1.14 vs 1.25 during set up...

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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Major SNAFU_M
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1.14 vs 1.25 during set up...

Post by Major SNAFU_M »

Hi all,

For a person new to the game in general, what is the difference between choosing 1.14 or 1.25 rules?

If you leave all other options on default - what is the observable differences in actual game play?

I am waiting for my Paypal issue to be resolved, and just thinking of questions I have so I am ready once I have the game installed on my own system.

Regards,
robman
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Re: 1.14 vs 1.25 during set up...

Post by robman »

The most talked-about difference (though probably not the only one) is the imposition of a "soft cap" on prestige in the new rules. As the average value of your deployed units exceeds 400, the prestige you earn for capturing hexes and winning scenarios is correspondingly reduced. Overstrengthening counts toward the calculation. Only deployed units count, not units left in reserve. SE units do NOT count. The purpose of the soft cap is to keep the game interesting late in the war by discouraging the deployment of 15-strength Tiger IIs, jet fighters, and super-heavy artillery. I can attest to its effectiveness.
TSPC37730
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Re: 1.14 vs 1.25 during set up...

Post by TSPC37730 »

Indeed. The soft cap makes a big difference. You won't see it during the early years when, off the top of my head, I don't believe there's any unit at all that comes with a base price over 400. It really starts to bite in '43 when your tanks cost 2-3 times as much. As an example, the sticker price for a 10 strength Tiger I is 703. With costs like that, it's very easy to blow through the unit average of 400.

That aside, PC is a great remake. Glad you decided to take the plunge & welcome to the game.
robman
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Re: 1.14 vs 1.25 during set up...

Post by robman »

TSPC37730 is correct: You probably won't see the impact of the soft cap until some time in 1942. That being said, you can plan ahead by disbanding non-armor SE units and building up a deep bench of experienced infantry and fighter units in your regular core. Save the SE slots for tanks that can ultimately become Tigers, and then Tiger IIs--you will need them later on! Experienced prop-driven fighters will remain effective throughout the war, but not if they are inexperienced. Green infantry of any type is very difficult to keep alive in 1944 and 1945, so whatever infantry you have at the end of 1943 is pretty much all you will ever have.
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Re: 1.14 vs 1.25 during set up...

Post by goose_2 »

I thought it also meant when playing the grand campaign that the super heroes like Uber Rudel would not be given.

Is that correct?
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robman
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Re: 1.14 vs 1.25 during set up...

Post by robman »

goose_2 wrote:I thought it also meant when playing the grand campaign that the super heroes like Uber Rudel would not be given.

Is that correct?
I can't speak for all of the heroes, but Über Rudel definitely appears on schedule under the new rules.
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Re: 1.14 vs 1.25 during set up...

Post by goose_2 »

No I meant the other way around.
Version 1.14 does not have most if not all of the super heroes.
Right?
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Tarrak
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Re: 1.14 vs 1.25 during set up...

Post by Tarrak »

As far i know if you do not patch at all to higher version then you won't get the super heroes. If you do apply the patch but chose 1.14 rules under the advanced tab then you will receive them.
Stephen1024
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Re: 1.14 vs 1.25 during set up...

Post by Stephen1024 »

Other differences are infantry is much better under 1.25 rules, 1.14 rules infantry late war sucked alot. Few other, units things got balanced out bit to.

Soft cap you can set it to not on keep 1.25 rules if its giving to much of a headache.
captainjack
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Re: 1.14 vs 1.25 during set up...

Post by captainjack »

Key differences introduced when version 1.2 replaced 1.14.
- upgrade out of series removes overstrength (12 strength Panzer 3F becomes 12 strength Panzer 3G, but 10 strength Panzer IV Tiger etc)
- overstrength price increases with each extra point point (10%/15%/20%/25%/30% of base prestige price for each extra point)
- train movement takes 2 turns not three
- entrenchment provides extra protection against ranged attacks (and for at least some units against air attacks)
- in-game replacements come suppressed
- surrender generates prestige (half of the prestige cost of the surrendering unit AFTER the final attack)
- class-specific unit bonuses for experience stars (for example +2 HA for AT, +2 Air attack/star for AA and fighters)
- reform units is a start screen choice not a cheat code.
and of course the soft cap

Explaining how the soft cap works exceeds my ability and enthusiasm. Unfortunately, soft cap cannot be switched off in the start screen. Fortunately it's easy to change the game rules file to switch it off, but you have to do this before starting a campaign. I won't do this here as I'm half asleep right now and don't want to give misleading instructions for such an important file. There's a couple of threads that explain how to do this if you can't wait for a guide.

Incidentally, I've had soft cap affecting me in early 1941, with a mixed force at 11 to 13 strength.
simcc
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Re: 1.14 vs 1.25 during set up...

Post by simcc »

Soft cap rules, you will need time to learn those and it plays a very important role for campaign above GC43 in my opinion. It makes the game very fun and challenging. But if you are not aware of it or do not understand it, then your campaign will end very soon. As soon as your tanks cost above 400 prestige that's the time that you should really becareful especially when you got tanks above 400 prestige that's the time the russian tanks become dangerous and in mass numbers.

While it's very tempting to over strength your units and they are extremely effective in combat however it will hurt your income very badly if you are not careful, my first 3 GC attempt ended in a failure as I ran out of prestige hence I learn not to use over strength except on my SS units (these are not taken into account on soft cap rules) and a couple of super heroes unit like rudel, albert, Oleh etc.

95% of my unit do not have over strength and while it's very tempting to over strength Wurfrahmen, doing so will badly affect your soft cap and income as they come at a huge price of 510 prestige and over strength it will take the cost up very much. Also do not upgrade to new gear as soon as it is available as you need to consider the prestige cost that will affect your soft cap rules. Sometimes unique heroes do not need the best gear as their abilities can make up for it. While it feels great to upgrade all tanks to tigers and panthers which will make you very strong however you will notice you would not earn much prestige even if you win on DV. So it's a balance that you need to keep which makes the soft cap rules so good. Got to admit I am feeling the pain of it once I enter GC43 which I am doing at the moment for the 15 or 16 times on GC hahaha. Easy to play and hard to master I guess that's what keep me coming back to the GC over and over again.
TSPC37730
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Re: 1.14 vs 1.25 during set up...

Post by TSPC37730 »

simcc wrote:Easy to play and hard to master I guess that's what keep me coming back to the GC over and over again.
Very well put. I entirely share the sentiment.
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