Now I put GD 13 for T34/41 (although I still think that this is a lot, but not on the technical characteristics of the tank, but on the training of crews and the tactical capabilities of the command in 41year).McGuba wrote: Personally, I did not really feel the German units too strong when I test played 1941. As you wrote, if they are weaker, they cannot reach Moscow by December. My only concern was the relative weakness of the T-34, I think it should have a bit stronger GD (like 13-15) - but we have already discussed it in detail. I think the infantry and other units are well balanced for 1941. In later war years the Soviets can get some improved units for better balance. But in 1941 the Axis side has to be significantly stronger as they captured more territory than in any other year of the war.
But we will test it

Also, in order to preserve the historical correspondence of the number of T34 tanks, I decided to use special zones for upgrading BT tanks in T34.
Like this, but this one will be used to upgrade to the Guards.

The player will be given a certain number of slots, to upgrade a certain number of units.
To upgrade, you will need to put the unit in this marked zone.
This will be a script update.
I'm working on the fact that this update will be used for some subclasses of units, with Noupgrade trait,
To preserve their historical proportions. These are heavy tanks, combat engineers and some others.
But all this needs to be tested

McGuba wrote: I think the real challange with a Soviet campaign is how to make your players to keep playing even after suffering huge losses and lands in the first months. It is easy to understand that most people would lose enthusiasm after suffering the historical losses. The player has to be a little Stalin in order to keep the faith after all the setbacks, but for most people Stalin is not a good idol to follow.

It was planned that the player would play for every single general.
Game is more about people, than about Stalin.
As a whole, as the general character of all Generals the player is responsible for all sectors of the front.
But above him there is a higher command.
And the higher command can give him orders or not give at his discretion. But always observes.
Moreover, how to execute the order all this remains at the discretion of the player.
And if a player often violates the orders of the high command, it can end badly for him.
What Stalin wants to do with such a shrewd general ...)
But I am limited by the number of AI zones for this.

I would like it to be not a black and white, but a more diverse story.
And not just a game based on the PZC engine.
But also a story about making decisions in the conditions of that time.