My changes? Sure:
FranceNeedsMorePower Global 1943 setup SuperbattleshipYamato version 2.5.tsvg
Added a TripleA file of the starting map (keep in mind that low luck is automatically on, turn it off if you don’t want it).
Added an extra rule (edited onto the original post as well):
If the Soviets invade any of the territories comprising Mongolia, when Japan invades a Soviet territory adjacent to any territory making up Mongolia, the Mongolian infantry do not become Soviet and stay neutral.
Because I forgot to do it, you will need to use edit mode to make sure there is a state of war between Germany and Japan.
Here’s a more radically changed version, incompatible with TripleA:
The first game, while not done yet, looks like a definite Navies win.
To make things more balanced and easy to modify on TripleA, I’ll just make all the true neutrals pro-Armies.
Clarified victory conditions:
Whichever side controls the required cities for victory first at the end of a French turn wins.
Just finished the first game.
Axis and Allies Armies vs Navies.tsvg
The above file uses the 2.6 pre-release version of TripleA, so you’ll have to download it to be able to open the file.
Besides me forgetting to make ANZAC at war with France, everything went techincally smoothly.
The game though, was extremely unbalanced. The Armies were never able to build up a navy to challenge the Allies significantly while the Navies held a ground advance by the Armies much, much better than expected, with the Soviets barely pushing through to Iran and no further.
The Germans and French folded extremely quickly once America got their game going.
Overall, I think to balance the game the best thing to do would be to make all true neutrals pro-Armies, but this isn’t official yet until further updates.
Changed neutral rules. In addition to true neutrals being able to be invaded separately, all pro-Allied and pro-Axis neutrals are now also true neutrals.
Corrected the file in the main post to have all the correct political relationships. Neutrals are still unchanged as I am testing them right now.
Germany is now at war with Japan and ANZAC is now at war with France as it should be.
Clarified Dutch rules.
Clarified Chinese movement restrictions.
Clarified French national objectives.
Clarified the turn order.
The Armies started strong in the second game, but the game’s too imbalanced that simply giving them the neutrals was not enough. It was a step in the right direction, though.
I’ll probably give the Armies a 200% income bonus (so they collect double the amount of IPCs they normally collect each round) and let them keep the neutrals.
The second game’s over.
Not much to say. It was merely a repeat of the first game except for the Armies doing slightly better than the first game initially due to those neutral units.
I didn’t play to victory conditions but I achieved all the victory cities (normally you need to play until the end of the French turn after capturing all the cities, but there’s literally one German territory left with no IPCs or units, so it’s probably fine) anyway.
The game is much more balanced now with each Army power getting 200% IPCs.
That being said, it still may be slightly inbalanced in favour of the Armies.
If that’s the case make all neutrals strict neutrals rather than pro-Armies neutrals (I’m not going to have more testgames after this one).
This is official.
Added additional rules to balance the game.