Churchill's 1939 (thread 2)
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I completely remade Churchill's 1939 using the much better Path to Victory map.
I have added 3 new unit types
Torpedo Boats, 1 attack, 2 defense and 2 movement, have no other abilities, cannot blockade. Only costs 6 PUs however
Recon, 1 attack, 1 defense, 3 movement, can blitz, costs 4 PUs. TODO: add ability to move into undefended enemy territory during non-combat, so it can fight the enemy in one territory then use its left-over movement to break further through the enemy lines
Factory_Mini, costs 10 PUs and can even be placed in territories with only 1 PU value and on certain islands. However, it only produces 2 units max a turn, is destroyed when captured and cannot be upgraded.
TODO: Limit producable unit types (cannot build Battleships, Carriers, Cruisers, Armour or Bombers) when someone tells me how to do it.
Added nations:
Puppet_States, starts with 10 PUs and 9 PU income, considering having Vichy French trigger make units change to Puppet_States, so it will expand quickly with German conquest.
GEACPS/Greater East-Asian Co-Prosperity Sphere, startes with 10 PUs and 6 PU income, represents Japanese puppet governments.
Benelux/Dutch, now a playable nation, no capital and if Holland-Belgium falls their allies get "custodianship" relationship.
TODO: CCP_Chinese, represents CCP and Soviet-influenced Xinjiang, has "Unfriendly Alliance" relations with China (no open borders) to make the Pacific theater a bit easier for Japan. Starts with 10 PUs and 6 PU income. When Soviets capture any GEACPS territory it always goes to CCP, and after the game is over players can amuse themselves by restarting Chinese civil war with politics cheats
Other things I will do: Lendlease system from Total World War (will simplify though) making the game balanced again as it is currently heavily in favour of the Allies -
@joseph-prince It looks interesting.
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@joseph-prince Here some sample code illustrating limited production capabilities
<attachment name="unitAttachment" attachTo="infantry" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="1" /> <option name="attack" value="1" /> <option name="defense" value="2" /> <option name="transportCost" value="2" /> <option name="artillerySupportable" value="true" /> <option name="isInfantry" value="true" /> <option name="isAirTransportable" value="true" /> <option name="requiresUnits" value="recruitmentCenter" /> <option name="requiresUnits" value="factory" /> </attachment> <attachment name="unitAttachment" attachTo="artillery" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType"> <option name="movement" value="1" /> <option name="attack" value="2" /> <option name="defense" value="2" /> <option name="transportCost" value="3" /> <option name="artillery" value="true" /> <option name="requiresUnits" value="factory" /> </attachment> ```) Infantry can be build at either a factory or recruitment center, while artillery can only be build at a factory You also need this property set
<property name="Unit Placement Restrictions" value="true" editable="false"> <boolean /> </property>
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Here is the download, I hope it works
https://drive.google.com/file/d/1DT5DaftrUYcl2SOLukkTcF4fyEgsiE0r/view?usp=sharingI do not know how to upload it to the github it would be nice if someone could help with that
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@joseph-prince I have put in my queue of mods to be loaded to GitHub.
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Attempted to rebalance recently, it's quite difficult. Will post updated version (also adding light_armour unit) sometime soon.
I am considering putting the Axis buff as an optional setting even if it might be harder to make because some players might want a harder game.
Current version is heavily in favour of Allies because of the axis PUs being split further among an extra two members
However, I've been taking my sweet time because of general lack of community interest- there are probably better 1940 houserules versions out there
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@joseph-prince It is always hard to get any 1939 mod to be balanced. You may want to use a negative national objective to reduce Russian income until France falls.
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@joseph-prince were you able to update it with git ? Yes most people don't play new versions/mods.
Let me know if you need help adding it to triplea via git. I'm not very good with git, but if you're patient enough, we should be able to figure it out.
Seems pretty cool. i like 1939 mods
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@joseph-prince said in Churchill's 1939 (thread 2):
ability to move into undefended enemy territory during non-combat
that is very interesting. That is much needed for all maps with armored units and high unit densities. I don't like when one inf. div can slow 50 tank divisions. I guess you can use another countries' units as can openers but that is a clumsy workaround.
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@joseph-prince said in Churchill's 1939 (thread 2):
TODO: add ability to move into undefended enemy territory during non-combat, so it can fight the enemy in one territory then use its left-over movement to break further through the enemy lines
I don't think triplea can do this. It'd be considered a combat move. maybe there is a work around but I'm unaware of one.
Would be cool
Edit
To clarify. It can but you need to use edit -
@beelee You could try having 2 combat phases.
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@rogercooper you cannot, during the second combat movement, move out of or through an area where a battle occurred during the first combat phase. You can move the EndTurn phase (which closes battles and resets everyone's movement) up in the order, but then you are doubling everybody's movement. One could design a game with smaller territories and double movement and then it might make sense.
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@rogercooper sounds good to me
Other things I have planned: Scripted border conflicts using movement restrictions. They'd usually last one or two turns
Japan and GEACPS (maybe i should just rename them to Manchuko) start the game in border conflict with USSR, Japanese can use the opportunity to destroy the soviet eastern fleet, and the two can engage the other's armies (involved territories are Buryatia, Amur, Korea and both Machurias)
USSR goes into limited war with Axis Minors early in the game, to simulate the Winter War and the simultaneous occupation of Bessarabia- the Axis Minors player will have to decide, and most likely they will pull out of Bessarabia (movement restrictions will prevent soviets going any further) while fight them in Vyborg and Karelia
Not sure what more to add, will change GEACPS colour to closer to orange
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@joseph-prince I think you will have hard time making scripted border conflicts work well. The AI will get confused (and I primarily play using the AI).
Of course for Finland, the Winter War was not a limited war.
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@joseph-prince In case you're unaware of them, here are a couple 39 mods that may give you some ideas:
https://www.axisandallies.org/forums/topic/32236/oztea-s-1939-global-setup?page=1
@RogerCooper yea it'd work ok aginst the neutral TTys if the human was russian, but JPN/russia where one is the AI probably wouldn't. AI doesn't do good on the Global map anyway. PTV be the same I'd imagine