Power of Politics 1914 : A WWI scenario
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You mean that the only valid Central strategy is rushing Russia right? I totally agree. The only solution is probably making Western and Italian front more valuable than the Eastern front but in this case a factory limitation will be must in the Western front otherwise Germany can rush Paris.
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@schulz Thinking that a solution is only achieved in one way is like saying artistic expression can only be achieved with an adherence to classical style.
There are in fact, many ways to to make a game fun without a polarized view of what can make it work.
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@schulz
Those changes wouldn't make a strategy other than rushing Russia work.Part of the problem is that the Allies coming by sea have enormous mobility and flexibility. Meanwhile Germany's moves are easy to see coming 3 or so turns in advance.
Politics alone should open up a few new options.
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I don't think so it is inevitable feature for all ww1 maps that knocking Russia out of war is always must for Centrals. Even in Great War map which Russian territories are not valuable only valid strategy is still rushing Russia.
Neither Great war nor NML has good well designed Eastern fronts. NML has Belarus stack problem while Great War has Kiev-Warsaw stacks. Both of them is unbreakable unless Germany really focus on Russia. But looks like it will be no longer problem since the new Eastern front look good for me.
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@crazyg said in A WWI scenario design based loosely on NML & TWW:
I'm glad to see this project is still going strong.
I've said this before, but I think its worth repeating for the discussion here. The biggest problem with most of the WW1 maps is that the allies have a lot of different options, but the Central Powers don't. For example you can get NML to be relatively balanced using a bid, however Germany still has basically only one strategy. Meanwhile America and Britain have a ton of different options.
I feel that while it would be a splendid thing for a German player to be able to do anything and everything they desire. The reality is if you are going to make a WW I map that is in any way historically relevant, then Germany is going to have some limits to what is possible. By the very nature of the situation that it was presented with during the war it had fewer options than its adversaries. That is a reality that must be reflected in the game design if it going to ring true at all.
That being said, I am taking steps to give the Centrals more options in an effort to force the Entente to have to react and compensate for Central moves. This is also augmented by having a political component that will add a lot more variability to the game. Finally, doing away with the 100% nonsensical (and seemingly mandatory move of) American-Annexation of Spain will dramatically change some of the late game strategies. In fact most of the political parts are going to have far reaching effects on what is or isn't possible for either side.
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@hepps The Germans in WW1 had assumed that they could knock France out of the war quickly (like 1870) but attacking Russia's vast territories was pointless (like 1812). The reality was opposite, greater firepower meant that the French could hold (and French generalship was much better than 1870), while the backwardness of Russia meant that their armies were much weaker relative to the advanced nations than in 1812.
This is a common problem in war games, that the historical strategies were misguided, so either you compel the player to execute historical strategies or have a war very different from the historical struggle.
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@rogercooper Correct. Both of which can be taken into consideration.
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Are concessions of Tianjin represented?
What about Sahara desert? I have mixed feelings since Sahara is impassable in most maps while Siberia or other deserts-mountainous areas are passable. It does not really make sense.
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@Schulz What is really virtually impassable are the sands (the so called "sand sea" or "erg"), not really the desert, that is rather particularly friendly to movement, where there are no sands. However, the logistic possibilities for the rest of the Sahara are so limited that it can be argued having it totally impassable is fair enough. For example, while in WW2 the Italians fought the Free French in Fezzan and the British in and around Kufra (conquered by the British early in the war), the forces involved in such operations were virtually insignificant, as well as the value of the contested territories. Something that is very hard to use in deserts, anyways, is cavalry, as it would be too difficult to water the horses, that is also relevant for artillery, as most artillery was horse-drawn.
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@Schulz said in A WWI scenario design based loosely on NML & TWW:
Are concessions of Tianjin represented?
Of course...

What about Sahara desert? I have mixed feelings since Sahara is impassable in most maps while Siberia or other deserts-mountainous areas are passable. It does not really make sense.
Sahara is a mix of impassable as well as passable territories with some plans to make certain territories seasonally impassable.

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@Hepps Any reason that the Belgian and Russian portions have factories vs the others? Just for gameplay/balance purposes?
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@redrum No reason at all. I was just using the infrastructure units to ensure there was enough room for placements. When I placed them I was entertaining the idea of some type of production in the region to make it interesting... while at the same time preventing the existing factories from being in a coastal territory causing the immediate spamming of naval units. But the factories were far from a decided thing.
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Can't wait to play this. The map is looking so legit! A truly glorious WW1 game is where tripleA is really going to shine I think. The glimpses are badass! I love where where you're taking the territory divisions. I always hoped someone would run with the domination map, its looking way cleaner with all the enhancements and redrafts and redesigns to the land and sz tiles. Nice work! The attention to detail with the graphics is truly beautiful
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So here is the next phase of the design idea...


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Tianjin is looking rather large, taking up all of Beijing and some Hubei. Same with Shanghai, hopefully this growth of territory is enough to get some decent action in the area.
Seasons will be cool. Are you planning on having every territory have one of those icons?
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@CrazyG Depending on the territory some will have one or more seasonal effects...
So as an example: Niger, Tenere, El Djouf and the Great Desert will be impassable during Summer and Late Summer seasons.... or in simpler terms... will be impassable on turns 2 & 3 then on turns 8 & 9 again on 14 & 15... and so on until the game is complete.
While at the same time: Ivory coast, Gold Coast, Togo, Dahomey and Kamerun will be impassable during the African Monsoon season on turns 4,10, 16... and so on until the game is resolved.
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@Black_Elk Thanks man. Amazing what a significant Remembrance Day anniversary will do to reignite a project.
With everything pretty much done from the planning side... and a couple of volunteers helping to make it happen... hopefully it will come together quickly(ish) relatively speaking.

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@CrazyG Yes I expanded the Concession territories in scope and wedged some neutrals in there to slow down the pace of things to create some excitement.
Since most of the colonial powers will have less purchasing power it means that while the disposable income for both sides and make the fighting pretty intense.
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@Hepps Looking good. I do like either 4 or 6 turn years more than 5. Feels more natural. This will definitely be an interesting experiment with seasons as really only Civil War in a very limited and different capacity has done anything in that area. You may need to make the various season symbols a bit more differentiated (spring vs fall for example) but hard to say without seeing a larger swatch of the map.
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@redrum I am not very worried how much they resemble one another since 2 icons will never be on the map at one time. The image will only appear when the territory in question is affected by seasonal weather.
The previous image with multiple icons per territory is only for planning purposes.
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