Hello there people. I just bought this game about a week ago and have played a few games against the AI on the 1914 scenario. I really like it the game it provides some of the difficulties that were faced by the protagonists. Austrian difficulties in Serbia as it is very hard to shift the Serbs out of their defenses whilst looking over one shoulder at the Russian mobilisation.
Germany starts strong and can given time overrun the Belgians and put the French under heavy pressure, I even managed to take Paris in my last game. Though this was only against the AI and I hope to soon find out how well it works against real opposition.
I do have some suggestions for improvements that I feel that would improve the game and here they are.
1. Reduced maintenance costs for units or more production all round. I found that to maintain a fairly solid front in France, Italy, Russia, the Balkans and Egypt was impossible even by mid 1915. This was even after sitting in Paris for months, holding Warsaw and most of my Austrian cities. Some production spent on research but none on the Navy or Air-force, I found I was only able to produce 2 artillery batteries, whilst the Entente had significantly more, Italian units were able to filter through the Alpine passes as I was unable to form a solid line, the French were still no where near collapse (still producing artillery and blowing my units to pieces), Russian troops with artillery were threatening Lemberg and had broken into Prussia.
2. Strengthening of Turkeys starting position. Turkey is not in any position to take the offensive with any hope of success in Russia, Iraq or Egypt, they don't even have a Cruiser or the ability to to produce anything but Infantry, Garrison or Cavalry units.
3. Restricting sea transport to ports and making Amphibious landings very difficult and limited. Life for the Austrian foot slogger is hard enough fighting in the Balkans trying to winkle the Serbs out of their holes with the Russian horde trying to batter in their eastern front, no Bulgarian support imminent and French and British units turning up with no port to land at. The reality is that invasions were rare, difficult, expensive and risky. Units should have to be landed at ports except post research or event and then landing units not at ports should be made to be expensive.
4. Attacking convoys should be more of a realistic option. Producing a submarine fleet able to locate and attack convoys at the moment in not practical.
I invite your thoughts on these points.
Central Powers ability to wage war
Moderators: Slitherine Core, The Lordz
Re: Central Powers ability to wage war
Just a quick question before anything else, what difficulty level were you playing?
Re: Central Powers ability to wage war
Balanced.
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- Lance Corporal - SdKfz 222
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Re: Central Powers ability to wage war
First, I am not trying to be a troll, but since you invite thoughts on the subject:
1. The AI is damn good, and you simply got out-teched and out produced by the AI. Happens a lot. With the difficulty levels being bugged from the release, this type of feeling that the AI is too strong comes out a lot. I think part of the issues will be that once you get a true 'EZ mode' to learn the game mechanics with, then balanced will get easier without making any changes that were requested.
2. Very historical IMO. Turkey is not supposed to be able to go on the offensive really, but they provide a drain on UK/Russian resources to keep them in check.
3. Agree in part. Amphibious landings need to be tweaked, but I disagree that they need to be landed in ports only. Maybe a tech level to unlock beachhead logistics or some such, because you are right in that UK and France landing in Serbia in 1914 feels a little 'off'...
4. Disagreed. Try a MP game defending convoys against an opponent with a sub fleet. It is tedious and difficult to stop subs warfare, and is almost impossible to kill enemy subs. The PP invested in escorts is never really recouped by getting more convoys safely into port, because the subs still manage to attack, take a damaging shot from the escort, and still get away. Subs/escorts/convoys need some tweaking for sure, if nothing else to make the naval war fun and meaningful.
Bottom line, the game is really good but does in fact need some tweaks. It is VERY difficult to best the AI and takes practice, and that is made even more difficult due to not having an easy difficulty level available. Practice more and your requests might change a bit...
GL&HF
1. The AI is damn good, and you simply got out-teched and out produced by the AI. Happens a lot. With the difficulty levels being bugged from the release, this type of feeling that the AI is too strong comes out a lot. I think part of the issues will be that once you get a true 'EZ mode' to learn the game mechanics with, then balanced will get easier without making any changes that were requested.
2. Very historical IMO. Turkey is not supposed to be able to go on the offensive really, but they provide a drain on UK/Russian resources to keep them in check.
3. Agree in part. Amphibious landings need to be tweaked, but I disagree that they need to be landed in ports only. Maybe a tech level to unlock beachhead logistics or some such, because you are right in that UK and France landing in Serbia in 1914 feels a little 'off'...
4. Disagreed. Try a MP game defending convoys against an opponent with a sub fleet. It is tedious and difficult to stop subs warfare, and is almost impossible to kill enemy subs. The PP invested in escorts is never really recouped by getting more convoys safely into port, because the subs still manage to attack, take a damaging shot from the escort, and still get away. Subs/escorts/convoys need some tweaking for sure, if nothing else to make the naval war fun and meaningful.
Bottom line, the game is really good but does in fact need some tweaks. It is VERY difficult to best the AI and takes practice, and that is made even more difficult due to not having an easy difficulty level available. Practice more and your requests might change a bit...
GL&HF

Re: Central Powers ability to wage war
Interesting about the AI being difficult cos it's v good .... I've won every game big against the AI at Balanced level, both sides, but I can't make any headway against Privileged mode - it just seems unreal: the enemy production rates are phenomenal (actually unbelievable is a more accurate word) and the combat results beggar belief (what happened to winter penalties?) I don't accept the argument that you can be out-tech'ed by the AI after 6 turns!
Also, disbanding units (I'm thinking fleets) to try to keep pace with a hyper-productive AI is just plain wrong on so many levels - as I saw metioned elsewhere, fleets were national icons in Germany and Britain and no-one would give it a thought.
So, has anyone else had a problem with Privileged AI? Any of the designers want to give me a clue as to where I'm going wrong?
Also, disbanding units (I'm thinking fleets) to try to keep pace with a hyper-productive AI is just plain wrong on so many levels - as I saw metioned elsewhere, fleets were national icons in Germany and Britain and no-one would give it a thought.
So, has anyone else had a problem with Privileged AI? Any of the designers want to give me a clue as to where I'm going wrong?
Re: Central Powers ability to wage war
Hi Jimbonsx,
In privileged mode the AI does get temporary PP income bonuses. These help the AI get up to maximum production faster, and repair and replenish forces faster. However, they shouldn't allow the AI to build a bigger army than the national economy can support, as the bonuses are limited as the AI approaches maximum 'capacity'.
There are no research or combat bonuses for the AI in privileged mode, it's the same combat formula.
In privileged mode the AI does get temporary PP income bonuses. These help the AI get up to maximum production faster, and repair and replenish forces faster. However, they shouldn't allow the AI to build a bigger army than the national economy can support, as the bonuses are limited as the AI approaches maximum 'capacity'.
There are no research or combat bonuses for the AI in privileged mode, it's the same combat formula.