Re: Potzblitz V15.2 DEC31st 2022
Posted: Mon Jan 02, 2023 11:23 pm
16 entrenchment in 1914? Need a savegame to check what is going on.
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.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.
I got Serbia surrenders before I got Serbian Army retreatsRobotron 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.
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
CP summer offensive(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.)
Cede Transsylvania(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.)
Enver Pasha(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...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.)
French Army surprised(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.)
(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.)
Gott Strafe England Zeppelins(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)
Strengthen blockade(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)
Chinese Labor battalion(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)
(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)
Kriegsanleihedoesn'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.
Nail men and Scrap men(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)
Irish Rebellion(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.)
(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.
Neutrality violated(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)
French Enter Belgium(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.)
Rush Russian Mobilization(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.)
Access to Cadiz(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?)
Italian Motorboat raid(Doesn't seem that useful, could use a minor buff, probably. Maybe)
Flight over Vienna(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)
Patriotic movement(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?)
(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?)
Field post offices(doesn't do anything since the Irish rebellion is nothing to be scared of.)
Kaiserslacht(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.)
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?
A French offensive event, currently they don't have one(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)
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.(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?
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.(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 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.(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.)
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.(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...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.)
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.(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.)
I made Lanrezac's Army Corps immune to the surprise effect.(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.)
Removed the bonus units.(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)
Diplo gain per bombing attack reduced to 1.(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)
Already implemented: Severe Blockade raises the chance of accidentally sinking a neutral when a CP convoy is sunk.(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)
Depending on who has the lower morale either France or Britain must test against their morale or suffer a collapse point.(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)
Raised to 50% more experience and 1 manpower loss per attack.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.
Seems fine to me as is.(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)
Added +3 morale bonus if Nail Men is active and Scrap Collecting is chosen.(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.)
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).(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.
Dopey oversight with that Armoured Cruiser on my part. That morale test will cause a collapse point however if it goes wrong.(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)
Removed from Schlieffen scenario. Added this as a decision event in the Moltke-Schlieffen scenario to guarantee Germany succeeds in the surprise attack.(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.)
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.(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.)
I'll make the Surprise more likely to be available then.(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?)
Seems fine to me. Not having to shlep back the subs to Germany is nice to have. Also vastly increased naval supply radius.(Doesn't seem that useful, could use a minor buff, probably. Maybe)
Raised the damage for a fair chance to outright destroy the dreadnought. Pre-dreadnought will be automatically destroyed.(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)
Changed the resource panel to immediately refresh so change will be visible. Also -1 collapse point for Italy is nothing to scoff at.(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?)
Don't agree.(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?)
See above(doesn't do anything since the Irish rebellion is nothing to be scared of.)
Gives a regular morale boost to all nations of your alliance. What's not to like?(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.)
Changed it so all Army Corps with experience rank of at least "trained" are automatically upgraded at no cost.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?
I'll look into it.(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)
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.(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?