Guild Imperium Special update:
Guild Imperium Beta3 special update:
A short note: I will not be migrating out of here over the ‘new lover’ come with bells and whistles, well especially that ‘random map
a'generating’ and with such a great algorithm!! :rofl:
Take note Paradox you are a little behind and ‘out of shape’…
Anyway, that said:
Update!!
First, I remind myself with all this to have fun, as this a fine intellectual past-time. Much better than TV etc… Not raising puppies however, now weaned at eight weeks.
So,
I have noted from the fine, very important and inspirational feedback from beta-testers that they dislike being hammered from air power. But, it is what players complain about that needs be ‘enhanced’. For this reveals their weaknesses against playing an AI.
As to plausibility, well Germany and Japan became toast for exactly having insufficient air power or being bested in the air. How can one expect to field a massive army with no air cover? Play balance is the issue, yet I notice that the U.S. became so addicted to air superiority that they did not bother to move the army much unless the weather permitted air support and the lead units got transformed into ever larger numbers as the war progressed,
to forward observers. Make contact, call in air.
That said, play balance requires a counter, like anti-aircraft batteries etc. But what of those pesky ‘radar-stations’? Battle of Britain used it first (I believe) and it surely helped.
I only recall reading they do not work in Hearts of Iron? But, knowing how tricky settings can be I finally set up a test. And after some tweaking I have initially satisfied myself they do indeed work. So, they will be available at game start.
My desire is divide the player’s attention to several priorities so as to better guard against the play of the game de-evolving to hoards of cheap ground units over-running the planet. I maintain that if ignored air should stop ground offenses in their tracks, and if air defense is neglected then ones economy should be swiftly ruined.
So I pulled all airfields and anti-air batteries to one inc. file. And I will separate them further to three groupings.
Minimum at start OOB.
~Capitol and one Major Port.
~Then an event triggered light defense of A or B and maybe a C.
Then an atwar triggered major air-defense of A, B or C.
"Civilian airports commandeered for war purposes." etc
~This way the player will not know from game to game what air-defenses to expect.
Either this or put airfields/batteries/radar_stations in near every province, which seems a bit cheesy.