4. Is it possible to trigger war between Red and Anarchists? (I think - not possible, double checking)
Another issue - by about turn 35 Anarchists are STARVING, when locked. There is NOT SUFFICIENT supplies for them to survive 2nd winter.
1. It is necessary to give them more supplies or reduce their consumption to let them survive to turn 86 theoretically
2. I suggest to make Signing Alliance with Anarchists cheaper for Reds. -1NM per turn is to hard - sugges to set it to -1NM every 6 monts.
$Nova Odessa|$Ochakov|$Olviopol|$Elizavetgrad|$Inulets|$Nikolaiev|$Berezvika|$Huliaipole|$Orikhiv|$Dobropole|$Berdjiansk|$Volnovakha|$Shaplino|$Mariupol|$Alexandrovsk|$Vasylivka|$Melitopol
lodilefty wrote:Ongoing cost of the Red/ANA Alliance is -1NM per Turn to RED....
..does seem high, will change to -1NM per 6 months
ERISS wrote:Then it becomes very small and we can't understand why Bolsheviks wanted to get rid of those cheap allied as soon they could (alliance was broken 3 times with big bolshevik propaganda efforts).
I really think you should add VP, EP, money in the costs instead of NM.
lodilefty wrote:It costs 5EP and 20 Money to create the Alliance.
What specifically can we set for ongoing costs?
A starting proposal, so everyone is compaining about the same thing:
4 times per year: -1NM, -50 Money, -5 EP, -50 VP
DarkGarry wrote:Whites can gain military control with Armoured trains without stopping on these areas and use railroad afterwards.
I suggest to create trigger (if possible) as follows:
- If there is 1% or more White military control in defined regions - trigger Alliance with Reds for Anarchists.
This way at least whites can't gain control and use railroads in anarchist areas without triggering war.
ERISS wrote:[These Red-Ana alliances were not so welcome for the 2, for Ana knew they would be in danger in Red army (many were machinegunned by tcheka before the official cancelling of each treaty), and Red didn't want Ana propaganda in their ranks (many red soldiers, even regiments, throve to join ana ranks). ]
le Anders wrote:Deserters are shot, that's the normal procedure.
le Anders wrote: anarchists 're only good for cannon fodder and raids anyway.
As I said, connon-fodder.ERISS wrote:always volountary to scout or launch firstly the attacks.
In RCW, common red soldier was the cannon fodder.
Where big Red army was marking time, anarchists were sent succesfully; without so much losses, so cheka had to murder them.
lodilefty wrote:What specifically can we set for ongoing costs?
A starting proposal, so everyone is compaining about the same thing:
4 times per year: -1NM, -50 Money, -5 EP, -50 VP
lodilefty wrote:A starting proposal, so everyone is compaining about the same thing:
4 times per year: -1NM, -50 Money, -5 EP, -50 VP
le Anders wrote:Anarchists can't run a complex society without some form of central government.
Not only politics, history too. As anarchists are competitors for bolsheviks, letting anarchists show their truth in the bolshevik ranks should cost much for the bolsheviks (i.e. VictoryPoints and/or EP, and even Conscripts!).So not really that different, thus no need for excessive cost. Anyone wanting to change the current setup is just politicizing.
The current 1NM per turn is fine, as long as the Anarchists are actively brought into the alliance, and not as a result of White terror.
le Anders wrote:The Anarchists do feed themselves in the Ukraine, after all, so no need for money or EP to keep them going.
DarkGarry wrote:Whites need only 25% to use railroads, they don't need MC for other reasons. Currently there is anarchists region on the reail line Taganrog - Donbas - Kiev. This way anarchists existence brings minor inconvinience preventing fast train movement. If whites capture 25% of MC along this line they may forget about anarchists existence at all.
DarkGarry wrote:Single armoured train would capture more than 25% MC in one region in ONE turn. You just give it a repetitive order to move into region and out of region. The last move order should be out of region.
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