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Recent Posts
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Hello again!
This is an update to our new TripleA map, "War Plan Red-Orange", about an alternate WWI timeline where the United States, China, The Netherlands, Portugal and Japan join as a full-fledged belligerents from the start!
With this update we introduce new features including:
-20! new technologies, including economic combat naval and many more techs!
-custom units such as Landmines, sea mines, zeppelins and trenches to bring the experience of WW1 to life.
-Map customization to optimize gameplay, the Dutch have a capital in Indonesia!
-Blockade zones to starve your opponents from their precious IPCS!
-Portugal now owns Brazil! taking the fight truly around the globe!
-Many balance changes and Bug fixes to improve the gameplay.We are searching for people who want to playtest this map with us! We have an active community with multiple developers and playtesters, with multiple games going on simultaneously!
If you are interested in joining this project or just simply want to play the map against the ai or your friends you can join our discord https://discord.gg/U86J4DG33h
Or you can PM me if you have any questions!
(picture with all technologies unlocked)




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Step 8 Balancing the Game
Balancing Axis & Allies style games is a difficult task. For example in V3-1941 the Allies are ahead in every measure, but the game is reasonably balanced.
Production 120 to 58 Starting PU 113 to 58 Units 124 to 105 TPV 696 to 645 Objectives 12 to 6This is typical of A&A games, that units and TPV are close between the sides. However income obviously matters in the long run. Furthermore, vulnerable territories of the Status Quo players may actually work to the benefit of the Aggressor.
As a starting formula I have:
Production x 3+ Starting PU's + Units + TPV - vulnerability penalty - delayed entry penalty
The vulnerability penalty is x3 the income of vulnerable territories + factories in vulnerable territories.
A territory is vulnerable if they are owned by Status Quo country that is active at the game start and that is adjacent to an Aggressor country that is active the game start.
The delayed entry penalty is 10% of the TPV for each turn past 1 of delay.
To balance the game additional units (and starting PU's) are added to the aggressors if they are behind and additional income to the lead status quo power if they are behind.
Units will be randomly added to territories with a weighting equal to value+1. The chance of a specific unit will be proportional to the inverse of its cost.
In either case units will have the build caps equal to 120/cost to prevent ridiculous builds by the AI.
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Step 7: Starting units and resources
I will create a standard setup largely derived from the 1941 scenario. The units will be handled by territory, so they may be controlled by a different country than in the standard game.
In all standard A&A games, the starting resources are the same as the starting income but there is no reason to mandate that. I will likely vary with higher values for the lead aggressor and lower values for delayed entry countries.
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Step 6 Order of Play
The lead Aggressor always goes first. Alternate Status Quo and Aggressor countries, randomly chosen. There will likely be a bunch of Status Quo countries at the end.