World War I with more territories?
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Been working on a modified version of Axis & Allies: 1914.
How would you draw the new territories?

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@Schulz
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equirectangular projection of earth svg free
or europeLoad the one you like into Inkscape as its vector you can scale any part of it easily.
Each TT/SZ and should be able hold 9ish 54px high units at 100% zoom.
Im not a map drawer.
But I would divide Spain, Norway, Sweden & Finland, they are all hard going terrains. -
@Schulz For Turkey the Trans-Jordan territory in the original never made sense to me, I would divide it up into at least Syria and Hejaz territories. Also I think Egypt would do better with Sinai split off.
If you’re looking for names for territories also you can look up maps and name them after cities/major battle sites in that region. This is basically required for countries like Russia that have huge provinces
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@TheDog Also adding territoryEffects to the map can simulate this further, like mountain territories in Northern Italy/Caucasus. Maybe only a mountaineer unit can have good combat and don’t get debuffs
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I'm not sure what the best way to split the Ottoman territories is.
Constantinopolis will obviously have both a factory and a dockyard. I'm also thinking about giving both Damascus and Baghdad a factory as well. Splitting Sinai would make defending Suez way too easy, I guess. I would put a few Ottoman infantry units in the Libyan Desert as well to represent the Senussis and make things more interesting.
Arabia could be better off being impassable.

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The only reason I suggested splitting off Sinai is more to give the Ottomans a bit of early expansion; don't know if that would make Egypt too easy to defend. I like the idea of adding the Senussi front, most people don't know about that and you don't see it in many maps. I agree that central Arabia should be impassable. Though, I wouldn't give the Ottomans too many factories as they were pretty unindustrialized.
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They need at least one more factory in addition to the one in Constantinopolis to reinforce the fronts. I guess they can get away without the Baghdad factory.
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Here’s the ideas:
Turn order: Germany, France, Russia, Austria, Britain, Italy, Ottomans, USA.
The Ottomans, Italy, and USA are neutral at the beginning. They cannot purchase new units or move units until they enter the war. They mobilize first and become playable only in the following round. This is intended to help the AI handle them better.For example, Ottoman units are mobilized during their turn in round 1, but the Central Powers player can only control the Ottomans starting in round 2. So:
Italy mobilizes in round 2 but becomes playable only in round 3.
Bulgarian units and territory merge with the Ottomans at the end of their turn in round 3. However, Bulgaria can still be attacked at any time by the bot side. The same applies to Romania, Greece, and Portugal.
Portuguese units and territory merge with the British at the end of their turn in round 4.
Romanian units and territory merge with the Russians at the end of their turn in round 5.
The USA mobilizes in round 6 and becomes playable in round 7.
Greek units and territory merge with the French at the end of their turn in round 8.
Denmark, the Netherlands, Switzerland, Persia, Afghanistan, and Albania are neutral and can be attacked. All other territories (including Pripet Marshes and Inner Arabia) are impassable.
Russian Revolution rule: If the Central Powers control at least 5 Russian territories at the end of the Russian turn, Russia leaves the war and the Central Powers keep those territories. However, these territories exclude the Caucasus and Central Asian territories. So the best outcome for the Central Powers is knocking Russia out of the war while the Ottomans capture as much Caucasus territory as possible.
Otherwise, the rules are almost the same as World War I.
Constantinople, Gibraltar, Suez, and Aden are canals.
The Ottomans will have factories in Constantinople, Ankara, and Syria. They start with a few troops in Senussia, Darfur, and Bukhara.

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@Schulz What’s the difference between mobilizing and being playable? Like you are placing the units but not setting the players at war yet? Also Switzerland should either have a bunch of neutral units/negative territory effect because I always see the AI attack Switzerland in the original version, it’s unrealistic and should be a poor decision historically
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