What about Oil rules? By then oil will be scarce!
World at War (map in 3A)
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I’ve recently begun playing this variation of A&A. It’s a lot of fun, but I’m curious about suggestions for improvement. Tried to find the designer, Sieg, but can’t find the name here in the forum.
Anyway, I can mention a few things I thought of while I’m writing this anyway.
- Holland should definitely be Dutch. Very strange that it isn’t.
- In the same way it would be rational that Belgium would start off as French. This also gives Germany an incentive to hit it immediately, instead of keeping it as a safe-guard against Allied landings.
- It would actually be much better if Neutrals were handled in about the same way as in G40, were some are pro-Axis/Allies and the rest true neutral.
- Subs are just crazy. Cost 7 while having all their benifits and the same battle-stats as destroyers, which cost 8.
- T-boats are clearly over-priced, despite their attack-value. 5, or maybe even 4, would be more appropriate.
- Infantry costing 2 is also rather insane, although the map sure is a lot bigger, so they’re extra hampered by their slow movement.
- In the same way tanks costing 5 is likely too cheap.
- A revision of overall costs, like doubling them in order to get more room for optimization, and likely also then income from territories is a big under-taking. Could be good though.
- Caucasus, Iraq and the DEI should in a historical sense have higher income-values, considering their extremely important oil-resources. This has of course to be in concordance with game-balance.
- Would like to have the option of playing with the purchase-phase preceeding the combat move-phase, the original A&A-way.
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@trulpen I recommend that you post this at:
https://forums.triplea-game.org/category/5/maps-mods -
Thanks! Will do.





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












