Axis enhance Mod!

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xianing
Posts: 347
Joined: Sat Sep 22, 2007 9:37 am

Axis enhance Mod!

Post by xianing »

I have made a Mod to enhance the Axis, because in the game Axis is difficult to win. This mod can be played with no auto victory and no time limit.
This Mod will only modify GG1.03 beta. It is used to give Axis more chance to win the game.

Changes?F

Spain join Axis from 1% base to 5% base.
Sweden join Axis from 2% to 4%.
Tactic Bomber land attack world standard from 5 to 7.
Artillery land attack world standard from 11 to 10.
Artillery production time form 2 turns to 3 turns.
Airborn land attack and evasion world standard from 6 to 7.
Italy can produce fighter and tatic bomber.
Romania can produce infantry and transport.
Turkey political stability from 2 to 7.
Spain political stability from 5 to 7.
US declare of war readiness from 40 to 48.


Install?F

change name to AxisEnhancedMod.rar and unzip.
Copy all .txt in Mod to dat directory, only one file will be overwrited.

I tried to make it compatible with GG. So it just add a new scenario in game this time.
Attachments
Axis Enhan.. Mod.rar.txt
(46 KiB) Downloaded 64 times
Lucky1
Posts: 383
Joined: Mon Oct 30, 2006 8:31 am

RE: Axis enhance Mod!

Post by Lucky1 »

Although I am not entirely convinced that Axis needs much help winning (I tend to do better as Axis than Allied), I am glad to see ongoing mod interest
(thanks Xianing) and am curious to see how the changes influence gameplay etc. It would seem that all the changes really swing the balance in favor of the Axis. Here are some comments that come to mind:

Perhaps the most important changes I see pertain to artillery and the US war readiness. I am rather glad to see the reduction in the Arty world standard, though, and am curious to see how the increased production times will affect gameplay (Frankly, the best investment for Russia currently seems to be artillery - a massive wall of super-arty). That said, I am somewhat concerned that the two changes will really hamstring Russia in the event of a German - Japan squeeze tactic situation. On the plus-side, it might encourage more forays into China (which I almost always eschew because of the high cost and low payout -- the US enters early).

I am glad to see more production options for Italy (I think). Surely, if Spain can produce fighters.... Perhaps this will encourage Italy from being more than a submarine factory (or a research lab). I am not too sure about transport production for Romania, however - this might really imbalance Axis access to the Caucasus (keeping in mind Russian movement limits before the war).

Could you explain how you see the changes to political stability impacting the game. I am not entirely sure how this works -- does it affect only trade agreements, or does it affect reactions to DOWs etc and conquest of adjacent territories?

Of course, the ultimate test of play balance comes with playing. Perhaps an AAR between some of our better players? (I am not sure that I would consider myself in that group, but would be willing to try...)

Where does one find the file?
xianing
Posts: 347
Joined: Sat Sep 22, 2007 9:37 am

RE: Axis enhance Mod!

Post by xianing »

In fact this mod is proposed to use in a game without AV and time limite, that means the only way Axis win is to trigger both Russia and WA surrender events. This still difficult for Axis to win so I suggest sometimes we should add 1-2 attack help for Axis.
Artillery is unrealistically overproduced in the game, so I hope this modification could change the infantry/artillery proportion to be more reasonable.
US war readiness give Axis more flexibility to chose the attacking time, but as US can move frozen unit after 42, this is not always a good strategy to wait too much.
The change for political stability give more chance for Germany to receive Spain supplies, this is more realistic. And more chance for Spain to join Axis especially when Malta and/or England fall to Germany.
Turkey is more encourage for an axis attacking to North Africa, as the first turn Turkey will normally be Axis learning, and with Greece attacked it can be pro-Axis. After all, Germany need to attack Syria or Iraq to have Turkey into Axis.

In fact I am playing as Allies with someone (he is using the German-Japan squeeze tactic), and I will show later the test result.

The mod file is in the attachment (35k?), have to change .txt to .rar.
xianing
Posts: 347
Joined: Sat Sep 22, 2007 9:37 am

RE: Axis enhance Mod!

Post by xianing »

In our game, Axis got a attack help of +1 and Germany/Japan attacked Russia in 40 summer.
Turn is 42 sum, Russia is quite difficule but as Axis VPs is still far away from 83 (maybe ~65), Russia surrender event can't occur.
US will join into the war in 2-3 turns.
Turkey joined Axis last turn. Germany got Malta and Gribltar, Spain has a big chance to join Axis but had not occured yet.



Image
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xianing
Posts: 347
Joined: Sat Sep 22, 2007 9:37 am

RE: Axis enhance Mod!

Post by xianing »

Finally the game was a Allies Victory. And my opponent and me both think it is well balanced.
I did some small changes to give Japan more strategy choice.

Spain political stability from 5 to 8. Germany get a ProAxis Spain more easyily.
One fighter moved from NE USA to SW USA. This is to made a directly attack into US more dangerous to Japan.
China production from 1 per 3 turns to 1 per 2 turns, and this will not change when Japan invades China Inland.
Changsha gets one level 2 undeveloped resource, Lanchow gets one level 2 and one level 4 undeveloped resource.
The purpose is to make China a more important target for Japan.
Air attack penaty in Max range was reduced from 3 to 2. Added Madagascar support Japan event (copied from UV 2.1).
Lucky1
Posts: 383
Joined: Mon Oct 30, 2006 8:31 am

RE: Axis enhance Mod!

Post by Lucky1 »

Hmmm. Looking at the screenshot, I am wondering about balance..... Certainly, despite the fact that Axis is at VP 65, there does not appear to be any meaningful chance for recovery - if the standard AV rules are used. Surrender would simply occur once the Axis spent a little on repairing resources.... Heck - maybe possible before the US joins!

In terms of your changes, I like what you have done with China. As things currently stand, it is simply not worth the effort to invade China, knowing how soon it will bring the US into the war etc. Perhaps now, it might be a little more of a strategic possibility.

I like the reduction in the world standard for artillery. It is rather easy to get to level ten and simply roll over everything. I am still not sure about the production time lag for artillery. In some ways this is good, but I think it definitely hurts the allies more than axis (your intent, admittedly, but I am not sure that the game is imbalanced against the Axis in terms of victory conditions).

I also like the additional production options for Italy. As I said, if Spain can produce fighters why not Italy....

Otherwise, I think the additional changes are interesting, but too much for the existing victory conditions. Admittedly, you are using no time limit and the special surrender rules. For regular AV use, it is my (and only mine) opinion that the additional changes simply make the Axis way too strong... I am curious what others might think...

Again, I applaud your interest and modding efforts. Too bad you did not post an AAR of the game!
boudi
Posts: 388
Joined: Sun Jan 07, 2007 6:43 am
Location: France

RE: Axis enhance Mod!

Post by boudi »

ORIGINAL: xianing

Finally the game was a Allies Victory.

Don't understand how it can appened, after the fall of Soviet Union.
[X(]
xianing
Posts: 347
Joined: Sat Sep 22, 2007 9:37 am

RE: Axis enhance Mod!

Post by xianing »

In fact, as we are using no time limit and no auto victory, the only way for Axis to win is to get VP >= 38, and to force Allies surrender.
So as Allies, my only strategy is to prevent Axis VP from increasing and to fight back with the strong US production capacity.
In our game, Germany controled all of the Europe (and USSR), except Western France and Spain in 1943.
Japan forced India and Austrilia to surrender, but never conquered both Eastern India and Melbourne.
The max Axis VP was 75.


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xianing
Posts: 347
Joined: Sat Sep 22, 2007 9:37 am

RE: Axis enhance Mod!

Post by xianing »

In 1943 Fall, Japan and WA both lose 3 carriers in Indian Ocean. WA has still 6 left (2 repairing), but Japan only has 3. Japan was stopped there.
And in Europe winter 1944, Germany still has a huge land army, but so does WA. The difference was, Germany factories was bombed into ground (Italy will be next target of WA bombers). So you know without replacement Germany can not win.
Seeing all this, my opponent surrendered.


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xianing
Posts: 347
Joined: Sat Sep 22, 2007 9:37 am

RE: Axis enhance Mod!

Post by xianing »

Must say that if Axis make the VP > 83, WA will soon surrender. So that is the separation line between win and lost.
Lucky1
Posts: 383
Joined: Mon Oct 30, 2006 8:31 am

RE: Axis enhance Mod!

Post by Lucky1 »

Very interesting indeed!
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