Guild Imperium Observations and Experiences for BETA2

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unmerged(28220)

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Also on the tweaking part I modded Japan to be a major maritime power by removing a lot of the 'stock' naval techs and adding in Three shipyards (basically clones of ROA), Adding in Yamamoto (carriers) and Nagumo (subs, yeah i know he wasn't a sub skipper) as lvl 9 and 7 and changing Overseers to lvl 8, removing centralized and adding engineering. I also added Amphibious Assault Training which has full specs for marines lvl 9. In compensation I lowered small arms to 8 and cav to 7. I also cloned Bradley so if I play Japan I can go Spearhead. I'll change tech more depending on if I feel Japan is grossly overpowered or not (since the AI doesn't research much naval tech or spearhead its probably a net loss for ai japan)

IMO the ROA, Swedes, Japanese, Indonesians, Philippines, Pac Fire and New Zealand / Australia should have strong naval tech. Germany, Russia, Mongolia and some others should have stronger land tech and France and a couple others have stronger air tech. while the vast bulk of nations have 'stock' tech.
 

unmerged(42223)

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Mar 28, 2005
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lloyd007 said:
Kibbles has the fix. Unfortunately just switching tags doesn't work it just makes the watchers unplayable but they're still there beaming down or gating in hundreds of divisions if you play another country. Also any games already started will have that in there so you're going to have to restart. Playing a fast handsoff game as the pirates the game stayed very fast well into September 1930 when it before had already slowed down to 'normal' speed at 'extremely fast' setting.

Re-starting is generally always necessary for most fixes.
:eek:

I am used to it, but with time already invested in games...

not so wonderful.

Well on the bright side.
:cool:

I had an event idea stored away, now moving forward.

When a human player gets to xxx vp then a secret clock ticks away and then quietly switches the Watcher tag from YEM to ALI and a year later declares war.
:D :rofl:

What do you think?
:p
 

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lloyd007 said:
Also on the tweaking part I modded Japan to be a major maritime power by removing a lot of the 'stock' naval techs and adding in Three shipyards (basically clones of ROA), Adding in Yamamoto (carriers) and Nagumo (subs, yeah i know he wasn't a sub skipper) as lvl 9 and 7 and changing Overseers to lvl 8, removing centralized and adding engineering. I also added Amphibious Assault Training which has full specs for marines lvl 9. In compensation I lowered small arms to 8 and cav to 7. I also cloned Bradley so if I play Japan I can go Spearhead. I'll change tech more depending on if I feel Japan is grossly overpowered or not (since the AI doesn't research much naval tech or spearhead its probably a net loss for ai japan)

IMO the ROA, Swedes, Japanese, Indonesians, Philippines, Pac Fire and New Zealand / Australia should have strong naval tech. Germany, Russia, Mongolia and some others should have stronger land tech and France and a couple others have stronger air tech. while the vast bulk of nations have 'stock' tech.

Great, can you post this?
:D

many thanks!
 

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First Lieutenant
Apr 23, 2004
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Here are my main things. Name Changes and stuff. Others are just fiddling with the level values...

1903;Tomoyuki Yamashita;
T1919;7;1930;1970;combined_arms_focus;small_unit_tactics;decentralized_execution;training

I was debating whether to make Yamashita 7 or 9. He won incredible victories for the IJA irl and was by far their best land tactician. Has correct picture

1907;Nagasaki Naval Yard;
T110;7;1930;1970;naval_engineering;technical_efficiency;electronics;naval_artillery;general_equipment

Clone of NY Naval Yard

1910;Tokyo Naval Yard;
T310;7;1930;1970;naval_engineering;naval_artillery;technical_efficiency;electronics;aeronautics

Clone of Newport News Yard with harbor works tech picture AND naval artillery which gives japan three naval yards with it. This is one leg up on ROA. ;)

1921;Chuichi Nagumo;
T25;7;1930;1970;submarine_tactics;small_taskforce_tactics;seamanship;centralized_execution

Clone of Karl Donitz naval team -1 tech skill. Wrong picture.

1926;Japanese Overseers;
T3;8;1930;1970;small_taskforce_tactics;naval_training;decentralized_execution;naval_engineering;seamanship

I was thinking of renaming these guys to 'Japanese Merchant Marine' This team is now better suited to compliment the other two doctrine teams.

1928;Isoruko Yamamoto;
T1916;9;1930;1970;large_taskforce_tactics;centralized_execution;carrier_tactics;naval_training;seamanship

Copied from stock. Best ND team in the game.

1929;Kure Naval Yard;
T1903;9;1930;1970;naval_engineering;electronics;naval_artillery;technical_efficiency

Copied from stock +2 levels. I figured the naval yard that produced the biggest battleships in the world deserves to be on par with Norfolk ;) (actually you should probably rename Norfolk the Philadelphia, Newark or Boston shipyards since Norfolk is in the now CSA...)

1930;Amphibious Assault Training;
T105;7;1930;1970;general_equipment;naval_engineering;mechanics;artillery;training
Modified Higgins Boat. Now has all the specialties. Bumped from 9 to 7 because its still by far the best team for Marines.

Removed Naval Eng, Naval Art, Harbor Works, Naval Academy, Commerce Seamanship, Seaworthy Works and Nobles School

With these changes Japan is now the best country in the game wrt naval (not by a whole lot vs ROA but somewhat). ROA is still king of industry and air and the rest are stock
 
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Mar 28, 2005
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Got it!

Many thanks!!
:D
 

unmerged(28220)

First Lieutenant
Apr 23, 2004
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Also Imperial Germany is now cut off from her energy, metal and rares. At peacetime running full tilt they have a deficit of around 300 energy, 150 metal and 70 rares. AI Germany dies so fast now it usually doesn't matter but... ;) .

I have yet to see France lose out from Guild Fascists. They always grab mega territory while losing nothing of their own. Maybe make theirs extra bad. Big Guild Fascist loser are always Germany, Sweden, and Ukraine. Big Winner is France and the rest it depends.

Handsoff game I saw Sioux beat ROA in a 1v1 fight.
 

unmerged(42223)

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lloyd007 said:
Also Imperial Germany is now cut off from her energy, metal and rares. At peacetime running full tilt they have a deficit of around 300 energy, 150 metal and 70 rares. AI Germany dies so fast now it usually doesn't matter but... ;) .

I have yet to see France lose out from Guild Fascists. They always grab mega territory while losing nothing of their own. Maybe make theirs extra bad. Big Guild Fascist loser are always Germany, Sweden, and Ukraine. Big Winner is France and the rest it depends.

The Guild Fascist in Europe are as you have in beta2 a test.
How solid does the game remain?
What is like as a player to experience a Guild Fascist rebellion?

The timing and frequency are all amped.

Now, in beta3 they do not occur except in very rare conditions until spring of 31' and then usually half as many not repeating and dispersed over several more years following.

Next, is to think of where else in the world and by which conditions?

I am also working on seeing how I can have AI's compete with aggressive human players better early on.
 

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lloyd007 said:
Handsoff game I saw Sioux beat ROA in a 1v1 fight.

This is indeed most interesting...
:D
 

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:cool: Would you guys like to share your build strategy first year?
 

unmerged(28220)

First Lieutenant
Apr 23, 2004
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My Build Strategy (haven't played nations with less than 130 peacetime IC)

5x10 infantry

3 paratroops to fill up the transports and quickly take territory (a must for nations with large provinces but not so much for Europe)

3x10 arm

3-5x10 cav + tons of cavalry for suppression after a war starts

3x40 arty

That usually can fill up an entire build queue but if not I add other brigades like eng and more arty.

By sept/oct if I have room I start building fighter escorts. I am not bothering with ships until I tech up because I never seem to win (except as Japan) and I'll wait till I have lotsa stolen ships from annexations and etc.

I truly am a a follower of Guderian and Blitzkrieg in this game while most of the AI's love the 'Soviet Steamroller' approach...

As for tech I don't research Cav first off since I've not played a country that didn't have an ally so I just buy it off them. I always research Tankette, Mobility Focus and Census machine first off. Then usually an air doctrine and early infantry but sometimes not. If I have a major Ally I'll try and research all the things he isn't researching.

edit as for ROA vs Sioux. The Sioux just kept rolling up the ROA with superior numbers of troops and also pulled off a huge encirclement at Chicago (15 divs) and a smaller one at Windsor (7 divs) and Evansville (5 divs).

Funny thing is later in the game Deseret is doing the same thing to Oregon :D
 
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Thanks!

Why only arty?
 

unmerged(28220)

First Lieutenant
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Arty is really cheap and it gives a nice speed boost. Once Tankette is researched I build LT brigades for my marines. I try as much as possible to build eng brigades for arm. And if I'm getting close ot annexing I build tons of pol brigades for cavalry.

I find garrisons to be underwhelming for partisans considering one partisan can kill 2-3 Gar+FA much less Gar+Pol and cav is fast and can self support so instead of 1v1 you can have 3-4 cav units attacking one partisan. Cav also have the same suppression as lvl 1 gar so here really is little need to build them.

I find little reason to build extra garrisons since I'm not a defensive player and that is really what Gar units are best at. Stack 3 with a defensive leader in a mountain/jungle province with lvl 2 forts and it's nigh impossible to beat them.

I don't have much use for AA (lvl 1 isn't strong enough to protect), AT (although as Japan the 20% morale bonus would be great so I'm regretting it for them), FA (only for gar and since I don't build them no need), and AC (Tanks are better and have more upgrades)
 

unmerged(42223)

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Many thanks for your feedback!

Well, I have been working on evening things out a bit.
:D :eek:
 

Comrade Kalle

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Now I don't know if this will be appreciated, but I think I'll share this anyway.

I must say, that I was not happy at all with the beta2. Last version before beta2 that i had played was called RBM4, a different mod, but still many similarities. I suspected that a lot of things would've changed, but not to the worse! I am not content with how these fascists revolt, first of all i should be allowed to keep control of the military forces that I have actually built myself, not just hand them over to them. I played as Austria in my first game, built a couple garrisons, infantry and tanks to protect my borders, then put one infantry in every other province while i kept my paratrooper/s (can't remember if there were more than one) in Vienna. Hell broke lose, a huge part of my army joined the fascists, I lost a couple divisions that were pocketed... my fascists allied with other fascists, and eventually my neighbours began to take my territory because i had no troops left to take them before they did. not only that, but when I had finally defeated my fascists and lost a lot of provinces, there were new ones. Sad to say this, but this isn't what i was hoping for.

I started a new game, as Taiwan. Built 3 infantry divisions and 3 marines to start with, later 4 CAS. War with Indonesia, and I landed on the island where their capital is, took a couple provinces there but were forced to abandon my holdings because they had too many troops there, and I had NO POSSIBILITY at all to reinforce my troops because of this ridiculously high attrition. I then landed on their most western island, and i had taken all provinces but 2, when they suddenly get 10 new divisions there out of nowhere. needless to say, I abandoned again, put my troops back on Taiwan, then i sat there and watched the rest of the world going crazy. Partisans in Russia, Southeastern parts of USA, totally insane landings as well as paradrops by the ai (for example I think Liberian troops dropped some guys in central parts of Sweden, leaving them without supplies so they died after a while).

All I want is to be able to control the situation at least somewhat. Now there is nothing but chaos, fascists, and enormous losses of manpower which does it's best to prevent me from fighting at all. IC being bombed away in seconds, I lost 18.5 ic in one province as Commie China when Mongolia declared war upon me. Though that's mostly my own fault because i could've used my airplanes, but I think it's a little overpowered.
I also think that units should have their building times changed a little so at least they are different from each other. That's all I had to say, now I'm going back to RBM4.

again, sorry for this criticism, maybe I'm too... harsh (?). I just got very frustrated when i found out that the mod i once liked very much have evolved into this.
 

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Comrade Kalle said:
Now I don't know if this will be appreciated, but I think I'll share this anyway.

I must say, that I was not happy at all with the beta2. Last version before beta2 that i had played was called RBM4, a different mod, but still many similarities. I suspected that a lot of things would've changed, but not to the worse! I am not content with how these fascists revolt, first of all i should be allowed to keep control of the military forces that I have actually built myself, not just hand them over to them. I played as Austria in my first game, built a couple garrisons, infantry and tanks to protect my borders, then put one infantry in every other province while i kept my paratrooper/s (can't remember if there were more than one) in Vienna. Hell broke lose, a huge part of my army joined the fascists, I lost a couple divisions that were pocketed... my fascists allied with other fascists, and eventually my neighbours began to take my territory because i had no troops left to take them before they did. not only that, but when I had finally defeated my fascists and lost a lot of provinces, there were new ones. Sad to say this, but this isn't what i was hoping for.

Not to critical!
:D

I was waiting and wondering what that kind of experience would be like for players. As I said earlier, the set-up of Guild Fascist in Europe early on is a 'beta experiment' to see how it felt as a player to have your precious troops ripped away.

Others have endured elsewhere, others quit playing when that happened to them.

Many thanks for taking the time to inform me.
 

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Comrade Kalle said:
I started a new game, as Taiwan. Built 3 infantry divisions and 3 marines to start with, later 4 CAS. War with Indonesia, and I landed on the island where their capital is, took a couple provinces there but were forced to abandon my holdings because they had too many troops there, and I had NO POSSIBILITY at all to reinforce my troops because of this ridiculously high attrition. I then landed on their most western island, and i had taken all provinces but 2, when they suddenly get 10 new divisions there out of nowhere. needless to say, I abandoned again, put my troops back on Taiwan, then i sat there and watched the rest of the world going crazy. Partisans in Russia, Southeastern parts of USA, totally insane landings as well as paradrops by the ai (for example I think Liberian troops dropped some guys in central parts of Sweden, leaving them without supplies so they died after a while).

All I want is to be able to control the situation at least somewhat. Now there is nothing but chaos, fascists, and enormous losses of manpower which does it's best to prevent me from fighting at all. IC being bombed away in seconds, I lost 18.5 ic in one province as Commie China when Mongolia declared war upon me. Though that's mostly my own fault because i could've used my airplanes, but I think it's a little overpowered.
I also think that units should have their building times changed a little so at least they are different from each other. That's all I had to say, now I'm going back to RBM4.

again, sorry for this criticism, maybe I'm too... harsh (?). I just got very frustrated when i found out that the mod i once liked very much have evolved into this.

I have seen Taiwan just last game take the whole of the Philippines and annex it, as well Imperial China more than once, however taking Indonesia will be hard as now they will ally with India and yes can 'show up' with a lot of troops out of nowwhere. I did this because Indonesia was always losing every game.

I have set IC to drop like rocks because they come back like a miracle. This coming back in days is hard-coded. But it always comes back so fast.

Sorry you do not like the 'rock and roll' as it impacts the player more head-on.

Again kind regards,

And much thanks for your beta testing this.
:D
 

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well, Indonesia was too tough for me. Korea did some nice moves though and took two of their bigger islands, Japan and Pacific fire didn't help at all.

And about that ic, I'd like it to take longer time to bomb it away, as well as to rebuild it so you at least got time to react before it's gone, even if it come back fast. as commie china i had 5 researches going on, but after 1 week of bombing i had but two or three left.

another thing i've thought about, is to actually give countries different tech teams, not tech teams that are the same but with different names. i know the current situation allows players to chose doctrines themselves, but in my opinion it gets pretty boring when all countries have basiclly the same abilities to research.

i also wonder, will these fascists cease to revolt (and if so, when?), or will there be revolts through an entire game? I think i remember to have seen you write somewhere that the goal with these revolts were to mess upp the borders, so logically they shouldn't go on forever, right? :confused:
 

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Just noticing, but Opar and South Africa went to war, but Opar's been holed up for over a year in a non-core province, and as they are surrounded by three different countries (Congo, S. Africa and Australia) those countries aren't attacking, even though they outnumber them even one-on-one. And they aren't even bombing them to 0 IC (they have 4 effective).

Noticed things like that in a few places, but that was the biggest. And the main thing is, it is tieing up a lot of troops so they can't fight Japan effectively...
 

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Comrade Kalle said:
well, Indonesia was too tough for me. Korea did some nice moves though and took two of their bigger islands, Japan and Pacific fire didn't help at all.

And about that ic, I'd like it to take longer time to bomb it away, as well as to rebuild it so you at least got time to react before it's gone, even if it come back fast. as commie china i had 5 researches going on, but after 1 week of bombing i had but two or three left.

another thing i've thought about, is to actually give countries different tech teams, not tech teams that are the same but with different names. i know the current situation allows players to chose doctrines themselves, but in my opinion it gets pretty boring when all countries have basiclly the same abilities to research.

i also wonder, will these fascists cease to revolt (and if so, when?), or will there be revolts through an entire game? I think i remember to have seen you write somewhere that the goal with these revolts were to mess upp the borders, so logically they shouldn't go on forever, right? :confused:

Well now in beta3 Guild Imperium rebellions start at the earliest October 1930, yet often not till 1931 and then only a one then two, then one or two every four or five months. And they all have termination dates and none are persistent. So once an event conditions are met and they fire, that is it. Also they can be light or strong. Imperial France has the most four possible, Imperial Germany three I think etc.

I did not want to 'soften' the impact by talking too much before hand, thanks again for your gut-level response.
:D

I do not know how much I would like it either. I have never played this game yet... I see through all your eyes.
:cool:

We are working a varying the tech teams and I have some work done by another fine beta tester who took the time to assemble some changes and post them to me.
:D

I would like the hard-coded IC/resource recover rate to be a call that I could set.
 

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GeneralHannibal said:
Just noticing, but Opar and South Africa went to war, but Opar's been holed up for over a year in a non-core province, and as they are surrounded by three different countries (Congo, S. Africa and Australia) those countries aren't attacking, even though they outnumber them even one-on-one. And they aren't even bombing them to 0 IC (they have 4 effective).

Noticed things like that in a few places, but that was the biggest. And the main thing is, it is tieing up a lot of troops so they can't fight Japan effectively...

Have you re-started lately?

Having the Australian Alliance caught up in Africa is one of their quandaries. Happens about 25% of the games. In beta3 however, they no longer get involved with the Kingdom of Scotland, the Pirates do instead...
:D