• Aggression 1914 (hand over)

    6
    2 Votes
    6 Posts
    2k Views
    SchulzS
    I'd be happy if someone could upload it on GitHub.
  • Warlords that old series from the 90s, worth a map?

    3
    3 Votes
    3 Posts
    1k Views
    Z
    Based on only modest interest and Cernel's wise words of caution, I think I'll just make a small map to showcase some gameplay options with some of the flavor of the ol' warlords. It'll be awhile before it's made; gotta peruse what art assets we have available, ponder some gameplay choices, figure out what to use for the map, and all the other work.
  • WW2 - Revised Map

    8
    1
    4 Votes
    8 Posts
    4k Views
    MirkoBrunerM
    @schulz The Black border around the flags would make the roundels too strong on the crayon colours I have adopted for this map.
  • Camp David maps

    3
    0 Votes
    3 Posts
    1k Views
    M
    Actually I am enjoying the maps PvP, although I may not replay them a lot after. I do not have modding capabilities, so it would be wonderful if anyone can spare the time to check if the Tech, and other game features, are operating as intended, as well as perhaps to tweak balance if suitable.
  • Looking for Someone to modify G40 BM3 to incorporate house rules

    4
    0 Votes
    4 Posts
    850 Views
    RogerCooperR
    @dannyduck716 Duckworth�s House Rules � A&A Global �40 New Units: Marines: Cost = 5 Amphibious Attack = 2 Can be transported on Cruisers and Battleships Otherwise act the same as Infantry Cruiser: Cost = 10 Battleship: Cost = 16 Tactical Bomber: Cost = 10 Combined Arms Additions: 1:1 Cruiser combined with Battleship, Cruiser stats to: Attack: 4 Defense: 4 New units are no problem Factions: The United Kingdom no longer has a split income. UK Europe and UK Pacific are now tracked as a single country. Easy enough to do Research And Development: Research and development is done in phases for each nation. Each nation may choose the number of technologies to research equivalent to their number of MAJOR Factories on the world map. This means at the start of the game, the following nations may advance research: Germany: 2 Techs Russia: 1 Tech Japan: 1 Tech USA: 0 Techs China: 0 Techs (China will never research) UK: 2 Techs Italy: 1 Tech ANZAC: 0 Techs France: 1 Tech (Assuming they maintain control of their Major Factory) Researching Technology is free. All Techs require three phases to complete. At the beginning of the Research and Development phase, a nation which Techs it plans to advance in phase. Techs can only advance one phase per turn and a player may not elect to roll more than one factory per Tech. The player will than roll 2D6 to see if they are successful in advancing the Tech. A roll of 7 or HIGHER will advance the Tech to the next phase. A roll of 12 will result in a BREAKTHROUGH and the Tech will automatically go into effect regardless of which phase it was in. Upon completion of the third phase of a Tech, the Tech will go into effect immediately. The available Technology options are: Advanced Artillery: Each of your artillery units can now provide greater support. One artillery unit can support up to 2 infantry and/or mechanized infantry units per attack. Up to 2 infantry and/or mechanized infantry when coupled with 1 artillery unit have attack values of 2. Rockets: Your airbases can now launch rockets. During the Strategic and Tactical Bombing Raids step of your Combat Phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does 1D6 damage to that facility. Rockets may not be fired over neutral territories. Wartime Economy: During the Collect Income Phase, roll 1D6 and collect that many additional IPCs. This additional income can only be applied if a nation is AT WAR. In addition, all Major Factories can now mobilize up to 12 units and Minor Factories can now mobilize up to 4 units per turn. Also, when repairing damaged structures (Factories, Air Bases, Naval Bases) the cost is reduced by half. In case of an odd number, round the cost up (ex. 3 damage would cost 2 IPCs to repair). Improved Mechanized Infantry: Each of your mechanized infantry units that is paired up with a tank or an artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank. Paratroopers: Up to 2 of your infantry units in each territory with an airbase can be moved to an enemy-controlled territory 3 or fewer spaces away that is being attacked by your land units from adjacent territories and/or by amphibious assault. When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA units, the paratrooper infantry units are subject to AAA fire in the same way as air units. Paratroopers may retreat as normal. Super Submarines: The attack value of your submarines is now 3 instead of 2 and movement is now 3 spaces instead of 2 (4 is launched from a Naval Base). Jet Fighters: The attack value of your fighters is now 4 instead of 3. In addition, during bombing raids your escorting or intercepting fighters now hit on a �1� or �2� instead of just a �1�. Improved Shipyards: Your naval units are now cheaper to build. The cost of ALL naval units including Marines is reduced by 1 IPC. Radar: Your fire, both from AAA units and facilities, now hits on a �1� or �2� instead of just a �1�. Long Range Aircraft: All of your air units� ranges are increased by 1. Heavy Bombers: Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a strategic bombing raid, roll two dice for each bomber and select the best result. Players made obtain additional research opportunities by constructing additional MAJOR Factories. The standard rules for placing Major Factories still applies. The phased tech rules can't be supported by TripleA Additional National Objectives: Germany: 2 IPCs if Romania, Yugoslavia, Albania, Bulgaria, Greece, and Crete are Axis Controlled 5 IPCs if there is at least one German land unit in either London or Egypt Russia: 3 IPCs if Russia is at war with European Axis, and there are no non-Russian Allied units in any originally Russian territory 3 IPCs for each originally held German, Italian or Pro-Axis Neutral territory that Russia controls in mainland Europe 2 IPCs for each of the following lend-lease lanes that is �open� (i.e. the specified Sea Zone has no enemy warships and the specified territory is Allied controlled) when Russia is at war with European Axis beyond round 2: (1) SZ 125, Archangel; (2) SZ 80, Persia; (3) SZ 5, Amur An additional 2 IPCs per each �open� lend-lease lane, when Russia is at war with European Axis, if Japan has also declared war on Russia Note: An Axis power may not move its units into originally Russian territory unless that Axis power is at war with Russia. Also, when not at war with Japan, Russia may not move its units into any non-Russian Allied territory in Asia, other than Syria, Trans-Jordan, Iraq, Persia, NorthWest Persia, and East Persia. The National Objective for Russia's first capture of Berlin has been removed. Japan: 5 IPCs if Axis controls Dutch New Guinea, New Guinea, New Britain and Solomon Islands 5 IPCs if Axis controls Midway, Wake Island, Guam 3 IPCs if Japan control Iwo Jima and Okinawa and is at war with the United States USA: 5 IPCs if USA is at war and Allies control Midway, Wake Island, Guam 5 IPCs if USA is at war and Allies control Marshall Islands, Caroline Islands, Paulau Island, Marianas 5 IPCs if Allies control at least 2 of: Normandy Bordeaux, Holland Belgium, Southern France, and the USA has at least one land unit in any one of these territories 5 IPCs if Allies control Morocco, Algeria, Tunisia and USA has at least one land unit in any of these territories China: 3 IPCs if Allies control Yunnan, Szechwan, Burma and India At the start of China�s turn, a Chinese Infantry is spawned in each non-coastal Chinese territory under Axis control that is not garrisoned by at least one Axis land unit. These units may not be moved until the next turn. UK: 3 IPCs if UK Europe controls all its original territories 3 IPCs if Allies control at least 2 of: Sicily, Sardinia, Greece, Southern Italy, and the Allies have at least one land unit in any of these territories 3 IPCS if there are no enemy submarines in the Atlantic, excluding SZ 112 and 125-127 3 IPCs if Malta, Crete, and Cyprus are Allied or Pro-Allied controlled FEC: 3 IPCs when at war with Japan if: British control West India and either Egypt or South Africa and there are no enemy submarines in the western half of the Indian Ocean (SZ 71-SZ 81) 3 IPCs when at war with Japan if Malaya and Kwantung are Allied controlled Italy: 3 IPCs if Malta, Cyprus, and Crete are Axis controlled ANZAC: 3 IPCs if ANZAC is at war with Japan and Dutch New Guinea, New Guinea, New Britain and Solomon Islands are controlled by the Allies 3 IPCs if ANZAC is at war with Japan and Solomon Islands, Gilbert Islands, Fiji, and Samoa are Allied controlled 3 IPCS if ANZAC is at war with Japan, controls all of its original territories and Malaya is Allied controlled All these national objectives can be supported Vichy France Rules: Game Conditions for Franco-German Armistice At the beginning of France's turn, if the following conditions are met, the Franco-German Armistice will occur: Axis has control of both France and Normandy Bordeaux; Axis has never controlled Southern France; and There are no non-French, Allied land units in Southern France. Game Consequences of Franco-German Armistice French Territorial Control: At the beginning of France's first turn in which Armistice conditions are met, all originally French territories not already under Axis control immediately change ownership to Pro-Axis Neutrals, except: (1) French Equatorial Africa; (2) New Hebrides; (2) any French territories containing non-French allied land units. Any non-French allied air units in Vichy-controlled territory are destroyed upon conversion of the territory to Vichy control. With the exception of Southern France (see discussion of "Zone Libere" below), Vichy French territory operates the same way as other Pro-Axis Neutral territory. An Axis player may capture Vichy French territory and commandeer its forces by moving a land unit into the territory during the non-combat phase of his turn. Fly-over restrictions applicable to other Neutral territories do not apply to Vichy French territory. Fleet at Toulon: In addition to the change in French territorial control, the Armistice changes control of the French fleet. Roll 2D6 for each ship to determine the results: A roll of 4 or less: Ship remains Free French and immediately sails out of the Mediterranean to SZ 91 A roll of 5: Ship is captured by British Commandos, replace it with a British ship of same type and place in SZ 91 A roll of 6-8: Ship is scuttled by Free French resistance, remove it from the board A roll of 9: Ship is captured by Italian forces, replace with Italian ship of same type A roll of 10 or higher: Ship is captured by German forces, replace with German ship of same type "Zone Libre": Any Axis occupation of Southern France following the Armistice results in the scuttling of the Vichy French Fleet at Toulon and the disbandment of all remaining Vichy French forces. These forces are removed at the end of the Axis player's turn in which the occupation of Southern France takes place. Any formerly Vichy French forces that were previously commandeered by the Axis are unaffected by this change. Armistice's Effect on National Objectives: Following the armistice, Southern France is considered Axis-controlled for purposes of Italy's "Roman Empire" objective. Otherwise, the Vichy France arrangement has no impact on National Objectives. Tunisia, Algeria and Morocco must still be directly occupied by Germany or Italy to achieve Italy's "North Africa" objective. Japanese occupation of French Indo China still negates Japan's "Trade With America" objective. Liberation of France: The Allied liberation of France effectively terminates the Armistice. Any territory and forces still under Vichy French control revert back to Free French control. The Vichy French forces in the Southern France and will also revert back if Southern France is liberated by the Free French. This is difficult but doable. The rules should simplified. Other Rules: Placing Naval Units in Enemy-Occupied Sea Zones: With this new rules variation, you may place new naval units in enemy-occupied sea zones adjacent to industrial complexes you have owned since the beginning of your turn. It is up to your enemy to either retreat from the sea zone or attack your ships. This is a game property Neutrality Rules/Diplomacy: Neutral Territories can be persuaded to join a country�s war effort before the Weapons Development Phase. Available to AXIS: Germany, Japan, Italy Available to ALLIES: United Kingdom, United States, Russia, ANZAC (1 per turn) Neutral Territories are identified in one of three categories: Pro-Axis True Neutral Pro-Allies The Diplomacy Cup starts the game with 14 chips No Event = 10 chips (gray) Pro-Axis = 2 chips (red) Pro-Allies = 2 chips (green) During the Diplomacy Phase, a country at war may make up to 2 Actions spending 1 IPC for each Diplomatic Action. The exception to this is ANZAC who only has a minor influence and can only make 1 Action. The number of Diplomatic Actions must be declared prior to making any attempts Diplomatic Action: ADD: Countries NOT AT WAR may only spend to ADD No Event Chips Countries AT WAR may ADD any chip of their choosing Diplomatic Action: PULL: Is only available starting in the 4th round Only one PULL action can be made per territory The targeted territory MUST be declared prior to pulling a chip Territories of Zero IPC value still offer 1 INF unit in the Mobilize Units Phase or in Defense of itself Possible Outcomes: A No Event Chip is pulled: Nothing happens. Put this marker back in the Diplomacy Cup AFTER finishing all Diplomacy Actions. Better luck next time. Political Failure: This represents negotiation breakdowns, political coups, allies acting independently, etc. The terms �friendly� or �enemy� below refer to the applying faction. Do Not put marker back in the Diplomacy Cup. Neutral Territory activation happens in the Mobilize Units Phase. �has no Pro-[Faction] marker in it, put an enemy Pro[Faction] marker on that territory �has an enemy Pro-[Faction] marker in it, that neutral territory activates and joins the enemy faction �has a friendly Pro[Faction] marker in it, remove that marker Political Success: The faction applying this must do one of the following. The terms �friendly� or �enemy� below refer to the applying faction. Do Not put marker back in the Diplomacy Cup. Neutral Territory activation happens in the Mobilize Units Phase. �has no Pro-[Faction] marker in it, put a friendly Pro-[Faction] marker on that territory �has a friendly Pro-[Faction] marker in it, that neutral territory activates and joins the friendly faction �has an enemy Pro-[Faction] marker in it, remove that marker Pro-[Faction] territories can still be activated by units of the aligned faction during Non-Combat Move Phase per the original rules. These rules are too complicated to be supported by TripleA. A simplified version is possible I don't think anyone else is going to implement these rules. You could learn to mod yourself, basic modding is not hard.
  • Warcraft: War Heroes - Official Thread

    303
    24
    11 Votes
    303 Posts
    348k Views
    B
    Hey Frostion, sorry for the late reply. I don't know why, but I don't get to see the tooltips on many items. I was really surprised to see your picture. For me it looks like this: [image: shard.jpg] I tried it one the latest stable release and on one of the prereleases: 2.6.22453
  • 💥 Future Wars: Fallen Empire - Official Thread

    maps thedog
    7
    1
    3 Votes
    7 Posts
    2k Views
    TheDogT
    Download new version 2021.03 Change Log Lgt-Infantry lost Marine now cost 4 PU was 5 PU Marine new name for MobileInfantry, gain Marine Gunship now cost 10 PU was 11 AirTransport, now cost 8 PU was 9 StrikeFighter new name for Fighter, main changes, Scramble distance 2 was 1 Bomber, main changes Strategic Bombing d3+2 was d3, move 8 was 7, cannot be on a carrier CruiseMissile, Strategic Bombing now d2+1 was d3, move 6 was 7 SAM can now shoot CruiseMissile Starting PU is graded 35-70PU Fixed Crocodile Ford Canal Download from Google Drive v2021.03 https://drive.google.com/file/d/14wKWO4U0SDFr63KnD6kf7czpMbLqQdzF/view?usp=sharing See post 1 for more install details. https://forums.triplea-game.org/topic/2779/future-wars-fallen-empire-official-thread Enjoy and please give feedback. .
  • Aggression 1914 (release)

    4
    1
    3 Votes
    4 Posts
    1k Views
    TheDogT
    @schulz Downloaded, but not everyone can open rar files, consider changing it to zip. Im on 2.6.149 I have been testing 2.6, its running fine, ie. it has not crashed, after 1 round.
  • Aggression 1914

    15
    0 Votes
    15 Posts
    4k Views
    SchulzS
    @Hepps I've forgot to colour the lakes in the base map thank you.
  • World War I European Campaigns

    18
    1
    2 Votes
    18 Posts
    4k Views
    I
    @schulz Here is a possible unit image for Wassmuss of Persia: [image: wilhelm_wassmuss.png] Similarly to Lawrence of Arabia, he would give a bonus to allied units with him. Whereas Lawrence of Arabia would be in Hejaz fighting the Ottomans, Lawrence of Arabia would be in Persia fighting the British. I would picture them both having a small entourage of troops with them as they rarely operated alone. Also, I do not know how others create maps, but for this latest map I used Photoshop CS2. I cropped a world map to get an image of Europe and an image of America, then placed them closer together. I then traced over them and colored in the water. For detailed territories I looked up regional maps of each area and if the territories were too small I would combine two or more together so that I could fit units in them. One thing you have to be careful with is that the lines must be completely black and there can be no gaps, otherwise TripleA won't register the territories properly. This gets particularly hard to do with large maps. For this game, I have been thinking of doing a 1914 start date and that other countries will gradually join the war. Forts will be a new unit like bunkers in other games. [image: Marne.PNG] I have done some AI games and it looks like if there are forts on the French-German border, the German AI will turn away to avoid them and instead attack through Belgium, which is close to what happened historically.
  • New (& Old) Mods for TripleA

    1
    1 Votes
    1 Posts
    565 Views
    No one has replied
  • Best Triplea Map to play

    6
    0 Votes
    6 Posts
    2k Views
    ubernautU
    @umesh ai i'd say any of the v3 variations, 1914 no mans land, nwo or v3. versus human i'd say TWW
  • Limits of maps

    4
    1 Votes
    4 Posts
    1k Views
    LaFayetteL
    FWIW, a very sizeable chunk of the memory footprint and memory pressure comes from rendering the minimap. The minimap is rendered by drawing the entire map at full scale and then shrinking it down. The more detailed the territory images, the more memory that this will consume. Physically larger images can allow for greater detail, but not necessarily. Hence a large map where all the territories are a single color will require less memory than a small map where the territory images have lots of detail.
  • Removing grey edges after resizing base maps

    6
    0 Votes
    6 Posts
    1k Views
    ubernautU
    @schulz i think you're gonna have to do a better job with the resizing
  • New Map: World War 1 End of Empires

    76
    1
    2 Votes
    76 Posts
    34k Views
    I
    I am changing battleships to be unbuildable and 1-hit. I thought that this would lead to a lot of battleships being destroyed too quickly, but after a few playthroughs with the AI it seems like I was wrong.
  • AI Suitability

    49
    2 Votes
    49 Posts
    20k Views
    RogerCooperR
    So I am starting to examine AI suitability for some randomly picked scenarios. Great Lakes War All these scenario are fine for AI Great War The only problem for the AI is the odd blockages for the US. This is an old scenario before events were introduced into TripleA. The large numbers of units and sprawaling map also slow the game. The actual units are straight-forward and the game can be played with Fast AI. Combat movement is before purchase.
  • Global 1940 improving the notes

    2
    1 Votes
    2 Posts
    770 Views
    ubernautU
    @zlefin just make sure you aren't reusing other people's IP.
  • Best Rules Version

    7
    0 Votes
    7 Posts
    1k Views
    Z
    @rogercooper It has some understanding, but not a complete understanding; from what I've been able to tell. It does, at least partly, recognize the movement bonuses units will get in terms of avoiding counterattacks, though I'm not sure it does so fully. In terms of strategic bombing, I'm not sure to what extent it specifically targets harbors/airfields that are relevant right now, vs simply targetting anything in the area that's raidable that it's not already invading. (and of course bombers often have regular combats worth doing as well). It does not seem to preferentially move units on/next to harbors/airfields so as to get the movement bonus. I was trying out Global recently, and some of the moves quite clearly showed the ai not 'getting' the impacts of those bases.
  • 270BC - Official Thread

    32
    1
    2 Votes
    32 Posts
    11k Views
    C
    @lafayette said in 270BC Wars - Official Thread: @Cernel why is there a '+' folder in the map? Seemingly it's making the download size quite a bit larger than it needs to be. The "270bc" map has several such useless items too. The main difference is that I group them externally, leaving inside the "map" folder nothing but what is or may be used by the program. Completely useless items of 270bc (I would keep without the "map" folder): https://github.com/triplea-maps/270bc/blob/master/map/misc/Legend.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Saria.png https://github.com/triplea-maps/270bc/blob/master/map/territoryNames/Heraclea.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/RomanRepublic_unit_development.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/archer_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/ballista_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/hoplite_with_marker_at_55pt.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/legionaire_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps.png https://github.com/triplea-maps/270bc/blob/master/map/units/alt/warelephant_hepps_hit.png https://github.com/triplea-maps/270bc/blob/master/map/units/Neutral/longboat.png Other maps have a lot more useless items than this one.
  • Aggression 1941

    32
    1
    4 Votes
    32 Posts
    15k Views
    ebbeE
    @schulz Hej Schulz, you asked me to use Soundfiles I made/ adapted for the recently released WW2 Oil & Snow project, which is fine, ( except the intro tune , I prefer to keep that unique ) nice to see another 1941 map and I like your ingredients...

Recent Posts

  • @Vendetta said:

    @KurtGodel7 The coastal guns honestly sound like more more trouble than they're worth in order to get the balance right. Unless you think it'd be a really fun enhancement to the gameplay that you're determined to see through, it's probably safe to skip it and just give the invaders the round one penalty you have in mind.

    Off the top of my head, the only major WWII warships I can recall being sunk by coastal forts were the cruisers Blücher and Königsberg during the invasion of Norway. Realistically, coastal defense batteries should be able to deter small raids, but not pose a serious threat on their own to a large invasion fleet.

    But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

    If you want to avoid this kind of cheese, you might be able to turn the Coastal Battery into a building instead that doesn't get shot at in combat but does get captured if the province is taken. That would also be a natural way to put a one per zone limit on its placement. It could have AA style fire (1 die each at up to 3 ships, or however many targets you think is right).

    If you think Claude can write some more complex rules, you could have the BBs take bombardment shots at the Coastal Battery first - if they score enough hits, they don't destroy it, but instead suppress it, and prevent it from firing. You could have the degree of suppression scaled to the number of hits it takes.

    For instance, you've given the Coastal Battery shots at 4 targets by default. The British BBs arrive and bombard first - they score 2 hits, so now the Battery only takes 2 shots at enemy ships.

    Making it a building also allows it to be a strategic bombing target, giving the enemy an alternative way to deal with it instead of just sending their ships in to slug it out head to head.

    I agree that I should not add coastal guns. I'm at the point where I need to not add more complexity to the map. The sample games I've been playing flow smoothly, and are not bogged down by complexity.

    If I did want to add more complexity--which I don't--but if I did, one way to achieve that would be the Battle of the Atlantic. The Battle of the Atlantic would exist as an abstraction. Each turn, Germany could send subs into the Battle of the Atlantic. Britain and America Atlantic could send destroyers in. Any units sent to the Battle of the Atlantic are there permanently. They cannot return to the main map. At the beginning of each game round, the German subs in the Battle of the Atlantic would fight the Allied destroyers. Combat would last for two rounds. Destroyed units would be removed from play. Any German subs that survived that combat would impose an economic penalty on Britain and America Atlantic. There would be a cap as to how much of a penalty each nation would receive. If, say, Britain's cap is 15 and America Atlantic's penalty cap is 20, then the first 15 PUs of economic damage done would hit Britain, and the next 20 Pus of economic damage would hit America Atlantic.

    Later on, Germany gains the ability to have Type XXI U-boats as a special unit. Sending those to the Battle of the Atlantic would be very cool. Maybe each normal sub would impose a penalty of 2 PUs, and each Type XXI would impose a penalty of 5 PUs. Something like that.

    But, I have no plans to actually implement this idea, because it would be added complexity.

    read more

  • America Atlantic's turn, round 7.

    image.jpeg

    Note that the British and Atlantic Americans are exerting good pressure on Spain. Italy has turned Gibraltar into a hard point. The Gibraltar territory itself was too small for many unit stacks, so there is a box to the left of the Gibraltar territory to indicate its units. Note that Italy's units are defensive: trenches, heavy guns, a few infantry or conscripts. America Atlantic gets an income nerf. It receives 30% of its true income on round 3, 40% on round 4, and so forth, until eventually growing to 100% of its income.

    image.jpeg

    The thing to note of this screen shot is that America Atlantic already has three factories in northwest Africa. Also it has discovered Industry tech. That means that each factory has +2 to its unit placement capacity, so long as the underlying territory is worth at least 2.

    image.jpeg

    Over in Asia, things seem to have gotten a little stagnant. Japan has thoughts of breaking through in China or against the British, but both tasks are proving tougher than expected.

    image.jpeg

    The source of Japan's problems in the north is the Soviet factory in Vladivostok. If Japan could crack that, it could conquer significant land area in the eastern Soviet Union. But that will be a tough nut to crack.

    image.jpeg

    Japan has conquered most of the East Indies. It hopes this income will let it achieve a breakthrough on at least one of its fronts.

    image.jpeg

    America Pacific has built a good fleet, and it has neutral farmed Mexico. Its neutral farming ambitions do not stop there. Next up: Honduras.

    image.jpeg

    In the east, the German force in Gomel is locked with the Soviet force in Bryansk.

    image.jpeg

    The Soviets had been neglecting their northern front a little. The Germans punished that by destroying the Soviet force at Tikhvin. The Soviets appear to be able to hold at Archangel.

    image.jpeg

    Italy could envision itself as the proud new owner of Cairo. While the Italians have an offensive posture on that front, the British have been putting up a very good defense. Britain has been helped by industry tech (more unit placement) and recently gained Raj tech (3 free colonial militia per turn for India).

    image.jpeg

    Japan has proudly built its first Yamato battleship! Also it built two SPCs. Each will produce a new fleet carrier every other turn.

    image.jpeg

    Why are there random conscripts here? Because the Soviet Union unlocked Conscription 1 tech. Now, each Soviet factory produces 1 free conscript per turn, as long as the underlying territory is worth at least 9 PUs. This is good for five conscripts per turn. The Soviet Union would very much like to gain more techs in this category. It looks forward with eagerness to getting Conscription 4 tech--although that won't come for a long time. The Soviet player has prioritized the conscripts over getting free KV-1 tanks (although it would like to receive those also).

    The Allies have opportunities to shift forces between the European and Pacific theaters. The Soviet Union decides how much to allocate to its eastern front. Britain decides how much to place on its factories in India, Africa, and Australia, versus how much to place in Britain itself. Units built in western India can be shipped west to fight Italy in Africa, or they can go east to fight Japan. Neutral farming is also a decision about front allocation. If America Pacific farms the Latin America neutrals, that is a decision to allocate more to the Pacific. If America Atlantic neutral farms them, that's a decision to go more heavy after Europe.

    read more

  • @KurtGodel7 The coastal guns honestly sound like more more trouble than they're worth in order to get the balance right. Unless you think it'd be a really fun enhancement to the gameplay that you're determined to see through, it's probably safe to skip it and just give the invaders the round one penalty you have in mind.

    Off the top of my head, the only major WWII warships I can recall being sunk by coastal forts were the cruisers Blücher and Königsberg during the invasion of Norway. Realistically, coastal defense batteries should be able to deter small raids, but not pose a serious threat on their own to a large invasion fleet.

    But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

    If you want to avoid this kind of cheese, you might be able to turn the Coastal Battery into a building instead that doesn't get shot at in combat but does get captured if the province is taken. That would also be a natural way to put a one per zone limit on its placement. It could have AA style fire (1 die each at up to 3 ships, or however many targets you think is right).

    If you think Claude can write some more complex rules, you could have the BBs take bombardment shots at the Coastal Battery first - if they score enough hits, they don't destroy it, but instead suppress it, and prevent it from firing. You could have the degree of suppression scaled to the number of hits it takes.

    For instance, you've given the Coastal Battery shots at 4 targets by default. The British BBs arrive and bombard first - they score 2 hits, so now the Battery only takes 2 shots at enemy ships.

    Making it a building also allows it to be a strategic bombing target, giving the enemy an alternative way to deal with it instead of just sending their ships in to slug it out head to head.

    read more

  • @Vendetta said:

    @Schulz

    If I recall correctly, he doesn't have an actual Bunker unit, it's a Trench one that takes hits adds defense to other units, but it doesn't actually shoot.

    Giving land units the ability to hit ships is something that has to be handled very carefully because of the cost ratios. If they can be built cheaper and spammed faster than warships, anti-ship defenses will end up becoming unassailable.

    The only case in TRO where I decided to give a land unit a ship-hitting ability was Italy's Marines with a Decima MAS tech, where it's an offensive action they can only do on their turn, not an anti-invasion defense.

    If you want to have any sort of coastal artillery unit that hits ships, it needs to be balanced by either high price, low hit probability, or a strict stacking limit per territory that allows fleets to outscale it.

    The Europe map honestly looks pretty good at this point, I think it would probably be more productive to move on to improving other WIP areas since you're relying heavily on Claude usage.

    In a recent test game, Britain had a large fleet of transports. Germany had four hard points to prevent invasion. Britain didn't need to overcome a hard point to invade: there were other places along the coast for it to unload its units.

    But, let's say I introduced coastal guns, as well as the associated game mechanic. That creates a race between Germany and Britain. If Germany wins the race (that is, if its coastal guns are stronger than Britain's battleships), Britain will just unload/invade a territory that isn't a hard point. Problem solved. Germany just tied down a lot of PUs into coastal guns which could otherwise have been spent on its eastern front. But, suppose Britain builds a strong battleship fleet, and those battleships can exert more force than the coastal guns at a given hard point. Britain's response should be to unload one unit as an invasion. The goal would be to trigger a combat between the battleships and the coastal guns, with the British player knowing this would do more PU damage to Germany than to Britain.

    To avoid this problem, some would say I should limit the number of battleships which can fire at coastal guns to the number of units actually invading. Drop off only one infantry? Only one battleship gets to fire at the coastal guns, but all the coastal guns get to fire at the battleships.

    Suppose Britain has 10 battleships, and drops off 10 infantry. This triggers full combat between the battleships and the coastal guns. Germany loses some coastal guns, Britain doesn't lose any battleships. Then there is combat. The infantry don't get to fire on the first round (arriving amphibiously), and they won't survive until the second round. But, the battleships get to bombard. Assume those 10 battleships inflict 6 hits. Sticky hits, so those 6 hits kill 3 German trenches. At the cost of 10 infantry, Britain has taken away 3 trenches plus some coastal guns.

    Don't get me wrong. All of this would be a cool thing to add to the game. I just don't know that the game needs any additional complexity at this point.

    read more