such rule. Instead, you can calmly move your unit through fog of war, and after detecting enemy, even attack it. Is it possible to change and make an ambush rule?
Ambush rules fit better on a game featuring fast motorized tank units than a WW1 game. There are ambush rules when ships move onto hidden submarines in my mod though.

24. Convoys
Is it possible to change spawn points and routes of convoys? This will make it more difficult for the enemy to intercept them and make game more interesting and unpredictable.
Spawn points can be edited but are then fixed for the whole game. Routes can't be fixed.

25. There is no description of your Scenarios in your manual. Only small mentions in events. For example, there is nothing about the last two: "Home Before The Leaves Fall" and "Lamps Go Out In Europe". You can add a short description of these scenarios and what the differences are in the manual.
Click on "information" when selecting the campaign.
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I can make many screenshots of different errors, but you will NOT believe me every time. Best way to check this is to play multiplayer as CP player and you will see a many yourself! 
Not interested.

Finally, let me say this: while I still enjoy discussing details of the game, after all those years I really don't have the patience anymore to be repeatedly confronted with long-winded "laundry-lists" featuring dozens of complaints. I had my fair share of this kind of discussions in the past and I'm just tired of it.
I'm sure there are MANY vastly better WW1 games than CTGW out there that are still actively supported.
If you find this old game lacking in a myriad of issues, do yourself a favor and...just move on.
Really.
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Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Edward75
Senior Corporal - Ju 87G
Senior Corporal - Ju 87G
Posts: 92
Joined: Mon Mar 22, 2010 9:50 pm

Re: Potzblitz V25.0 OCT 18th 2024

Post by Edward75 »

Robotron wrote: Fri Sep 12, 2025 9:55 pm Finally, let me say this: while I still enjoy discussing details of the game, after all those years I really don't have the patience anymore to be repeatedly confronted with long-winded "laundry-lists" featuring dozens of complaints. I had my fair share of this kind of discussions in the past and I'm just tired of it.
I'm sure there are MANY vastly better WW1 games than CTGW out there that are still actively supported.
If you find this old game lacking in a myriad of issues, do yourself a favor and...just move on.
Really.
Sorry. Long-winded "laundry-lists" featuring dozens of complaints are NOT accusations and NOT complaints. They are simply questions from a new player who wants to understand how Mod works. I understand that many possibilities for changes are very limited in this game. I was simply asking (or suggesting), NOT demanding OR accusing!
If you are so upset by my messages, I will simply just move on.
Thanks for great mod! SORRY again!
imp44791
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 136
Joined: Mon Oct 10, 2016 2:01 pm

Re: Potzblitz V25.0 OCT 18th 2024

Post by imp44791 »

Oops, I hope the "laundry list" comment did not allude to my feedback. It was not meant to be criticism- this is, as I have said, a fantastic mod. I just responded to the "open to suggestions" comment for Italy.

EDIT: Sadly, there are not ANY superior WW1 strategy games. WW1 Gold is based on a very interesting (but fussy, leading to endless bookkeeping) tabletop system, but the computer port is a buggy nightmare - and the amateur enthusiast who was behind it lost the rights to AGEOD's awful "To End All Wars" (I can't stand AGEOD's engine - just my taste, but I hate it). The very old "Guns of August" is a a very cool abstraction with the amassing of activation points, but is limited otherwise, especially in the naval game. I could never get into either the Supreme Ruler, or the Making History systems, though I own both games

CTGW is a very limited engine, but your events have given it a richness that makes it the best of these very meagre options. Sadly, despite being by far the most significant historical event of modern history, WW1 gets no interest whatsoever, whereas you can't move for WW2 games.
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