While I think having cuba be its own power would be cool, it would kind of like having New Zealand be its own power in g40. You would have to wonder how much they really contribute. Maybe you could make it so that the Warsaw Pact can pay to build units to support Castro and the gang in cuba, possibly at higher cost cuz of the blockades and embargoes and stuff, if the Warsaw pact is smart, like they were during the cold war, they’ll buff the hell out of cuba to prevent a traditional land invasion, and nukes aren’t always realistic. If they’re dumb then cuba will just be invaded and it will be an opportunity lost, which absolutely could have happened if the ussr wasn’t paying attention. I’m thinking about alternative rules where one or two players play each Nuetral category so it feels like they’re entities and not roadblocks, but I’ve got a ton of stuff I need to do before then soooooo… The setup for cuba will not change for balancing reasons, it accurately represents their power near it’s height, which was also the time when it was diplomatically plausible for the US to invade. For your expansion however, I recommend cuba starts the game Strict Nuetral with an army of one infantry.
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.





