Days Per Turn -Scaling

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IanF1966
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 70
Joined: Tue Jun 26, 2007 1:53 pm
Location: UK

Days Per Turn -Scaling

Post by IanF1966 »

I've changed the Days Per Turn to 7 and proportionately scaled down all land and naval movement by /3 (since the original turn is 20 days long).

I'm finding this plays really well, however, would you suggest I also reduce production output? (Since I assume I'm pumping out 20 days of production resources in 1 week).
What do you think is a better option -reduce all output by dividing by 3 or mulitply all unit costs and Oil use by 3?

Also, since cutting down movement for land & naval unitss, I've noticed that perhaps the rate they move at is too small.

(EDITED FOR HEX RANGES)
A destroyer on average could conceivably move 2800 miles per week which is 88 hexes (1 hex = 32 miles).

Also typical Infantry should be able to clear 200 miles per week (7 hexes) in perfect conditions, clear terrain.

Are these ranges too large? I'm confused. Help!

By the way, thanks for this great game. I spent too long playing this last night :D
Last edited by IanF1966 on Thu Jul 05, 2007 3:08 pm, edited 1 time in total.
IainMcNeil
Site Admin
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Joined: Fri Apr 01, 2005 10:19 am

Post by IainMcNeil »

You are really in to game design now and balancing out realism versus playability. Having real values will probably not be any fun, so what you have to do is have realistic ratios but not actual values. E.g. tansk are faster than infantry, ships are faster than tanks etc.

You may want to increase prices & consumption of oil, or you may find leaving them as they are works best as casualty rates are going to soar. If you reduce production you will probably have to reduce casualty rate from combat. It would all needs lots of play testing - there is no simple answer :)
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