Axis Ascension
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@Schulz A warning, those attachments give the bonus to the air unit for its regular attacks so long as one or more enemy relevant ships are present, meaning that the added power may be used to hit other air units too if hits from fighters can be assigned to air as well as sea units. For example, 4 fighters attacking 1 carrier with 2 fighters will all have the +1 attack bonus, thus increasing their ability to hit not only the carrier but also the fighters.
Practically, these are not bonus for attacking ships but bonus for attacking whatever force with at least 1 relevant ship.
If you want, you can change
option name="number" value="1000"tooption name="number" value="1"if you want to restrict the bonus to the number of enemy relevant ships. For example, if it is 1, then 4 fighters attacking 1 carrier and 2 fighters will have only 1 attacking fighter having the bonus so long as the carrier is not removed from the battle. -
@Cernel Thanks, I've fixed it too.
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I'm struggling to arrange the setup; anybody have good tips on how to make it work?
Too many units slow down games.
Too few units turn it into a purely luck-based game.
Units should be placed to provide the most openings while also being part of the balance, which is the hardest thing.
I was thinking about copying other maps' setups, but in none of them do both Italy and Japan play before the UK and the US. My map also lacks both China and the Soviet-Japanese front.

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@Schulz Try with AI vs AI play for balance. You may need to give the Americans a bonus because the AI can have trouble dealing with wide ocean.
Copying other maps can be a good starting point, if the map has a similar number of areas.
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@schulz
1941GCD has 800 locations and 2000 units, it plays fast on Fast-AI, so I would not worry about speed. looking at your europe setup.
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Try with AI vs AI play for balance. You may need to give the Americans a bonus because the AI can have trouble dealing with wide ocean.
I would like to have this map suitable for both single and multiplayer.
Are you sure the AI can still help balance it for multiplayer too? How much bonus income are you suggesting giving the American AI? Perhaps I should give bonus income to Japan too.
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Try with AI vs AI play for balance. You may need to give the Americans a bonus because the AI can have trouble dealing with wide ocean.
I would like to have this map suitable for both single and multiplayer.
Are you sure the AI can still help balance it for multiplayer too? How much bonus income are you suggesting giving the American AI? Perhaps I should give bonus income to Japan too.
I would need to see the map, but in general, Japan has nearby objectives they can go after. You may need to set maxBuild limits for air units, to prevent the AI from overbuying aircraft.
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- The setup is meant to be balanced around dice.
- Collect income before the rounds.
- V3 sub, air, and carrier rules.
- May '42 setup.
- No building new factories and no using captured ones. The Axis starts with extra factories in Hungary, Yugoslavia, and Taiwan to compensate for this.
- No China.
- No Japanese-Soviet front.
- No tech.
- No national objectives.
- Ships move at 3 (though I'm thinking about making only transports move at 3).
- Fighters can scramble to nearby sea zones from anywhere. They can escort or intercept bombing missions. Fighters also have a +1 attack bonus against surface ships (yeah, they are supposed to be that good).
- Britain and the USA can't land on Soviet territory that hasn't been taken by the Axis.
- Factories have their own AA guns.
- Standard infantry costs 6 IPCs with 1/2/1 stats, whereas they are replaced by "conscripts" for the Soviets and Japan, which cost 4 IPCs with 0/1/1 stats.
- Factories can be bombed up to their territory value.
- Capture 2 enemy capitals to win.
- Germany is twice as strong as the Soviets income-wise; Germany + Italy is stronger than the Soviets + British; and the US is twice as strong as Japan.
- The setup is far from being finished, unfortunately.


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@Schulz Are you using naval bases? Given the large number of sea areas separating the United States from the Axis, naval bases could give ht US the ability to hit the axis in a reasonable amount of time.
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@RogerCooper There is no naval base, that's why transports had to move at 3. Not sure about the other ships though, whether they should move at 3 or 2.
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@Schulz
It has to be 3.
Transports/Convoy move 10knots-ish
Other military ship move faster, so 3 or 4.
So 3
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