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    Flames and Steel (official thread)

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    • SchulzS
      Schulz
      last edited by Schulz

      There is nothing wrong with the US being able to pursue KJF.

      The issue is KJF (or KGF) being a no-brainer option every single time, while the balanced approach is arguably the worst one among them. They should all be equally viable.

      I tried to tackle this issue in my map as well by implementing these features. The goal is to introduce natural disadvantages for both KJF and KGF.

      1. If the US tries KJF: Japan is farther away than France and North Africa. The US can land in these places in 2 rounds, but Japan's mainland is 3 rounds away. (ships move at 3) There is no Hawaii factory and no ability to purchase new factories either, so everything has to come from California. Japan also starts with a bigger army and navy, so they will have plenty of time before a potential collapse. The US will be taking a huge gamble, (almost) sacrificing the survival of the Soviets (and even Britain) if they try KJF.

      2. If the US tries KGF: The US Pacific Navy is rendered useless, as they can neither fight the Japanese nor reach Europe in a reasonable amount of time. Losing the Pacific—including Australia—is guaranteed. On top of that, taking Germany is even harder.

      I also gave fighters the scramble ability without needing an airfield. This means you can still protect a smaller navy with fighters without investing in naval units. This feature is intended to prevent the UK from being immune to a German naval invasion, while also ensuring the German navy is not doomed to fall.

      TheDogT 1 Reply Last reply
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      • TheDogT
        TheDog @Schulz
        last edited by

        @kurtgodel7
        A lot of what @schulz & @cernel said has been solved in 1941 Global Command Discission

        Black Elk and I went through the same issues when starting out, he is a veteran of A&A and I brought a clean slate.

        1941GCD has

        • Hawaii factory with a Truk factory to offset it.
        • USA is closer to France/Germany
        • Japan is whole, so is USA, there are only 8 playable factions

        I will bore you with some details.

        • Factories/Industries have builtin invisible railways that +2 move to 1:Move units & +1 move to 2:Move units this enables reinforcements to cross continents in a reasonable time. There is a trans Siberian rail link.
        • Factories have low output, forcing placements to spread out.
        • VCs are capitals as well as Oil production TTs and other choke points, they are also spread-out so the USA should go east and west, if they dont the allies will lose.
        • Bunkers litter the map and are hard to take, so USA must invade with a large force or suffer losses.
        • USA has a massive production compared to a lot A&A maps.
        • Axis must win before the USA gets into full production or lose

        https://forums.triplea-game.org/tags/thedog
        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

        C 1 Reply Last reply
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        • C
          Cernel Moderators Lobby Moderators @KurtGodel7
          last edited by

          @KurtGodel7 There is also option 4. Make KGF the better option per se so that the US would want to go full KGF but add some political restrictions by which it is forced to do at least something in Pacific. For example, the restriction can be that the US cannot invade any enemy territory so long as any part of the US plus Hawaii (so not comprising Alaska) is in enemy hands. This way, while going for KGF, the United States is forced to do the minimum necessary to keep Hawaii (need splitting it in more than one island to avoid this being done just by piling up land defence, or you can add that also warship presence near the West Coast counts as a no-no as well). Not a big fan of political restrictions though.

          Also, historically, ships and especially transports kept doing back and forth between Pacific and Atlantic service. Many of the transports ships which were used on D-Day were taking part in the liberation of the Philippines a few months later.

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          • C
            Cernel Moderators Lobby Moderators @TheDog
            last edited by

            @TheDog Interesting, but I'm a big hater of Hawaii having a factory (especially one spamming carriers and/or battleships). It's by far my number 1 issue which makes Big World unplayable for me.

            TheDogT 1 Reply Last reply
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            • TheDogT
              TheDog @Cernel
              last edited by

              @Cernel
              In 1941 GCD, there are 4 types of factory.

              • Industry-Hvy: Carriers, Battleships, Cruisers, in home TT
              • Industry-Med: Convoy/Transport, Destroyer, in Hawaii & Truk
              • Industry-Lgt: Infantry, Artillery, no ships
              • Base-Camp: Infantry, no ships

              https://forums.triplea-game.org/tags/thedog
              https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

              C 1 Reply Last reply
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              • C
                Cernel Moderators Lobby Moderators @TheDog
                last edited by Cernel

                @TheDog said:

                @Cernel
                In 1941 GCD, there are 4 types of factory.

                • Industry-Hvy: Carriers, Battleships, Cruisers, in home TT
                • Industry-Med: Convoy/Transport, Destroyer, in Hawaii & Truk
                • Industry-Lgt: Infantry, Artillery, no ships
                • Base-Camp: Infantry, no ships

                Eh, I'm not an expert, but I doubt that a single transport or destroyer was ever built in Hawaii during the war. I would be surprised if there was any artillery production either. Without knowing the facts, I feel almost sure Hawaii should be either a Base-Camp or nothing at all just based on my superficial knowledge of what was Hawaii at the time.

                TheDogT 1 Reply Last reply
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                • TheDogT
                  TheDog @Cernel
                  last edited by

                  @Cernel
                  You are correct, no ships were produced, but a lot were repaired and resupplied, same for Truk.

                  Not my choice but there for game play.

                  Even so, the map can be edited to your taste.

                  https://forums.triplea-game.org/tags/thedog
                  https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                  1 Reply Last reply
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                  • K
                    KurtGodel7 Lobby Moderators
                    last edited by

                    The way I see things is this.

                    1. I am unwilling to accept an outcome in which the U.S. goes all-in on either KJF or KGF. I don't want either to be the dominant American strategy.

                    2. I am unwilling to add significantly more complexity to this map than I have already created. Once someone gets used to the map, I don't want it to feel any more complex than Global. Ideally a little less complex due to being less technical.

                    3. A solution which might make sense for some other map, such as choking off unit placement, might not be a good fit for this map. In WWII, German and Japanese military aircraft production roughly tripled between 1942 and 1944, while American military aircraft production doubled. My map doesn't simulate the entirety of that, but it does simulate a good portion.

                    4. I feel that my biggest contribution to the community is the new rules set.

                    5. I don't want people to think of this particular map as the end-all, be-all, with respect to this rules set. If someone else wants to create a different map using the same rules as Flames and Steel, I'd highly encourage them to do so!

                    6. This map does need to be fun, and a good representation of the rules set.

                    7. You don't get much benefit from technology in the early game. That's not the way the map is designed. You have a strategy for your technology, but that strategy needs time to unfold. As the game progresses your technological strategy becomes more relevant.

                    8. This map will not work as intended if the U.S. goes either KGF or KJF. Japan just got an exciting new technology which improves its Yamato battleships? Great! Wonderful. Too bad Japan lost its entire navy two rounds ago. Now it's just hoping to hold Tokyo for as long as it can.

                    9. This map is the first to use this rules set. (Or anything remotely like this rules set.) That means I need to be very careful about the risks I accept. The map could fail because the rules set wasn't what people wanted. Or because the GUI fell short. I can minimize those risks but I can't avoid them. But there are other risks which are completely avoidable. The risk the map becomes another KGF or KJF map. If I create more complexity to avoid KJF/KGF, the map could get rejected due to the added complexity. There is the risk that the added complexity might not actually prevent KGF/KJF. There is no reason for me to accept risks like these when I have the option of avoiding them.

                    10. There is a time and a place for accepting the risks I'd described in 9. If Flames and Steel proves itself, if it develops a loyal group of players, then someone could come along with a map based on the Flames and Steel rules. Maybe this new map has one United States instead of two, and maybe it has subtle but effective ways of preventing KGF or KJF.

                    11. KGF/KJF make the world smaller. They make the game simpler, less interesting, with fewer fronts. In late game WAW, Germany has a fleet in the North Atlantic and an army in Asia. European Axis supports that army and that navy. The Allies have their own opposing army, and their own opposing navy. A simplified game like that is far less interesting than the early game had been. Everything wrong with late game WAW could have been fixed by one simple expedient: splitting the United States in half!

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                    • C
                      Cernel Moderators Lobby Moderators
                      last edited by

                      Well, it's not that splitting the United States in half is on its own certainly avoids focusing on one ocean only, especially not on the Atlantic. If you go with historical productions at the time (As I said, the western part was a lot more backward, underpopulated and poorer than it is now not only absolutely but also relatively to the eastern part.), on the account that in 1940 Pacific (meaning California + Oregon + Washington) had 9,682,781 inhabitants and Mountain (meaning Montana + Idaho + Wyoming + Colorado + New Mexico + Arizona + Utah + Nevada) had 4,128,042 inhabitants, for a total of Pacific + Mountain equal to 13,810,823 against a total for the entire United States (back then not comprising Hawaii and Alaska) of 131,669,275, your "West USA" will only have about 10% of the production of your "East USA" (and arguably less since Pacific and even more so Mountain was backward), meaning that "East USA" can still do KGF using directly the 90% of the total production power of the United States which it has and use the 10% of West USA just to produce bombers to go make bombing raids on Germany or some other things like that. Moreover, of course, whatever fleet is already present one side or the other can be sent through the Panama canal in either case, and doing so in a split USA scenario might even be worthwhile for can-openers.

                      All this means that, in order to go both oceans by splitting USA in two, you will not only have to take the historically wrong decision of having two USAs but also likely distributing production between these two made-up polities in a very unhistorical way.

                      All this said, I see your point, and I agree that seeing usually the United States playing only one ocean is lame, and I'm not able really to point at a game that fixed that at least amongst the ones I know. (I have not yet taken a deep enough look at @thedog's game, did you? Maybe he did.)

                      C 2 Replies Last reply
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                      • C
                        Cernel Moderators Lobby Moderators @Cernel
                        last edited by Cernel

                        Also a "West USA" playing Pacific mostly or only on its own is largely unhistorical. Most of what was used in Pacific was produced in the East, especially if we assume that the East comprises anything east of Panama like Texas, but even only the East Coast was really commissioning most of the ships by far. If you seemingly partially fix it by having Texas and Missouri and such as part of the east, that may bring the west up to 25% of total (have not calculated it), but then I wonder if that does not have the risk that a player may decide to place ships in Texas and New Orleans and go full Atlantic with both West and East together.

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                        • SchulzS
                          Schulz
                          last edited by

                          A divided USA would make the game more disjointed.

                          Like with a single US, Japan could punch above its weight and force the US to commit more in the Pacific, thus indirectly (and historically) helping Germany by diverting American attention away from the Atlantic. But with a divided US, you can't do such a thing because the US's Atlantic commitments will be fixed, and Japan will be able to do nothing against it.

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                          • C
                            Cernel Moderators Lobby Moderators @Cernel
                            last edited by

                            Adding to the west (like you did in the image you posted) also West South Central (Texas, Oklahoma, Louisiana, Arkansas) and West North Central (Kansas, Nebraska, South Dakota, North Dakota, Missouri, Iowa, Minnesota) adds respectively 13,052,218 and 13,490,492 inhabitants for a total of 26,542,710. That added to the 13,810,823 of Pacific + Mountain would total 40,353,533 for "West USA" as you pictured it. That would be the 31% of the total (without Hawaii and Alaska which were however almost irrelevant). This seems indeed in line with a historical distribution of the effort of around 30% on Pacific and 70% on Atlantic but has the challenge that almost 2/3 of the production is not on the actual Pacific + Mountain and you should have very valuable territories in Texas and Louisiana which can be used to place ships and land units so to use West USA in the Atlantic only. I imagine this would be not too hard to balance: it would be just needed to make Pacific the better choice, so to assure that West USA goes Pacific instead of Atlantic, but not enough of a better choice that East USA would decide to join in (by moving ships through the Panama canal while buying plenty of air units). Still, not quite historical considering that most ships used in Pacific were produced in what would be East USA.

                            TheDogT 1 Reply Last reply
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                            • V
                              Vendetta @KurtGodel7
                              last edited by Vendetta

                              @KurtGodel7 said:

                              On another matter, the new air system seems to be working out well. Four bombers per land territory max, along with four fighters max. I was afraid this would create a GUI problem, but that has not been the case.

                              The Soviets sent their dive bomber against a German army. Granted, that dive bomber got aborted, so no attack. But I think the real time for the Soviets to push back in the sky will come later in the game. The four plane limit is doing its job of giving both sides a reason to fight for control over the sky. Thanks to @vendetta for pushing me on this.

                              Clever, I hadn’t thought of that as an option. Glad it seems to be working out.

                              I think the solution to US min-maxing the two theaters of the war might be to give Germany and Japan both some very powerful national objectives that can pay off big in PU output if they manage to fulfill them and put them on a peer level with the US in economic output.

                              It strays from strict historical realism, but if it’s calibrated right it does mean the US can’t afford to ignore either theater completely - it has to at least put enough forces in to keep one power contained from filling all its objectives while it’s busy trying to knock out the other one.

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                              • TheDogT
                                TheDog @Cernel
                                last edited by

                                1941GCD has nearly 800 map locations and was written for the solo player from the start.

                                @Cernel Bare the above in mind, as the TripleA AI cannot produce ships in the East and transfer them to the West coast without constant scripting, so we gave up and put ship building Industry-Hvy(Carriers Battleships) on the West coast.

                                @kurtgodel7
                                If only TripleA could do the Bureau of Ships 😀 and allocate ships to theatres. Seriously though that would be a step to far, simpler to put ahistorical industries on the west coast to simulate/achieve the same.

                                https://forums.triplea-game.org/tags/thedog
                                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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