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Nothing - 2 HQs just give way more supplies. What level were you playing on?
Sorry to hear about your frustration and hopefully I can help to address some of this and your other concerns.
Generally speaking the game has come a long way since the original version, and as you can tell especially so with the AI as it has been continually refined and improved.
What I can say is that we've purposefully designed the AI to not cheat, e.g. fog of war rules, combat results, research progression, unit upgrade/operate/reinforcement costs etc., are all the same for the AI as it is for a human player.
The only "cheats" the AI has are those that are provided as options within the OPTIONS screen, e.g. extra spotting range, extra MPPs, extra experience, and these are all known to players and selected and adjusted by the player at any time during an AI game.
The AI can and will receive some bonus units, implemented and designed for optimal game play, which can be disabled at anytime from the OPTIONS->ADVANCED->SCRIPTS screen under the UNIT script list.
Beyond that we did really try and have the AI play as well as it can, and this includes having the navy patrol follow sweeping paths that are likely to contain enemy unit positions and actions, e.g. along convoy routes, key coastal areas and so on.
The AI will try and be aggressive in combat as well but again follows the same rules as a human player.
If I can add, the key to success in playing against the AI is a good use of your HQs and understanding supply as both are critical.
For example, sounds like you encircled some Axis units in one game but they will not suffer attrition losses unless the following is satisfied:
-- if there is a unit at supply <= 1 adjacent to two enemy units with supply >= 5 then friendly unit losses (attrition) may occur including unit surrender if it reaches strength = 0
-- Supply 1 = 20% chance of a strength loss per adjacent enemy unit with a supply of 5+ (as long as there are at least 2 adjacent enemy units)
-- Supply 0 = 50% chance of a strength loss per adjacent enemy unit with a supply of 5+ (as long as there are at least 2 adjacent enemy units)
-- Supply 0 = 100% chance of a strength loss (new additional rule for any unit at 0 supply)
Beyond this, there is a great thread that you may find helpful as well with various tips and tricks:
https://steamcommunity.com/app/957720/discussions/0/3428846977641916792/
Hope this helps,
Hubert
There are some things I can't figure out why they happen and it's going to drive me from playing the game much more. I have over 160 hours of play time and that seems excessive and either I'm a numb skull or something is amiss.
Other examples I see Japanese aircraft carriers who are like 6-8 hexes out target my ships which should be hidden as they are not adjacent to anything and moved on my last turn. I lost most of my american fleet because it appeared as I was watching the AI turn that they just drove up to my ships with no 'enemy contact' and blasted them with air then battleships, it looked as if all my fleet was visible. Whenever I drive a fleet forward and it runs into a ship I'm usually on the losing end of that. How does the ♥♥♥ air find my subs which have move away from contact and then target them from 7-8 hexes out blindly?
Again in review, DAK seems unstoppable and I should not have to have 2 HQ's there to keep DAK from steam rolling me. Rommel is a single HQ and manages just fine even with the Malta supply issue. I've built forts, sent tons of air down, and a lot of the time I can't rebuilt units that are on the coastal road and 3-4 hexes away from the HQ which is also on the coastal road in north Africa. Then there are the dust storms that bury my air units but leave the axis air unfettered. It seems whenever I need them the most I can't use them due to weather and even adjacent to 10 strength 5-6 rated HQ's they can't rebuild. It's not like I'm sitting south of the Quattar Depression, I'm as close to the coast and as close as you can stack to an HQ. But again the space issues mean no retreat paths so the units disintegrate behind forts with defensive arty.. because the German tanks hit and do usually 1/2 damage on the first hit and after a arty battery your near full strength brit dug in infantry is wipe out and the German armor rolls into your fort hex or the infantry does and now you're in worse shape.
The other most irritant part of the game is the mechanic of using the switch out of corps and armies to wear down a enemy unit. This isn't how ww2 armies operated where one attacks in a 2 week period and then completely pulls out and is replaced by a whole new army or corps and they in turn to the same.
There is also the scale issue and space. You can't get combined arms when France is for example like 3-4 hexes wide above the Maginot. There needs to be more freedom of movement and this seems a common problem with the game. China comes to mind where your 2-3 stacked deep and no where to go.
Back to the Stalingrad pocket I formed... the Germans were west of the Don out in the open areas with no HQ and they sat for nearly 4-5 turns while I was pounding them down before they started to fall apart. Only 1 of the 8-10 units actually surrendered, and there was no attrition rolls on any of the units.
How does the AI see my ground units like 4-5 hexes behind the front and air pound them until they die? Is the first strike a blind shot that reveals then the 4-5 follow up strikes just hit and kill a corps or army completely? Really?
My air can barely kill a unit that is maybe at a 3-4 strength and the AI air has smart bombs or something because they just melt my China rear units away... it's really annoying to watch because I can't do the same things the AI pulls off. My air can see units 3 hexes behind the line and I wouldn't waste an air mission trying try find a weak German/♥♥♥ unit deep in the rear and send 3-4 waves of strikes which would always take damage and do nothing. I have often watched my air (either side) come in with escorts and get hit by interceptors, and lose more points than the interceptor and then do nothing to the ground unit and it in turn does damage again. I'm always on the losing end of an exchange like that vs the AI. It's really bogus.
One more thing. I know I'm not a terrible player. I've been able to take Poland in 2 turns relatively easy as the German and hold onto Poland sometimes for 3-4 turns as the allied. I've held France into early-mid November as well, and I can take France by Aug/Sept usually. I should not have to invade on a clear turn in February (per some of the comments I've read here) in order to wipe France out on a historical schedule. If one invades in May, it is impossible to sack Paris in 2 turns which the battle of France was pretty much over by then.
As the Germans I can get to El-Alamain and usually get stopped. I've tried swinging around the depression but that ruined my army even though I was adjacent to Cairo. As the allies I've been unable to stop DAK...
Even with all the delays in Poland and France, the Balkans come aboard on schedule and usually it doesn't matter that France held on till November, Yugo falls, Romania, Bulgaria and Hungary join just in time to kick off Barbarossa by May/June on schedule. It doesn't seem setbacks push the time tables back at all, the AI German manages to get all his army to the east and back at full strength. Can you explain that given that Germans took Paris by 14 June. They went into Barbarossa on June 22nd the next year and were delayed from an earlier launch due to Yugo and supply and tank refits etc etc. Yet in this game, Germans beat France in Oct/Nov and still are ready for Barbarossa by May/June? How is that possible?
For spotting at sea here is a recent thread that discusses this:
https://steamcommunity.com/app/957720/discussions/0/2567564692471750824/
Essentially the AI follows the same rules as a human player and this includes any spotted units due to Spying and Intelligence technology. Likely in your case one of your naval units was spotted on the AI turn due to Spying and Intelligence, and the AI then was in range and decided to target it. Each pass with an air unit during such an attack may reveal adjacent ships, e.g. from the combat and spotting sequence that occurs with all air attacks, and the the adjacent ships were subsequently attacked. Long story short, if the AI can see your ships then it can attack without being penalized by a surprise encounter.
For North Africa I would highly recommend reviewing supply (in the user Manual) and how the supply formulas affect not only your combat effectiveness as well as how well you will be able to reinforce a unit, e.g. if your HQ is only distributing let's say 5 supply and your friendly units are 3-4 hexes away, they may not be receiving enough supply to properly reinforce. Bringing a second HQ is not a necessity, but it does help with supply HQ boosting and linking. This is also covered in the Manual. Using the 'S' key to review on map supply current, and projected will help as well.
The AI in this case is programmed to maximize its efficiency in relation to combat and supply and likely doing this to effect in North Africa as you've seen on your end. Check against its readiness and morale, supply levels etc., versus your own units and see if it is indeed managing this better or not as these are all critical to the combat formulas and eventual results. Research levels and applied research to its units, versus the levels you've achieved will also have an impact, e.g. if it has higher research levels applied, it will likely do better in any combat exchange.
For unit swapping, as the game does not use stacking, this was a long time request that has been included going back to Strategic Command 2. It helps to address the lack of stacking for those that had concerns with that, as well as you've noted in your next concern the limited space for maneuver in some parts of the map. There is always some give and take with any design but so far most players seem to appreciate the implementation and the feedback has generally been positive over the years. Granted not every design decision is lauded, as in your case, but again there is always give and take. That being said, swapping is not without cost and does lower unit morale which in turn lowers combat effectiveness, so it is advised to be used accordingly and when needed etc.
For the German pocket of units, not sure what to say here, the rules are the rules and will apply to both sides equally, but as there is some randomness sometimes you'll get less hits in some games, and more in others. The supply levels are critical to the rules as well and if it ever happens again I'd have to see a saved turn to ensure that there is not a misunderstanding or that there is indeed a bug in need of correction. Feel free to send me a turn at any time to support@furysoftware.com.
For weather, the general rule is that it always favors your opponent, whether it is against the AI or another human in multiplayer ;) All kidding aside, for weather, I can honestly assure you the effects are completely random within the parameters set for each zone, e.g. handling of the different seasons. Essentially it will cut both ways.
If there are any concerns with AI combat results, save the turn before you hit end turn every once in a while so you will have a save prior to the AI playing its turn, reload the saved turn after the AI has done something of concern, and then switch sides to test and try and replicate what the AI has done on its play of the turn to see if anything is truly amiss, e.g. see if it is indeed related to the key factors of unit experience, morale, readiness, supply, research levels and so on. There will be a +/- 1 random factor added to each combat result but either way it should give you a pretty good idea.
For German preparation for Barbarossa, the Axis AI does receive a little bump of bonus units to help it prepare and launch a proper offensive. Perhaps this is what you've noticed as having helped the AI a little bit, but otherwise even if it finishes off France in late October/November, it would still give the AI 6-8 turns to get their units into position for Barbarossa in May/June of 1941, operating them, upgrading them, reinforcing them etc. which is not an unreasonable timetable.
But if the bonus units are of concern, these can always be turned off via the OPTIONS->ADVANCED->SCRIPTS screen under the UNIT script list. Navigate to the end and you'll see the appropriately listed AI bonus units and even those for Barbarossa.
Hope this helps,
Hubert
Sorry to hear that the game wasn't for you and thanks for your feedback.
Sincerely,
Hubert
Everyone's mileage may vary but compared to GG games this one is quite user friendly.
Also you never answered my question about what level you were on. I suggested you play on Green and if you have played any GG games and could play on Green then there is something wrong.
I'd suggest you watch a few YouTube play throughs as you're doing something way wrong to get the results you're describing.
I'm not sure this will help Revennant. I have similar issues. I play on green -20% MMP and the AI slaughters me. This game is as frustrating as it is addictive. There's no getting away from the fact that this game is very hard.
Read a few forum posts here and on Matrix Forums and watch a You Tube.
Here's one:
https://www.youtube.com/watch?v=xRdjDREun6Y&list=PLTGFcT0l8dvAi_PU4CRh2gMpgDwgn1Neo
How in Gods name the brits manage to get the HUGE ammount of troops they had in england? is beyond me. And to make matters worse, for some reason they seemed nearly undestructible. I would hit a brit corps with 2 or 3 air attacks, followed by 3 or 4 land attacks by Armies, and they wouldnt be destroyed. They would only suffer damage, the AI would reinforce them next turn, and it was as if nothing ever happened. I could spend 10 turns attacking the same unit over and over again with everything i got, to no avail.
Not saying the game is broken or the AI cheats. Maybe i just never got a hold of how things work in these games. But regardless of the cause, the result was the same. Frustration.
Another thing i disliked about the game, was that that apparently every event is scripted / hard coded to happen and there is nothing you can do about it. E.g. I (as Germany) cannot avoid going to war with Russia. There is no way that i can keep the US out of the war, etc.
Thats the reason i dint buy this game immediatelly. Seeing as it is very similar to War in Europe, i wanted to see if it had the same issues (listed above) as war in Europe, and it seems it does.
:(
What year were you invading the UK? Did you bring an HQ with you? What was your supply?
Invading the UK should be hard. Maybe turn down difficulty to Green.