I’ve created a separate thread for my work on the OOB 1914 map. Please go here to discuss it in more detail.
America Strategy 1914
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@FranceNeedsMorePower When I play Britain I also wish that. :) If you do that, however, then Austria should start with one, since it would do the CP even more damage to give the Entente any further advantage.
In regards to the American strategy, I agree that it is frustrating playing as the waking giant of the US only to be capped at a measly 20 IPCs throughout the whole game. There are a few ways to remedy this, but each has their pitfalls.
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You could set up a national objective system in the game (as I have worked on before and enjoyed) in which the US graduates to higher income levels over a number of turns. For example, the first turn the US is at war it collects 2 more IPCs, the second turn 4, up through the 5th turn when they collect 10, at which point it stops increasing. This would need to be balanced by a strong CP national objective of some kind, and I have not spent the time investigating this yet.
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If you are willing to fudge some history, once the US goes to war, Canada becomes a US (not British) territory. This overplays the independence movement that resulted from the war, but it does give the US a few more IPCs and doesn’t shift the game balance too much. British player will need to be a little stingier, but if the Ottomans are already on the run, this may not be the end of the world.
There are more options, but since I have to leave for class, I will leave it at this for now. I look forward to any comments or thoughts you may have. :)
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@Tamer-of-Beasts @SuperbattleshipYamato See I don’t think The Allies have the avantage. Now I have only played a few games Axis have won all of them except my current one. That could be skill level. So I can’t really say If I think the Allies have an advantage. Would the Canada units become American? Same with boats?
I did some historically research. The Americans should only have 1 Battleship in sea zone 1. And 5 Infantry. That’s subtracted 20 IPC’s. Each Germany Sub spot losses one Sub. That leaves 8 IPC’s to ballance for the Allies. Now give the Ottomans 1 Battleship subtract a Cruiser. Now 11 IPC’s to balance. British sea zone 8 should have 1 Sub and 1 Cruiser. Now we need to give 4 IPC to Axis. Put 1 Artillery in Hanover. Move The India Subtract the Hungry Battleship. Give Another Cruiser To Ottomans. Give The Hungry Capital One More Guy.
Nice!
I feel these changes help balance the game and are more accurate.
Could someone help playtest these changes??
How do you get the ww1 triple a game? It never works for me…
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@FranceNeedsMorePower @Tamer-of-Beasts @SuperbattleshipYamato Also a fighter In United Kingdom and Capital of Hungry as well.
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@FranceNeedsMorePower @SuperbattleshipYamato @Tamer-of-Beasts
This is error message for 1914 Triple A
Failed to start game java.lang.IllegalStateException: Error in resource loading. Unable to load expected resource: polygons.txt, the error is that either we did not find the correct path to load. Check the resource loader to make sure the map zip or dir was added. Failing that, the path in this error message should be available relative to the map folder, or relative to the root of the map zip
Please help I really want to play the triple A version.
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@FranceNeedsMorePower @SuperbattleshipYamato @Tamer-of-Beasts
One more idea.
Take 1 Infantry and Artillery from London and Move it to France. Same with the added Fighter.
That represents the small force already there in France before the war.
British pilots were training there that is the reason for the fighter.
Also On turn four France has to purchase a British tank. This happens one time. Represents the tanks in the western front.
To take some pressure off Otta. by turn four Britain must have at least 4 land units in any french area in europe. If not deduct 5 Ipc’s
This is just some ideas for nat. objectives.
United States doubles it’s income when they first get at least one land unit in any french area in europe. They only get an extra 20 one time.
Also on turn four France must purchase a American fighter put the fight upside down. It cannot move till turn five. This represents the french training american pilots.
Ottos. gain 2 Ipc’s each turn if none of there territories are contested or captured.
Germans gain one Ipcs for every plane they have.
Let me know if you have another ideas!
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This video explains pretty well why 1914 is heavily inbalanced in favor of the Allies:
https://www.youtube.com/watch?v=eKy093860mk
And his channel also explains the optimal Allied strategies. I highly suspect you’re playing the Allies wrong (I was like that too the first few times I played).
The Good Captain is on this forum too, so if you have any questions you can contact him.
As for downloading 1914 on TripleA, try this file:
https://www.mediafire.com/file/kbxa9m7vlk5o7dp/world_war_i_1914_improved.zip/file
You don’t actually have to pay to download it.
If you have any trouble contact @The_Good_Captain or @VictoryFirst .
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Yeah, this happened to me the first time around. As I mentioned above, VictoryFirst created a version that works.
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I finished my first post in this conversation. It provides you with a series of exact steps on how to ferry American forces in the most efficient way possible if you can’t use Spain under realistic assumptions.
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@SuperbattleshipYamato Ok, I will check it out.
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@SuperbattleshipYamato It works!! I’m not sure if I was supposed to have a strong enough force to attack on my own but I was. I will try it a few more times to come to a conclusion. If you follow this, the Americans are basically strong enough to attack on their own in some areas. Thanks!
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You’re welcome. Yeah, it took quite a lot of testing to perfect this.
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@SuperbattleshipYamato I would assume if you played by Captains rules you would just do everything a round later.
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