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    World War I with more territories?

    Scheduled Pinned Locked Moved Maps & Mods
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    • RogerCooperR Offline
      RogerCooper @Schulz
      last edited by

      @Schulz This your mod, you don't have to the same way as the boardgame. Essentially the Russian Revolution means that Russia goes neutral and possibly some territory is transferred. The trigger is a combination of territorial losses, time and luck.

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

        @RogerCooper "Russia leaves the war if x number of its territories are occupied" sounds good to me. I would simplify it even further, if anything. Like:

        It's no longer optional.
        No more "after Round 4" condition.
        Not even the "only territories close to Moscow or Petersburg" condition.

        1 Reply Last reply Reply Quote 0
        • SchulzS Offline
          Schulz
          last edited by

          I hope I'm not spamming. Let's continue:

          1 round = 110 days, so the game should last approximately 15 rounds.

          • The USA joins in Round 9, slightly earlier than historically to represent its support for the Entente even before entering the war.

          • Russia will receive an increasing income penalty each round. It will be negligible early on, but they will eventually go bankrupt in Round 11 (September 1917) and permanently leave the war in the next turn. Their units will be removed, and all unoccupied Russian territories will become impassable. The Central Powers will keep any territories they have already captured. Here's how the Russian income penalty will gradually increase:

          Round 1: -1
          Round 2: -2
          Round 3: -4
          Round 4: -7
          Round 5: -11
          Round 6: -16
          Round 7: -22
          Round 8: -29
          Round 9: -37
          Round 10: -46
          Round 11: -56

          No upkeep this time, but unit costs are doubled. Here are the standard land units:

          Infantry 2/3/1 : 6 IPC
          Artillery 3/3/1 : 8 IPC
          Fighter 2/2/2 : 12 IPC
          Cavalry 2/2/2 : 8 IPC

          However, I'm thinking about giving the Russians and Ottomans slightly different units: weaker, but with more HP efficiency. This would offset their lower incomes, greater vulnerabilities, and worse factory positions. Plus, their individual territories are generally worth less than those of the other powers, so cheaper units would give them more incentive to fight even for lower-value territories. They would have Light Infantry and Light Artillery instead:

          Light Infantry 1/2/1 : 4 IPC
          Light Artillery 2/2/1 : 6 IPC

          wwieurope - values - Copy.jpg

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          • SchulzS Offline
            Schulz
            last edited by

            Middle Eastern rework.

            Syria being the logistic base for both the Palestine and Iraq fronts didn't make sense previously.

            wwieurope - Copy.jpg

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            • SchulzS Offline
              Schulz
              last edited by

              I want to use A&A's 1 combat per battle per round rule, but I'm not sure if it's compatible with the Russian Revolution rule.

              Does anybody know if these rules will conflict with each other?

              BTW, this is the current situation of the fronts. Hejaz will also be added as a separate civ, which will mobilize in Round 6 and join the war in the following round (hopefully).wwieurope - Copy.jpg

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              • SchulzS Offline
                Schulz
                last edited by

                A few tweaks

                wwieurope - Copy.jpg

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                • SchulzS Offline
                  Schulz
                  last edited by

                  wwieurope_names - Copy.jpg

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                  • SchulzS Offline
                    Schulz
                    last edited by Schulz

                    wwieurope_names_values - Copy.jpg

                    I 1 Reply Last reply Reply Quote 1
                    • I Offline
                      iratoric @Schulz
                      last edited by

                      @Schulz First of all great job on most of the territory names, I think most of them are accurate going by city names. However I must ask, why are the minor countries so low in strength? Serbia is only 4 when they put up one of the best fights of any minor power in WWI. Not to mention Bulgaria which consistently punched above its weight. Honestly their total values should be similar to Brussels (between 10 and 20 when you sum up the two territories). Greece and Romania deserve better than a 3 and a 5 also.

                      Also I’m predicting you’ll have a gameplay problem, German strategy will just be build everything in Cologne and throw everything at France, which will most likely succeed. With Cologne worth as much as 30, I don’t think France will have a chance

                      SchulzS 1 Reply Last reply Reply Quote 0
                      • SchulzS Offline
                        Schulz @iratoric
                        last edited by Schulz

                        @iratoric

                        Serbia, Bulgaria, and Romania are purposefully undervalued so they don't make Austria too powerful once Austria captures them. However, I will make sure it is very difficult to conquer Serbia and hold Galicia at the same time until Bulgaria joins Austria.

                        The game will use a one battle per combat per round system, with defenders being heavily favored. Here's roughly how I think the units should look:

                        Bedouin — 2/2/2, 3 IPC (Hejaz only)

                        Light Infantry — 1/3/1, 4 IPC (Russia and Ottoman Empire only)

                        Infantry — 2/4/1, 6 IPC

                        Light Artillery — 2/3/1, 6 IPC, +1 attack to Infantry and Cavalry (Russia and Ottoman Empire only)

                        Artillery — 3/4/1, 8 IPC, +1 attack to Infantry and Cavalry

                        Cavalry — 2/3/2, 8 IPC

                        Gas — 4/0/2, 6 IPC (suicidal), can attack on its own

                        Fighter — 2/3/2, 12 IPC, +1 attack/defense to unlimited Artillery, can attack ships, 2 air attack/defense

                        Zeppelin — 3/3/4, 28 IPC, +1 attack/defense to unlimited Artillery, can bomb cities (2–12 damage), can attack ships, 1 air attack/defense

                        Transport — no attack/defense, is not taken as a casualty, carries 2 units, 12 IPC

                        Submarine — 2/2/2, no stealth, 12 IPC, cannot be attacked by air

                        Cruiser — 3/3/3, 18 IPC, has AA

                        Battleship — 4/4/2, repairs in docks, shore bombardment, 24 IPC, has AA

                        I 1 Reply Last reply Reply Quote 1
                        • I Offline
                          iratoric @Schulz
                          last edited by iratoric

                          @Schulz I assume that this is attack/defense/movement? It definitely looks like attacking on land will be hard, which gives a good impression of WWI. A few points:

                          • Why does artillery have 2 movement points while light artillery has only 1? I would expect the opposite.
                          • I feel like this could do with one more sea unit besides cruiser/battleship. Maybe a torpedo boat or a minelayer sub?
                          SchulzS 1 Reply Last reply Reply Quote 0
                          • SchulzS Offline
                            Schulz @iratoric
                            last edited by

                            @iratoric Oops, I did miswrite that. Artillery has 1 movement as well.

                            There will already be 8 historical and permanent sea mine zones. I'm mostly concerned about how to represent the Battle of the Atlantic. One idea is that 6 sea zones could each have a 1/6 chance to spawn a German submarine every round. But playing that kind of whack-a-mole game as the Entente sounds frustrating.

                            The laziest solution is simply giving the Germans an unhistorically large number of submarines in the Atlantic from the beginning.

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