The last changes have indeed forced Red AI to be sometimes more offensive in Ukraine during the first winter in Ukraine.
Archive for January 3, 2012
When historical detail matters for gameplay:
A bit of explanation first: in FY, the French and Greek troops in Ukraine are an independent faction. If the Allied Intervention Level (another FY feature) is beyond 7, they land at Odessa and Sevastopol. If so, Sevastopol is controlled by the French faction, not the Southern Whites.
During the RCW, French troops forbade Southern Whites to control Sevastopol during winter 19. This politic was bound to the desire to manage Ukrainian nationalists, France being first interested by salvaging his pre-war investments in Ukraine; Let’s add French Generals had very dry feeling for Whites…
So, Southern Whites can’t capture Sevastopol until the French leave ( which is ruled too in FY). Sevastopol is an objective city, Whites can’t attack as they aren’t in war with French…
However, in my current test game, AIL is at 5. French troops will not come until level 7 is reached. So I may invade Sevastopol region, capture the objective…
Nothing is simple in FY. they are always trade offs or at least opportunities in bad situations.
Historical article here:
Regional Decisions system. The key. Forget AI, military units, or any other explanation.
In FY, first RGDs aren’t the same for Reds and Whites; Red ones give more conscript, money, WSU. It’s not just a balance feature: Reds had control of the richest part of Russia, had most of the arsenals and weapon factories of the Old Czarist State. Reds were better organized, and as so abler to extract more from the people.
In official RUS, Reds and Whites RGDs are just the same. 6 Reds against 8 Whites. 1st problem.
however, it would be insufficient. In FY, some RGDs are costing NMs. In some way, it has been my first implementation of the mandatory side effect in a positive decision, which is at the hearth of many FY features. This system is creating by itself a limitation to the requisition and conscription system, which cannot be used at will, without any other fear than a few Green insurrections, which aren’t so dangerous in the end if you have levied a very large army. On the contrary, losing NM lowers the military value of your units, the other production. Players will use less RGDS, or will have to face Greens in worse terms ( and Greens in FY are more present than in the official version).
With these 2 fundamental points, Whites aren’t so much advantaged in FY, Reds have their strong points underlined, and the whole game is yet more dynamic and surprising.
Whatever the official team will do, and what they have done since the 101 version is to curb realism and remove AI driven factions, as stop-gap measures based on a wrong diagnosis, they will not balance better the game.
Indeed, the fixes made with agelint have had the side effect to allow Reds to build for free tank factories. Firmly unbeliever in the Bolshevik doctrine, I’ve fixed this bug.
The new version is of course compatible with ongoing games and fixes a few other oddities, like the double Tillo rare occurrence.
I’ve got a few questions about games where the AIl is lowering quickly.
As I’ve replied, this possibility is rare and intended. I prefer having the most large possible outcomes, for adding replayability.
In the current game I’m doing, the AIl in December 18 is at 5, a low one.
here the main event for AIL decrease from the scriptreport of my game:
Line 9535: Started processing event: evt_nam_Allied_involvment_decrease
Line 9535: Event already referenced, current occurences 5 Max allowed: 40 <>
Line 9539: Min date evaluated: 1918/06/16 converted to turn 4044 current turn 4056 True
Line 9540: Max date evaluated: 1921/12/30 converted to turn 4129 current turn 4056 True
Line 9541: EvalEvent evaluated: Checking evt_nam_Allied_involment_level evt_nam_Allied_involment_level 5 at least equal to 1 True
Line 9542: Probability evaluated: Probability 15 rolled 21 False
Line 9548: Finished processing event: evt_nam_Allied_involvment_decrease
This event has a probability of 15% to fire. In my game, it has been activated 5 times in 14 turns. On the contrary, the event raising AIL has fired only once. Bad luck in this game