Big World - China is the key
Who would have thought that China, the smallest nation, could be so crucial.
The computer almost always fails in holding it. Meaning Russia collapsing soon thereafter despite my best efforts (playing Human US & UK).
Still managed to win after 30 turns by neutralizing Japan and fighting a massive Germany through a war of attrition across the Eurasia.
It was a slog though. Key is not to liberate China/Moscow if given the chance. Had 8 factories in east asia spawning tanks constantly - some of which would get turned over to China and be useless if liberated.
So, this is a super late reply, but.... I agree with this: the default AA game and so many mods, Japan ust kind of hops through if China falls and Russia is toast. Conclusion: The terrain in real life was much, much, much harder to move through. A Japanese army waltzing from Manchuria to Moscow is unthinkable. Most maps poorly reflect how long and how unhospitable central Asia is.
Terrain implementation isn't even needed to stop the aspect of Japanese armours storming Central Asia. It is neither historical, nor fun. I've always hated this aspect even though they were neutral each other but I don't have a problem with having unhistorical Soviet-Japanese war.
They could have violate the neutrality pact and they kept significant forces against each other.
The solution is;
- No using captured factories.
- Russian factories in Asia
- Decreasing incomes in Soviet Far East
- Increasing German income, while decreasing Japanese and Chinese incomes as much as possible.
With that losing/defeating China wouldn't be big deal. Japan will push more historical routes and only be able to send a token force against Russia before securing India and Pacific.
@Schulz I find terrain solutions to be quite fun! I don't mind a Soviet Japanese conflict. What I don't like is, especially standard AA maps, Moscow is accessible from Manchuria in just a few turns. My thoughts are not to make the route from central Asia inaccessible, but rather, much less easy to use.
@AprilForever yea i found, on the Global map anyway, making China (except for coastal TTys) and east of the Urals move 1 for all land units, helpful for slowing down a JPN blitzkrieg to Moscow.
Also better to make Mongolia passable its historical and would give China the opportunity protect Soviet Far East with the Russians.
@beelee What is the code for move 1? Am digging around in Total War XML, not seeing it... Thanks!
I'm not sure what @beelee is suggesting, but territoryEffect's has 'movementCostModifier' option which can be used to set the cost of units entering that territory. There is also 'noBlitz' which would stop attacking units from 'blitzing' through empty territory, but would still allow the territory owners units to move through those territories.
Just some ideas.
@AprilForever yea I did it in G40 House Rules. Used Hepp's Mountain ? image. Anyway, made a unit called "primitive" and placed it where desired. It basically gives a "-1" movement to the affected units.
<!-- primitive -->
<attachment name="unitAttachment" attachTo="primitive" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
<option name="isInfrastructure" value="true"/> <option name="canBeDamaged" value="false"/>
<option name="maxDamage" value="99"/>
<option name="maxOperationalDamage" value="99"/>
<option name="isAirBase" value="true"/>
<option name="maxScrambleCount" value="0"/>
<option name="isConstruction" value="true"/>
<option name="constructionType" value="primitive_structure"/>
<option name="constructionsPerTerrPerTypePerTurn" value="1"/>
<option name="maxConstructionsPerTypePerTerr" value="1"/>
<option name="movement" value="0"/>
<option name="givesMovement" value="-1:armour"/>
<option name="givesMovement" value="-1:Japanese_armour"/>
<option name="givesMovement" value="-1:Russian_armour"/>
<option name="givesMovement" value="-1:mech_infantry"/>
<option name="givesMovement" value="-1:Japanese_mech_infantry"/>
<option name="givesMovement" value="-1:Russian_mech_infantry"/>
<option name="givesMovement" value="-1:mobile_artillery"/>
<option name="givesMovement" value="-1:Japanese_mobile_artillery"/>
<option name="givesMovement" value="-1:Russian_mobile_artillery"/>
<option name="isAAforBombingThisUnitOnly" value="false"/>
<option name="canBeCapturedOnEnteringBy" value="French:Americans:British:Canada:Russians:Germans:Italians:Japanese:ANZAC:Chinese"/>
<!--<option name="canBeGivenByTerritoryTo" value="British"/>-->
You don't need the air base stuff. It was a long time ago and that's just how it worked out. Basically you just want something that can give negative movement. I think being "infrastructure" it gets captured and then it's negative for that player too.
Also, if you don't begin your turn in a "Primitive" TTy, it won't affect movement. So you can move into it and still go one more if you have a move 2 unit.
Probably a cleaner way to do it, but it works
@AprilForever yea do what WC says
TWW has a lot of tricky things going on. If it works I say go for it!!