New Steampunk Advance Thread
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@zlefin I can teach you and there is a manual if you unzip the game file and go to map and find the pdf. While there is some missing things (swampy couldn't add some stuff in the manual) the main things are there. Yeah, it should be in the notes, easier for newcomers than to look at a pdf.
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@zlefin just tell me when you want to play a game (if you want to)
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I need 1 more person so I can do a playtest and see whether this game is balanced (hard to determine since AI is bad at playing Nemo Pirates). Triple-A usernames: Board_3659, Glynn, Wassmuss
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OK not sure how other people are going to react but is it alright if I make the "Lore" for Steampunk Advance (Not changing what is already present, just expanding upon it).
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@board-3659 said in New Steampunk Advance Thread:
OK not sure how other people are going to react but is it alright if I make the "Lore" for Steampunk Advance (Not changing what is already present, just expanding upon it).
Go right ahead, no one will mind.
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@rogercooper Thanks, I just didn't want to people being annoyed that I "changed" the vision of what the map lore was
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So I played this Scenario 38 times. 4 times Central Powers, 4 times Entente, 13 times Martians, and 17 times Nemo Pirates.
I can safely say that when playing against AI, it favors the Allies mainly due to Austria being weak (though take that with a grain of salt) but I am getting ahead of myself. I am going to give my thought on every nation in this game every like 2 to 3 days (including this one) and basically discuss the units they have, the strategies I found, and other stuff I just can't explain because I am bad at phrasing things
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Germany [Not Finished; Editing it]
Overview
So Germany like all WWI games usually carries the Central Powers and it's not much different here (despite Austria needing to be supported from the get-go, Turkey can hold their ground). Germany's territory layout however has changed. While the European, and African Territories are not changed, its Pacific Territories had a few name changes and more importantly lost Kaiser-Wihelmland (which is the stronghold of Germany's Pacific colonies).


Germany's Pacific Theater is swapped out for an American Theater instead (A big
German/Austrian Force is in Mexico City).
So while Germany is still focusing on the European theater, it needs to focus significant effort on the Americas in order to achieve its goals there. Before we talk about that, it's crucial we talk about the units first.Units Overview
Graf-Class Zepplin

The Graf Zepplin is Germany's main Air Unit that costs 14 PU's, has 5 atk/2 def/ 5 mov, can bomb on a D6, and has an air capacity of 2. This means there are 3 major uses for it- Offensive Attacks - The 5 atk is significant and can assist in most major pushes you want to do
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It's a fun map, interesting units. but there are balance issues. And the AI does not play martians or pirates...just sits there.
Allies have a crushing advantage in income and TUV that only gets worse over time. Even if Germany takes the Russian capital, it doesn't make up for losing Austria.
US typically is boring to play early game in tripleA maps, nothing new there, but in this version that is taken to the extreme. Not fun.
Haven't played it a lot. Maybe there is some way to rush down France? But that seems unlikely
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@luhhlz Yeah this one does have a balance issue (wasn't tested by said person).
The AI does play Martians, but not Nemo pirates well. The Nemo Pirates not doing many causes
the Entente to have the advantage.Germany can easily take St.Petersburg in turn 2-3 which IMO does make up for Austria being weak (Austria is basically trying to hold against the alliance which is too strong IMO in this game).
The US is the boring part I completely disagree. I always deal with a German invasion of the US so unless AI is not doing that which it always does, you can't really use the US to send support. I haven't tried rushing France but I think through Belgium is the way to go through IMO Turn 2 to 3 kills of Russia is better.
Also what AI are you using, Fast, Easy or Hard? Thanks for the critique though
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If I or someone to make a mod of this here are some things:
Germany
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Give them Dreadnoughts, probably 3 as well as at least 6 airplanes (IDK who thought giving Britain this much of a naval advantage was balanced; Dreadnoughts allow planes to be viable for Germany)
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Give more ships to Germany so its navy is able to defend against the British (previous point)
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Add 2-4 Deutschland Subs around the world. (This is because Germany's naval production is limited to only 2-3 areas that are constantly under threat so you never build them.)
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Make the normal zeppelin cheaper (IDK why it would be more expensive than the graf zeppelin class ones which heavily outclass it, ig 10 is probably fine)
France
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France can't make Maginot unit (Was too overpowered for a country with an above-average economy, made France basically not be under any major pressure until late in the game, meaning they are likely the ones who will be making the offensive push first, plus the 7 maginots in Alsace-Loraine made Germany not be able to effectively threaten the French unless they go around, limit that stack to 3-4.)
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Maybe make France conscripts units not need a factory but cost 3, alternatively make them not be able to cross France or limit where they can be placed (France's production allows them to be able to abuse conscripts unlike russia and buy them with no real consequences since they can, later on, buy heavy artillery or Roburs).
Italy
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Make the Hitman unit be a 4/0 and limit production to North Italy (Were too spamable and due to Austrias low unit amount made it nearly impossible to defend against this)
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Make Militia be limited to only the Balkans (Same issue as conscripts but worse since they were a 2 cost infantry but with 1 less defense, the main issue is that you can build them in Rome so you can make stacks of them which saves money allowing you to buy more expensive units as compensation for the lower defense)
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Make pontoons bridges cost 9 and be a 0/3 (They can be used to protect sea zones very cheaply at 7 pu compared with 12 pu's for a battle cruiser and 14 pu's 2 transports making 28 in total, sure it's stationary but the lack of production cancels that out and even if it didn't it would still be the sea version of the Maginot for all intents and purposes. It makes it very hard to push back the Alliance once they gained momentum in the Pacific since they can place these to defend their island's sea zones, which essentially prevents the Nemo Pirates from being able to take them back without huge cost either in the battle or in the counter-attack).
Austria-Hungary
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Give them more units (Seriously this is sad, why do they start out with so little)
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Start them out with a leviathan and let them be able to make Stormtruppen (Austria has the least diverse amount of unique units)
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Let them have the dreadnought and start with 1 maybe 2 plus increase Austrian navy (Why is it so small? it was stronger or comparable to the italian one so this makes no sense)
Part II tomorow
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I only use hard AI.
I think all the changes make sense! This would help tremendously as Allies are overtuned.
One comment - I'd like to keep the unique units, that's why you're playing this map in the first place! So don't disallow purchasing maginot, just up the cost.
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@luhhlz IDK since France can just spend money to halt the german advance and build fortifications. Maybe make them 10-12 IDK
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Part II
Nemo Pirates
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Make Nautilus submarines cost 15 Pu's (They are too expensive for what they are and should be comparable to a Dreadnought which cost 12 pu's with sub-rule (+5 pu's) but with no air transport (-2 pu's) and not with Battleships)
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Allow the Nemo Pirates to be able to get more technologies to give them a bigger incentive to research them (they barely were used since you barely have money) they also will get more stronger benefits
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Submarine Warfare will give an extra hit to sea bases and more power (IDK why they aren't considered subs)
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New units: Sea bases ss, Nautilus ss, Contessa, Hero, and Auto cars . Sea bases ss are 11 pu naval units that have submarine rules and are 3 atk and 2 def and have transport amount of 5. They can move 2 (only able to make after getting Industry). Nautilus ss are 21 pu units that have 5 atk and 6 def and transport of 4 and with sub. rules. They can move 4 spaces and are 2 hit. (only after getting Submarine Warfare). Contessa is a 14 pu land unit that is 2 atk and 4 def that moves 2 and supports 3 marines in Atk and Def (Only availabe after getting Working Women). Hero is your standard hero that every nation has but cost 6 (Only available after getting Victory bonds). Auto cars are 10 pu 2 atk 5 def unit that can move 2 and has transport cost of 2 (only availabe after getting Science).
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Add more objectives that Nemo pirates can get (Like Java, Singapore, Aleutain Islands and St.paul Island so they won't be restricted and would be encourage to spread out in different directions, so they now only need 7/13)
This took a while so Part III might be later ok
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Everyone should keep in mind that you have a favorite unit but aren't sure how to price it, you can price it low and buildcap it to prevent spamming.
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@rogercooper I didn't realize that, thanks for the suggestion but I basically tried estimating the best cost for the new units based on the abilities and how much value they have and the stats (some of the ones from Tokens are good but they need to be rolled for)
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This isn't that related to Steampunk advance but I wish there were a few maps that had Antarctica. I think the steampunk feel here could make it work though I think that might be something in the future and not my priority
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Agree antartica only makes sense for steampunk. Machines stop working at Russian winter temperatures IRL, at antartica temperatures, forget it.
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@luhhlz said in New Steampunk Advance Thread:
Agree antartica only makes sense for steampunk. Machines stop working at Russian winter temperatures IRL, at antartica temperatures, forget it.
Check out this boardgame Antarctica.
Also check this sort of Antarctic map https://axisandallies.fandom.com/wiki/Small_Balanced_4_Player_Teams
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@luhhlz Makes it better than the comic "League of Extraordinary Gentlemen" (an inspiration for this TL) has Captain Nemo going to Antarctica. His daughter also went to Antarctica and I think there were was stuff there
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