So, sometimes, it looks like this War Economy has been somehow disabled by decision of the scen designers...
Although, right now I don't remember where it happened exactly...
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Oh, for crying out loud! When will we have finally plumbed the depths of this game?!?



That's okay, I guess. But this doesn't have to be a static decision, Bruce. Coming from finances, you probably like rules and regulations, but some scens may be harder than others and require a bit flexibility RP-wise.
If you haven't been playing much stock content lately, you may forget that in none of the stock scens the enemy has nearly as much RP income as with yours. It's whole different if you damage an enemy unit and you know it'll stay that way or if you know that it'll come back full strength the next turn...bru888 wrote: ↑Mon May 11, 2020 3:53 pm - I will cling to my rule of 1 RP per unit, per turn. This is the reasoning: I don't gauge income on the basis of when the battle took place or how expensive a unit becomes to purchase later on. I base it on an overall survey of DLC in which 1RP/unit/turn was an almost exact average that official designers used in their campaigns from all war years. It seems to work.
In my understanding this option only serves as substitute for the (air)supply that airfields/airstrips provide. Otherwise the planes would lose efficiency on maps without (enough) airfields or carriers. Has nothing to do with planes exiting and returning.
Perfectly fine by me. Enough to stop/discourage a small recon force from advancing.
If you add 1 ACP via triggers (scen start), then the WarEconomy should not increase it any more.bru888 wrote: ↑Tue May 12, 2020 2:53 pm Where the player gets only 1 air CP to start, and he has War Economy, it's going to show 2 air CPs. Same with 10 getting bumped up to 11, etc. I don't want to hear any complaints about "one more and I could deploy a fighter instead of a recon plane." That is not the intention.




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Yeah, this is better:




Also:bru888 wrote: ↑Mon May 11, 2020 3:53 pm Here is a summation of best practices that I have learned recently and which will be applied in this campaign and Continuation War 1941. (I'm also thinking of proposing some retroactive work on WW39 too, Erik):
- All scenarios to have at least one primary objective that requires the full amount of turns so that secondary objectives can be achieved. The offset is to have an early scenario ending trigger once those secondary objectives are completed.
- I will continue to use my spreadsheet method for calculating initial RPs but I have cut back bonus RP awards from 100 to 50.
- I will cling to my rule of 1 RP per unit, per turn. This is the reasoning: I don't gauge income on the basis of when the battle took place or how expensive a unit becomes to purchase later on. I base it on an overall survey of DLC in which 1RP/unit/turn was an almost exact average that official designers used in their campaigns from all war years. It seems to work.
- Airfields will not be so remote.
- Friendly airfields will be placed as close to the action as feasible without obviously putting them in harm's way. Where this is not possible, then I will use off-map air supply.
- Enemy airfields will still be placed on the map in a somewhat remote location (the AI does not properly handle off-map supply for its air units - once exited, they never return) and I will guard them from the player's single unit raids.
- Air and artillery tasks will always be with 99 aggression. (For infantry and tanks, the rule will still be 50 for moseying along, 75 for paying attention to business, and 99 for banzai attack).
- Simple is better as long as: a) it gets the job done, and b) creativity is not overly curtailed. Look, some of these triggers simply don't work as they were designed or work as they should have been designed. That's just an OOB fact of life.
