You can change political relationships using edit mode.
No national objectives can be changed to my knowledge however.
Also keep in mind that you can’t use AI when playing such a “switcheroo” as it would keep messing the sides up.
You can change political relationships using edit mode.
No national objectives can be changed to my knowledge however.
Also keep in mind that you can’t use AI when playing such a “switcheroo” as it would keep messing the sides up.
Thank you for the advice. I really appreciate it. :+1: :+1: :+1:
Navies:
Italy
US
UK
Japan
ANZAC
Armies:
China
Soviet Union
France
Germany
Basically the top three navies in the world (plus America’s insane industrial capabilities) against the most powerful land powers and an alliance that stretches from Bordeaux to Vladivostok and controlling most of Eurasia.
To switch the sides, you need to use the edit mode at the beginning.
The turn order for all powers remains the same.
All national objectives are eliminated.
Victory city counts at the beginning of the game:
Armies:
6 cities
Navies:
13 cities
Victory conditions (for TripleA, player enforced):
Armies:
12 cities
Navies:
19 cities
Whichever side controls the required cities for victory for their side first at the end of a French turn wins.
And yes, it means the British and French starting units in each other’s territory will be forced to engage in combat on the first turn. Due to the weird, unexplored rules of combat in such as scenario, in these two battles, and only these two battles, the attacker can take anti-aircraft artillery as casualties (anti-aircraft artillery still may not move during the combat move though). This only applies for these two battles.
1 French fighter is removed from London. If the British units in Paris are destroyed prior to France’s turn, France gets 4 infantry for free.
The Mongolia rule is still active. All other neutrals (true, pro-Allied, and pro-Axis) are pro-Armies neutrals, behaving as neutrals aligned to the Armies. Mongolia is not a pro-Armies neutral.
Japan’s Kamikaze rule is still active.
The Dutch rules stay the same (only British and ANZAC units can activate them).
Chinese movement restrictions stay the same. They can only move within original Chinese territories, Burma, and Kwangtung.
The turn order is still the same.
Balance changes (these additional rules have been added after playtesting and are mandatory unless otherwise noted):
Every Army power has 200% income. This means they collect double the amount of IPCs they would normally collect on their turn.
Keep in mind that this 200% only applies to income collected on that turn, not saved IPCs.
Optional rule:
In case the above balance change is too biased towards the Armies, keep all territories that were originally strict neutrals in the original game as strict neutrals. They operate under the same rules.
A map with all the rule changes implemented (no optional rule):
Armies vs Navies Base Map.tsvg
Keep in mind that if a power attacks a neutral territory it was aligned with in the out of box rules, you will need to use edit mode to change the units to have them fight, and if a power activates a neutral territory it wasn’t aligned with in out of box rules, you will have to use edit mode to make the infantry units be under the correct power.
Here’s a file with every rule implemented, no player enforcement necessary (also uses new units and a new map, with the optional rule):
2024-9-1-UHD-World-War-II-Global-Armies-vs-Navies.tsvg
Here’s a more radical set of rules, incompatible with TripleA:
Uh, Charles? Are you really chill with Germany aquiring this much power? Do you really think they’ll be nice to you forever? After we fall, you’re next.
There’s still hope though. Your army is large and powerful. If wrest control of Bulgaria from Germany my army can unite with yours. We can still stop them before it’s too late. Plus, I promise we’ll give whatever pre-war German territory we get to you, so Germany can be unified under Austria.
A tempting deal, is it not? Now help prevent Germany from taking over all of Europe before it’s too late. United we stand, divided we fall.
Cool! I’ll check out the book sometime.
Yeah, Greece is a tough one.
I will say I didn’t anticipate you moving the entire Bulgaria stack, but it makes sense considering that I wouldn’t have been able to move in force into that territory.
Really (that I almost beat me)? Awesome! Yeah it definitely felt close for a while.
Good game.
Oops, that I almost beat you, not me.
I’ve actually beaten myself many, many times.
Russia Turn 4 Complete 1914 Game 8.tsvg
Sorry I changed Belarus after the fact. I forgot that Russia didn’t need to retake the territory to forestall the revolution, only to make it contested. Having only remembered that after the battle was over, I changed the units I would’ve used to attack accordingly.
The 1914 map is currently unavailable normally and you need to do something with the file to make it work.
@The_Good_Captain Knows how to do this better than me, but I’ll try to help. There were the instructions he sent to me:
Download the file from this link and then follow the instructions below. Let me know if that gets it working. https://www.mediafire.com/file/6l8ni5rzkruakro/world_war_i_1914.zip/file
You have to move the unzipped map to the downloadedMaps folder in the folder where you installed Triplea. Reboot the game and look for 1914.
War Plan Orange-Red (or it could have been Red-Orange), was a US Navy plan for a two ocean war against both Britain and Japan. As conflict with Britain became increasingly less likely, the plans were operated merely as a training exercise for planning officers. It gets its name from the plan for war against Japan (War Plan Orange) and the plan against Britain (War Plan Red). A variation of this plan which assumed the US was allied with Britain and France became the basis for US strategy during World War 2.
This is for the Global 1940 game, although this idea (just UK and Japan vs the US) can be adapted for other games.
Rules:
This assumes all other nations are neutral besides ANZAC, UK, Japan, and the US.
No units from either side can invade any neutral territory, country, or power.
Japan, ANZAC, and the UK are at war against the US at the start of the game.
Turn order:
Japan
US
UK
ANZAC
Setup changes:
Due to the game being set in 1940 without World War 2 or the Second Sino Japanese War happening, the following setup changes are made:
All Chinese territories except Manchuria are controlled by China. Japan may never control them.
Japan (home islands): 20 infantry, 6 artillery, 1 tank, 2 strategic bombers, 3 fighters, 3 tactical bombers
This represents the forces that were historically fighting in China all in the Home Islands. The IJN’s dispositions remain unchanged. All other Japanese territories have the same units.
New Japanese National Objectives:
10 IPCs per territory if Japan controls the following territories: Western United States, Central United States, or Eastern United States. Theme: Japan controls some of the most important manufacturing hubs in the world.
5 IPCs if Japan controls Alaska. Theme: Control of a resource rich territory.
5 IPCs if Japan, Britain, or ANZAC controls Hawaii. Theme: Major American power center.
These override the original Japanese National Objectives from the game.
Japanese starting income: 18 IPCs.
Because the war in Europe didn’t happen either, the French infantry and fighter in the territory United Kingdom are not there. To represent the equipment lost in the Battle of France, two artillery are also in that territory. The British units in the territory France (one artillery and one tank) are also in the territory United Kingdom.
In summary:
United Kingdom: 2 infantry, 1 mechanised infantry, 3 artillery, 1 tank, 1 strategic bomber, 2 fighters
UK Europe starting income: 27 IPCs
This represents the Belgian Congo not being taken over by the UK.
The rest of the UK and ANZAC’s starting dispositions are the same. The UK Pacific and ANZAC’s starting income is also the same.
New National Objectives:
5 IPCs if the UK controls all the following territories: Quebec, New Brunswick Nova Scotia, Newfoundland Labrador, Ontario, Western Canada (or for those using the other map, Yukon territory and British Columbia, Alberta Manitoba Saskatchewan. Theme: Control of an important springboard for the invasion of the US.
10 IPCs per territory if the UK controls the following territories: Western United States, Central United States, or Eastern United States. Theme: The UK recaptured their old colony after 250 years. Well done.
Note:
If Western United States is captured, the bonus goes to UK Pacific. If Eastern United States or Central United States is captured, the bonus goes to UK Europe. If ANZAC forces capture any of the territories, ANZAC gets the bonus. The Canada National Objective bonus is given the UK Europe.
There are no other National Objectives for ANZAC, UK Pacific, and UK Europe.
All the US National Objectives are the same.
No powers may occupy any Dutch or Belgian colonies.
The rest of the setup for all other territories are the same.
Victory conditions:
Expect a long war. It isn’t over until all the territories of either side have been captured.
Optional Rule 1:
To represent not losing the aircraft carriers Courageous and Glorious, the UK gets an extra aircraft carrier with one fighter and one tactical bomber onboard in sea zone 110.
Optional Rule 2:
Instead of two artillery on the territory United Kingdom, switch them out for two mechanised infantry.
TripleA Compatability:
Use edit mode to change the political relationships and starting setup.
Use the do nothing AI for all other powers besides the US, UK, ANZAC, and Japan.
You would need to use edit mode to change the IPCs of the powers to add the new national objectives and use edit mode to edit out the out of box national objectives.
If you have any questions, feel free to contact me!
UK Turn 4 Complete 1914 Game 8.tsvg
Hope I handled that naval battle the way you wanted it.
Disclaimer: I have not playtested this even once, so play at your own risk of balance.
This is a version of Axis and Allies 1914:
This game imagines a decidedly different diplomatic history before World War 1 and the consequences of this.
Alliance changes:
UK:
Before the war, instead of provoking the UK, Kaiser Wilhelm 2 took great pains to strengthen relations with Britain. This includes:
Not doing the Kruger Telegram.
Not doing anything about Morocco (so France and Britain don’t get aligned)
Voice vocal support for Britain during the Great Game
Don’t call Britain “Mad as March Hares”.
Don’t even think of the Hun Speech.
Successfully complete a limited Haldane Mission:
https://en.wikipedia.org/wiki/Haldane_Mission
This would involve getting rid of the colony part of the proposal and promise the German navy’s battleships and battlecruisers (separate categories) won’t exceed 70% of the tonnage of the Royal Navy in exchange for Britain to be neutral. Germany will have to follow this in the game (tonnage will be recorded as IPC value and will only apply to cruisers and battleships). Also promise that the German navy won’t disrupt trade.
Don’t attack France first. Using the game’s mechanics Germany will wait for Russia and France to attack first. As in the game Belgium is a French ally, France will move into Belgium, agitating Britain and keeping the country neutral.
As the UK is neutral, it will act like the US in the original game, operating under those neutral rules.
US:
Because the UK is neutral, the US won’t have to join the war. It operates under the same neutral rules as the UK, and cannot join the war.
Ottoman Empire:
Because the UK is neutral, the Ottomans receive the two battleships that they paid for. Germany still sells them the Goeben and Breslau. Upgrade one of the Ottoman cruisers in the Black Sea to a battleship. No powers can cross the Turkish Straits as long as the Ottoman Empire is neutral. The Ottoman Empire will join the war on either side if that side is winning. A side is winning when the other side has one capital captured (or in the case of Russia, a revolution starts) and the winning side can keep it that way until the capturing power’s next turn. Before entering the war, the same neutral rules apply to the Ottomans.
Greece:
With the UK out of the war, Greece stays neutral.
Romania:
Romania is still a Russian ally and follows all rules from the original game. Bulgaria’s Southern Dobruja claims can be compensated for Romania by giving Romania back Bessarabia.
Italy:
Due to the UK not entering the war and France attacking first, Italy pledges neutrality. Italy cannot join the war.
Bulgaria:
In this timeline the Allies convince Bulgaria to join the war. Because Greece is neutral, the Allies no longer have to worry about Greece’s territorial ambitions, promising Kavalla to Bulgaria. Similarly, because Italy remains neutral, the Allies can promise Serbia Dalmatia, making Serbia willing to cede Vardar Macedonia. Bulgaria is a Russia aligned power like Romania.
Portugal:
As Britain is not involved in the war Portugal is no longer a French aligned ally and a strict neutral instead.
France must attack Alsace in their first turn.
Victory conditions:
Victory conditions are when two powers are completely defeated. Defeated means a nation’s capital is captured or they plunge into revolution.
Extra neutral rules:
Definitions:
Neutral countries in this instance or non aligned powers such as Spain, Persia, or Afghanistan. Neutral powers are major powers made neutral by these house rules such as the US, UK, Italy, or the Ottoman Empire before joining.
A Great Power is a country that can be played by one player in the original game (including the US and Russia).
Rules:
No units from neutral powers can land on either Central Power or Allied territory, except post Revolution Russian territories. However, the UK cannot engage in combat with other units from France, Germany, Austria Hungary, or Russia. Neutral countries can be invaded by the UK at any time. Neutral countries are represented by random units and cannot be used by the controlling power anywhere else. The UK cannot join the war at any time.
Note:
When neutral powers (US, Italy, UK, and Ottoman Empire before joining conditions) attack each other or neutral countries like Afghanistan, their actions are considered a different war and do not affect the Allied-Central Powers war in any way. When neutral countries are attacked by neutral powers, Central Power and Allied units cannot move into said country.
Example:
The UK invades Spain. Spain can be represented by any power’s units. For this example we will use French units. After combat, Spain is contested. Although Spain has French units, it is not actually French. This means that actual French units from French territories cannot move into Spain nor can Spanish units leave Spain. If Britain leaves Spain, France cannot collect Spain’s income. Spain is for all purposes fighting a different war as a seperate power. In such a scenario, neutral countries only ever defend and don’t attack.
Important:
If Allied or Central Power units (Germany, France, Russia, Austria Hungary or Ottoman Empire after joining) attack neutral countries, neutral powers cannot move into those countries nor can they represent those countries. All other rules concerning neutral countries apply.
Optional Rules (these should only be done once you have a firm understanding for these rules):
Optional Rule 1:
If you want, you can have two World Wars going on at the same time! If you want the US, UK, and Italy to do more, in conjunction with the Allies vs Central Powers, any one of the three nations can go to war with each other. The new neutral rules still apply to all the powers. However, interactions with neutral countries change. The Central Powers vs Allies war still happens in conjunction with this second war, with neither affecting the other.
Example:
The US and UK are at war with each other. The UK invades Spain. Because the UK in this scenario has a “Great Power” enemy (the US), the new Spanish units are part of the US.
Example 2:
The US and UK are at war with each other, and Italy is neutral in this conflict. Italy attacks Spain. Because Italy doesn’t have a “Great Power” enemy Spain acts according to the neutral rules above.
Optional Rule 2:
Portugal can become a minor aligned power to Britain.
Turn order:
Austria Hungary
Russia
France
Germany
Ottoman Empire
Please tell me if there are any contradictions or problems in my rules. I hope you enjoy playing!
Russia Turn 5 Complete 1914 Game 8 Version 2.tsvg
Edit Central Powers casualties as needed. Thank you so much for giving me this chance to course correct a bit.
I don’t fancy myself as an AI expert, but I “felt” that the writing style of the post was somewhat like an AI’s. Additionally, I’ve noticed that AI often speaks rather vaguely when talking about more obscure topics (like Axis and Allies), and many of the ideas here are written vaguely.
I agree with your guidelines.
UK Turn 6 Complete 1914 Game 8.tsvg
Sorely disappointed with the guy who attacked Mesopotamia. They had a great chance at forcing equal losses and utterly blew it.