Domination 1914 No Man's Land - Official Thread
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@board-3659 I've played Russia several times against some very good strategists. It's easy to go after Germany when the communists are busy going after neutral countries and Alaska. The other powers should still be able to go after the Communists when they can. Historically, there were British and American troops in Russia fighting Bolsheviks. Although, they were pulled out due to lack of support on the homefront. In the WW2 series this is the case against China. By the way, I like this game. I'm just saying I'd like to see a game where the communists are confined to stay within the Russian borders. I guarantee it will be more challenging to play Russia.
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@jtmayes1963 The reason why the British and Americans gave up was that the whites were pathetic tbh. They had low morale and had to deal with desertion often. (also the reds had the industry so that hurt)
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@board-3659 said in Domination 1914 No Man's Land - Official Thread:
@jtmayes1963 The reason why the British and Americans gave up was that the whites were pathetic tbh. They had low morale and had to deal with desertion often. (also the reds had the industry so that hurt)
The Reds had the advantage of the central position against powerful but uncoordinated White attacks.
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This is a chart of global naval units prior to 2014. I broke this down to percentage and edited to game accordingly. -
@jtmayes1963
What is the number of figures per number of ships for each class?I also have wondered (particularly for Germany circa World War II) how many land units the Germans could have fielded per capital ship they built.
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@majesticfeet Since the game doesn't make distinction between class, I don't worry about that. I simply go by battleship, battle cruiser, cruiser, destroyer.... as the game does. As far as land percentage, I'll leave that research to you, What caught my attention when I first started playing this game is Serbia has a cruiser on the board while the US nothing navel. America had the famous White Fleet in the late 19th and early 20th Centuries.
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@jtmayes1963 I am not looking at the map right now but I think the Serbian cruiser represents the Greek navy since as I remember it Greece is lumped in with the Serbians.
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@jtmayes1963 By class I meant BBs, BCs, C, DDs, and subs.
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@jtmayes1963 said in Domination 1914 No Man's Land - Official Thread:
@majesticfeet Since the game doesn't make distinction between class, I don't worry about that. I simply go by battleship, battle cruiser, cruiser, destroyer.... as the game does. As far as land percentage, I'll leave that research to you, What caught my attention when I first started playing this game is Serbia has a cruiser on the board while the US nothing navel. America had the famous White Fleet in the late 19th and early 20th Centuries.
This map is sometimes a bit . . . figurative in how it interprets history.
When WWI began, the U.S. started off as neutral. It gradually became more pro-Entente, and provided Entente nations with weapons. Eventually it entered the war. Based on that track record, America's contribution to the Entente war effort could be viewed as close to zero at the start of the war, but increasing over the war's duration.
The U.S. starts off with no navy, no air force, and only a small army. The small army is not in a position to venture outside Entente borders, unless it wants to invade Mexico. Also, the U.S. starts off with only a small amount of cash. Its initial contribution to the Entente war effort is pretty much zero, just like the real war.
A number of U.S. players, including myself, do a lot of neutral farming. That decreases the U.S.'s short-term contribution to the Entente war effort, because the U.S. is pouring a large share of its resources into farming neutrals instead of fighting against the Centrals. But it increases the U.S.'s long-term contributions, because it will have higher income. That also is a reasonably good proxy for what actually happened: namely escalating levels of American involvement.
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CP would lose all its navy very quickly which didn't happen in WW1 despite being outnumbered due to several reasons. I would suggest finding some ways to prevent CP losing all its navy within rounds.
Making some naval units default more defensive, giving Germany a bit bigger navy (their navy was overall newer than the British), introducing sea mines etc... might be solution.
Also there is a lack of the Battle of Atlantic maybe someone would want to address it in their mods.
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@schulz I have distributed the US fleet to where it takes at least 7 turns to land an effective ground force in Europe. Also, CP naval units are still on the board, including Germany, after Berlin is taken. I don't think there will be a Battle of the Atlantic because we are looking at it from a hind sight perspective.
I also placed neutral destroyers near Japan.
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I've just made an alternative skin with new national colours and flags if anybody is interested.

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I love this map given all the strategy options. Curious if there are ways to make the Hard AI more challenging in this game?
I have played a few times as CP and have no problem capturing UK turn 4 or Paris turn 6 with Germany. I’m sure a human would easily counter. These aren’t full on Zerg rushes. I’m still sending units to the other lines to keep a defensive posture.
AI doesn’t seem to understand it needs to protect its capitols and that factory placement limitations are important to manage. Also the United States AI will spam 30+ fighters instead of building transports and sending soldiers to Europe.
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@strategery The only currenty way to make AI more challenging is giving bonus income to AI as percentage. Also CP AI seems better than Allies AI.
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@schulz How is the Domination 1914 AI different than for example Steampunk Advance AI (the closest thing to it) since Allied AI doesn't do that
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@board-3659 I don't know Steampunk, but almost in all maps, AI performs better with factions that have less naval stuffs.
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@schulz I mean entente AI beats central powers AI despite having a lot more naval units. Nemo Pirates AI sucks. Martains is decent but usually still loses
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@schulz said in Domination 1914 No Man's Land - Official Thread:
@strategery The only currenty way to make AI more challenging is giving bonus income to AI as percentage. Also CP AI seems better than Allies AI.
You could do an edit each turn, replacing an excessive number of American fighters with an equivalent value of transports and infantry. You could also give the Allies some extra static units in their capitals.
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@board-3659 Maybe it is because the entente is too strong to offset AI's relative weakness of the seas?
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@schulz Could be though the US player is pretty competent at balancing ground units and naval units. The Alliance player is the same. Nemo pirates for some reason just build planes
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