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Its all gone green!
Posted: Wed Dec 08, 2010 7:05 pm
by Kev_uk
just playing through my first GC as the Reds since the patch release. One thing I noticed was there are a lot more Green revolts than previously, and I think they have literally stopped the advances of both Siberian and Southern White forces. I mean, whereas in version 1.00 I was facing a stacked mass of White troops, now they appear to be less stacked and uncoordinated. In my current game it is June 1920, and, with the extra manpower, WS and rubles that the Reds get, along with the working economic model (requisitions etc), I am able to churn out divisions, several at that, per turn. Now I can stack and take and hold territories.
But, there are a whole load of Green partisan units around, and literally has turned the map green...more green than white! A problem for both factions.
However, the GC plays better, a little I think.
Posted: Wed Dec 08, 2010 7:12 pm
by Clovis
Kev_uk wrote:just playing through my first GC as the Reds since the patch release. One thing I noticed was there are a lot more Green revolts than previously, and I think they have literally stopped the advances of both Siberian and Southern White forces. I mean, whereas in version 1.00 I was facing a stacked mass of White troops, now they appear to be less stacked and uncoordinated. In my current game it is June 1920, and, with the extra manpower, WS and rubles that the Reds get, along with the working economic model (requisitions etc), I am able to churn out divisions, several at that, per turn. Now I can stack and take and hold territories.
But, there are a whole load of Green partisan units around, and literally has turned the map green...more green than white! A problem for both factions.
However, the GC plays better, a little I think.
Too much requisitions and conscriptions and not sufficient number of Tcheka actions maybe?

Let us know

Posted: Wed Dec 08, 2010 7:15 pm
by Kev_uk
Yes, that could well be it, but its nice seeing the Whites have to deal with this too...
Posted: Wed Dec 08, 2010 7:19 pm
by Clovis
Kev_uk wrote:Yes, that could well be it, but its nice seeing the Whites have to deal with this too...
Could you send me the save, I would like to look at, for balance purpose...Thanks for the report
Posted: Wed Dec 08, 2010 7:42 pm
by Kev_uk
Here you go. Pretty Green....
Posted: Wed Dec 08, 2010 8:05 pm
by OneArmedMexican
I like it. Those Greens really become troublesome. Please don't change that. It feels realistic.
If you want to change something than give the Red some
more leaders. With patch 1.01, I now have the money to recruit new troops, I just have nobody to command them).

Posted: Wed Dec 08, 2010 8:54 pm
by Clovis
Kev_uk wrote:Here you go. Pretty Green....
Thanks.
For some reasons, both White AI have used too much requisitions and conscriptions, provoking thses huge green revolts. I'm going to fix this ASAP for the RC3.

Posted: Thu Dec 09, 2010 8:43 am
by James D Burns
Clovis wrote:Thanks.
For some reasons, both White AI have used too much requisitions and conscriptions, provoking thses huge green revolts. I'm going to fix this ASAP for the RC3.
Is it possible to change loyalty shifts from going to the greens in contested regions? In other words if both the red and southern whites control cities in a region, can the loyalty shift go to the opposing side instead of to the greens?
Right now a good strategy for the reds is to pile on requisitions in regions he knows he’ll lose due to the growing surge of rebellions popping up. That creates huge green problems for the growing power about to take control of the region. It feels kind of like the reds are creating a surrogate army of greens to keep the rebels occupied.
If the loyalty shift went to the rebels instead, it would help dissuade the reds from spamming requisitions early in the campaign in those areas. If no cities in a region are enemy controlled, then of course loyalty shifts would/should go to the greens.
Jim