I am back again from holiday, will continue to trial end test now.
Cant wait to start new campaign on V11 Potzblitz Mod.
None of the following points are significant, so please dont worry if they are not in the new mod.
I just had time to write them down, just some general aspects that could be slightly changed - if possible:
1. Submarine limitation for Entente on Mod 11: Keep it as you planned it, i will test it in detail. I assume it will be a significant impact for Entente without having the option to build subs and only start with one. This might make playing the CPs much easier, here are just some thoughts to consider for future updates (if required)
a) Entente can build submarines, but they can only operate one at a time, i.e. CP destroy it, Entente has at least the chance to rebuild one. Reason for that is: If CP knows that Entente have only 1 sub and they destroy it, there is hardly and motivation to contruct Light Cruisers as there is no Sub threat.
b) Entente can operate 1 sub in 1914, 2 in 1915, 3 in 1916 and 4 in 1917/1918. This could be justified that the Entente do not have sufficient submarine expertise and dockyards to operate so many at the same time and they still need to develop in during the war. In the end, Entente could have a max of 4, and CP of 6 which still leaves CP with an advantage, i think that would be ok.
c) Entente subbuilding could be linked to events. i.e. they start with zero subs (so they have a significant disadvantage), however, when germany successfully sinks the first entente convoy the event "Construct Improved Submarine Dockyards" (or something like that) could be unlocked. If played, only the country that played it can build subs. This will allow at least one Entente country to operate subs.
Reason for this is...if Entente cant build subs, they dont need to invest in the research as well and could save PP and focus points. That would lead to quicker weapon developments in other environments which would be unbalanced. With at least one country operating subs, this country would have to do research as well. The player then needs to decide which country will be his submarine nation.
Many options, many solutions. Whatever feases the game, i dont know. I am just afraid limiting the subs to one only will lead to unwanted sideeffects like different a research and construction focus. I Might be wrong. So dont worry i test it before going into details.
2. Maybe i am the only player that uses the "next unit button" on the bottom right which shows you the next units available that you have not moved yet in the current turn. However, this button is very frustrating as, especially in the endgame when all playes have plenty of units on the map and the game starts getting more challenging to manage, i have to click on 25 useless small garrison units first before i can jump to the real combat units. Even worse, once i played a units that i forgot to move, i have to do the whole thing again which makes me clicking around for nothing. This is the only reason why i stopped using it - but i actually think it is a powerful tool to make sure you use every unit during your turn.
I recommend that, if possible, small garrisons in your own cities are not showed/highlighted anymore and only major combattants are shown when i push the next button.
A dream solution would be a button that shows just: next naval units, next air unit and next army unit (army corps, artillery and armoured vehicles only). This would make it so easy to focus on naval planning first, then army and air instead of clicking around on randomly highlighted units. thats more a feed back point for slitherine and not for you robo i know that cant be changed. would be lovely if this could be changed in future games. if not...i will send my small garrisons into pension and risk that my city is taken over instead
3. I read the manual, its great and many things are clear now. Its worth a read, especially the collapse point part of it. Recommend it to new players.