hugh2711 wrote:Thank you for this excellent mod, I am sure it will turn out to be a real classic.
I'm glad to hear that.
hugh2711 wrote:My strategy was; trade units for time and space - the classical russian defence. leading to a mass slaughter of lots of units, how historical!
I'm interested in reading about any strategies or tactical solutions that players use.
hugh2711 wrote:However the size does pose a problem in that: by turn 20 I had most of finland as you just cant defend that big. I also had large parts of rumania/hungry. If I had wanted i could have penetrated right into germany.
Yes, here I need last turn save to see.
That's why I posted a demo-version for 20 turns to see what needs to be balanced on early stage before moving to next point.
And then I plan to add mobilization for the Soviets and reinforcements for the Germans and also the defense of Moscow.
Including the good sugestion of McGuba, in which, German units will move from Germany to the front, thereby not allowing to player to capture the flags.
hugh2711 wrote:
1) There seems to be too many strategic bombers
I can not help it, it's historical quantities.
Therefore, they are not very effective.
But I made sure that the obsolete airplanes did not have the possibility of replenishment.
With the exception of DB-3F(Il-4) which will also be available for upgrade later.
hugh2711 wrote:and they are not very effective
It's true, but it's like see.
If the aircraft does damage to 1, this is 1000 people. Is this small?
In the future, there will be stat changes. I think it will be possible to find a balance.
hugh2711 wrote:in the end i started using them for emeny target practice to run the enemy out of ammo
Yes, this is good use, especially for bombing transports.
hugh2711 wrote:2) There seems to be not eough t34's? I had to upgrade (using all that conqured victory hex prestige) the upgradable tanks to t34's to slow the enemy steam roller - not even stop them.
And how many tanks did you upgrade to T34?
In the future, some tanks will be added as reinforcements. But which one should be determined from the game.
In the end, I would like to make a system in which there will not be one correct answer.
The player does not have a possibility of purchases, but there is a wide choice in actions.
Is it worth it to spend prestige on upgrading the T34 tanks?
Or spend on upgrading old planes to modern ones?
Or maybe instead you have to upgrade units with trait NOREPLACE?
After all, if you do not upgrade the unit with the Noreplace. And he will lost. You can not reform it later. In the next scenarios, it does not appear. And you will lose it forever.
It's up to the player to decide

I wrote about the use of the option - reforms unit. In the future, it will need very much.
The player will decide which units to restore and use.
After all, in the future, these decisions can affect the game.
In addition, the player must solve other problems.
For example transport logistic
Is it worth move heavy artillery 203mm B4 into the battle which has Noreplace trait.
Or take them to the rear? And use it in later stages of the war?
Is it worth it to upgrade the obsolete artillery with the Noreplace to the cheap mortars with the trait noupgrade? Or wait when there is enough prestige for expensive artillery. Who knows
I do not have the right answers to all the questions, but I hope the Players will have the answers and they will share with us.
hugh2711 wrote:3) The switcheable aircraft = too complex and redundant?, I think it reminds me of another strategy game, i cant remember the name of. I think the great distance to travel from production shouls be reflected in the unit stats as should the different types of attack.
Not only for movements from the rear to the front, but also between the fronts, and also from the front to the rear.
In the future, I will add a few game mechanics who will use the rear space.
Explain more precisely what do you mean?
Instead of Air transport use multi-switch unit?
hugh2711 wrote:5) There are too many parachutists (or they can travel too far?) as with that many functioning ones if you wanted you could take over large parts of enemy territory quickly with a sneak attack.
I think we will find a balance.
Parachutists were used for their intended purpose only a few times.
I will reduce the number of transport aircraft to 1.
hugh2711 wrote:I dont know if it was just reflected in the fact it was just the first 20 turns but it seemed all the enemy units were ridiculously strong compared to the russians, very hard to do any damage , unless they were on a river.
I can not say that this is 100% reliable data. No one knows the truthful numbers completely. But there is also a loss ratio of 1 to 5.
But we must add to this the axis allies. And the ratio will be less.
http://chris-intel-corner.blogspot.ru/2 ... front.html
I have made real quantity of units from both sides.
And then I have tried to achieve similar time (numbers of the turn) capture of the cities by Germans.
Other is AI and actions of the player

For a 49-turn version, I killed more than 140 enemy units.
I'm very average player.
hugh2711 wrote:Do you want me to send you a save of my final turn? how can i do it?, it is 6MB in size or a replay? i saved one but dont know wether it worked.
Therefore I need last turn saves of ALL players who has passed this demo.
Besides it isn't important with what result, it's important to save yourself, so that i can balance the mod and improve AI.
You can put SAVES on the file sharing service and send a link here or me in the PM.
Thanks.
