Guide: Development and efficiency in Conquest ARM
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Introduction
ARM gives players the opportunity to build several types of their own tactics and approaches:
- Technology development:
- The distribution of troops in limited echelons
- The distribution of priorities between the “rapid study of next year's technology” or the emphasis on the study of technology of the current period
- Orientation on the battlefield, effective useless the landscape
- Reaction speed and competent management of the army
etc.
Technology Tree and Economy
Research tree in the original GOH is very poorly implemented, which is why most players quickly make their way to the top technology to get an undeniable advantage over the bot. Moreover, there is no balance in principle and the player does not use 80% of the units.
The player opens the first year of development. The year of the nation's participation in the game. Some years are missing, for example 1940 in the USSR, while the study of 1941 from 1939 is ⅓ more expensive. The tree consists of 3-5 lines, which includes units and infantry of this period. The top units of the year costs in RP, CP and MP several times more expensive than less efficient units. If this top-end equipment has modifications in later years, it loses RP, CP and MP in value several times due to the dynamic loss of efficiency due to the appearance of new top-end unit. (For example, Pz.The IV D is the best tank of its time in Germany, as is the Pz.IV F-2, but such modifications as Pz.IV G, Pz.IV H are no longer as effective next to Panthers and Tigers, and especially Pz.The IV J looks terrible near Tiger II.)
The player has a choice - to go into the technology of the current year and give an effective rebuff to the enemy, or spend all RP on the transition to the next year. The second option is risky, because the enemy gains 1 technology point every 5 battles. Gaining an advantage is not limited only to equipment and infantry. You can learn a new echelon, spend RP on AI infantry in defense, call support, or spend RP points on a “Colonel”, which will make it possible to reduce the echelon limit by X CP points.
As I wrote earlier - every 5 battles, the enemy gains 1 technology point. In total, I have configured and distributed 13 levels of technology between all units in the game. Starting from the 35th battle (technology level 10) the rate of obtaining level 11, 12, 13 is reduced by half, that is, level 11 = 45 battles, level 12 = 55 battles, level 13 = 65 battles. This is due to the sharp technological breakthrough of the nations of 1943-1945 in military technology.
Map Operations and Economics
Each point on the map brings its own kind of resources, or mixed resources, but in a smaller number. If you have problems with calling air support, you need to capture airfields. If you have problems with MP or AP - you need to sturm “factories" and so on.There is also a mission (operation) difficulty level on the map. There are 3 of them in total. Each difficulty level increases the enemy's army, the veteran status of enemy units and gives a corresponding bonus to the reward in case of victory.
There is also a mission (operation) difficulty level on the map. There are 3 of them in total. Each difficulty level increases the enemy's army, the veteran status of enemy units and gives a corresponding bonus to the reward in case of victory.
P.S.
I understand that most players enter the conquest mode to rest, but I will not let you rest and arrange an easy shooting from the game. If you complain about the size of the bot's army, it means that you cannot cope with this army and you should reconsider your tactics. I spent about >70 battles in each company for the USSR and Germany, and I make adjustments to the balance almost daily. No one promised that it would be easy. If you want a simple game, there is a vanilla version of the game and cheat mods.
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