Potzblitz V26.01 OCT 26th 2025

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, The Lordz

Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

16 entrenchment in 1914? Need a savegame to check what is going on.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

Robotron wrote: Mon Jan 02, 2023 11:23 pm 16 entrenchment in 1914? Need a savegame to check what is going on.
here it's 16 entrenchment in t7.
testagain10.rar
(143 KiB) Downloaded 28 times
here it's still 4 entrenchment in t6
testagain8.rar
(142.27 KiB) Downloaded 33 times
same game
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

Interesting, looks like the terrain type entrench value (soft terrain = 4) is multiplied by the tech entrench (barbed wire = 4) value rather than simply added, so we have 4x4=16. /o\
This was not expected...live and learn. ^^

I'll make some more changes and upload a new version later.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

Robotron wrote: Tue Jan 03, 2023 11:47 am Interesting, looks like the terrain type entrench value (soft terrain = 4) is multiplied by the tech entrench (barbed wire = 4) value rather than simply added, so we have 4x4=16. /o\
This was not expected...live and learn. ^^

I'll make some more changes and upload a new version later.
hmm, but why did the map show pillboxes and reinforced entrenchments on the hexes (even though it wasn't researched yet?). The looks were that of lvl 3 entrenchment.

Still, it made for a pretty entertaining game tbh. So raising entrench values might be interesting. Though it should be a bit more gradual. Otherwise I can't take Paris before winter 1914 :mrgreen:
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

The graphics for entrenchment are displayed according to the total entrenchment value not the unlocked techs.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC30th 2022

Post by Umeu »

Robotron wrote: Fri Dec 30, 2022 2:49 pm The unlocking of the "Cede Transylvania" was changed to the following requirements:

"Romanian King dies" has happened before and
either Paris is held by CP at the beginning of 1915 and CP wins the annual morale check
or Warsaw was captured by CP and either "Serbian Army retreats" or "Stalemate in the West" occurred.

The event is removed from play once Bulgaria has joined CP and
either Romanian alignment has risen to at least 65% pro-Entente
or as soon as Entente has invested 20 or more Influence on Romania and twice as much as CP.

This reduces the possibility that CP is able to bribe Romania too early in the game after just having captured Paris and lost it again later, as was before.
I got Serbia surrenders before I got Serbian Army retreats :P can this scenario also lead to releasing Cede Transsylvania? Warsaw was captured as well.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

No, Serbian surrender is not included but it definitely should be. During our match I've also noticed the "Serbian Army Retreats" triggers too late, will have to edit this a bit.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

Romanian war entry might need more tweaking. I think they have joined me in every CP game I've played. Either by ceding Transsylvania or simply because the war went well for me (usually taking Paris or defeating Russia). Bulgaria hardly ever joins because of this. Though I've had 2 games or so where Bulgaria joined anyway later on.

Turkey usually joins, but not always. Sometimes they remain neutral all game, mostly depends on finding gold and breslau events.

Italy is about equally distributed between joining entente, CP and staying neutral (almost) all game.

Sweden can sometimes join war if they start above 55 affection to CP. But the window is small, so it's down to start game rng how much they like you. Their impact is small early on, but later they're a free 15-20 pp or ammo per turn for Germany, which is not insignificant.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

You might consider stepping down on the reload function for an extra challenge. In your last savegame I saw you had 43 reloads and saved the game 15 times by turn 8.
Also playing the Moltke-Schlieffen scenario could provide different results.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

Robotron wrote: Wed Jan 04, 2023 12:07 pm You might consider stepping down on the reload function for an extra challenge. In your last savegame I saw you had 43 reloads and saved the game 15 times by turn 8.
Also playing the Moltke-Schlieffen scenario could provide different results.
depends on what reason I'm playing that game for. I don't remember what game I sent you, but I was probably figuring out the most optimal strategy for a certain opening. So I save a lot so I can go back to a certain point. Sometimes I figure out 5 turns later that I shouldve' done something 5 turns ago. And I don't want to start the whole game over XD

And sometimes I reload to see what other events there are in the pool at this part of the game. Other times I reload to try out a different approach to the turn and see how it feels. Sometimes it's because I messed up movement order or something like that. I've beaten the game also without reloading, it's not that much harder.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

What are the requirements for CP summer offensive in the east btw? I can't figure it out or find it in the files.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

- year is 1915 or later
- winter is over
- "Tsar takes command" happened or von Mackensen unlocked
- "February Revolution" not yet happened
- Brest-Litovsk under Russian control

- will be discarded if both Warsaw and Brest-Litovsk are captured by CP
or if either Minsk or Kiev are captured by CP
or "February Revolution" begun
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

Thanks for breaking that down!

Here are my 2 cents on some of the other events. I mainly looked at which to improve, but also think some might need a tweak or nerf. Most of the suggestions are made with Multiplayer PvP in mind.

Events that are (slightly) too strong:
War atrocities
(This one is way too good, forcing the CP, which is already worse off in the diplomatic race, to spend all their points after turn4 on useless events or risk losing all. When atrocities is played, the turn income is probably about 10-11 diplomatic points, which is already pretty big to destroy. I suggest a change such as: Atrocities takes away points equal to that turns income, meaning you effectively skip a turn of diplomatic income as CP, and on top of that, Entente gains a one or two dice roll of diplomatic points.)
CP summer offensive
(unlike other events that boost attack, it doesn't have any clear time restrictions or objectives. If possible, maybe require the CP to take Warsaw or retake Galicia before extending the period of the boost. Otherwise, if you're lucky enough to roll this in early 1915, you have almost the entire year of extra attack.)
Cede Transsylvania
(already received a nerf, but comparing it to Ceding Trento or the Entente Romanian event, it's still pretty good. Especially considering that, imo Romania is a better ally for CP than Bulgaria, and an early Romanian entry is almost just as devastating as the Italian entry which almost always happens later. And Romania does not have Cardorna... :mrgreen: The conditions with taking Paris is quite difficult, but taking Warsaw is quite doable. With Romania, you get a backdoor into Serbia AND Russia, which is very valuable. Also, since historically they joined Entente, it's perhaps a bit too easy to get them to join CP. Not sure how to fix it though, or if it's really necessary, it does cost you a Bulgarian entry most likely, meaning that Turkey is on their own.)
Enver Pasha
(Because of this event, it's almost impossible to fail in Sarikamish as the Ottomans, at least vs AI, and as a result Disaster in Caucasus rarely ever happens. Perhaps lower strength at which units spawn? or spawn only 1 infantry corps? Or give Russia a few more units in Sarikamish as well? Historically, Russia invaded first, but as it stands, you can't really invade with 1 reserve corps. And you're generally on the backfoot as Russia in this region.)
French Army surprised
(even the units in Calais is locked for the player. And not sure what the RNG is on this, but usually I get a home guard in Reims instead of a Reserve corps, but even when I did get a RC, it was often locked. All in all, feels a little bit too brutal, considering that historically, Lanrezac's 5th Army made it to Charleroi and Namur in time to meet the German advance. But also for gameplay purposes, playing as France, it feels a bit tough. That said, haven't played enough MP games to know how impactful it is in PvP, so maybe it's fine as is.)

Bulgarian Trenchline
(You get a lot of PP and if you do it right, you also get 4 reserve corps on top. The value might exceed 150pp depending on the turn, value wise, it's probably one of the best events)
Gott Strafe England Zeppelins
(really strong compared to submarines as it does not have any downsides, and won't bring the USA in into the war, while quite reliable generating 15+ diplomatic points a turn)
Strengthen blockade
(Might be fine. Not entirely sure how impactful it is on the German food situation, but seems like maybe it should come with a slight diplomatic penalty to nations who have their convoys seized / CP leaning neutrals)
Chinese Labor battalion
(Seems pretty strong, maybe it could come with a collapse point, historically it was a pretty desperate move, and one that caused quite a lot of social unrest in France in form of racial tension, riots and strikes etc)


Events that are (slightly) too weak:

Fatherland
doesn't seem like it really upgrades your units experience that much quicker, and it costs quite a lot of MP to boot. Would actively try to avoid this one.
Kriegsanleihe
(I suppose it is ok when played later, but usually clogs up the pool, I frequently choose it around turn 10-15 just to get rid of it. And it often appears before Nail men or scrap events, which isn't great. Perhaps it can come with a morale boost and or MP boost for the first one, as it was historically accompanied with a recruitment and propaganda drive)
Nail men and Scrap men
(even worse than Kriegsanleihe, probably among the least valuable events in terms of PP generated. Maybe increase some of the numbers a bit, the idea of the event seems fine.)
Irish Rebellion
(Can never hope to succeed vs a player, and vs AI can only succeed when you have already won anyway. It's historical that the event fails, but makes it a bit pointless to choose without an additional effect. Maybe cause another collapse point or lower British morale or manpower (less access to new Irish recruits) by a diceroll. Another option, as long as the rebellion is going on, Germany gets a chance to roll the Ireland Report plan eventhttps://en.wikipedia.org/wiki/Easter_Ri ... he_Rising), which lands an expeditionary force on the west coast of ireland (hex 66,19) Maybe add an irish town there so it's in half supply. Probably needs some conditions, such as British blockade must not be intact.

HMS Hampshire sunk
(Gallipoli rarely happens as it is, it says it sinks a random armored cruiser, but Britain doesn't have armored cruisers and if they did, they suck and don't matter, so it's basically a dice roll for a British morale penalty at not very great odds)
Neutrality violated
(when you invade belgium, you already have Luxembourg for free, and the Limburg hex doesn't increase your mobility. So all you get is 1 diplomatic point for luxembourg and a guarantee to get surprise. But that doesn't matter when you choose Schlieffen plan and also doesn't seem a great pick compared to Howitzers, Kaisers Gold, etc. Not sure how to fix or if it's really needed. But I would never pick it and it does clog up the pool.)
French Enter Belgium
(it's bad early, as it delays the British war entry, but it's not that useful in general, as unlike Belgium yields, you don't get Namur and on top of that, the railway is blocked so you can't even move through Belgium that fast at all. Belgium yields kinda has the same issue regarding the railway. The idea of the event is great, giving France a backdoor into Germany when they go Ostmarsch, but in practice it's not that useful. Kinda seems better to just invade Belgium once you've built up your forces a bit and quickly move through Belgium while Germany only defends the Franco-German border.)
Rush Russian Mobilization
(it gives a chance, not even a guarantee, at a Russian Surprise attack which also comes with downsides later on (supply crisis). If you don't manage to roll Surprise, then you just wasted your diplomatic points. Should maybe guarantee the surprise attack or not come with a downside unless you also choose the surprise attack?)
Access to Cadiz
(Doesn't seem that useful, could use a minor buff, probably. Maybe)
Italian Motorboat raid
(maybe the worst chosen event in the game XD, should probably just be a randomly triggered event during a certain time frame if Italy joins the Entente. Or it can be triggered in retaliation of Raid Italian Coast)
Flight over Vienna
(almost as useless as Motorboad raid, and not sure if it even works. maybe the NM is added the next turn, but it doesn't add anything the turn it is played. Perhaps it can boost/unlock the italian bomber or zeppelin tech?)
Patriotic movement
(gives only 5 NM, and comes with a downside. I know it's a generic event that can be replayed many times, it's perhaps ok, but maybe make it 2d6 NM boost? or is that too much?)

Defuse Irish question
(doesn't do anything since the Irish rebellion is nothing to be scared of.)
Field post offices
(not sure how effective it is, but haven't really seen it make an impact. I usually choose it just to get it out of the pool.)
Kaiserslacht
Not that weak per se. It restores units to full strength, but usually this is not very relevant, perhaps also restore efficiency for units that are already full HP? Or maybe upgrade unupgraded units with Aussault tactics and Creeping Barrage?

Suggestions
Mud
(We talked about this a bit already, so I know you're perhaps not a big fan of it as is. But I think it has a lot of potential to spice things up. Curretnly, there is a wharning that says don't attack in mud, but I've found that it's fine to attack in mud, you just can't move in mud. I'd prefer to actually see some movement, although reduced to 1 hex for most units (except artillery, which should have 0 movement in mud). Instead, attacking should comes with a big efficiency cost to both attacker and defender)
A French offensive event, currently they don't have one
(Germany/AH have Gorlice-Tarnow, Germany also has Kaiserslacht and Siege of Verdun, Russia has multiple, Turkey has the Caucasus offensive, Britain has the Big Push). The French have Cran, Elan et Bayonette I suppose, but it's quite short as Attaque a Outrance is triggered within 1-2 turns usally. A later offensive event would be nice, such as the Nivelle Offensive?
More offensive events in general can be cool, they add a bit more short term direction, because they usually have an objective, or help defend or force a breakthrough.


Bugs or WAD?
Just a few things I observed, and wondering whether they are supposed to work as they do or not?

According to PDF, Caucausus Attack event damages the Russian unit in Sarikamish by 3, but I have never seen this happen (though I think it's better that it doesn't as Russia already struggles to defend as is.)

Austrian howitzers seems to use 2 ammo per shot, though the event says 1 ammo. 2 is fair imo, but just wondering if it's supposed to be 2 or not.

AH defense plans doesn't show up when you choose schlieffen in SP (though you can choose schlieffen and AH defense in MP). Also you can't do AH defense plans + redeploy German army in SP

BEF shows up at 5-7 in port, but when it lands, it always goes to 8 for player. AI spawns at 8 in port

PDF says the Constantinople Express happens automatically, but I have to choose it.

Full Russian Mobilization is not an event that I have ever seen. I have only seen the Rush Mobilization. In my experience, Russia always attacks on turn 5, unless it does the surprise attack.

Italian Motorboat raid can still be chosen when AH already surrendered

I tried a game where AH fought alone (Germany didn't join because I declared war on Portugal in t1), but my AH pool was cluttered with many events that were applicable only to Germany. Nobody will realistically play that way, so shouldn't really be an issue, but just so you know.

The Somme (Big Push) event doesn't seem to count British units in Belgium, which is a bit inconvenient when you've managed to hold the Ypres saliant.

How does Rasputin's diplomatic penalty work? (do you lose all points for that turn?)

Sweden only has an infantry lab, and can't get artillery research.

AI seems way more aggressive since the latest update. Not sure if you changed it or whether it's because they calculate their ability to defend differently because of the entrenchment bug?





I'm not sure if any of these suggestions are feasible and not too time consuming to implement. I know not many people play this game anymore, but I appreciate all the work you've put into it so far.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

What a terrific post with some great suggestions. For the sake of my sanity instead of quoting the quotes I'll just answer in bold below each proposal.

Events that are (slightly) too strong:
War atrocities
(This one is way too good, forcing the CP, which is already worse off in the diplomatic race, to spend all their points after turn4 on useless events or risk losing all. When atrocities is played, the turn income is probably about 10-11 diplomatic points, which is already pretty big to destroy. I suggest a change such as: Atrocities takes away points equal to that turns income, meaning you effectively skip a turn of diplomatic income as CP, and on top of that, Entente gains a one or two dice roll of diplomatic points.)
The event comes at a time where CP advance through France, gaining +1 diplo point per newly captured hex, so it is meant as a counterbalance to that bonus. Also CP will have likely already played most relevant events by this time, so missing a single diplo turn is really no big deal in my opinion.

CP summer offensive
(unlike other events that boost attack, it doesn't have any clear time restrictions or objectives. If possible, maybe require the CP to take Warsaw or retake Galicia before extending the period of the boost. Otherwise, if you're lucky enough to roll this in early 1915, you have almost the entire year of extra attack.)
The event is meant to represent the Gorlice-Tarnov offensive and together with the Russian Supply Crisis gives CP time until winter to beat up the Russians with no specific objective other than to cause maximum damage. Yes, you have to get lucky to draw it early enough to maximize the effect but Germany gains 60PP in any case so it's always worthwhile to play the event.

Cede Transsylvania
(already received a nerf, but comparing it to Ceding Trento or the Entente Romanian event, it's still pretty good. Especially considering that, imo Romania is a better ally for CP than Bulgaria, and an early Romanian entry is almost just as devastating as the Italian entry which almost always happens later. And Romania does not have Cardorna... :mrgreen: The conditions with taking Paris is quite difficult, but taking Warsaw is quite doable. With Romania, you get a backdoor into Serbia AND Russia, which is very valuable. Also, since historically they joined Entente, it's perhaps a bit too easy to get them to join CP. Not sure how to fix it though, or if it's really necessary, it does cost you a Bulgarian entry most likely, meaning that Turkey is on their own.)
I've changed the requirements: now either Paris or Warsaw must be held by CP and Italy must have joined either alliance to represent a situation that warrants such a drastic decision like ceding Transylvania.

Enver Pasha
(Because of this event, it's almost impossible to fail in Sarikamish as the Ottomans, at least vs AI, and as a result Disaster in Caucasus rarely ever happens. Perhaps lower strength at which units spawn? or spawn only 1 infantry corps? Or give Russia a few more units in Sarikamish as well? Historically, Russia invaded first, but as it stands, you can't really invade with 1 reserve corps. And you're generally on the backfoot as Russia in this region.)
The Turkish units will now spawn at half strength. In singleplayer vs. Entente AI Russia spawns 2 Reserve Corps at the Russo-Turkish border to prod the AI into invading Turkey.

French Army surprised
(even the units in Calais is locked for the player. And not sure what the RNG is on this, but usually I get a home guard in Reims instead of a Reserve corps, but even when I did get a RC, it was often locked. All in all, feels a little bit too brutal, considering that historically, Lanrezac's 5th Army made it to Charleroi and Namur in time to meet the German advance. But also for gameplay purposes, playing as France, it feels a bit tough. That said, haven't played enough MP games to know how impactful it is in PvP, so maybe it's fine as is.)
I made Lanrezac's Army Corps immune to the surprise effect.

Bulgarian Trenchline
(You get a lot of PP and if you do it right, you also get 4 reserve corps on top. The value might exceed 150pp depending on the turn, value wise, it's probably one of the best events)
Removed the bonus units.

Gott Strafe England Zeppelins
(really strong compared to submarines as it does not have any downsides, and won't bring the USA in into the war, while quite reliable generating 15+ diplomatic points a turn)
Diplo gain per bombing attack reduced to 1.

Strengthen blockade
(Might be fine. Not entirely sure how impactful it is on the German food situation, but seems like maybe it should come with a slight diplomatic penalty to nations who have their convoys seized / CP leaning neutrals)
Already implemented: Severe Blockade raises the chance of accidentally sinking a neutral when a CP convoy is sunk.

Chinese Labor battalion
(Seems pretty strong, maybe it could come with a collapse point, historically it was a pretty desperate move, and one that caused quite a lot of social unrest in France in form of racial tension, riots and strikes etc)
Depending on who has the lower morale either France or Britain must test against their morale or suffer a collapse point.



Events that are (slightly) too weak:

Fatherland
doesn't seem like it really upgrades your units experience that much quicker, and it costs quite a lot of MP to boot. Would actively try to avoid this one.
Raised to 50% more experience and 1 manpower loss per attack.

Kriegsanleihe
(I suppose it is ok when played later, but usually clogs up the pool, I frequently choose it around turn 10-15 just to get rid of it. And it often appears before Nail men or scrap events, which isn't great. Perhaps it can come with a morale boost and or MP boost for the first one, as it was historically accompanied with a recruitment and propaganda drive)
Seems fine to me as is.

Nail men and Scrap men
(even worse than Kriegsanleihe, probably among the least valuable events in terms of PP generated. Maybe increase some of the numbers a bit, the idea of the event seems fine.)
Added +3 morale bonus if Nail Men is active and Scrap Collecting is chosen.

Irish Rebellion
(Can never hope to succeed vs a player, and vs AI can only succeed when you have already won anyway. It's historical that the event fails, but makes it a bit pointless to choose without an additional effect. Maybe cause another collapse point or lower British morale or manpower (less access to new Irish recruits) by a diceroll. Another option, as long as the rebellion is going on, Germany gets a chance to roll the Ireland Report plan eventhttps://en.wikipedia.org/wiki/Easter_Ri ... he_Rising), which lands an expeditionary force on the west coast of ireland (hex 66,19) Maybe add an irish town there so it's in half supply. Probably needs some conditions, such as British blockade must not be intact.
The script had a bug which gave the better outcome for Entente if "Solve Irish Question" was not played before. Now Easter Rrising will spawn an Army Corps and remove any British unit around Dublin if Irish Question was not played. If Irish Question was played and Easter Rising is played only a Reserve Corps will spawn and Britain will just suffer some manpower (25) and morale loss (5).

HMS Hampshire sunk
(Gallipoli rarely happens as it is, it says it sinks a random armored cruiser, but Britain doesn't have armored cruisers and if they did, they suck and don't matter, so it's basically a dice roll for a British morale penalty at not very great odds)
Dopey oversight with that Armoured Cruiser on my part. That morale test will cause a collapse point however if it goes wrong.

Neutrality violated
(when you invade belgium, you already have Luxembourg for free, and the Limburg hex doesn't increase your mobility. So all you get is 1 diplomatic point for luxembourg and a guarantee to get surprise. But that doesn't matter when you choose Schlieffen plan and also doesn't seem a great pick compared to Howitzers, Kaisers Gold, etc. Not sure how to fix or if it's really needed. But I would never pick it and it does clog up the pool.)
Removed from Schlieffen scenario. Added this as a decision event in the Moltke-Schlieffen scenario to guarantee Germany succeeds in the surprise attack.

French Enter Belgium
(it's bad early, as it delays the British war entry, but it's not that useful in general, as unlike Belgium yields, you don't get Namur and on top of that, the railway is blocked so you can't even move through Belgium that fast at all. Belgium yields kinda has the same issue regarding the railway. The idea of the event is great, giving France a backdoor into Germany when they go Ostmarsch, but in practice it's not that useful. Kinda seems better to just invade Belgium once you've built up your forces a bit and quickly move through Belgium while Germany only defends the Franco-German border.)
Changed that so you also get Namur & Liege. Taking Belgium by force would affect neutral British/US alignment so severe, that they will remain neutral for the rest of the game so France would have to wait until at least Britain joins the war.

Rush Russian Mobilization
(it gives a chance, not even a guarantee, at a Russian Surprise attack which also comes with downsides later on (supply crisis). If you don't manage to roll Surprise, then you just wasted your diplomatic points. Should maybe guarantee the surprise attack or not come with a downside unless you also choose the surprise attack?)
I'll make the Surprise more likely to be available then.

Access to Cadiz
(Doesn't seem that useful, could use a minor buff, probably. Maybe)
Seems fine to me. Not having to shlep back the subs to Germany is nice to have. Also vastly increased naval supply radius.

Italian Motorboat raid
(maybe the worst chosen event in the game XD, should probably just be a randomly triggered event during a certain time frame if Italy joins the Entente. Or it can be triggered in retaliation of Raid Italian Coast)
Raised the damage for a fair chance to outright destroy the dreadnought. Pre-dreadnought will be automatically destroyed.

Flight over Vienna
(almost as useless as Motorboad raid, and not sure if it even works. maybe the NM is added the next turn, but it doesn't add anything the turn it is played. Perhaps it can boost/unlock the italian bomber or zeppelin tech?)
Changed the resource panel to immediately refresh so change will be visible. Also -1 collapse point for Italy is nothing to scoff at.

Patriotic movement
(gives only 5 NM, and comes with a downside. I know it's a generic event that can be replayed many times, it's perhaps ok, but maybe make it 2d6 NM boost? or is that too much?)
Don't agree.

Defuse Irish question
(doesn't do anything since the Irish rebellion is nothing to be scared of.)
See above

Field post offices
(not sure how effective it is, but haven't really seen it make an impact. I usually choose it just to get it out of the pool.)
Gives a regular morale boost to all nations of your alliance. What's not to like?

Kaiserslacht
Not that weak per se. It restores units to full strength, but usually this is not very relevant, perhaps also restore efficiency for units that are already full HP? Or maybe upgrade unupgraded units with Aussault tactics and Creeping Barrage?
Changed it so all Army Corps with experience rank of at least "trained" are automatically upgraded at no cost.

Suggestions
Mud
(We talked about this a bit already, so I know you're perhaps not a big fan of it as is. But I think it has a lot of potential to spice things up. Curretnly, there is a wharning that says don't attack in mud, but I've found that it's fine to attack in mud, you just can't move in mud. I'd prefer to actually see some movement, although reduced to 1 hex for most units (except artillery, which should have 0 movement in mud). Instead, attacking should comes with a big efficiency cost to both attacker and defender)
I'll look into it.

A French offensive event, currently they don't have one
(Germany/AH have Gorlice-Tarnow, Germany also has Kaiserslacht and Siege of Verdun, Russia has multiple, Turkey has the Caucasus offensive, Britain has the Big Push). The French have Cran, Elan et Bayonette I suppose, but it's quite short as Attaque a Outrance is triggered within 1-2 turns usally. A later offensive event would be nice, such as the Nivelle Offensive?
More offensive events in general can be cool, they add a bit more short term direction, because they usually have an objective, or help defend or force a breakthrough.
And they are a pain in the ass to script so thanks but no thanks.


Bugs or WAD?
Just a few things I observed, and wondering whether they are supposed to work as they do or not?

According to PDF, Caucausus Attack event damages the Russian unit in Sarikamish by 3, but I have never seen this happen (though I think it's better that it doesn't as Russia already struggles to defend as is.)
PDF is obsolete here.

Austrian howitzers seems to use 2 ammo per shot, though the event says 1 ammo. 2 is fair imo, but just wondering if it's supposed to be 2 or not.
changed to: howitzers use 3 Austrian ammo to cause 2 extra damage. If only 2 or 1 Austrian ammo left only 1 extra damage. No ammo = no extra damage. AH howitzers remain active until all Belgian fortresses are captured. They do not work on French fortresses.

AH defense plans doesn't show up when you choose schlieffen in SP (though you can choose schlieffen and AH defense in MP). Also you can't do AH defense plans + redeploy German army in SP
Changed to: Schlieffen & AH defense plans mutually exclude each other. Redeploy + AH defense now possible.

BEF shows up at 5-7 in port, but when it lands, it always goes to 8 for player. AI spawns at 8 in port
Rewrote the whole BEF stuff in new version.

PDF says the Constantinople Express happens automatically, but I have to choose it.
Bad PDF.

Full Russian Mobilization is not an event that I have ever seen. I have only seen the Rush Mobilization. In my experience, Russia always attacks on turn 5, unless it does the surprise attack.
Yup, that's a bug. Russian Mob should be available if AH defense was played.

Italian Motorboat raid can still be chosen when AH already surrendered
Good find.

I tried a game where AH fought alone (Germany didn't join because I declared war on Portugal in t1), but my AH pool was cluttered with many events that were applicable only to Germany. Nobody will realistically play that way, so shouldn't really be an issue, but just so you know.
I know but filtering through 700 events for candidates to remove after a nation's surrender is a nightmare.

The Somme (Big Push) event doesn't seem to count British units in Belgium, which is a bit inconvenient when you've managed to hold the Ypres saliant.
Somme function only calculates French hexes to determine victory condition.

How does Rasputin's diplomatic penalty work? (do you lose all points for that turn?)
66% chance for 1 or 2 diplo point loss for Entente.

Sweden only has an infantry lab, and can't get artillery research.
Working as designed.

AI seems way more aggressive since the latest update. Not sure if you changed it or whether it's because they calculate their ability to defend differently because of the entrenchment bug
While that's a good thing I can't see what could have caused this.


I'm not sure if any of these suggestions are feasible and not too time consuming to implement. I know not many people play this game anymore, but I appreciate all the work you've put into it so far.
You will be pleased to hear that most of your suggestions will go into the new version or are already implemented. I've done some major editing over the last days and I'm testing the new stuff right now for stability.
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

Thanks for the thorough reply and good to hear you'll be implementing some of this stuff. I think most of your changes listed are great, and I can see why you think in some cases no change is needed. I might be underestimating the importance of National Morale and removing or causing collapse points a bit, which is where we disagreed the most.

Still there are two events I think should change, and I listed them first because imo they're among the most powerful and balance upsetting events in the game.

While I agree with your assessment that skipping one turn of diplomatic income is not a huge penalty, because as you say, Germany is gaining per conquered hex. But, I disagree that CP will have played most relevant events by the time War Atrocities usually comes into play. In my experience, the AI usually plays it in t6 or t7. Many important events aren't triggered until you can conquer Paris or Warsaw, or just in general until t8-t9. The War Atrocities event as it is now, doesn't just skip a turn, it also wipes any diplomatic points the CP player already has in the bank. I like to save the points sometimes, so I have a better shot at getting certain events, and spending them earlier usually means I end up spending points on things such as 25 PP or 25 ammo which aren't needed that early in the game. I think it's fair for War Atrocities to force CP to "skip" a turn of diplomatic income, and then probably give the Entente another small bonus. But I don't think it's fair for War Atrocities to wipe 4 turns of saved up Diplomatic Points with 1 event.

The second event I'd still like to make a case of change for, is the 1915 CP summer offensive. I had even forgotten that it gives Germany 60 PP points, which just underlines how powerful this event is, that even if you only roll it 1 turn before winter starts to end the event, it's still worth getting just for the PP points. Like you say, if you roll it, it's highly likely to be active around the same time that Russia suffers the Supply Crisis, and I understand that this does recreate history quite well, as the CP historically forced Russia back a lot. But I feel like for a game, balance wise, Russia often feels too weak as is, and the CP already has little trouble pushing Russia back without this Gorlice-Tarnov offensive event. Giving a 6 month offensive bonus for 2 nations on top of 60 supply, I think it's too strong. Especially considering, as I said, CP already seems to be in a good spot without it. I understand that my suggestion earlier was perhaps not the easiest to implement, because scripting offensives is a nightmare, so perhaps the easier thing to do would be to remove or decrease the PP bonus Germany also gets on top of the attack bonus, at least in MP. Or make the whole event an SP event only.

As for Mud, I hope to see some changes, but I understand if it's too much work. In any case, the reason I'd like to see it change is that currently it mainly freezes a front, or part of it, for a turn. But if you can still move but moving/attacking/defending causes severe efficiency loss, you add strategic depth. A player will now have to choose, do I attack in mud now that I have the upper hand, and risk losing the position to a counter attack? Do I attack in mud because I have more reserve and can rotate out, but risk losing some units when my opponent strikes without mud before I can strike? Do I keep this unit in a bad position or do I move it and cause it to lose efficiency?

Finally for the AI aggression change, maybe I'm just imagining it, but it does seem to be the case. I was trying to figure out what was causing it as well, and think maybe it's the entrenchment bug. Since the infantry unit in Paris can now withstand bombardment by 2 artillery units + a full surround by 6 German better upgraded units for several turns before it is destroyed. The AI might be calculating this (not sure if it can?) and figure, I don't need to defend Paris with more units. Instead what it does a lot now is counter attack through Luxembourg and try to retake Namur if it can. Also in Serbia they seem to invade more often now than before. But as I said before, the better defensive entrenchment does add an interesting layer to the game, so I don't think it's bad to up entrenchment values a bit, as long as it happens a bit more gradually. And perhaps it would require some adjustment to artillery, which should still be deadly, at least early on.

Looking forward to the new update.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Munt
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Mon Dec 10, 2012 8:18 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Munt »

I thnik the sieg canon event enought for 2 fortress not 3. :)
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

Has anyone played that other Slitherine/Fury WW1 game? Strategic Command WW1. How does it compare to CTGW?
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Robotron
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2188
Joined: Tue Nov 23, 2010 3:35 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Robotron »

Good thing I'm such a nice person to not put you on my ignore-list for the audacity of asking about "that other game" in my modding thread. :mrgreen:

As one would expect from a more recent game SCWW1 has a slicker, maybe a bit generic looking UI and profits from a better, but still problematic AI which fascinatingly has about the same shortcomings like the one in CTGW (or any wargame AI for that matter): it is too defensive.
Also features an inbuilt editor for modding purposes that also includes a map painter.
More hexes on the map allow for more detailed maneuvering of units, at least in theory because the number of units is also higher.
More stats, techs, unit types and ways of getting info displayed. Because of all the info displayed, UI seems cluttered and clunky at times and gameplay has a more cumbersome "flow" than CTGW: more clicks are needed to do stuff.
I felt the game was needlessly complicated at times, a lot of stuff in CTGW was solved in a more elegant/intuitive way.
Nations in SCWW1 have no limit to their manpower, because manpower is represented by national morale and artillery ammunition cannot be freely distributed to where it is needed most
SCWW1 has a diplomacy system built on national production capability invested into "chits" to be used to influence neutral nations into joining the war. It also has a rather limited number of events that can be chosen to pay with production to get neutrals to join your alliance. Furthermore actual successes on the battlefield may swing neutrals into joining either alliance.
I couldn't adapt to SCWW1 although it is certainly the superior game.
SCWW1 also has a very extensive mod called "Icarus mod" for the 1914 scenario which even I found a bit too obsessed with details. ^^
Image
Slitherine's Commander the Great War - Director's Cut: POTZBLITZ mod!
FIND IT HERE: http://www.slitherine.com/forum/viewtopic.php?f=218&t=77884&p=662610#p662610
Umeu
Sergeant First Class - Elite Panzer IIIL
Sergeant First Class - Elite Panzer IIIL
Posts: 437
Joined: Sat Nov 17, 2012 7:00 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Umeu »

haha thanks for the excellent review :P the real question is of course, how does it compare to Potzblitz! haha joke

and thanks for not putting me on your ignore list XD

I do agree I didn't really like the aesthetics of the game. Ofc it doesn't really matter for this type of game but still. Too busy playing Potzblitz vs Munt... which will be interesting because he's using 15.1 and I'm using 15.2 apparently. So far we made it to turn 4. And he's using a Serbian cruiser which shouldn't exist to pin down my goeben :( I guess you can't really play Goeben to the Med if you don't get it in t1 or t2. It'll just die.
Check out Project: IMBA, the balance mod for the multiplayer section of Commander: the Great War. Your input is appreciated! viewtopic.php?f=218&t=39677
Munt
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 53
Joined: Mon Dec 10, 2012 8:18 pm

Re: Potzblitz V15.2 DEC31st 2022

Post by Munt »

Maybe Italy and the ottomasn can eary enter the war?
Post Reply

Return to “Commander the Great War : Mods & Scenario Design”