Archive for August 30, 2011

There will be ( at last) economical crisis in PON.

http://www.ageod.net/agewiki/Economic_Crisis

IMHO, much of the data trouble will be gone too. After having discarded for years the necessity to use some tools to fix data errors, AGEOD has  finally recognized releasing a game with broken chains of events for Japan and Prussia was to be avoided.

No insight about improvements for the unsatisfying diplomatic subsystem.Let’s hope.

But it will remain the main trouble: the 1,680 turns coupled with long turn resolution. A fatal combo. The interaction betwwen the different subsystems is yet under question, and I’m a little scared by such replies:

In the next version, Paris will NOT be transfered to the rebels on the Paris Commune event… that was the source of this problem…

here

http://forum.paradoxplaza.com/forum/showthread.php?553432-Stuck-in-Paris-after-war-%28Prussia%29&p=12775715&viewfull=1#post12775715

Because the problem has been seen from the Prussian side. What a Commune whose Rebels don’t control Paris give when you’re playing France?Another problem?

RED early September 18

Posted: August 30, 2011 in Rus Mod

My NM is now only 85, due to White successes and huge conscription effort and the immediate side effects of the Military Reform option.

 

Dangerous. Not only because my troops will fight more poorly: Whites may play options simulating desertions in my ranks, with new conscripts for them and units removal for me…

 

How to raise quickly my NM?

In Fatal Years, each faction has some options allowing slight boost in NM, to a cost though.
By example, I will play this turn:

 

and this second:

 

 

The first has evident trade off by lowering Loyalties in key cities, arisk for the following years. the NM boost represents the coming of motivated troops in Red Army ranks.

The second is just the translation of the Bolshevik advantage Reds had during Civil War in propaganda department, the Whites having neglected this weapon until the late 1919 for the essential.

These options add several things :

- deeper strategies by offering some alternatives to the nM variations only by military successes ( these ones remaining the main however :-) , it’s a wargame after all)

- deeper political and economical flavour for the player who may use non military weapons

- better historicity by completing the RCW mood with its Propaganda material, public meetings and organized manifestations of massive enrollment.

- gameplay balance, by offering each factions a way to overcome troubles and come back if all goes well ( not assured) ;-) )