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Докладване на проблем с превода
Glad this one is helpful for you.
Looking darn good to me, come on sometime in 2024
It surprise me that nobody has made such an interesting mix of genres.
I wish all the best for the launch
You build only one city. The map is large so you'll have plenty of room for it, but it is only one. Regions that you take over can be upgraded to exploit resources and if the region is connected to your homebase then you'll be getting those resources.
Naturally that transport chain is a perfect target for the AI to disrupt.
While I'm at it, I'll take the opportunity to address the why only one city. We absolutely considered each region being a new city, but decided against it for several reasons:
In regards to the AI opponents/allies, yes, they will expand and try to take over resources on the global map, if for no other reason then to prevent anyone else from taking them. Naturally, the specific behavior will depend on the faction, its aggression, expansionist tendencies etc..
I hope this clarifies things. And as always, if you have any more questions, please let us know. We'll be happy to answer :).
I'll give you the example: you prepare a spectacular land army that consists of a lot of tanks, well armed and supplied but led by unexperienced general with added traits in naval warfare. That army invades mountainous area with massive defensive bonus where tanks receive a huge handicap. This battle would most likely be lost by fancy attacking tank army. On the other hand, if you join a powerful artillery and build airfield nearby to station auxiliary air army, and you place experienced tank general in command... then tables turn and you will have much more chances. Combinations such as that are the essence of strategy combat in Kaiserpunk. Not stacking a huge number of battalions and just rushing ahead. That tactics can work depending on what is on the defending side, but it can also inflict huge losses and make your army ineffective. Remember, units gather experience and a lot of time is needed to assemble each unit with manpower, weapons, logistics... Losing batallions without palpable gains is not very advisable...
One more important thing - it is completely possible that attack you conduct can end in a draw, meaning each side inflicts casualties to the other side, but neither gets the upper hand and doesn't destroy the opponent in totality. In that case, everyone gets casualties and damage, and both return to starting positions. After cooldowns and potential changes in strategy, they can fight again. Remember positional trench fights in WW1, with high attrition rate ? Situations like that are possible, and it will be up to players to devise a strategy to break the stalemate