how minor is minor?

PSP/DS/PC/MAC : WWII turn based grand strategy game

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gchristie
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
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how minor is minor?

Post by gchristie »

Ok, just to mix things up, I'm playing a game as allies against an opponent with a minor axis advantage. I assumed that the advantage would only mean more PPs, Oil and conscripts for my opponent and less for me. But we are noticing that he is getting more minor allied units as well. When he launched Barbarossa he got two Finnish fighters instead of the one :shock: .

So, my question is, is there a list of all the advantages that the player with a minor advantage gets? Someone a while ago listed the at start levels of resources a player gets when they have all the different advantages/disadvantages assigned.

Does having added advantages effect combat results/odds?
How many extra units does axis get with advantages?
Does a player's units get extra movement points?

Don't get me wrong, I don't have buyer's remorse for giving my opponent an advantage, quite the contrary, we are experimenting to see if it provides a bit more balance between us, and it is a great game that will go the distance I think. And so far, I would recommend that more players experiment with advantages to add some spice to the prevailing trend of the allies trouncing the axis.

I just would like a little better idea of what I've gotten myself into .

As always, great game, great mod!

Regards
"Despite everything, I believe that people are really good at heart."
~Anne Frank
BuddyGrant
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
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Post by BuddyGrant »

You can get a pretty good idea of the games design and logic with the AI difficulty options by editing the game to have a major country allied to a different side. Note sure if it works with all countries but I tried a game as the Axis with max Allied advantage, and set up France to be an Axis major. The game hard coded the 'max advantage' logic for France so I could see that:
- France got a lot more PP's per turn than it would have received without the max advantage. I did not work out
- The amount of labs they could build started at 20 I believe, and quickly went up to 50 labs even though the game does not allow more than 20 labs. This means that the AI countries with max advantage can either max out their labs almost immediately, or perhaps even have more than the max number of labs available to get tech advances even quicker. This makes sense as it is obvious when playing the game that the 'max advantage' AI has a huge tech advantage, usually they are maxed in all tech by the end of 1942 or sooner.

My $0.02 on your questions...
Does having added advantages effect combat results/odds?
I don't know, but it would not surprise me. In test games where I boost my own start tech versus a max advantage AI I regularly take big loses against bombed units with tech advances half of what mine are.

How many extra units does axis get with advantages?
I had never even thought of this idea you mentioned (the extra Finnish fighter as an example), I always assumed it was just a straight PP-per-turn increase for the max advantage AI. It could be that the AI is given extra units to start or even that the AI can purchase new units for minor countries (probably the former though).

Does a player's units get extra movement points?
I am certain this is not the case:).
xriz
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
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Post by xriz »

I'm playing the other side of gchrsties game and for the record, playing as the Axis you get 2 extra minor Axis allies Fighters, one Finnish and one Romanian. they start off at 5 step and take 2 turns to get up to a full 10 steps but still a nice advantage. Remember Finnish forces are not affected by severer winter penalties like all the other Axis units.
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