💥 1941 Global Command Decision - Official Thread
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@thedog oh ok. I misunderstood. Thanks for clarifying.
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Latest version v185 ready for download.
In TripleA
Click Download Maps Button
Click Installed tab
Click 1941 Global Command Decision
Click Remove Button
Click Yes button to remove
Click Ok button (Successfully removed)
Click Close (To force the map list to refresh)
Click Download Maps Button
Find & Click 1941 Global Command Decision
Click Install button
Enjoy!v185
- Ant-Tank now produced by Industry-Med was Industry-Hvy (As Industry-Med can make Armor-Med, this is a better fit)
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Britain- Weakened Britain by 15pu/turn & removed some Navy units, so they do not usually attack Western Europe for a few rounds, more historic. (thanks Black Elk)
- Britain Victoria-1, Socotra-1, Basra-1, Beruit-Lebanon-1, Damascus-S.Syria-1, Cape of Good Hope-1, S.Quebec-1, Upper Egypt-1, Belgian Congo-1
- Britain Lagos-S.Nigeria now Base-Camp & 2pu, was Industry-Lgt & 5pu
- Britain Italian Somaliland now Base-Camp & 2pu, was Industry-Lgt & 5pu
- Removed Destroyers in Caribbean
- Removed Convoy & Cruiser off Liverpool SZ109
- Removed Inf-Trained in N Ireland & Wales
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Germany- Can now randomly spawn in the Atlantic HQ-Submarine, before they could not
- 105SZ has HQ-Submarine & 2x Submarine
- 105SZ is now part of the spawning area for random uBoats
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USA- Texas Oil-Field increased to 20 (represent the importance of Texas Oil), was 10, balanced by 10 extra Bunkers in the coastal states (Represents State Guards), net effect is +0pu
- Venezuela new Oil-Field x10 (represent its importance to the Allies) reduced the pu of Gulf states to balance this
- Port Au Prince-Haiti, Santo Domingo-Domingo-Dominica & Venezuela join the Lend-Lease agreement, so are effectively allied with the USA on Round 2
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- USSR almost doubled Oil-Field production to balance this added more Bunkers
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- USA Closed-Border with Neutrals has now been fixed, so will not attack Neutrals on rounds 1-4
- Open-BorderAI has been removed and replaced with Closed-Border. Open-BorderAI was too complicated.
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- Manual text now uses Combined-Arms, was Blitzkrieg (Thanks Black Elk)
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Tool-Tips have improved again, now better color coded;- Red - Combat additions
- Orange - Warning or notification, usually to say what can be targeted or not
- Blue - Suppression (-1) off enemy attack or defence
- Green - Movement or transport
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Link to 1st post that has;
- Google Drive download link
- Latest TripleA version
- Latest 1941 GCD manual
https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
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It has been 2 weeks since the last update and this thread has clocked up an impressive additional 34,000+ views.
Hopefully this is somewhere near the same amount as map downloads?
Is this possible to find out on GitHub, if so how?
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On behalf of the team, thank you all for the interest, as this provides me for the motivation and incentive for the next task, that is to reduce a Territory (TT)/Sea Zone (SZ) unit overflow.For those in the know this is an incredibly boring and tedious task, and is only worthwhile on popular maps.
As this is an attempt to squeeze in even more unit coordinates into a TT/SZ to reduce unit overflow..
I maybe sometime. -
@thedog said in 1941 Global Command Decision - Official Thread:
For those in the know this is an incredibly boring and tedious task
right arm. Nice the map is getting some play While the above is true, depending on what one likes todo, I find it rewarding when it's completed.
I'll state the obvious start with your high use areas and even if you only do one a week, 50 will be done in a year.
My obsessive behavior approaches it differently and i usually just nutup for 12-16 hours at a time. Just don't do it very frequently lol
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Latest version v190 ready for download.
In TripleA
Click Download Maps Button
Click Installed tab
Click 1941 Global Command Decision
Click Remove Button
Click Yes button to remove
Click Ok button (Successfully removed)
Click Close (To force the map list to refresh)
Click Download Maps Button
Find & Click 1941 Global Command Decision
Click Install button
Enjoy!.
v190- Added over 275 unit locations in Place.txt to reduce Territory & Sea Zone overflow
- Chinese AT-Gun fix, can now buy Anti-Tank
- Chinese added 6x AT-Gun
- Manual p6,7 Oil-Field=20, was 10 (As Texas now has 20)
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Link to 1st post that has;Google Drive download link
Latest TripleA version
Latest 1941 GCD manualhttps://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
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Latest version v195 ready for download.
In TripleA
Click Download Maps Button
Click Installed tab
Click 1941 Global Command Decision
Click Remove Button
Click Yes button to remove
Click Ok button (Successfully removed)
Click Close (To force the map list to refresh)
Click Download Maps Button
Find & Click 1941 Global Command Decision
Click Install button
Enjoy!.
v195- Cropped a hundred+ images so they overlap less & look better on the map
- Updated the documentation
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Link to 1st post that has;
Google Drive download link
Latest TripleA version
Latest 1941 GCD manualhttps://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
-
Latest version v200 ready for download.
In TripleA
Click Download Maps Button
Click Installed tab
Click 1941 Global Command Decision
Click Remove Button
Click Yes button to remove
Click Ok button (Successfully removed)
Click Close (To force the map list to refresh)
Click Download Maps Button
Find & Click 1941 Global Command Decision
Click Install button
Enjoy!.
v200
Under AI testing, Axis have been winning 66%+ of the time, so to rebalance to closer to 50%;- Japan Chubu reduced to Industry-Lgt, lost 4pu/turn, was Industry-Med (more historical production)
- Japan Hokkaido reduced to Base-Camp, lost 7pu/turn, was Industry-Lgt (more historical production)
- Russia added 9 Inf-Conscript to second line
- USA Fixed Nuclear Bomber stats redone, it was attacking 10x in air combat and killing too many Fighter interceptors
- USA Seattle reduced to Industry-Med, lost 4pu/turn, was Industry-Hvy (more historical production)
- Updated the documentation below
1941_Global_Command_Decision_Manual.pdf
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Link to 1st post that has;
Google Drive download link
Latest TripleA version
Latest 1941 GCD manualhttps://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
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Had a few hours today to check it out. I played as USA vs the Fast AI with the plan to just gun for Japan. Not the initial plan, but they snaked Panama out from under us when we weren't paying attention, so had to attempt a revenge move lol.
In this instance we just made a b-line to retake Midway, then Iwo, holding Tokyo in round 7. At first I thought we'd just buy a gang of bombers, but they left their capital light and couldn't creep back in with the fleet to protect it. We're still lagging in the VC count and only just made the breakthrough into the Med, but I think with Japan's back all broken it's probably ours now hehe
Nerf on Japanese production felt ok, though I think I'd probably peel off the Kyushu factory and put that value back into the connected island grouping. Being able to break off a major factory as USA without a threat of counter on land I think would make it the prime target for a USA toehold if playing more conservatively. The closest major factory territory that USA can take is basically one of the core territories in the Japanese Island chain. I think historical production is ok for a vibe, but for gameplay having heftier targets to go after in the central Pacific might pull the action there rather than Northern Pacific, which to me feels a bit more straightforward to execute right now. I imagine that when playing as USA vs the computer Axis, that Japan will struggle more since they're more reliant on their fleet. Once the player builds up to the max for destroyers it's pretty simple to advance using a couple DD pickets. I feel like Japan probably needs a way to counter that from the air more readily, maybe with like long kamikazes or something? I think it was right around that point when they got the tech advance, but they didn't have the juice to back us away hehe.
Anyhow, felt pretty good for a quick out. Probably I would introduce an additional bid for the computer at the players discretion to increase the challenge vs Japan when Playing as USA. I think if the computer is playing itself in that theater then computer USA probably struggles, but too much of a nerf to computer Japan and it becomes maybe too easy to get the leg up as USA human. I'd say first round probably took about 7 minutes for the computer to complete it's turns with FastAI which felt pretty decent. Though it's tough to do all that much in the first round as Allies. I think I just bought a gang of transports if I recall, just sorta holding position until round 2. I think the earliest move out would be 3 rounds to touch down in Africa with enough to make a difference there, but 4 rounds seems more reliable to avoid the Axis clap back. In this one they managed to smoke one of my pocket fleets just using their subs
I'll give it a try as the other side next time
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Kept it up for 12 rounds as Japan. Our toehold in British Columbia held on like a wicked hangnail lol. Not sure if it was really worth the investment, but just to keep the USA honest we kept throwing stuff at em. I think FastAI could probably have routed us with a concerted effort at any time, but they allowed us a couple a builds and then we went all ham with the base camps hehe. Pacific Allies had a resurgence while we were harassing the Americans up North. Just as we were about to finally overcome the Chinese and make our big breakthrough to sweep across India, then came sneaking in to snatch Borneo again for team Allies denying us the 20 VCs. Tried for Panama on a sneak, but we didn't have the numbers to hold it. I think the USSR is about to go to war so maybe we'll pick it up there. Pretty entertaining though. I like how China has a couple solid clap backs in early rounds and some decent mobility to redirect. I charged south this time and then received some pressure up north for a while. A more dedicated charge against Pacific Allies might have been better, but I just wanted to try blockading the West Coast to see how it played out. I liked the adjustments on that side of the board for sure.
I wasn't paying much attention to what all was happening on the Atlantic side, but this game Germany/USSR didn't go as nuts attacking into neutral Spain and Turkey, which probably helped the team a bit. We also had the Allies fairly tied down with busywork in Alaska and such, so I imagine that gave them a bit of a stall. Good times
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I'd say my overall impression is that the game remains quite fun and engaging when playing as one of the Axis powers SP vs the computer. Like there are a lot of exciting moves to make in the opener, plenty of targets and purchasing decisions and logistics puzzles to suss out. Some definite pressure to overcome the Allied computer opponent or to manage the production fronts and control the VCs. That's for the human playing as someone on team Axis vs AI Allies though.
When playing as one of the Allies vs AI Axis, the scenario becomes a little uneven and rather less thrilling I'd say. A bit slower to start with fewer targets on offer initially. I think this is in part because of the start date with the slow build up for Allies with the down time on waiting for Tech or HQ generals etc. It takes about 3 or 4 turns to make a big move out, and Allies are receiving pressure rather than giving it for much of the early game. I think there is also a fairly steep learning curve on this one - like how to defeat bunkers or parse the unit interactions in combat, how to manage placements out of the different factory types, navigating terrain etc, which also might contribute to the Allied player feeling a bit behind the 8 ball. Maybe goofing a move with disastrous consequences, that don't really materialize until after an hour goes by, that sort of thing.
Rather than trying to balance the scenario for both sides in a single player context, I think another option might be to make GCD 1941 the scenario where the Human player is intended to take control of one of the Axis powers: Germany Italy or Japan vs AI Allies.
Then create another scenario for GCD 1942, where Axis are already at their high water mark during the opener, and the situation essentially inverts by sides. Human takes Allies basically, and Axis are controlled by the computer. So a situation where the Allies are making the big moves in the opener, and the computer Axis are reacting or doing more staged non-com type stuff for defense. Allows us a way to tweak some of the starting forces or scripted battles there to fit a timeline where Allies are in the driver's seat, with less build up, and more ready to roll.
In such a game I think it might help to have many more example combats, with smaller engagements at the outset. Basically the first turn designed to really showcase how bunkers and HQs and the like work in isolation. In other words having 1942 be a bit more remedial for the learning curve. Perhaps by advancing the turn order one position so that one of the Allies is first to move in sequence? Also where the player can see smaller battles where the stacks aren't quite so large. For example, a 1942 scenario where all the playable Allied factions already have access to their HQ units or some of the more advanced unit types, and to see how terrain works without as much of delay. The 1942 could be dialed for the Allies under human control, so the player can begin to see how stuff plays out with a bit more parity there in the roster.
I think doing it that way, then computer Axis could receive whatever bonuses and such make sense to create a more satisfying experience there for the human Allied player. I think it would work better in 1942, because if Axis are already doing their sprawl on turn 1, then there will be more targets for Allies to pursue and take over, which is sorta the meat and potatoes. Watching the map change colors and trying to shore up the builds, with the Axis already bearing down on them so it's a bit more challenging, but without giving up the dynamism. Anyhow, just a thought. Otherwise I think it will be pretty tricky to create a single scenario where Computer Axis can really put the heat on the human player with an opening script that doesn't just make the Axis too OP when the player opts to switch teams. Since G goes first in 1941, I think it's likely that players will choose them to start. But Italy and Japan are also very entertaining. I had a blast at any rate! Nice work
ps. Knock on thought for framing the 1941 as oriented towards Axis as SP human (vs AI Allies). Using that approach I think it would be easier to gear the challenge vs say FastAI, since we wouldn't have to anticipate how stuff might be exploited if the tables were turned. I think in that case, having the player take control of the entire team Axis would be more viable, which would increase the activity per round and give the player more to do. In that case the AI bonus units would be more there to help if the player only wants to play as one faction instead of all 3, but then for the computer Axis, the bonuses might be larger to accommodate the computer's way of playing. All it's various idiosyncrasies there, the types of purchasing decisions and moves it tends to make to key off that. Then for 1942, we can sorta blank slate much of that, and key it off the player switching sides and playing as Allies vs the computer a year later. With adjusted forces for that sort of vibe. If the computer is already in-position, probably simpler to design an opener where Axis are really putting the human through their paces.
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I think a potentially interesting 1942 scenario might start with the USSR and end with Germany. So keeping an identical turn order but only changes who begins.
This is different from say v3 1942, where the turn order actually alters and Japan and Germany switch positions. I think that sort of thing can be somewhat confusing for players, who might get used to a certain turn order sequence, or for peeps like me who probably have some version of Turn order dyslexia if it's variable lol. By doing a USSR opener I think that recalls the Classic or whatever mid scale game which is has traditionally been set in 1942 and has the Russians going first. Though I don't think there's ever been a board or popular scenario that has Germany going last in the turn order.That could be fun, since it inverts the current situation quite a bit a bit. Now Allies must telegraph their intentions over the course of the game round, and then having Germany as the lead Axis player to close out the round. For a 1941 game it makes sense to have Japan going towards the end, because that then allows for some time before the Pearl Opener. Essentially so that the Europe side of the map can reflect a slightly earlier timeline, or where the hourglass is telescoping around the board, similar to how the map warp does this to highlight a particular time/place for focus - the way the current game 1941 set up.
For 1942 though, Axis high water mark, it might be fun to have Germany in that position, since Pearl will have already occurred and that script can be sorta retired in favor of the Allied counter thrust towards the Central Pacific. Similarly, by 1942 it's more viable to have Allies already Torching, so for the Allies it means less reliance on Transports to move into position. For example, might have an opener where USA is already in control of Morocco or Guadalcanal, or where the starting forces are positioned more front line. Or at least moreso than they would be for a date in 1941, where USA doesn't really enter into the mix until after being attacked on J1.
Something like the following for a sequence...
USSR > Italy > Britain > Japan> USA/Pacific Allies/China > Germany
Then back to USSR for round 2 and repeat. On the whole I think that it's unavoidable to have can openers with Germany/Italy and USA/Britain/China etc creating a checkerboard vibe on the front lines. But I think this could be diminished somewhat by shifting Axis to the end the game round on G's turn for a 42 variant.
Another possibility for such an approach, is that we wouldn't need to frame the VC win as necessarily balanced by sides. So one could create a situation where the computer needs to control fewer VCs in order for their team to claim victory, whereas the human player might need to control more. Making it somewhat more likely for the player to suffer a TKO loss by VCs compared to the TKO win by VCs. Part of the challenge with the current framing by sides, is that computer will never be able to coordinate as well as the human player can, but then if they are given more to work with (more starting units, or units from bonuses, tech unlocks at the ready etc, a turn order sequence advantage etc) then it's a lot simpler to make a game where the computer is still putting up a pretty tough fight, despite not being as deft as the human at logistics and multi-attacks understanding terrain and such.
I think it might be easier to fine tune, because then you can concentrate the energy for GCD 1941 on just making a really fun/challenging experience for the human Axis, GCD 1942 for the human Allies. And in the launch menu, we could have AI default to control the opposite team. Players would then also have a way to play either scenario on Easy Mode, because switching sides on 1941 or 1942 would be like playing the scenario on a Easier difficulty setting by sides. If that makes sense
Clearly it'd be a fair bit of work to do a whole second scenario, but might be fun, and since a lot of the work is already in place. Like it could use the same tech progression and the like, just advanced a bit by which round we start off.
To me the main advantage of a 1942 scenario when playing as Allies vs the computer, is that it allows you to assign control of many more territories to Starting Owner Axis. So for example the central Pacific or North Africa when already controlled by team Axis, allows team Allies to decide which power to take those territories with. I think this would be a lot more familiar, where say USA might conquer TTs in the central Pacific for themselves as opposed to liberating it for Britain or Pacific Allies. Allows for a somewhat earlier potential bout between Japan and USSR, which could be entertaining as a way to keep team Allies on their toes towards the end, or to them using more Kamikazes or to have Germany using stuff like Rockets, like before the outcome is already determined.
Just kicking around, I'm currently playing as Germany so just thinking about how it might look if they went last instead of first lol
ps. Here's the save to G10. Just managed to knock off London finally! lol Lots of back and forth across the middle. I think I should have gone after UK a little sooner, but I wasn't sure if activating the conscripts would come back to haunt us. We just held position in North Africa and slowly built up a battle fleet around the Sub HQs. Went for Sea Lion in round 8 after making certain we'd have enough transports to get the job done. Think it should be coasting from here I think. Soviets are still packing a punch and Allies are pretty deep in Africa, but now we're positioned to command the Atlantic and redirect so probably a just a round or two left unless the Allies have an ace up their sleeves I'm not seeing, but I think the nukes are a ways off yet hehe.