TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    Domination 1914 No Man's Land - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
    250 Posts 22 Posters 225.1k Views 21 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • M Offline
      majesticfeet @jtmayes1963
      last edited by

      @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.

      J 1 Reply Last reply Reply Quote 0
      • J Offline
        jtmayes1963 @majesticfeet
        last edited by

        @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.

        M K 3 Replies Last reply Reply Quote 0
        • M Offline
          majesticfeet @jtmayes1963
          last edited by

          @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.

          1 Reply Last reply Reply Quote 1
          • M Offline
            majesticfeet @jtmayes1963
            last edited by

            @jtmayes1963 By class I meant BBs, BCs, C, DDs, and subs.

            1 Reply Last reply Reply Quote 1
            • K Offline
              KurtGodel7 Moderators @jtmayes1963
              last edited by

              @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.

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

                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.

                J 1 Reply Last reply Reply Quote 1
                • J Offline
                  jtmayes1963 @Schulz
                  last edited by

                  @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.

                  SchulzS 1 Reply Last reply Reply Quote 1
                  • SchulzS Offline
                    Schulz @jtmayes1963
                    last edited by Schulz

                    I've just made an alternative skin with new national colours and flags if anybody is interested.

                    nmlskin-min.png

                    1 Reply Last reply Reply Quote 4
                    • S Offline
                      strategery
                      last edited by

                      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.

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

                        @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.

                        board 3659B RogerCooperR 2 Replies Last reply Reply Quote 1
                        • board 3659B Offline
                          board 3659 @Schulz
                          last edited by

                          @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

                          SchulzS 1 Reply Last reply Reply Quote 1
                          • SchulzS Offline
                            Schulz @board 3659
                            last edited by Schulz

                            @board-3659 I don't know Steampunk, but almost in all maps, AI performs better with factions that have less naval stuffs.

                            board 3659B 1 Reply Last reply Reply Quote 1
                            • board 3659B Offline
                              board 3659 @Schulz
                              last edited by

                              @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

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

                                @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.

                                1 Reply Last reply Reply Quote 2
                                • SchulzS Offline
                                  Schulz @board 3659
                                  last edited by

                                  @board-3659 Maybe it is because the entente is too strong to offset AI's relative weakness of the seas?

                                  board 3659B 1 Reply Last reply Reply Quote 1
                                  • board 3659B Offline
                                    board 3659 @Schulz
                                    last edited by

                                    @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

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

                                      Fixed Italy buying armour without researching Tank tech: https://github.com/triplea-maps/domination_1914_no_mans_land/pull/11/files

                                      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
                                      • O Offline
                                        Ondis Moderators
                                        last edited by Ondis

                                        Hey!

                                        I love this map though I havent played it a lot. Do have some questions about what everyone thinks in regards to Bids here.

                                        Personally I love to play with no rules in regards to "capturing neutral territories" and no rules in regards to gas.

                                        I cant remember what side gas benefits the most but if I remember correctly neutrals in especially Asia but also Spain benefit the Allies a lot.

                                        So what would be your recommended bid in regards to a LL game with no other rules?

                                        I know 1 sub is common, what about 1-2 techs? Maybe even for Germany and Austria each?

                                        Im also curious how you´d rate dice vs LL. In Global, which Im far more familiar with, the bid difference is about 6-10 PU. That is, the allies get LESS bid when there is Low Luck than when there is dice.

                                        Same would apply here I assume, especially due to the curcial german sub play.

                                        How would you compensate? I know once when me and Kurt played he gave me +3 PU per turn for the rest of the game as Germany, but he may have just been nice since I was new to the game then. Though it is not that much, in essence its one average neutral territory extra.

                                        edit: Epinokon told me that there had been big changes to the map in the past year or so that means at least the LL bids and other house rules no longer are used.

                                        Does anyone know what version / since what version those changes came so I can browse them through a bit?

                                        Also still curious about what if any bid youd put for dice, or in other words how dice affects the balance?

                                        redrumR K 2 Replies Last reply Reply Quote 0
                                        • redrumR Offline
                                          redrum Admin @Ondis
                                          last edited by

                                          @ondis Its pretty balanced in my experience after the changes made (you can see the change log in the first post of this thread). Those mostly addressed a lot of the past issues around neutral territories, gas, etc. Centrals probably are a bit stronger in LL and a bit weaker in dice as naturally whoever is on the offensive benefits a bit from LL as things are more predictable.

                                          Kurt is an experienced player and probably just giving you some help.

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

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

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

                                            Hey!

                                            I love this map though I havent played it a lot. Do have some questions about what everyone thinks in regards to Bids here.

                                            Personally I love to play with no rules in regards to "capturing neutral territories" and no rules in regards to gas.

                                            I cant remember what side gas benefits the most but if I remember correctly neutrals in especially Asia but also Spain benefit the Allies a lot.

                                            So what would be your recommended bid in regards to a LL game with no other rules?

                                            I know 1 sub is common, what about 1-2 techs? Maybe even for Germany and Austria each?

                                            Im also curious how you´d rate dice vs LL. In Global, which Im far more familiar with, the bid difference is about 6-10 PU. That is, the allies get LESS bid when there is Low Luck than when there is dice.

                                            Same would apply here I assume, especially due to the curcial german sub play.

                                            How would you compensate? I know once when me and Kurt played he gave me +3 PU per turn for the rest of the game as Germany, but he may have just been nice since I was new to the game then. Though it is not that much, in essence its one average neutral territory extra.

                                            edit: Epinokon told me that there had been big changes to the map in the past year or so that means at least the LL bids and other house rules no longer are used.

                                            Does anyone know what version / since what version those changes came so I can browse them through a bit?

                                            Also still curious about what if any bid youd put for dice, or in other words how dice affects the balance?

                                            Balance changes to the map mean that bids are no longer used.

                                            There are still two house rules which are in somewhat wide effect. One is a gass limit of 12 per nation. The other is a zeppelin limit of 2 per nation.

                                            A gass limit serves to help prevent 3 things.

                                            1. Germany and Austria picking an Entente capital, such as Paris, to try to zerg rush. One of the two uses normal units for its aggression, while the other sends a huge stack of gass.

                                            2. Germany or Austria building a huge stack of gass, and moving it back and forth between various fronts to threaten Entente in more than one place.

                                            3. Later in the game, no gass limit means the U.S. could put nearly all its money into gass. American gass would be in conjunction with a French or British offensive.

                                            The zeppelin limit exists to prevent the U.S. from buying large amounts of zeppelins, and sending them against the communists. Without a zeppelin limit, Russia could send units to try to take the communist capital, while the U.S. sent large numbers of zeppelins.

                                            There are no longer widespread house rules restricting neutral farming. The modifications to the map included income reductions for some neutral territories, or increases in the number of units defending them, or both.

                                            1 Reply Last reply Reply Quote 1

                                            Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                                            Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                                            With your input, this post could be even better 💗

                                            Register Login
                                            • 1
                                            • 2
                                            • 3
                                            • 4
                                            • 5
                                            • 12
                                            • 13
                                            • 1 / 13
                                            • First post
                                              Last post
                                            Copyright © 2016-2018 TripleA-Devs | Powered by NodeBB Forums