World War I with more territories?
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@RogerCooper "Russia leaves the war if x number of its territories are occupied" sounds good to me. I would simplify it even further, if anything. Like:
It's no longer optional.
No more "after Round 4" condition.
Not even the "only territories close to Moscow or Petersburg" condition. -
I hope I'm not spamming. Let's continue:
1 round = 110 days, so the game should last approximately 15 rounds.
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The USA joins in Round 9, slightly earlier than historically to represent its support for the Entente even before entering the war.
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Russia will receive an increasing income penalty each round. It will be negligible early on, but they will eventually go bankrupt in Round 11 (September 1917) and permanently leave the war in the next turn. Their units will be removed, and all unoccupied Russian territories will become impassable. The Central Powers will keep any territories they have already captured. Here's how the Russian income penalty will gradually increase:
Round 1: -1
Round 2: -2
Round 3: -4
Round 4: -7
Round 5: -11
Round 6: -16
Round 7: -22
Round 8: -29
Round 9: -37
Round 10: -46
Round 11: -56No upkeep this time, but unit costs are doubled. Here are the standard land units:
Infantry 2/3/1 : 6 IPC
Artillery 3/3/1 : 8 IPC
Fighter 2/2/2 : 12 IPC
Cavalry 2/2/2 : 8 IPCHowever, I'm thinking about giving the Russians and Ottomans slightly different units: weaker, but with more HP efficiency. This would offset their lower incomes, greater vulnerabilities, and worse factory positions. Plus, their individual territories are generally worth less than those of the other powers, so cheaper units would give them more incentive to fight even for lower-value territories. They would have Light Infantry and Light Artillery instead:
Light Infantry 1/2/1 : 4 IPC
Light Artillery 2/2/1 : 6 IPC
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Middle Eastern rework.
Syria being the logistic base for both the Palestine and Iraq fronts didn't make sense previously.

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I want to use A&A's 1 combat per battle per round rule, but I'm not sure if it's compatible with the Russian Revolution rule.
Does anybody know if these rules will conflict with each other?
BTW, this is the current situation of the fronts. Hejaz will also be added as a separate civ, which will mobilize in Round 6 and join the war in the following round (hopefully).

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A few tweaks

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@Schulz First of all great job on most of the territory names, I think most of them are accurate going by city names. However I must ask, why are the minor countries so low in strength? Serbia is only 4 when they put up one of the best fights of any minor power in WWI. Not to mention Bulgaria which consistently punched above its weight. Honestly their total values should be similar to Brussels (between 10 and 20 when you sum up the two territories). Greece and Romania deserve better than a 3 and a 5 also.
Also I’m predicting you’ll have a gameplay problem, German strategy will just be build everything in Cologne and throw everything at France, which will most likely succeed. With Cologne worth as much as 30, I don’t think France will have a chance
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Serbia, Bulgaria, and Romania are purposefully undervalued so they don't make Austria too powerful once Austria captures them. However, I will make sure it is very difficult to conquer Serbia and hold Galicia at the same time until Bulgaria joins Austria.
The game will use a one battle per combat per round system, with defenders being heavily favored. Here's roughly how I think the units should look:
Bedouin — 2/2/2, 3 IPC (Hejaz only)
Light Infantry — 1/3/1, 4 IPC (Russia and Ottoman Empire only)
Infantry — 2/4/1, 6 IPC
Light Artillery — 2/3/1, 6 IPC, +1 attack to Infantry and Cavalry (Russia and Ottoman Empire only)
Artillery — 3/4/1, 8 IPC, +1 attack to Infantry and Cavalry
Cavalry — 2/3/2, 8 IPC
Gas — 4/0/2, 6 IPC (suicidal), can attack on its own
Fighter — 2/3/2, 12 IPC, +1 attack/defense to unlimited Artillery, can attack ships, 2 air attack/defense
Zeppelin — 3/3/4, 28 IPC, +1 attack/defense to unlimited Artillery, can bomb cities (2–12 damage), can attack ships, 1 air attack/defense
Transport — no attack/defense, is not taken as a casualty, carries 2 units, 12 IPC
Submarine — 2/2/2, no stealth, 12 IPC, cannot be attacked by air
Cruiser — 3/3/3, 18 IPC, has AA
Battleship — 4/4/2, repairs in docks, shore bombardment, 24 IPC, has AA
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@Schulz I assume that this is attack/defense/movement? It definitely looks like attacking on land will be hard, which gives a good impression of WWI. A few points:
- Why does artillery have 2 movement points while light artillery has only 1? I would expect the opposite.
- I feel like this could do with one more sea unit besides cruiser/battleship. Maybe a torpedo boat or a minelayer sub?
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@iratoric Oops, I did miswrite that. Artillery has 1 movement as well.
There will already be 8 historical and permanent sea mine zones. I'm mostly concerned about how to represent the Battle of the Atlantic. One idea is that 6 sea zones could each have a 1/6 chance to spawn a German submarine every round. But playing that kind of whack-a-mole game as the Entente sounds frustrating.
The laziest solution is simply giving the Germans an unhistorically large number of submarines in the Atlantic from the beginning.
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