Global 1940 Cold War goes Hot Scenario


  • nice. but do you get it the same way as in global? rolling dice or some other secret way?!?!?! :-o


  • polo- same. If you get a breakthrough you roll to see which chart you gain a tech in (rather than choosing the chart). I think you should be allowed to get multiple breakthroughs in a turn but a max of +1 level per chart per turn. So it’d take 4 turns to get the first abomb. Of course, different powers would start with different techs. So in 46 the USA would start with a Nuclear Tech Tree level of 4, but the USSR would only have a 2 or 3 in the Nuclear tech Tree.

    For the nuclear tree the first few techs will probably have no effect besides moving you closer to Abombs.

    What should the effects of the various types of a-bombs be? I think all should be deliverable by strategic bombers or ICBMS. Should they have tactical or strategic effects or both? Should you be able to stockpile bombs? How much should they cost?

    Nuclear Tree
    1 Atomic Research Facilities - no effect
    2 Isotope Separation Techniques - no effect
    3 Experimental Reactor - no effect
    4 Fission Bomb
    5 Hydrogen Bomb
    6 Tsar Bomb


  • Put them at 15-20 IPCs each. They should have tactical and strategic effects. Yes you canstockpile though it coasts 5 IPCs per turn (lots of safety and protction hazards) both bombers and ICBMs. But make it tougher for bombers like they can get shot down by AA guns still and intercepted.


  • Here are some of my ideas about the 1960 scenario

    The sides would be
    1 USA
    2 USSR
    3 NATO (Capital in London instead of historical Brussels so it can fight on if mainland Europe falls)
    4 WARSAW
    5 SEATO
    6 Non aligned Movement (capital in India)
    7 PRC
    8 Commie Rebels (nationalist Chinese Pieces)

    Basically, the nonaligned movement and the PRC would be neutral powers. The game would have an individual winner based on which country had the most of their national objectives fulfilled. Both of the free agent powers would have national objectives that would put them at odds with the US or USSR’s blocs. For instance, China would have national objectives for taking Taiwan from the allies and for taking Mongolia from the Soviets. They would be free to declare war on whoever they chose though they could also be attacked by one of the two main power blocs.

    I think I’d allow the USSR/WARSAW Pact and the communist Chinese to support communist rebel movements in the recently decolonized territories of the world. These units (infantry only) would lay dormant in the territory until their masters decided to launch a general uprising at which point they would attack any units there and, if successful, would seize the territory for their sponsor. Non communist forces could target these rebels prior to that but any that survive the first cycle of combat would escape back into the countryside. The PRC and the USSR should be able to sponsor rebel movements in the same territory if they are feeling competitive.


  • set up please! now you’re just teasing me with all the rules you’ve posted!


  • I like it. But instead give the rebels a seperate economy for each place so they can make more units. Also make Nato like that.


  • I think it would be more acomadating to have the game set in the Korean War, and have the Soviets aligned with the Chinese. But discourage eachother from entering eachothers original territory (kind of like the Soviet Archangel NO)


  • Yes but I think each nation should still have independant victory achievments. Byt he way Oztea how’s those Canadian NAs coming?


  • I need to do sigificantly more research into cananda’s role in the war.
    at best I can write 3 now, and add canada as ANZAC units, and make them the “Commonwealth” and have 3 ANZAC NAs and 3 Canadian NAs


  • Hey I’d be good with that for now. If you get any free time post them.


  • dannyboy2016 how goes the tech battle? i mean hows the tech coming along. any breakthroughs?  :-D


  • Lol breakthroughs  :-D. Good one  :-)


  • My general thinking is that the nuclear weapons will:
    cost 20 ipcs to build
    cost 5 ipcs/turn in upkeep to keep nukes at the ready
    the nukes that you don’t pay the upkeep for are mothballed. To get them ready for use you must pay an additional 5 ipcs (on top of the 5 ipcs in upkeep). The upkeep payment is made by everyone at the same time during a brief nuke upkeep phase between rounds (ie after player 8 has finished their turn but before player 1 takes their next turn).

    When conducting a nuclear strike you may choose to launch a strategic or a tactical attack. Each such attack costs one nuke

    STRATEGIC - Nukes are used against industrial complexes, naval bases, or airfields. This works as a normal strategic bombings except you roll additional dice, do not add +2 to the damage, and there is no limit to the damage that a nuclear strike can do to a facility. So an atomic bomb could theoretically do 20 levels of damage to an industrial complex in a single turn- effectively crippling it for the rest of the game.

    Abomb - roll 4 dice. The sum total of the rolls is the damage inflicted to a facility.
    Hydrogen Bomb - roll 8 dice. The sum total of the rolls is the damage inflicted to a facility.
    Tsar bomb- roll 12 dice. The sum total of the rolls is the damage inflicted to a facility.

    TACTICAL - tactical strikes target the ground forces in a territory. When launching a tactical attack against a territory roll 1 dice for every enemy unit in the territory. If the attacked area is also being assaulted by your land forces then the  tactical nukes are launched before the first cycle of combat takes place. You may use multiple nukes to launch multiple tactical nuclear strikes against the same territory. If a player used 2 nukes to attack a territory then he would roll 2 dice per every enemy unit in the territory, etc.

    Abomb - rolls of 1 kill an enemy unit.
    Hydrogen bomb - rolls of 2 or less kill an enemy unit.
    Tsar Bomb - rolls of 3 or less kill an enemy unit.

    Units killed in such strikes are immediately removed from the board and may not retaliate against their attacker.

    Only strategic bombers or icbms may carry nukes. Strategic bombers used to launch tactical nukes may only be targeted by enemy aa and may not take part in any additional combats that take part in the territory they just nuked.

    The other techs look pretty good so far with only the one tank destroyers tech really needing revision.

  • Customizer

    Hello dannyboy2016,
    I just love the looks of this new game you came up with.  Looking forward to trying it out.  I’ve got a few questions:
    First, a few questions on the general setup:
    1:  Is Finland, Norway or Sweeden considered part of Continental Europe?
    2:  Shouldn’t the IPC income from Siam go to Calcutta instead of London?
    3:  Why are there no AA guns in Eastern, Central or Western US?
    4:  Why are there no Nationalist Chinese military units in Yunaan?  Since that’s part of the Burma Road and one of their NOs, I would think they would want to protect that territory especially.
    5:  I noticed the large USSR military presence in Manchuria.  Can the USSR forces attack Nationalist Chinese territories for the Communist Chinese?  If so, can they do so without going to war with US, NATO and UK?
    6:  In regards to both Chinese factions, are Chinese territories liberated by their respective allies or simply conquered.  Also, if one or the other Chinese faction is wiped out, can their allies retake some of their territory so they can start building units again?  Since neither side has an official capital, I am assuming that Chinese territories are treated like they are in Global/Pacific 1940 vs. Japan where if Japan takes all the territories, the Chinese don’t give up their IPCs but simply wait to be liberated.
    7:  In this game, are Chinese forces able to leave China?  For example, could Communist Chinese take Korea or Nationalist Chinese advance into Russia?

  • Customizer

    Just a few more questions about the Technology breakthroughs.  I like the tree system you came up with.
    1:  At the beginning, USA can pick 8 techs and USSR can pick 7 techs to start with.  Can either of them pick one tree and get all 6 off of that tree then 2 or 1 respectively off of another tree?  Or, do they have to spread those out over all 6 trees then pick 2 (USA) or 1 (USSR) to go to the second level on?
    2:  It says Self propelled artillery can support tank attacks (like regular artillery supports infantry, right?)  Does that mean when you get Main Battle Tanks, SP artillery will boost MBT attacks to 5?
    3:  Air to surface missiles allows Tac bombers to attack at 4.  This means they don’t have to be supported by an accompanying fighter or tank, right?
    4:  If a strategic bomber is used to carry a nuke on a strategic bombing raid, can the enemy send interceptors?  If so, I assume you can also send escort fighters.
    5:  Can a tactical nuke be used against ships?

    Thanks for your time and sorry for having so many questions.  I have been busy all evening copying down all your rules and setups and this stuff just kept popping into my head as I went along.


  • @knp7765:

    Hello dannyboy2016,
    I just love the looks of this new game you came up with.  Looking forward to trying it out.  I’ve got a few questions:
    First, a few questions on the general setup:
    1:  Is Finland, Norway or Sweeden considered part of Continental Europe?
    2:  Shouldn’t the IPC income from Siam go to Calcutta instead of London?
    3:  Why are there no AA guns in Eastern, Central or Western US?
    4:  Why are there no Nationalist Chinese military units in Yunaan?  Since that’s part of the Burma Road and one of their NOs, I would think they would want to protect that territory especially.
    5:  I noticed the large USSR military presence in Manchuria.  Can the USSR forces attack Nationalist Chinese territories for the Communist Chinese?  If so, can they do so without going to war with US, NATO and UK?
    6:  In regards to both Chinese factions, are Chinese territories liberated by their respective allies or simply conquered.  Also, if one or the other Chinese faction is wiped out, can their allies retake some of their territory so they can start building units again?  Since neither side has an official capital, I am assuming that Chinese territories are treated like they are in Global/Pacific 1940 vs. Japan where if Japan takes all the territories, the Chinese don’t give up their IPCs but simply wait to be liberated.
    7:  In this game, are Chinese forces able to leave China?  For example, could Communist Chinese take Korea or Nationalist Chinese advance into Russia?

    You’ve got some good questions here.

    1.Yes
    2. Yes.
    3.This is based on the laxness of US civil defense measures according to David Miller’s The Cold War: A Military History.
    4. Forces there were surprisingly small according to the oobs I saw for the Chinese Civil War.
    5. Yes. I hadn’t put much thought into the possibility of a Soviet offensive in china coupled with peace in Europe. Any Chinese territory taken by the Soviets will go to their allies. I say allow either side to intervene in China without a declaration of War on the other alliance.
    6. Treat like pacific. Chinese territory is liberated.
    7. Hadn’t really thought of that. I’d say that the Chinese should be able to move freely about the Pacific board (but not Europe). Territories that they capture which are not Chinese should go to USA or the USSR. The exception being the Mongolia territories on the pacific board. Those go to nationalist China if taken by the allies.

    @knp7765:

    Just a few more questions about the Technology breakthroughs.  I like the tree system you came up with.
    1:  At the beginning, USA can pick 8 techs and USSR can pick 7 techs to start with.  Can either of them pick one tree and get all 6 off of that tree then 2 or 1 respectively off of another tree?  Or, do they have to spread those out over all 6 trees then pick 2 (USA) or 1 (USSR) to go to the second level on?
    2:  It says Self propelled artillery can support tank attacks (like regular artillery supports infantry, right?)  Does that mean when you get Main Battle Tanks, SP artillery will boost MBT attacks to 5?
    3:  Air to surface missiles allows Tac bombers to attack at 4.  This means they don’t have to be supported by an accompanying fighter or tank, right?
    4:  If a strategic bomber is used to carry a nuke on a strategic bombing raid, can the enemy send interceptors?  If so, I assume you can also send escort fighters.
    5:  Can a tactical nuke be used against ships?

    Thanks for your time and sorry for having so many questions.  I have been busy all evening copying down all your rules and setups and this stuff just kept popping into my head as I went along.

    1. The “pick the techs” rule is for the Global 1940 techs. I’ll get an oob setup for the new tech tree ready for this weekend.
    2. Yes to both.
    3. Yes.
    4. Yes and yes.
    5. Good question. That would make more sense if said fleet was in port. I’d say “yes, provided that the fleet is located adjacent to a naval base.”

    I may need some graphical assistance for the 1960 scenario. I plan on having a influence scale of 1 to 10 for each neutral country. Once its been influenced to ten it’ll join the faction. You influence countries by buying units or infrastructure (IC, AAs, naval and airbases) for them. Each country will have a special rule (For instance, Nasserite Modernization: Egypt’s President Nasser placed a heavy emphasis on heavy industry and other modernization projects. The most famous of these were the Helwan Steelworks and the Aswan High Dam. Effect: Gain +5 influence points if you build a major ic in Egypt). I’d need help creating a pdf image for people to print out depicting the starting forces of each neutral, their special objective, and the ten influence slots.

  • Customizer

    Hello dannyboy2016,
    Thanks for all the answers.  I am really tempted to try this game out.  I’m always a fan of alternate reality type stuff.  I am thinking of a similar game to yours, based around 1946, but if the Axis won the war.  Something between Germany, Japan and Italy yet with the US still in it in a somewhat reduced position and even UK operating out of Canada.  All I’ve got so far is the layout for which country has what territories.  I still have to come up with new NOs and maybe some sort of political situation.
    Anyway, I just wanted to clear a couple of things up with China.  So if the NC were to take any Soviet territories, the IPC control would go to the US and if the CC were to take Korea, Burma, etc., IPC control would go to Russia, is that right?  Also, I assume since both factions have naval bases and major ICs, they could build naval units as well.  That would be interesting.  I imagine a Chi-Com fleet floating over to take Japan from the US, or at least trying to.
    A quick note about the game pieces.  If you are interested, Historical Board Gaming has painted armies and he carries pieces for both Communist China and Nationalist China.  I’m pretty sure he has all the land and air units available.  Not sure about naval units since that wasn’t an issue in WW2 but I’m sure if you requested them he could make them up.  His prices are pretty reasonable too.  I have some of his Communist Chinese which I used in the setup.  While I haven’t tried playing your game yet, I set it all up just to see what it would look like.  I used French pieces for NATO.  I know you suggested German to avoid any T34 on T34 violence, but I just felt the blue looked better for NATO.  I forgot to put units on for the neutrals but otherwise the setup looked pretty cool.  Germany and West Germany got VERY crowded.  I really like the look of HBG’s Chi-Com pieces on the board.

    Cold War goes Hot Asia-sm.JPG
    Cold War goes Hot Europe-sm.JPG


  • @knp7765:

    Anyway, I just wanted to clear a couple of things up with China.  So if the NC were to take any Soviet territories, the IPC control would go to the US and if the CC were to take Korea, Burma, etc., IPC control would go to Russia, is that right?  Also, I assume since both factions have naval bases and major ICs, they could build naval units as well.  That would be interesting.  I imagine a Chi-Com fleet floating over to take Japan from the US, or at least trying to.

    Correct on both accounts. :)

    @knp7765:

    A quick note about the game pieces.  If you are interested, Historical Board Gaming has painted armies and he carries pieces for both Communist China and Nationalist China.  I’m pretty sure he has all the land and air units available.  Not sure about naval units since that wasn’t an issue in WW2 but I’m sure if you requested them he could make them up.  His prices are pretty reasonable too.  I have some of his Communist Chinese which I used in the setup.  While I haven’t tried playing your game yet, I set it all up just to see what it would look like.  I used French pieces for NATO.  I know you suggested German to avoid any T34 on T34 violence, but I just felt the blue looked better for NATO.  I forgot to put units on for the neutrals but otherwise the setup looked pretty cool.  Germany and West Germany got VERY crowded.  I really like the look of HBG’s Chi-Com pieces on the board.

    Nice looking pics!


  • Tech setup for 1946 scenario

    USSR
    Land techs: 5
    Air techs: 3
    Navy techs: 4
    Industry techs: 4
    Secret techs: 3
    Nuclear techs: 3

    USA
    Land techs: 4
    Air techs:  4
    Navy techs: 5
    Industrial techs: 5
    Secret techs: 3
    Nuclear techs: 4

    NATO, UK, and ANZAC
    Land techs: 3
    Air techs:  3
    Navy techs: 3
    Industrial techs: 3
    Secret techs: 3
    Nuclear techs: 1

    Both China’s start with no techs, but may roll for techs.

    Land Techs

    1 Heavy Tanks - tanks attack and defend at 4 during the first cycle of combat
    2 Rocket artillery - artillery attacks and defends at a 3 during the first cycle of combat
    3 Self propelled artillery - artillery has a move of 2, may support the attack of tanks, and may blitz when paired with an equal number of tanks.
    4 Tank Destroyers- during the first cycle of combat any hits rolled by your tanks must be placed on enemy tanks first. 
    5 Improved mechanized infantry - Mechanized infantry now attacks at a 2 and may blitz without being attached to tanks.
    6 Main Battle Tanks - tanks attack and defend at 4 during every cycle of combat and have a move of 3.
    Air Techs

    1 Paratroopers - as vanilla Global 1940
    2 Long range Aircraft - as vanilla Global 1940
    3 Jet Fighters- as vanilla Global 1940
    4 Heavy Bombers- as vanilla Global 1940
    5 Attack Helicopters- infantry attack and defend at 3 during the first cycle of combat.
    6 Air to Surface Missile- Tacs attack at 4
    Naval Tree
    1 Marines - infantry attack at 3 or less during the first cycle of an amphibious assault. they may not be supported by artillery during this cycle.
    2 Sonar- Battleships and Cruisers now have the same anti submarine warfare traits as destroyers.
    3 Super Heavy Battleships - Battleships attack, defend, and bombard at 5.
    4  Long Range Submarines- Subs now have a move of 3
    5  Super Carriers - Carriers may now carry twice as many planes as normal
    6 Nuclear powered Navy - all naval units have a move of 3, subs now have a move of 4
    Industrial Tree

    1 Improved Factory Production - as vanilla
    2 Aircraft Assembly Lines
    New Unit prices are as follows:
    Strategic Bomber 10 ipcs
    Tactical Bomber 9ipcs
    Fighter 8ipcs

    3 Improved Shipyards
    New Unit prices are as follows:
    Battleship 17ipcs
    Aircraft Carrier 13ipcs
    Cruiser 10ipcs
    Destroyer 7ipcs
    Transport 6ipcs
    Submarine 5ipcs

    4 Underground factories - halve (rounding up) the damage done to any of your factories during a strategic bombing raid.
    5 Plastics - gain 2d6 worth of additional ipcs at the end of every turn.
    6 Advanced Factory Production - major ICs may now be built on territories worth at least 2 ipcs, minors may be built on any territory including islands and zero ipc territories
    Secret Weapons Tree
    1  Radar- scrambling fighters defend at 5
    2 Electromechanical computers - tech rolls of 5 or 6 result in a research breakthrough
    3 Rockets - as vanilla
    4 Surface to Air Missiles - aa guns defend at a 3 or less
    5 Transistor based Computers - tech rolls of 4, 5, or 6 result in a research breakthrough
    6 ICBMS- Like rockets except that AA guns can now attack a complex up to 9 spaces away. Additionally, nukes may be launched from AA guns at territories up to 9 spaces away.
    Nuclear Tree
    1 Atomic Research Facilities - no effect
    2 Isotope Separation Techniques - no effect
    3 Experimental Reactor - no effect
    4 Fission Bomb
    5 Hydrogen Bomb
    6 Tsar Bomb


  • One of the things that I’m planning for the 1960 scenario is a sort of influence mini game. Basically each non aligned country will have a chart going from 1 (pro allied) to 10(pro Warsaw pact).  Place a token on that chart to show the country’s alignment. Whenever the allies gain an influence point move the token down by -1 on that chart. Whenever the Warsaw Pact alliance gain an influence point move the token up by +1 on the chart. Once the country become pro allied then any member of the allies may move a unit in during their noncombat movement phase and take control of the territory. Soviet or Warsaw pact forces may do the same to countries that are pro Warsaw pact.

    Influence is gained during a special Diplomacy phase that occurs between rounds of play.  During the diplomatic phase players write down what they’d like to buy for neutral countries (players may have a private discussion with their allies at the start of this phase to coordinate their efforts). The players reveal all of their written down purchases at once and immediately relinquish all the ipcs that they spent on diplomatic actions this turn.

    There are three basic ways that you may spend money to gain influence.

    1.Purchase units or buildings for a neutral country. Factions gain one point of influence for every 5 ipcs worth units or structures their alliance builds for a country during a single diplomatic phase. These units and structures are placed on the country’s card. If both factions build the same specific building for a country then the country receives this building and both factions loose the money they spent on it without gaining influence. You must specify which territory you wish to build a facility on if the neutral country has multiple territories. All units built for a country will defend that country if attacked (and will even defend against the country that paid for their guns). Once the country is influenced to join a specific faction then all of the units build for that country are given to the player that seizes control of the country during their noncombat phase.

    2.Foreign aid. You may give money directly to a neutral country. This costs 5 ipcs per influence point. This is useful to do if you want to influence a country but are wary of providing it with additional units that could fall into enemy hands.

    3.Cause a Civil War. If things are looking dicey you can pay 10 ipcs to cause a civil war in the country. By starting a civil war you lose one influence point with the country but will have  a chance to resolve this struggle militarily. All units provided for the country by your faction will attack the country’s starting units and any units bought for it by other factions.  This combat is rolled during a special combat phase at the end of the diplomacy phase but before the start of a new round. You may choose to break off the combat after a single cycle of combat. If combat continues after the first cycle then the aggressor loses one influence for every additional cycle of combat. If the aggressor calls off combat before victory then half of their faction’s units in the country (rounded up and picked by the opposing faction) defect to the other faction’s control (ie the “legitimate government”) while the rest are disbanded. However, if forces loyal to the instigator of a civil war win then the country’s status automatically switches to be “pro” the instigator’s faction.

    In addition to these each country has a special rule which effects either the amount of influence gained by aiding the country, gives free influence to a faction when certain triggers are met, or gives extra benefits to whichever faction eventually takes over the country.

    Below are examples for all of the Latin American countries.

    Argentina
    Territories: Argentina
    Units: 2 infantry
    Peronism: Argentina’s President, General Juan Peron, is committed to a “third way” approach to economics, which purported to be neither socialist nor capitalist, but to incorporate elements of both in a corporativist manner. Only time will tell if his drive for Autarky will benefit or bankrupt Argentina.
    Gain a free major industrial complex, naval base, and air base in Argentina if you take it over without attacking it.

    Bolivia
    Territories: Bolivia
    Units: 2 infantry
    Polarization of the MNR: During the second term of President Estenssoro the ruling MNR (Revolutionary Nationalist Movement) began to fall apart. The leftist wing of the party, backed by an armed working class, could potentially seize state power if left unchecked.
    Allies get double influence points for purchasing land  units for Bolivia. Warsaw Pact gets double influence points for purchasing buildings for Bolivia.

    Brazil
    Territories: Brazil
    Units: 5 infantry
    Plan of National Development: B_razil’s President Kubitschek had ambitious plans to stimulate the diversification and expansion of Brazil’s economy. The cornerstone of this plan was the construction of a new capital, Brasília._ Gain twice as much influence when building a major or minor industrial complex for Brazil.

    Chile
    Territories: Chile
    Units: 2 infantry
    Reconstruction: In May 1960, a strong earthquake struck the densely populated area between Concepción and Puerto Montt, causing more than USD 400 million in damage. Reconstruction and relief soon drowned out other issues. Double all influence awards from giving foreign aid to Chile.

    Colombia
    Territories: Colombia
    Units: 2 infantry
    Pacto Mundial: The military Junta that rules Colombia is interested in gaining legitimacy. To this end it has initiated international negotiations with major world producing countries to establish what would be known as the “Pacto Mundial” (world accord). Double influence awards for purchasing any units or buildings for Colombia.

    Cuba
    Territories: The West Indies
    Units: 5 infantry
    Cuban Revolution: Fidel Castro’s regime has successfully overthrown the US backed Batista regime after a long and bitter struggle. While it is possible that Castro and the United States could reach an accord it seems more likely that the regime will drift towards the Soviet Orbit. The Warsaw pact gains double influence from buying units or buildings for Cuba.

    Ecuador
    Territories: Ecuador
    Units: 2 infantry
    Ecuadorian–Peruvian territorial dispute: Ecuador’s government is still bitter over the loss of territory to Peru during the 1940s. Perhaps one day a powerful patron will help them reclaim what is rightfully theirs. Double influence awards for building ground units for Ecuador.

    Paraguay
    Territories: Paraguay
    Units: 2 infantry
    Stroessner’s roots: Alfredo Stroessner, the vehemently anti-communist dictator of Paraguay, was the child of German immigrants. Stroessner was very proud of his German ancestry and made several trips to West Germany during his reign. Paraguay moves five points towards the allies’ alignment if Germany, Western Germany, and Greater Southern Germany are under allied control.

    Peru
    Territories: Peru
    Units: 2 infantry
    Prado’s Pride: Manuel Prado’s greatest pride was that as President in 1942 he made Peru the first of South American nations to declare war on the Axis Powers. During his second presidency (1956-1962) he was eager to continue working closely with the United States. Peru moves five points toward the allies’ alignment once the USA is at war with the USSR.

    Uruguay
    Territories: Uruguay
    Units: 2 infantry
    Uruguayan Unrest: In the late 1950s, partly because of a world-wide decrease in demand for agricultural products, Uruguayans suffered from a steep drop in the standard of living which led to student militancy and labor unrest. Double all influence awards from foreign aid.

    Venezuela
    Territories: Venezuela
    Units: 2 infantry
    Punto Fijo Pact: The leaders of the major Democratic powers in Venezuela are eager to protect the stability of their fledgling democracy from internal and external threats. If one alliance already controls each of the following territories (The West Indies, Colombia, and Brazil) then Venezuela automatically moves 5 points towards their alignment.

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