New Map: World War 1 End of Empires
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@iratoric Why not make the Soviet Union a separate country. When the revolution triggers, place a bunch of Soviet units and change some territory ownership. Then the let the Soviets fight it out with the remaining Russian units.
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@rogercooper This is a good idea! First, though, I would like to see if I can make a new Soviet capital in Moscow. It would look strange to have the Soviet symbol over Russia before the revolution occurred.
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@rogercooper @iratoric Adding the Bolsheviks would be obviously more realistic but I would have doubts if it would be possible to incorporate the Russian civil war.
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Trotsky initially refused to sign a peace treatry with CP then the Germans resume the war on Eastern Front again which ended with German success and it left the Bolsheviks no chocie but sign the Brest-Litovsk.
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The Bolsheviks could still have refused to sign the Brest-Litovsk, plus the Germans seriously considered to topple the Bolshevik government.
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There were also different possibilities like the Whites win the civil war but also left the war or the Bolsheviks having fighting with both CP and White Russians etc...
CP-Bolshevik relations were between War and Neutrality hence Bolsheviks should never be controlled by CP player. Luckly AI could handle the Bolsheviks well.
Overall I would be fine with either way if there will be Russian civil war or not I would certainly not set Bolsheviks neutral to CP and being controlled by the CP player like it is in NML.
Also I think it would be nice to make Karelia touching Barents Sea Zone to give Allies opportunity to fight with Communists.
BTW you could remove the unneeded technology chart from the "Players" tab by adding just this two line between
</production> and <attachmentList>.<playerProduction player="United_States" frontier="United_StatesFrontier"/> </production> <technology> </technology> <attachmentList> <attachment name="unitAttachment" attachTo="aaGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
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I just made it so the Soviet flag appears over Moscow upon the Russian Revolution being triggered:

I have yet to add Soviet units. Tell me if you would like to see this in the game or if you would like it to focus more on World War 1 and not the Russian Civil War.
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@iratoric said in New Map: World War 1 End of Empires:
I just made it so the Soviet flag appears over Moscow upon the Russian Revolution being triggered:

I have yet to add Soviet units. Tell me if you would like to see this in the game or if you would like it to focus more on World War 1 and not the Russian Civil War.
Nice work
Let the Russians slay each other. Or at least the option to. "What if" is the coolest part of games imo.A "Map Option" so the player can choose. To a certain degree anyway.
Good action here
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I would play the game without Russian Civil War feature since I don't like the idea having fixed amount of units pop up in certain territories and I couldn't came up with better alternatives. Seems like too many unneeded complexities would be required. I like TripleA with the simplest rules as much as possible. But of course nothing wrong to add it as optional feature.
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Seems like "Neutrals" and "No-One" can be safely removed from the game.
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I think post Brest-Litovsk territories should be strickly determinated. For example Austria really shouldn't get any territory from the Eastern Front no matter how many Russian territories are being taken by Austria. As far as I researched Austria didn't get any territorial gain on the Eastern Front.
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What about making USA purple to make it more distinguishable from Italy?
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Merging Morocco-Algeria-Tunisia might provide more strategic options. Like giving USA opportunity to retake Egypt-Libya or reinforce these areas. (Though USA and the Ottomans never declare war on each other)
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I would really want to see Finland and Karelia having access to Barents Sea Zone.
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I would prefer Ireland factory being moved to Canada.
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It would be nice to add notes that what percentage of bonus income should be given to opposite alliances in single playing.
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@Schulz
I think I should explain the functioning of the players "Neutrals" and "No-One". Get ready because this is a long one.Neutrals: When I created the Russian Revolution event, I ran into a problem. If I simply made Russia neutral, they would still produce units and move them around within their borders. This causes a problem for the Central Powers AI because they will stack a bunch of units along the Russian border as if in preparation for Russia re-entering the war, causing them to lose on the Western Front 90% of the time. If I made the territory neutral and impassable, Central Powers units could get "stuck" in neutral territory when the Revolution occurs. On the other hand, if I made the territory neutral and passable, the Central Powers can blitz through Russia and capture the territory. This is because neutral territory does not actually belong to any player, so the first player to have their units enter that territory will claim it for their country. My solution was to make a player called Neutrals (cannot call it Neutral because that gets read as neutral which means no player) which will hold the territory. I also set the properties "Neutrals Are Impassable" to false and the property "Neutrals are Blitzable" to true. This allows the Central Powers to move their units back through Russian territory without claiming it.
You are right that Neutrals can be removed from the game, but they will be replaced by Soviet Russia which will hold the neutral Russian territory.
No-One: When I created the capital change event, I ran into another problem: as far as I know, there is no way to remove a capital. If I simply added a Soviet capital to Moscow, the Russian flag would remain over Petrograd. To get around this, I made Petrograd the capital of No-One. No-One is a player with blank flags. Therefore, when Petrograd is made the capital of No-One, the Russian flag will disappear. If you hover over Petrograd, it will say that it is "A Capital Of No-One". If you have a better solution then let me know!
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@iratoric If you add <option name="canBlitz" value="true"/> to aaGun, infantry, armour and artillery they won't get stuck in impassable territories.
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@schulz I'm not sure what you mean. As far as I understand it, the canBlitz option only allows units to take multiple unoccupied territories at a time. As for making the United States purple, I may do that if it helps make them more distinguishable from Italy. I will see if I can find a shade of purple that I like.
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@iratoric purple ? hmm...
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@beelee Yeah, I like the green color for the United States but I can change it if people want me to.
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If you add infantry and cavalry to Sweden via edit, you will see that the cavalry will be able to move through Finland while infantry will stuck here forever because <option name="canBlitz" value="true"/> has another hidden feature that prevents land units stuck to impassable territories.
Here is Purple USA if you are interested in;
United_States=713778

If you didn't like Purple then I would suggest having an alternate map skin.
First and default one will be based on having the most distinct colours (The current colours+Purple USA) and alternate skin will be based on Over the Top national colours (which USA will be Green or greenish).
So I would suggest you making USA purple and let me to create an alternate skin.
There are also other color schemes;


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@schulz I tested this for myself and I was able to move out of Sweden very easily:

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@schulz I think you are having a misconception about how impassable territories work. The only effect that impassable territories have is that you cannot enter them, although you can exit them. Therefore, if you have multiple impassable territories in a row, you will get stuck because you can exit the first one but cannot enter the second one.
If you place units in an impassable territory, they will claim it during combat move for their own nation. You have to let the game run until it is your units' turn to move and then you should be able to move out of the impassable territory. For instance, I used Russian units and was able to move out of the territory during Russian combat move. If you used another nation you might have to stay in Sweden until you can claim it but you will definitely not get stuck permanently. It is only an issue when you have two impassable territories in a row.
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I figured out how to do a real capital change without that dumb "No-One" player! I read the code and essentially, all I needed to do was set count to "-reset-" for Petrograd's territoryProperty. Now if I hover over the territory Petrograd is no longer a capital:

This is a great success and I will update the code momentarily!
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I was messing around with the colors a bit but none of it looked really good. If anyone has a visually pleasing color scheme let me know.
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@Schulz I will test the purple USA and see if that looks good or not.
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@schulz That is a good one, but I was planning on making Bolsheviks red. Do you have any other color suggestions for the Ottomans?
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@iratoric If you want to preserve red for the Bolsheviks only you could inspire of unified colour scheme.

But I would strongly suggest to keep British Brown, French Blue ,Germany medium grey and Russia brownish yellow.
USA, Austria, Italy and Ottomans are debetable. Its up to you.
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