Permanent fortresses

PSP/DS/PC/MAC : WWII turn based grand strategy game

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Peter Stauffenberg
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Permanent fortresses

Post by Peter Stauffenberg »

I noticed that you can't place reinforcements or rail units into or adjacent to permanent fortresses like Leningrad and Sevastopol. Is this intended or is it a bug?

I can't see a reason why the Russian player can't place new units near Leningrad. It's Russia's second largest city. You can't place a city in the hex using the map editor without losing the fortress so the best idea would be to allow new units to be placed or railed adjacent to fortresses.
Happycat
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Post by Happycat »

I agree that, provided the fortress is not isolated (i.e. surrounded) you should be able to rail or deploy in these cities.

Stauffenberg raises a question of whether or not it could be possible to rail units to fortresses. Unless I imagined it, I am fairly sure that I was able to rail new units into the Maginot line during a recent beating that IDG was administering to me. Are these fortress hexes in fact treated differently than Leningrad and Sevastopol?
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firepowerjohan
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Post by firepowerjohan »

You can rail into fortresses but not adjacent to them, special rule.
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gmothes
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Post by gmothes »

In a future fix, I think there needs to be the ability to build fortresses. Hopefully this can get put in.
Stryder
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Post by Stryder »

gmothes wrote:In a future fix, I think there needs to be the ability to build fortresses. Hopefully this can get put in.

There has been no compilation (that I have seen) of the what would be nice to have and what is really needed to enhance the game... I think building fortresses would be a nice to have but there are many other things that I would put in the category of "must haves" ahead of this.. a new feature like this may just create new AI issues... I'd rather stick to enhancing how the AI plays the current game without new feature creep... just my humble opinion :D
davetheroad
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Post by davetheroad »

to compensate the russians for not being able to deploy at Leningrad the russian rail limit should be raised to 3 or even 4 to compensate for Sevastopol as well.

Dave
Peter Stauffenberg
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Post by Peter Stauffenberg »

davetheroad wrote:to compensate the russians for not being able to deploy at Leningrad the russian rail limit should be raised to 3 or even 4 to compensate for Sevastopol as well.
Dave
In the mod I'm developing with Happycat we decided to raise the rail limit for the Russians to 4 and the Germans to 3. It seems to work very well. Raising the German rail cap to 3 helps preventing him from being out of oil in 1942.
Happycat
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Post by Happycat »

I agree with what Stauffenberg says about the impact of the rail move changes. It has a significant, although not unbalancing impact on the oil for the Germans. It also is a more accurate reflection imo of the actual rail infrastructure in place in early 1940's Europe. The Russian system was vast and effective. For the Russian player to have 33% more rail capacity than the German (4 vs 3) is not unreasonable. What may be a bit unreasonable, in both the vanilla game as well as in any mod, is that the German can rail units in Russia as effectively as in Europe. In 1941 and 1942 there were huge bottlenecks where the rail lines met at the USSR border, as the rail gauge in the USSR was different than that of Europe. I believe that by 1943, the Germans had surmounted this problem by re-constructing Russian rail to the European standard. By 1944, the difference was moot. :)
Chance favours the prepared mind.
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