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    World War I with more territories?

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    • SchulzS Offline
      Schulz
      last edited by

      Here’s the ideas:

      Turn order: Germany, France, Russia, Austria, Britain, Italy, Ottomans, USA.
      The Ottomans, Italy, and USA are neutral at the beginning. They cannot purchase new units or move units until they enter the war. They mobilize first and become playable only in the following round. This is intended to help the AI handle them better.

      For example, Ottoman units are mobilized during their turn in round 1, but the Central Powers player can only control the Ottomans starting in round 2. So:

      Italy mobilizes in round 2 but becomes playable only in round 3.
      Bulgarian units and territory merge with the Ottomans at the end of their turn in round 3. However, Bulgaria can still be attacked at any time by the bot side. The same applies to Romania, Greece, and Portugal.
      Portuguese units and territory merge with the British at the end of their turn in round 4.
      Romanian units and territory merge with the Russians at the end of their turn in round 5.
      The USA mobilizes in round 6 and becomes playable in round 7.
      Greek units and territory merge with the French at the end of their turn in round 8.


      Denmark, the Netherlands, Switzerland, Persia, Afghanistan, and Albania are neutral and can be attacked. All other territories (including Pripet Marshes and Inner Arabia) are impassable.


      Russian Revolution rule: If the Central Powers control at least 5 Russian territories at the end of the Russian turn, Russia leaves the war and the Central Powers keep those territories. However, these territories exclude the Caucasus and Central Asian territories. So the best outcome for the Central Powers is knocking Russia out of the war while the Ottomans capture as much Caucasus territory as possible.

      Otherwise, the rules are almost the same as World War I.


      Constantinople, Gibraltar, Suez, and Aden are canals.


      The Ottomans will have factories in Constantinople, Ankara, and Syria. They start with a few troops in Senussia, Darfur, and Bukhara.

      wwieurope - Copy.jpg

      I 1 Reply Last reply Reply Quote 1
      • I Offline
        iratoric @Schulz
        last edited by iratoric

        @Schulz What’s the difference between mobilizing and being playable? Like you are placing the units but not setting the players at war yet? Also Switzerland should either have a bunch of neutral units/negative territory effect because I always see the AI attack Switzerland in the original version, it’s unrealistic and should be a poor decision historically

        SchulzS 1 Reply Last reply Reply Quote 0
        • SchulzS Offline
          Schulz @iratoric
          last edited by

          @iratoric

          Ottoman, Italian, and American territories and units will be represented by neutrals at the beginning. Their territories and units will first be replaced with their respective nations, and they will become playable only in the following round.

          Because if Italy only mobilizes and becomes playable in round 3, the Austrian AI would likely leave the Italian front undefended and mess up the balance. Italian units appearing 1 round earlier gives the Austrian AI time to respond.

          I agree with the Switzerland issue. It should be defended by at least 6 infantry.

          I'm also not sure whether Petersburg or Moscow should be the capital. Germany will have an East Prussia factory, so Moscow would probably be the better capital for gameplay reasons.

          SchulzS 1 Reply Last reply Reply Quote 0
          • SchulzS Offline
            Schulz @Schulz
            last edited by

            The sea zones.

            wwieurope - Copy.jpg

            TheDogT 1 Reply Last reply Reply Quote 0
            • TheDogT Offline
              TheDog @Schulz
              last edited by

              @Schulz
              The SZ are huge, not sure the movement of your aircraft, but they might be able to cross the Med and return to say Italy and possibly cross the Atlantic.

              https://forums.triplea-game.org/tags/thedog
              https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

              SchulzS 1 Reply Last reply Reply Quote 1
              • SchulzS Offline
                Schulz @TheDog
                last edited by

                @TheDog One round represents 6 months, so crossing the Atlantic in 1 round makes sense to me.

                I TheDogT 2 Replies Last reply Reply Quote 0
                • I Offline
                  iratoric @Schulz
                  last edited by

                  @Schulz I think you’re going to have a problem with setting a time scale because a lot can happen in 6 months, a steamship of the time could easily make multiple Atlantic crossings in one month.

                  1 Reply Last reply Reply Quote 0
                  • TheDogT Offline
                    TheDog @Schulz
                    last edited by

                    @Schulz
                    Sea, Air movement and Time all are constraining each other and they must be a compromise.

                    In 1941 GCD, time is set at 3 months/turn, but this is only for technology, and as @iratoric says

                    steamship of the time could easily make multiple Atlantic crossings in one month

                    1941GCD part answer was ships move faster.

                    Most Aircraft should move 2-4 TT/SZ, as this works for land, so SZ must fit this.

                    https://forums.triplea-game.org/tags/thedog
                    https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                    SchulzS 1 Reply Last reply Reply Quote 1
                    • SchulzS Offline
                      Schulz @TheDog
                      last edited by Schulz

                      Fighters will be the same as in Axis & Allies 1914.

                      So the Atlantic shouldn't be crossed in 1 round? The US would join in round 12 if 1 round represents 6 months, and the winner should emerge around round 18. I'm afraid it would be harder to balance the longer the game is supposed to last.

                      Russia should be strong enough to last at least 12 rounds, but weak enough to collapse over the next few rounds. That doesn't look easy to balance to me.

                      What about making 1 round = 4 months?

                      In approximately how many rounds is 1941 GCD supposed to last?

                      TheDogT 1 Reply Last reply Reply Quote 0
                      • TheDogT Offline
                        TheDog @Schulz
                        last edited by

                        @Schulz
                        The Atlantic should be crossed in 2 rounds, the U-boat need a chance at attacking mid crossing

                        3 or 4 or 6 turns per year but not 2. I would go with 4 turns/seasons per year.

                        1941 GCD could have been 6 turns/year, but as we got better, settled for 4 turns/year.

                        GCD usually lasts 18-24ish turns, but it is for solo play.

                        https://forums.triplea-game.org/tags/thedog
                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                        1 Reply Last reply Reply Quote 1

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