I think it would be good to keep giving the player the choice of whether to go Axis or Allied in each scenario, partly because more choices = more replayability = good and partly because Italy fought on one side in WWI and the other in WWII, so there's precedent for a country switching sides.hammerfalls said:I also have an idea I would like feedback on. I am thinking about making the central Byzantines Fascist and and the allied Byzantines Allied, keeping back doors for both to go commie. This is because I figure if the Byzantines had been winners in WWI they would want to keep the world stable, if they were losers then they would want to regain territory. Any thoughts?
Paradox has given most capital cities 6 manpower, so Athens, Ankara, and Sofia all have 6 manpower while Constantinople only has one. In my game I changed it to Constantinople having 6 and the others 3 with code in the byzantine.inc file:Saulot333 said:You should add more manpower in Costantinople
Code:
province = { id = 409 manpower = 6 } # Constantinople (net +5)
province = { id = 401 manpower = 3 } # Athens still important but not huge (net -3)
province = { id = 417 manpower = 3 } # Sofia (-3)
province = { id = 448 manpower = 3 } # Ankyra (-3)
I found that giving 1852 (Erzerum) a VP and removing the event ending the war, so that annexation was required to win, improved the game for me. The first game I played the rebels moved all their troops away from their capital, so I defeated them by simply walking into an empty capital without ever fighting the large, well-fortified rebel army, which was very anticlimactic.Saulot333 said:It's a bit too easy to crush Communist Turkey: it should really be more of a struggle, especially if you DOW the Soviets in the process. As it is, the war ends in two weeks.
I'm still playing around with ways to improve the replayability of this war. It might be interesting to have Syria join the rebellion.
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