Power of Politics 1914 : A WWI scenario
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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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Roughly with %50 bonus income (USA would need probably more) per rounds would AI be able to play almost as good as human?
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@Schulz The AI would only control the United States while it remained neutral.
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I know I mean also for other countries? Sometimes I like to play with only one country against AI probably there are some more people who sometimes play against AI. Just wondering.
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@Schulz My interest in making 1 player games is 0.00%. Games are inherently designed to be played against another person. That is the way it was... the it has been... and the way it should forever be. Anything else is simply masturbation by another name.
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You are wrong.
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@Hepps So I am a porn producer by another name

Games designed to be played against other people is one sort of art. Games designed to be played against AI is another sort. Both have their purpose. However, using AI as a substitute for real people, as I start to realize, is a mistake. As long as the AI is not a person, that is, which could become a reality at some point.
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@alkexr
I agree. There is room for player vs AI games, but they should be a totally separate product. Hepps has enough projects on the go that he need not start another one, especially one he isn't passionate about.On the note of the USA, I really like the idea of making it AI controlled, or doing nothing until it enters the war. Some of the other WW1 games have really fumbled the USA in my opinion.
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