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    Domination 1914 No Man's Land - Official Thread

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    • C Offline
      Cernel Moderators @Schulz
      last edited by Cernel

      @Schulz The flag for Arabia is wrong. Beside the red triangle on the hoist side, from top down, it should be black, green, white, not the current black, white, green.
      https://en.wikipedia.org/wiki/Flag_of_the_Arab_Revolt

      1 Reply Last reply Reply Quote 2
      • SchulzS Offline
        Schulz
        last edited by

        Well it looks great.

        Like German sub bid. Banning Japan is the another thing that everyone is agree. They also always limit gases though I am the only one that never favour of limiting gases.

        Also what about adding sz7-sz8 connection. It does exist in Great war map.

        Also sz21-sz29connection doesn't really makes sence.

        redrumR 1 Reply Last reply Reply Quote 1
        • redrumR Offline
          redrum Admin @Schulz
          last edited by

          @Schulz Thanks. I'm open to additional changes and did consider the sz7-sz8 and sz21-sz29 connections but there didn't seem to be as strong a consensus on those. I think adjusting some of the neutral placements like Japan to be a bit stronger and some others a bit weaker would probably be good but hard to determine.

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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          • SchulzS Offline
            Schulz
            last edited by

            Also Entente nations can pass Black sea from the Mediterranean (or vice versa) without having Constantinople. It is definitely bug. It should require having both Dardanelles and Constantinople.

            redrumR 1 Reply Last reply Reply Quote 1
            • redrumR Offline
              redrum Admin @Schulz
              last edited by

              @Schulz Probably a good point. I hadn't realized that. Though if Constantinople falls, 99% of the time the game is over so probably not a huge deal. I added the following as proposed changes that I'd like to get more feedback from experienced NML players on:

              Proposed Changes (Open to Discussion)

              • Add connection sz7 to sz8
              • Remove connection sz21 to sz29
              • Decrease territory value or increase neutral units in Japan
              • Black Sea to Med canal should also require Constantinople not just Dardanelles

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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              • SchulzS Offline
                Schulz
                last edited by Schulz

                Also I would offer making more tech categories since they play vital part of game, some techs are much more important in initial rounds than other nations. Having incidentally good/bad techs makes huge impact for example;

                As Serbia you can gain either propaganda or industry tech and one of them is close to be worhless while the other one (propaganda) is the best tech.

                Another example, Late fighter is must for Germany if Centrals want to protect the German Navy. I mea overall achieving wanted techs should be less dicey. I propose 5 categories instead of 3.

                Offense

                -Mustard Gas
                -Creeping Barage
                -Mobile Warfare

                Defense

                -Railway Guns
                -Bunkers
                -Propaganda

                Innovation

                -Late Fighter
                -Armour
                -Industry

                Economy

                -Victory Bonds
                -Workin Women
                -Science

                Naval

                -Sub Warfare
                -Convoys
                -Dockyard
                -Fleet Action
                -Merchant Marine
                -Aircraft Carrier

                K 1 Reply Last reply Reply Quote 2
                • SchulzS Offline
                  Schulz
                  last edited by Schulz

                  Also I have doubts about Constantinople-SZ 68 connection. Removing this connection would weakened Turkey, I would favour not removing it though.

                  redrumR 1 Reply Last reply Reply Quote 1
                  • redrumR Offline
                    redrum Admin @Schulz
                    last edited by

                    @Schulz Open to reworking the tech categories but that would be a pretty major change so would want others to weigh in.

                    I think we need to keep the Constantinople-SZ 68 connection.

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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

                      Agree better to keep Constantinople-SZ 68 connection.

                      Also they approved new tech categories and I think decreasing territory values or increasing neutral units in Japan are equally good idead.

                      1 Reply Last reply Reply Quote 1
                      • K Offline
                        KurtGodel7 Moderators @Schulz
                        last edited by KurtGodel7

                        @Schulz said in Domination 1914 No Man's Land - Official Thread:

                        Also I would offer making more tech categories since they play vital part of game, some techs are much more important in initial rounds than other nations. Having incidentally good/bad techs makes huge impact for example;

                        I like your idea. And I think it could be even better in a modified version.

                        Each tech category would have a level 1 and level 2. You cannot research level 2 techs in any given category until you've researched all level 1 techs in that category.

                        Industry level 1
                        Science
                        Victory bonds
                        Working women

                        Industry level 2
                        Industry
                        Propaganda
                        Late fighter

                        Land level 1
                        Mobile warfare
                        Mustard gass
                        Bunkers

                        Land level 2
                        Creeping barrage
                        Rail guns
                        Tanks

                        Naval level 1
                        Merchant marine (destroyers, cruisers, and battle cruisers move 3)
                        Convoys
                        Fleet action

                        Naval level 2
                        Dockyards
                        Sub warfare
                        Aircraft carrier

                        redrumR 1 Reply Last reply Reply Quote 1
                        • redrumR Offline
                          redrum Admin @KurtGodel7
                          last edited by

                          @KurtGodel7 Interesting idea. Though I think it would probably make level 2 techs appear in much fewer games as you'll probably only see them in games lasting over 10 rounds. I think that's probably a bit too extreme.

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          K 1 Reply Last reply Reply Quote 1
                          • redrumR Offline
                            redrum Admin
                            last edited by redrum

                            v1.2 is released

                            • Add aaGun image for Arabia to avoid errors when capturing one
                            • Add connection sz7 to sz8
                            • Black Sea to Med canal should also require Constantinople not just Dardanelles
                            • Update Propaganda tech to give Germany Stormtroopers instead of infantry
                            • Decreased Hokkaido and Tohoku production from 6 to 4

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                            • K Offline
                              KurtGodel7 Moderators @redrum
                              last edited by KurtGodel7

                              @redrum said in Domination 1914 No Man's Land - Official Thread:

                              @KurtGodel7 Interesting idea. Though I think it would probably make level 2 techs appear in much fewer games as you'll probably only see them in games lasting over 10 rounds. I think that's probably a bit too extreme.

                              TheKhan_Entente.tsvg
                              TheKhan_Entente2.tsvg

                              I have attached two saved games. In the first of which the game ended in round 46. The second of which merely lasted until round 42. These are extreme examples I'll admit. But, the vast majority of games I play on this map last at minimum until round 20, and it's perfectly normal for a game to last until about round 30.

                              With the rules modification I proposed, a player would be allowed to research level 2 industrial techs once he'd researched all level 1 industrial techs. The same applies to land and naval techs. This means that it's possible for players to start acquiring level 2 techs as early as round 4. By round 10 the major powers should have all level 1 and level 2 industrial techs researched, and they should have a few level 1 land or naval techs.

                              The goal of my tech system is to prevent ultra-good tech rolls from having an overpowered effect on the game. If (for example) Germany gets industry tech on round 1, it could potentially put Paris in danger. You don't want the fate of a major capital to ride on the luck of a tech roll, which is why I made industry a level 2 tech. I also made propaganda a level 2 tech, because Serbia getting propaganda tech on round 1 makes it too difficult for the Centrals to capture it. Creeping barrage makes a land offensive much more threatening and powerful. If I'm Austria, I want creeping barrage more than I want all other land techs combined. I made creeping barrage a level 2 tech, because it's not good for a key Russian or Italian territory to fall too early, based on a lucky Austrian tech roll. Conversely, the defender getting a very good tech roll (rail guns) can delay conquest by a number of turns. That's why I made rail guns a level 2 tech as well.

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                              • SchulzS Offline
                                Schulz
                                last edited by

                                Kurt I've looked the load games and Entente player had made serious mistakes in initial rounds like not rolling in Northern Mexico with USA cavalries in round 1, USA atlantic navy, Buying England Factory instead of 5 sub/fighter in London, allowing Germany to stay in English Channel, Buying Volgograd factory too early instead of trying to recapture Warsaw, not trying to capture Switzerland in initial rounds with Italian cavalries, not staying in Milan. Had Entente done somethings differently game wouldn't last longer than 15 rounds.

                                Any game can last even more with such a defensive playstyle. But the most critic rounds are indeed the initial round between 1 and 5.

                                With your tech system, Germany will never have Late fighter in initial rounds and immiadetaly lost its navy and with Scandinavian incomes Entente will start heavily outproduce Centrals.

                                Lack of Creeping Barrage/armour/industry in initial rounds is huge punishment for Centrals. It will significantly weakened Centrals. There is no reason for Entente to fear offensive techs/units of Central powers. Centrals have absolutely zero chance to take Paris even with early industry tech which is nerfed.

                                No industry and no late fighter for Germany means having almost zero chance to take Marseille,Piedmont, Losing Scnadinavia and delaying Austria pushing Russia, Italy. And finally guaranteeing to keep Northern Italy/Southern France with USA reinforcements via Morocco,Spain.

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                                • SchulzS Offline
                                  Schulz
                                  last edited by

                                  I agree Serbian Propaganda is too annoying. I would prefer removing all Serbian techs though.

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                                  • SchulzS Offline
                                    Schulz
                                    last edited by

                                    West Prussian factory would be nice imho but I would have some concerns about it due to being able to purchasing up to 10 naval units (14 with industry). Russia will need carefully calculate Petersburg if there are so many Stormtroopers in Berlin for preventing rush.

                                    Another things that should really be discussed that how aleatory British having %50 chance taking Mexico city in round 2. And how easy and effective to rush Commies with USA via Eastern Russia due to very close distance.

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                                    • redrumR Offline
                                      redrum Admin
                                      last edited by redrum

                                      Example of current house rules for experienced players:

                                      • 18 gas max per player
                                      • nothing south of panama, no japans, no spain except top 3, china open only if centrals open it
                                      • no teching of italy and serbia
                                      • victory bonds for germany and a choice of industrial tech

                                      Other considerations:

                                      • AA vs zepplin balance (maybe decrease AA cost to 5?)
                                      • Moving UK fighter from London to Ireland
                                      • Additional balance around round 1 sea battles

                                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                      1 Reply Last reply Reply Quote 2
                                      • redrumR Offline
                                        redrum Admin
                                        last edited by redrum

                                        Here are the proposed tech category changes to 6 instead of 3:

                                        • Economy: Victory Bonds, Working Women, Science
                                        • Innovation: Late Fighter, Armour, Industry
                                        • Land Offense: Mustard Gas, Creeping Barage, Mobile Warfare
                                        • Land Defense: Railway Guns, Bunkers, Propaganda
                                        • Screens and Subs: Sub Warfare, Convoys, Merchant Marine
                                        • Capital Ships: Dockyard, Fleet Action, Aircraft Carrier

                                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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

                                          I'd prefer decreasing mainland income of US rather than limiting farming too much if maintaining balance would be still possible. Because these restrictions just remove a lot of strategic options of US and dictates it a straightforward strategy which include Atlantic only.

                                          I'd be okey banning Japan and S.America. I have mixed feelings about Spain and I'm definitely oppose banning China.

                                          I approve removing Serb techs, German starting Victory bonds, moving UK fighter to Ireland.

                                          1 Reply Last reply Reply Quote 0
                                          • K Offline
                                            KurtGodel7 Moderators
                                            last edited by

                                            I'd like to put some ideas onto the table.

                                            1. Minor nation techs (for Serbia and Italy). Technology works the same way as for all other powers, except:
                                            • Tech tokens cost 2
                                            • Propaganda produces 1 infantry per turn
                                            • Victory bonds gives you one die roll of added income per turn
                                            1. German neutral farming in South America
                                            • Remove 1 infantry from Peru
                                            • Add 1 factory for Bolivia
                                            • Replace existing units in sz 106 with 2 battlecruisers and a sub
                                            • Move British ships in sz 104 to sz 96
                                            1. Unit limits
                                            • Gass limit of 15 per nation
                                            • Zeppelin limit of 2 per nation

                                            I like Redrum's proposed tech system, and his idea of moving a UK fighter to Ireland instead of London.

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