- odd turn order wrt Thailand's turn being interwoven with Japan's (unless that is deliberate?)
As requested by @redrum, here's a short list of what I think are bugs:
@cernel Yeah, I think the Red Star book that Pulicat was leaning on was quite communist-favouring and gave the impression of them dominating a wider region. Reading around the history, the muslim Ma clique in the NW remained Nationalist and most Soviet aid to China went to the Nationalists, who reoccupied Xian after the Incident. However, it's undeniable that the communists were very influencial in that period so maybe Pulicat had to find a way within the triplea engine to ensure they get enough game resources. Since the game has the Chinese allied with each other, maybe the "communists" can just be seen as "the northern chinese forces", incorporating Ma troops, communists and other armies in that area?
It remains a fascinating and highly playable game, all the better for the dynamic of having to manage the northern forces separately and play the guerrilla war. I don't think we should let some historical liberties and poor labelling detract from that fun.
BTW, I did just read a bit of the history and it looks like Pulicat has done his research. There was a 1936 book "Red Star Over China" by Edgar Snow (link to a free copy is on Wikipedia) based on camping with the Communists in Yan'an for several months. I guess this map name is based on that book and period. The game has a territory called Yenan which I assume is the same place and is the centre of the Communist forces in the game. From there, I guess they dominated that broad region and the book describes the Reds fighting towards the NW so the game seems to offer a good approximation of the military situation. By October 1936, when the Reds allied withe Nationalists, the book reports that the Reds controlled all north Kansu (Gansu) above the Sian-Lanchow highway (I assume that one of the game's railways is intended to represent this highway). That does not mean Pulicat was branding any particular people as being communist, just that the communists controlled the area at the time. The book reports the Reds recruiting some muslim troops, fighting others and making big efforts to get them onside against the Japanese. I see also in the history that there were several senior muslim generals in the Nationalist forces. The game shows Ningsia as neutral, which I assume is the muslim region spelled as Ningxia above. Gansu also seems to be neutral in the game, although there was a chinese communist "soviet" established in the eastern part of that region. The book says that the First Front Red Army was based in Yu Wang Pao in southern Ninghsia (another spelling!) at the time. For me, the game seems like a good representation of a narrow period in history and I recommend reading the book!
The fixes pretty much just relate to production generally and also strat bomb damage. I agree it's probably a case of having been designed for an old version of triplea. Having a young family though, I don't think I'll get a chance to learn to map-make just to fix this. I do hope a volunteer can work with me.
Frostion - I kinda covered most of the changes in my two posts but if someone volunteers to do the fixes then I'm more than happy to add more details and help them as far as I can.
Cernel - the Communists don't seem very powerful in the PvP games I'm playing but the key dynamic is which Chinese force the Japanese focus on. The other Chinese force might get a bit of breathing space. I don't know the ethnicity/geography well myself - which areas in particular do you think should be muslim? I thought the muslim areas in china are mostly quite western, where the game has neutral territory?
Hey, is @Pulicat still active in the game/community? This is a great map which just needs a few bugs correcting. If not Pulicat then can another Map Guru or Moderator step in please? I suspect it would be easy to polish this into a high quality option. The dynamic of the Japanese invasion and Chinese trying to hold a line is really interesting.
In addition to the points above about the build rules, there are a few other odds and ends, like Battleships not repairing and the PU benefits of Objectives not matching the Game Notes.
Hi. This is a fun map, but needs some getting used to. The notes could be extended to explain for example how the communist units like Propaganda and Guerrilla work. At first it's hard to see how the Allies can stop the Axis onslaught but I'm playing a couple of PvP games and we'll see how they go. I'd be interested to hear others' game experiences and strategies but I can't find any posts.
My question is about builds. I have read the Game Notes and I know there are some player-imposed rules, such as Japan should only build in factories. That's fine.
Also, I'm not sure if the Communist objective is working correctly where they get a bonus if no allied units are on their turf. The bonus seems to be coming through regardless, as far as I can tell.
Quick question about siege units, if they are now to be two-move. Is it possible in the engine to say that they can move one and attack, or move two, but not move two into an attack? It would be fair and realistic to force them to arrive adjacent to the target a turn before they can attack it, to allow a sally-out against them (if the defenders are numerous enough).