Robotron wrote: ↑Sat Sep 16, 2023 7:12 pm
Recall Dominions fleets back to Europe will be available from the first time the North Sea Blockade was broken.
Chance for unit type to be spawned: armored cruiser: 35%, pre-dreadnought: 30%, light cruiser: 25%, battlecruiser: 10%.
The effect of
2nd Russo-Japanese war is to deal 2 collapse points to Russia. If
February Revolution gets triggered by this or
February Revolution is already in effect, then
Russo-German Peace talks is unlocked, which in turn unlocks
Treaty of Brest-Litovsk, causing the surrender of Russia.
yeah that's quite powerful, for not too much down side. Also, imo, the battlecruiser is better than a dreadnought anyway, so it's not even bad that it spawns a battlecruiser instead. 10% for a free battlecruiser that's pretty good. This event can easily be sent around turn 20, which means 10 free ships. Of varying quality, that's true, so could argue it's a double edged sword, but Entente has enough ports to stick them in for free upkeep. Maybe battlecruiser spawn at 5%? The rest seems fine. Though maybe a randomized turn limit after which it ends is also a good idea, somewhere between 16 (4 free ships) and 32 (8 free ships)?
From my own experience and all reports I got, I felt that the game is still almost always ending too soon in 1917 or even earlier, so anything to delay that is good in my opinion. Artillery is a vital part to force a decision on any front and removing the 15PP cap is a step into that direction. What amount of saved PP are we talking about anyway from 15 to 20 ammo factories built...15? Ridiculous!
MP games or SP vs AI? I'm kinda split on this, on the one hand, there's the balance, on the other hand, there's nothing so satisfying as planning a surprise attack after winter by shipping 6 artillery batteries from one front to the other and suddenly taking what seemed a well defended force by storm. And I mean, it's WW1, artillery was king.
I still stand by my earlier proposal of the artillery overhaul for minor nations. Their artillery is too strong, too easily maintained and supplied. I'm currently in a game where Bulgaria and Romania can afford 2 batteries, and have massive stockpiles. Ottomans can afford 3 and I'm contemplating a 3rd. Germany has 5 artillery batteries + 2 bombers, while Austria has 3 + 2 bombers. The way I'm supporting germany and Austria's artillery is by sending ammo from minor nations to them, so their better batteries can just keep pounding away. But even then, I have create stockpiles during winter when artillery is less effective.
Reducing the effectiveness of minor nation artillery + reducing ammo production so they can't feed the bigger nations as easily would be good step in the right direction of better balance, also for historical purposes.
Still, I would not want artillery nerfed directly, these units ought to be strong, they ought to be what you plan your offensives around, and your ammo stockpiles. I'd rather see a minor boost for planes, bombers and zeppelins against artillery instead. This would make maintaining a proper airfleet more important, and also gives you a chance, if defending, to opt for a defense by air only, instead of also maintaining your own artillery batteries. That said, increasing the effectiveness of counter-artillery battery fire might also be a good idea. It's currently not that relevant.
based on 2 of my current MP games which are both going into 1917, I noticed a few things:
fires in the desert, Senussi uprising is still too strong. I got 7 units from the event, though I think it was combined with Jihad. Removing 1 unit from it can be considered. But arab troop attacks shouldnt count toward ottoman deserters event (not sure if they do?). That said, with the nerf to Ottoman set up at Suez, the Senussi uprising might be ok now.
usa takes quite a while to join, even with unlimited subs warfare and sinking a ton of merchant convoys. Even sinking the lusitania didn't do much. In 1 game, Wilson got elected, I then sunk the lusitania, and USA was still sitting at a comfortable 30 alignment (70 to entente, 30 to CP). Might be in part because the war is going well for CP, but seemed a bit strange.
Dreadnoughts seem like they're not a better deal than a battlecruiser. the amount of defense is not that much lower, but attack is quite a lot higher. Either a buff to dreadnoughts defense stats or a nerf to the cruiser defense stats to differentiate more between them? Not sure which of the 2 would be better. I'd generally opt for a buff, but since the veterancy system can scale quite hard, not sure if that's good in this case.
I still have not seen anyone get those Russian offensives events. It feels like Russia usually crumbles quite quickly, and then all those places where the offensives are supposed to spawn, are already taken. It feels like some of the conditions might be too strict. It could help if there's a random chance for these events to happen without selecting it in the diplomacy screen. Should probably come at a cost of collapse points or PP (to make it more expensive compared to sending from event).
Even though Russia usually does surrender around the historical date (somewhere in 1917). They seize to be a military threat somewhere in late 1915 or early 1916, depending on how the game goes. The fact that they hold out so long is mainly because of winters + territory just being so large that it takes forever to conquer places and get to moscow etc. Even without there being many units to oppose you. I'd rather see a bit more of a military challenge from Russia, but more ways for them to accumulate collapse points so that they still get knocked out of the war around 1917 if it goes badly for them.
There's also still issues with the Russian steamroller, but that's an even bigger post. I'll save that for later. XD