Tortuga you're awesome for bringing these games to my attention. Gearcity was the last hidden gem you gave me I have a feeling this one might scratch that same itch.
GearCity UI was not great either, but so much better than this. At least GearCity did not go out of its way to add unnecessary clicks and loading screens to the core gameplay loop...
Im glad u know about fixing the res triangles. Most people dont know that who play this game on TH-cam. Also if u build alot of tanks early then u can sell more at a higher price and ship them out early thrn they need for even more money
We had a few fires that caused me to alter course in this opening. But the ideal (and we'll get there eventually in this series!) is to have a full 30 tanks ready to go as soon as the contract hits :)
You should design a hard power tank too. For this contract which is for a vanguard tank hard power, protection and repairability had times 4 factor and 1 for soft power. Which was the reason your tank why your tank perform poorly. You can see the multipliers by hovering over success score. Lastly keep up the good work bro we love to watch your videos 👍
Thanks for pointing out the point factors for the contract score. I'm blind and did not see these, but yes I'm very interested to know it. Regarding have another tank, I think thing that's a bit silly is that the cost and the delivery date totally overcome the actual tank design score. And this isn't sensible -- especially the date -- at least to the degree it currently impacts things.
You should always have 30 of your current tank in stock so you can deliver ASAP. If you would have started the game and just made 30 basic tank with 2x6 pounders you would have made a lot more money I predict.
@@CraigyB34r Hi Craig, yes I was intending to do that. Recall, we had a couple fires. Actually, I still could have made 30 tanks for the contract if I had calculated the difference between 300 workers and no bonus, versus 350 works and the +30% bonus. But I felt getting the series going was more important than stopping for the maths.
'Blessing in disguise' is the phrase you wanted. You had like another MONTH to meet the contract SUBMISSION deadline--maybe wait longer before even submitting it? So then you would know more your actual limits. Or can the government say nah, we awarded it early to the competitor? Yeah, fires are way out of hand; trying to think what they would even work with that would be flammable? Paints are probably the worst? They might have an ammo storage depot, but they are NOT making ammo; they are NOT pouring their steel, just cutting and welding it? (From the other series where you had a 25 person accident.) So yeah, I can see lots of individual accidents in forming the steel where a worker gets his hand mashed (they didn't have all those fancy safety interlocks back then ;-p) ; and individual workers getting caught in a part of the assembly line, etc. And I DID see another vid where he was reading crew reviews of using his tank in action, so that probably still exists somewhere--just have to find it.
Blessing in disguise, thanks! It was painful when it wouldn't come to mind. My tank will fight in a future episode, and it gets reputation. I did not see a crew review though, that sounds fun! I need to find that.
@@TortugaPower Heh--figured out the fires! Smoking was VERY prevalent back in those days--pipes, cigars and cigarettes were almost required for well-placed men. And that's who your engineers ARE. AND, they are very over-worked and thus sleepy--so they are falling asleep on the job at their desks, and their smoke of choice is lighting papers on fire! (Which is why they start in the design building, of all places)
14:18 - I and several other people brought this up on the forums, and the Devs were adamant that real contracts do actually work this way. They said you don't get paid a dime until the last tank arrives, and that you get a massive fine for each tank that's late. I don't think the US works this way, but I don't know anyone in the military contracting industry, and they aren't American devs, so maybe it works that way in their country. I have no idea. At any rate, they believe it is very accurate, and didn't seem at all interested in changing it.
I reckon they should add a workforce morale level that gets drastically impacted by mass layoffs which in turn causes a decrease in efficiency! *#WorkersOfTheWorldUnite* 😃
I agree, at least that the current mechanic is silly. Another way they could do it is you pay workers at least one week (or X days) severance. In the meantime, please forgive me while I abuse this.
OR, for Engineers, they have individual Experience. I mean, how many engineers were around to design even cars then? You fire them and you are going to then have to hire newbs making things badly. Line workers, sad to say, probably were just a commodity--Ford paying them $5 an hour was the US, not GB.
In the demo there was a limited pool of engineers per month that could be hired. If you fired 60 you might only be able to hire 40 new ones in the same month and then no more until the next month. Additionally it should take some time after hiring for the employees to arrive, maybe 2 weeks?
I've heard from another TH-camr that the tank battles will be returning eventually. It's just that apparently people on their forum or Discord said they wanted them to focus on getting the game to a playable state first before spending time on that.
Maybe they shouldn't have spent time on the test track feature. And I guess that's also creating problems for them to release new techs (1920+), since everything has to work on the tank...
@@TortugaPower i figure that will come when it comes, along with other playable nations. I would be lying though if i said i was not contemplating what kind of world-beating inter-war machine i could throw together with the benefit of hindsight, once those techs are implemented of course
Just wish this game wasn’t surprisingly absurdly laggy on my pc, idk how badly you’d have to optimise such relatively simple graphics to cause lag(even if my pc is old)
You don't have to cancel things, you can add workers and engineers to existing jobs when you hire them or we could in the DEMO not sure if they changed that in the Early Access, I so want to play :), I backed on Kickstarter but get EA on Tuesday it seems.
IMO the MK4 belt magazine is fine on a tank with one or maybe two MGs, but I think I would be inclined to switch back to the MK2 for a tank with four or five MGs. We're talking about a serious increase in labor at that point, for only 2 stat points per MG. I'll take a deep dive into the overall cost of the MG as a whole, rather than just looking at that one part, once I have the game myself. :)
Games Workshop wants its landraider chassis back .. oh wait, GW borrowed that design. Hahaha. I crack me up. *Just commenting for the goggle/youTube AI algorithm overlord.* Have fun and good luck
You have to click to see the ONE competitor offer value... Probably because displaying that one relevant number right away would clutter the contract screen too much! Better to hide that number behind a click. Clicks boost engagement! Why not make it consistent with the other game design and add a loading screen between that click and displaying the competitior offer value?
question, In future wouldn't it be easier in future instead of adding a whole word on the end, you just as a say... for example a letter at the end of the Mk, so Mk.1A or Mk.3C and so on?
Every streamer only selects either the low or the medium difficulty. Wish someone would try hard as right now the competitor tanks have a success score of 370~420. Since the player knows the strength of the competing tanks they win all contracts they take on.
On the hardest, do you not know the competitor score? (But, can you assume it's the same?) There must be some info on competitors, as this is critical in real life as well.
@@TortugaPower Who knows if we would know the score? No streamer has ever tried. At least 2 streamers have said its too easy to win contracts and they even said that the competing tanks scores should be hidden but with an image still available. Wanna give it a go?
@@spleenslitta7595 Yeah I can start a test game and see. But I don't think the score should be totally hidden. In the real world, you do have some sense about your competition. To model this, it'd have to be its own game mechanics (akin to espionage). But many contracts IRL are won/loss on insider knowledge of the competition.
@@TortugaPower Indeed. Espionage was something i also had in mind...maybe it could be an administration building? If we do not have insight that would just lead to more players being tempted to save scum to maximise profits. Thanks for the effort.
I wouldn't say July of 1914 was way before the first tanks, the first tank designs were of Little Willie and was designed in July of 1915 and in September of 1915 it was produced and unveiled, granted this tank was hot garbage for any sort of real use
@@TortugaPower That two month timeline slightly concerns me, but I'll watch this series closely and hope it's good! Looking forward to seeing what the mid and late game is like.
Still so many unnecessary clicks and loading screens. Want to compare two items? Games decades ago: Click on one item and hover over the other... This game in 2024: Alternate click on the items a bunch of times to hopefully notice changes in numbers...
Yeah, the UX in this game is fascinating to take a step back and consider. I'm learning to navigate around loading screens, but that's not something the user should need to do.
2 days till early access release on steam... I'm getting sick of watching these videos and just playing a very outdated demo that they removed from the steam page ;
Tortuga's luck is close to nonexistent on a good day.
Funny quote "if I didn't have bad luck I'd have no luck at all"
@@TortugaPower Put the Renault FT Turret on the Whippet Hornet LK I Tanks
@@TortugaPower use combo turrets for Mark Tanks a Machine Gun and Cannon
@@TortugaPower Fun Fact Renault is still in Business
The Twin Engine provides large stat increases to the rhomboid hull as well, not just the Whippet. That's a change from the demo.
I explore this more in Ep 3 (or 4?), and yes this was surprising for me -- as you'll see!
Tortuga you're awesome for bringing these games to my attention. Gearcity was the last hidden gem you gave me I have a feeling this one might scratch that same itch.
I would agree, these will scratch a similar itch. This is much less hardcore, for better and worse.
GearCity UI was not great either, but so much better than this.
At least GearCity did not go out of its way to add unnecessary clicks and loading screens to the core gameplay loop...
Im glad u know about fixing the res triangles. Most people dont know that who play this game on TH-cam. Also if u build alot of tanks early then u can sell more at a higher price and ship them out early thrn they need for even more money
We had a few fires that caused me to alter course in this opening. But the ideal (and we'll get there eventually in this series!) is to have a full 30 tanks ready to go as soon as the contract hits :)
You should design a hard power tank too. For this contract which is for a vanguard tank hard power, protection and repairability had times 4 factor and 1 for soft power. Which was the reason your tank why your tank perform poorly. You can see the multipliers by hovering over success score. Lastly keep up the good work bro we love to watch your videos 👍
Thanks for pointing out the point factors for the contract score. I'm blind and did not see these, but yes I'm very interested to know it.
Regarding have another tank, I think thing that's a bit silly is that the cost and the delivery date totally overcome the actual tank design score. And this isn't sensible -- especially the date -- at least to the degree it currently impacts things.
You should always have 30 of your current tank in stock so you can deliver ASAP. If you would have started the game and just made 30 basic tank with 2x6 pounders you would have made a lot more money I predict.
@@CraigyB34r Hi Craig, yes I was intending to do that. Recall, we had a couple fires. Actually, I still could have made 30 tanks for the contract if I had calculated the difference between 300 workers and no bonus, versus 350 works and the +30% bonus. But I felt getting the series going was more important than stopping for the maths.
Can't wait for the game to come out even if it is just a few days away
This is really cool… nice vid… looking forward to the series
'Blessing in disguise' is the phrase you wanted.
You had like another MONTH to meet the contract SUBMISSION deadline--maybe wait longer before even submitting it? So then you would know more your actual limits. Or can the government say nah, we awarded it early to the competitor?
Yeah, fires are way out of hand; trying to think what they would even work with that would be flammable? Paints are probably the worst? They might have an ammo storage depot, but they are NOT making ammo; they are NOT pouring their steel, just cutting and welding it? (From the other series where you had a 25 person accident.)
So yeah, I can see lots of individual accidents in forming the steel where a worker gets his hand mashed (they didn't have all those fancy safety interlocks back then ;-p) ; and individual workers getting caught in a part of the assembly line, etc.
And I DID see another vid where he was reading crew reviews of using his tank in action, so that probably still exists somewhere--just have to find it.
Blessing in disguise, thanks! It was painful when it wouldn't come to mind.
My tank will fight in a future episode, and it gets reputation. I did not see a crew review though, that sounds fun! I need to find that.
@@TortugaPower Heh--figured out the fires!
Smoking was VERY prevalent back in those days--pipes, cigars and cigarettes were almost required for well-placed men. And that's who your engineers ARE.
AND, they are very over-worked and thus sleepy--so they are falling asleep on the job at their desks, and their smoke of choice is lighting papers on fire! (Which is why they start in the design building, of all places)
14:18 - I and several other people brought this up on the forums, and the Devs were adamant that real contracts do actually work this way. They said you don't get paid a dime until the last tank arrives, and that you get a massive fine for each tank that's late. I don't think the US works this way, but I don't know anyone in the military contracting industry, and they aren't American devs, so maybe it works that way in their country. I have no idea. At any rate, they believe it is very accurate, and didn't seem at all interested in changing it.
Yeah, weird that they think that way. I'd love to see what examples they cite. I could cite innumerable examples. albeit the ones I know are all U.S.
I love long series i love you videos Thanks for making this video tortuga💯👍
I reckon they should add a workforce morale level that gets drastically impacted by mass layoffs which in turn causes a decrease in efficiency!
*#WorkersOfTheWorldUnite* 😃
I agree, at least that the current mechanic is silly. Another way they could do it is you pay workers at least one week (or X days) severance. In the meantime, please forgive me while I abuse this.
OR, for Engineers, they have individual Experience. I mean, how many engineers were around to design even cars then? You fire them and you are going to then have to hire newbs making things badly.
Line workers, sad to say, probably were just a commodity--Ford paying them $5 an hour was the US, not GB.
In the demo there was a limited pool of engineers per month that could be hired. If you fired 60 you might only be able to hire 40 new ones in the same month and then no more until the next month.
Additionally it should take some time after hiring for the employees to arrive, maybe 2 weeks?
I've heard from another TH-camr that the tank battles will be returning eventually. It's just that apparently people on their forum or Discord said they wanted them to focus on getting the game to a playable state first before spending time on that.
Maybe they shouldn't have spent time on the test track feature. And I guess that's also creating problems for them to release new techs (1920+), since everything has to work on the tank...
@@TortugaPower Maybe, but they had a lot of people interested in the test track feature, so I guess that's how it goes...
it is the inter-war period being implemented that I am most excited for because the 1918-1939 period tech development was nuts
Apparently our tech only goes to 1920 presently. Maybe we need to pressure the dev team to get the next techs out :)
@@TortugaPower i figure that will come when it comes, along with other playable nations. I would be lying though if i said i was not contemplating what kind of world-beating inter-war machine i could throw together with the benefit of hindsight, once those techs are implemented of course
looking forward to the full series
I am looking forward to watching a proper run of this game! Debating whether or not to get it myself.
You can check the competition’s offers underneath the tank silhouette on the left hand side
Thanks, I'll look for this (after my batch of already recorded stuff goes out)
looking forward to this game coming out
I don’t think I like all the changes since the demo, but it’s definitely still an interesting game.
Exactly my thoughts
Just wish this game wasn’t surprisingly absurdly laggy on my pc, idk how badly you’d have to optimise such relatively simple graphics to cause lag(even if my pc is old)
That's unfortunate. Main thing for me is load screens.
@@TortugaPower yeah I also got laggy load screens but I don’t really mind that since I can just do other stuff while things are loading
You don't have to cancel things, you can add workers and engineers to existing jobs when you hire them or we could in the DEMO not sure if they changed that in the Early Access, I so want to play :), I backed on Kickstarter but get EA on Tuesday it seems.
Thanks John, let me see if it's still in the case.
@@TortugaPowerIt was still there in the closed Beta. I'd be shocked if they removed it in the Early Access release.
@@IkLms11Yep, it totally works! (More in Ep 3)
Burning down the house is the theme song for this series.
"Tortuga started the fire! It was always burning since the world's been turning"
@@TortugaPower lol that was my other song choice.
IMO the MK4 belt magazine is fine on a tank with one or maybe two MGs, but I think I would be inclined to switch back to the MK2 for a tank with four or five MGs. We're talking about a serious increase in labor at that point, for only 2 stat points per MG. I'll take a deep dive into the overall cost of the MG as a whole, rather than just looking at that one part, once I have the game myself. :)
If u go to settings. U can take off all world event news and only get contracts news if thr pop ups are to much
Yeah, I'm tweaking this throughout this series. Unchecked more of them in Ep 3 or 4.
Tortuga you had forgotten to add the mk 4 belt to the HOTCHKISS
Games Workshop wants its landraider chassis back .. oh wait, GW borrowed that design. Hahaha. I crack me up.
*Just commenting for the goggle/youTube AI algorithm overlord.*
Have fun and good luck
Thank you! You know a 40K mod for this would be fantastic!!
Indeed @@TortugaPower
You have to click to see the ONE competitor offer value...
Probably because displaying that one relevant number right away would clutter the contract screen too much!
Better to hide that number behind a click. Clicks boost engagement!
Why not make it consistent with the other game design and add a loading screen between that click and displaying the competitior offer value?
Too funny :)
question, In future wouldn't it be easier in future instead of adding a whole word on the end, you just as a say... for example a letter at the end of the Mk, so Mk.1A or Mk.3C and so on?
Definitely! The word salad of Mk1 Mk1 Rev1 is intentionally ridiculous, for my own humor :)
Do you know how far you can play in the EA?
Every streamer only selects either the low or the medium difficulty. Wish someone would try hard as right now the competitor tanks have a success score of 370~420.
Since the player knows the strength of the competing tanks they win all contracts they take on.
On the hardest, do you not know the competitor score? (But, can you assume it's the same?)
There must be some info on competitors, as this is critical in real life as well.
@@TortugaPower Who knows if we would know the score? No streamer has ever tried.
At least 2 streamers have said its too easy to win contracts and they even said that the competing tanks scores should be hidden but with an image still available.
Wanna give it a go?
@@spleenslitta7595 Yeah I can start a test game and see. But I don't think the score should be totally hidden. In the real world, you do have some sense about your competition. To model this, it'd have to be its own game mechanics (akin to espionage). But many contracts IRL are won/loss on insider knowledge of the competition.
@@TortugaPower Indeed. Espionage was something i also had in mind...maybe it could be an administration building?
If we do not have insight that would just lead to more players being tempted to save scum to maximise profits.
Thanks for the effort.
Again, why not "Mark IA, Mark IB, Mark IC", etc.?
Lerked and serbscrerbed.
A true brit would call their tanks the Medium No 1, Mk II** (double star). ;)
I wouldn't say July of 1914 was way before the first tanks, the first tank designs were of Little Willie and was designed in July of 1915 and in September of 1915 it was produced and unveiled, granted this tank was hot garbage for any sort of real use
Is the game only going to release with britain in 2 days?
Yes, I'm playing the EA release version.
👌
You're Tortuga!
For visibility.
Thanks!!
They dropped this into Early Access quickly, but let's see!
It took two years to go from demo to alpha, but about two months to go alpha->beta->release.
@@TortugaPower That two month timeline slightly concerns me, but I'll watch this series closely and hope it's good! Looking forward to seeing what the mid and late game is like.
Next vid pls
Still so many unnecessary clicks and loading screens.
Want to compare two items?
Games decades ago: Click on one item and hover over the other...
This game in 2024: Alternate click on the items a bunch of times to hopefully notice changes in numbers...
Yeah, the UX in this game is fascinating to take a step back and consider. I'm learning to navigate around loading screens, but that's not something the user should need to do.
2 days till early access release on steam... I'm getting sick of watching these videos and just playing a very outdated demo that they removed from the steam page ;
Nearly there!