Well also just to clarify, I would like to create a mod which works first and foremost on the physical board, in face to face play.
In some respects this is more demanding than a simple tripleA mod would be. In tripleA it is very simple to change map elements or graphics (things such as starting territory ownership color, IPC values, even the shape/connections of the map itself.) But I’m not interested in a mod that only works in TripleA. Basically it has to serve the dual functions of being easy to adapt on the physical map, and easy to port into tripleA.
There are some rules or mechanics that would work in a face to face game on the physical board but which would be more challenging to do in TripleA. This would be things like entirely new unit abilities or mechanics, complex rules or “one time” events. If something similar already exists in Global (or one of the previous A&A games) then that is usually easier to work with.
Just as an example of what I mean, right now in TripleA, it’s very easy to give each player War Bonds. That’s because it already exists as a technology, so all you have to do is give each player this tech to begin with.
In case anyone is curious, that would give…
+3 up to +18 ipcs per round for Axis (the average is + 9 per round)
+9 up to +54 ipcs per round for Allies (the average is +27 per round)
Honestly, that might be enough right there to balance the OOB game by sides in a way that’s a lot more interesting than just a simple large bid for pre-placement units. Allies have the most potential for extra money, but Axis also get something out of the deal. And unlike a large bid, this boost to the Allies has to be evenly distributed between all the Allies (not just piled on to one) the total amount is necessarily limited since no one can get more than +6 in a given turn. And of course, unlike the usual bid, this War Bonds bonus is just to income, so units still have to enter play through the normal purchasing/production mechanics.
Given all that I think the amounts might actually be pretty close to what is needed for the OOB game to feel more balanced. The bulk of the money under such a scheme is going to go to the smaller powers, but this also seems like it might be a good thing. +6 ipcs to Germany or Japan or USA or Russia might be a drop in the bucket, but +6 ipcs to Italy, Anzac, UK/UK Pacific, or China would make those factions a lot more entertaining to play.
Simply by activating the war bonds tech for everyone, this rule would allow some randomizing of purchase options from the 2nd round on, while still preserving the normal starting income levels of each power. Which may be helpful in designing the balance of the opener.
From a testing standpoint, all you need to do is launch the OOB game, click “edit mode > add technology” and give everyone war bonds.
Here is a savegame attached below, with the War Bonds change already in effect. It took me all of 30 seconds…
If you wanted to have War Bonds effect starting income in the first round (instead of the second) this requires an XML edit, but is also achievable. Anyway, things like that are what I mean by seeing which ideas are easy to implement and which aren’t, once we’ve kicked them around.
:-D
G40 War Bonds for Everyone.tsvg