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    World War I with more territories?

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    • I Offline
      iratoric @Schulz
      last edited by

      @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

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

        @iratoric

        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

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

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

            @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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            • SchulzS Offline
              Schulz
              last edited by

              I think the Trento-Milan route should be impassable. The Tunis-Ghadames route doesn't make much sense, but it is necessary to give the Ottoman-controlled Senussis another target besides Italian Libya.

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              • I Offline
                iratoric @Schulz
                last edited by iratoric

                @Schulz I think it would be neat to use the mountain territory effect in Trento/Milan instead of making it totally impassable. You could restrict units like tanks from entering, give defenders a bonus, even have a mountaineer unit which performs better on those tiles.

                There’s also movement cost for territory effects which could slow down cavalry.

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                • SchulzS Offline
                  Schulz
                  last edited by Schulz

                  I think it's necessary to block the Milan–Trento route to make it both more historical and to make the front lines even narrower than the Western Front.

                  The mountains favored the Austrian defenders, but Italy was able to threaten both the Trieste and Trento routes simultaneously from one central position, which was their advantage. Austria won't have a factory in Trieste (but the Germans will have one in Munich). The front line will still encourage the Austrians to take Udine for a better defensive position, which was historical.

                  Should the Turin–Lyon route be impassable as well? Maybe @cernel could help us with this?

                  wwieurope_names_values - Copy.jpg

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