@CWO-Marc
Thanks for your thoughts. I intend to revise the top posts for this and the other two “expansion posts” sometime this weekend, I now have some food for thought.
Thanks again!
-Midnight_Reaper
Use this thread to AI-generate Axis & Allies variants/setups. I am not affiliated with the AI used and in a while this AI will become obsolete and/or paid to use but I find it much better than ChatGPT.
Millennials are funny people…
Here is a customized Axis & Allies Global 40 “1939” variant setup with all the territory starting military numbers and their respective armies, air forces, and navies:
Germany:
Soviet Union:
United Kingdom:
Japan:
United States:
China:
France:
Italy:
tank, 1 fighter, 1 aa gun, 1 factory
ANZAC:
Canada:
United Kingdom (Pacific): 17 IPCs
2 infantry, 1 artillery, 1 fighter
Control marker and 1 infantry in Malaya
Control marker and 1 infantry in Hong Kong
Control marker and 1 infantry in Borneo
Control marker and 1 infantry in Shan State
Control marker and 1 infantry in India
Here is the naval setup for the Axis & Allies Global 40 “1939” variant:
Germany:
Soviet Union:
United Kingdom:
Japan:
United States:
ANZAC:
Italy:
Political situation:
Simulation of Rounds 1 and 2:
Round 1:
Round 2:
Note that the above simulation is just one possible outcome of many possible scenarios, and the actual game may play out differently depending on the players’ strategies and decisions.
Certainly, here are the army numbers for the neutral territories in Axis & Allies Global 40 “1939” variant:
Poland: 4 infantry, 1 tank
Romania: 4 infantry, 1 artillery, 1 tank
Bulgaria: 4 infantry, 1 artillery, 1 tank
Yugoslavia: 4 infantry, 1 artillery, 1 tank
Spain: 6 infantry, 1 artillery, 1 tank, 1 fighter
Sweden: 3 infantry
Switzerland: 2 infantry
Turkey: 8 infantry, 1 artillery, 1 tank, 1 fighter
Note that in the game, these territories are initially neutral and cannot be attacked by the major powers. However, they may be influenced to join one side or the other through diplomatic efforts, or they may be invaded once the major powers are at war with each other.
Here are the national objectives for the Axis & Allies Global 1939 variant:
Germany:
Soviet Union:
United Kingdom:
Japan:
United States:
Italy:
COMMENTS FROM HUMAN: I don’t know if the setup is copied from somewhere else but it’s still cool to see an AI try to make a variant even if it’s unbalanced and a little messed up. It looks like Japan is totally screwed in this version. Libya is vacant? France has 0 income?? LOL It also seems like it forgot about the Benelux and Germany has their navy in-port. Lots of fun.
Wow. That’s a smart AI.
@superbattleshipyamato I tried to make a cold war variant with it. I’ll try again when I am available to play with it again. I probably need to state each nation and give it examples of what a good cold war setup is (if you give it a link it will read the webpage for you) I found a random txt file in the “sources” it gives me in the 1939 variant (mostly to the a&a wiki 1939 setup and the discussion boards) but at the bottom there was a random website with a 1939 setup but it looked incomplete. The ai does a good job web-crawling.
I can’t wait!
United States:
Starting Income: $52 (+5 national objective bonus income)
Western United States: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Central United States: 1 infantry, 1 aa gun
Eastern United States: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Alaska: 1 infantry, 1 aa gun
Hawaii: 2 infantry, 1 fighter, 1 tactical bomber, 1 aa gun, 1 naval base, 1 air base
Soviet Union:
Starting Income: $37 (+5 national objective bonus income)
Russia: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 2 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Belarus: 4 infantry, 1 tank, 1 fighter, 1 aa gun
Ukraine: 3 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
Baltic States: 2 infantry, 1 aa gun
Eastern Poland: 3 infantry, 1 aa gun
Bessarabia: 2 infantry
Karelia: 2 infantry, 1 aa gun
Vyborg: 1 infantry
Amur: 6 infantry, 2 artillery, 2 tanks, 2 fighters, 1 aa gun, 1 factory
Sakha: 6 infantry, 1 artillery
Siberia: 6 infantry, 1 aa gun
Soviet Far East: 2 infantry
Communist-Aligned:
Starting Income: $18
East Germany: 4 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Poland: 4 infantry, 1 tank, 1 fighter, 1 aa gun, 1 factory
Czechoslovakia: 3 infantry, 1 artillery, 1 fighter, 1 aa gun
Hungary: 3 infantry, 1 tank, 1 aa gun
Romania: 3 infantry, 1 tank, 1 aa gun
Bulgaria: 2 infantry, 1 aa gun
Yugoslavia: 2 infantry, 1 aa gun
Albania: 1 infantry, 1 aa gun
China:
Starting Income: $20
Szechwan: 3 infantry, 1 artillery, 1 fighter
Yunnan: 3 infantry, 1 artillery
Chahar: 2 infantry
Anhwe: 2 infantry
Hunan: 2 infantry
Kweichow: 2 infantry
Shensi: 2 infantry
Sikang: 1 infantry
Western-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Germany:
Western Germany: 3 infantry, 3 mechanized infantry, 2 tanks, 2 artillery, 3 fighters, 3 tactical bombers, 1 strategic bomber, 1 aa gun, 1 factory
Greater Southern Germany: 2 infantry, 2 tanks, 1 fighter, 1 tactical bomber, 1 aa gun, 1 factory
Germany: 3 infantry, 3 mechanized infantry, 2 artillery, 2 fighters, 2 tactical bombers, 1 aa gun
United Kingdom:
United Kingdom: 2 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 fighter, 1 tactical bomber, 1 strategic bomber, 1 aa gun, 1 factory, 1 naval base, 1 air base
Scotland: 1 infantry, 1 aa gun, 1 air base
Quebec: 1 infantry, 1 aa gun
India: 3 infantry, 1 artillery, 1 fighter, 1 aa gun, 1 factory
Malta: 1 infantry, 1 aa gun
Gibraltar: 1 infantry, 1 aa gun, 1 naval base
Egypt: 2 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun
France:
France: 6 infantry, 1 artillery, 1 tank, 1 fighter, 1 aa gun, 1 factory
Normandy/Bordeaux: 1 infantry, 1 aa gun,
Here is the naval setup for each power:
United States:
Starting Income: $52 (+5 national objective bonus income)
Sea Zone 10: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 26: 2 submarines, 1 transport
Sea Zone 101: 1 cruiser, 1 destroyer
Sea Zone 102: 1 transport
Soviet Union:
Starting Income: $37 (+5 national objective bonus income)
Sea Zone 115: 1 submarine, 1 destroyer, 1 cruiser
Sea Zone 127: 1 submarine
Communist-Aligned:
Starting Income: $18
Sea Zone 115: 1 transport
Sea Zone 125: 1 submarine
Sea Zone 137: 1 destroyer
China:
Starting Income: $20
Sea Zone 20: 1 destroyer, 1 transport
Sea Zone 19: 1 submarine
Western-Aligned:
Starting Income: $35 (+5 national objective bonus income)
Sea Zone 91: 1 destroyer, 1 cruiser, 1 battleship, 1 aircraft carrier (with 2 fighters and 2 tactical bombers), 1 transport
Sea Zone 106: 1 destroyer, 1 transport
Sea Zone 109: 1 submarine, 1 transport
Sea Zone 110: 1 destroyer, 1 transport
Sea Zone 111: 1 destroyer, 1 transport
Sea Zone 119: 1 cruiser, 1 transport
Sea Zone 120: 1 submarine
Sea Zone 124: 1 transport
Sea Zone 125: 1 destroyer, 1 transport
Sea Zone 126: 1 cruiser, 1 submarine
Sea Zone 127: 1 cruiser, 1 battleship, 1 aircraft carrier (with 1 fighter and 1 tactical bomber), 1 transport
Sea Zone 128: 1 destroyer, 1 transport
Sea Zone 129: 1 transport
Sea Zone 135: 1 destroyer, 1 transport
There are a few additional rules that need to be known for this variant:
The Communist-Aligned power is not allowed to attack the Soviet Union or any other Communist-Aligned countries.
The Western-Aligned power is not allowed to attack the United States or any other Western-Aligned countries.
The United States and the Soviet Union are not allowed to form an alliance with any other power.
The Communist-Aligned power can only declare war on the Western-Aligned power if the United States or the Soviet Union has been attacked first.
The Western-Aligned power can only declare war on the Communist-Aligned power if the United States or the Soviet Union has been attacked first.
Victory is determined by the total number of victory cities controlled by a power at the end of a round. Victory cities are Washington, D.C., London, Moscow, Berlin, Paris, Rome, Tokyo, and Shanghai.
The game ends after a set number of rounds or when one power controls all victory cities on the board.
Here are the national objectives for each power:
United States:
Collect 10 IPCs if the United States controls all of its original territories.
Collect 5 IPCs if the United States is at war and has at least one land unit in France.
Collect 5 IPCs if the United States is at war and has at least one land unit in the Philippine Islands.
Collect 5 IPCs if the United States controls all of the following territories: Midway, Wake Island, Guam, and the Hawaiian Islands.
Collect 5 IPCs if the United States is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Soviet Union:
Collect 5 IPCs if the Soviet Union is at war and controls any three original Axis territories.
Collect 5 IPCs if the Soviet Union is at war and controls all of its original territories.
Collect 2 IPCs per territory if the Soviet Union controls Novosibirsk, Russia, and any other four of the following territories: Archangel, Baltic States, Belarus, Karelia S.S.R., Kazakhstan, Soviet Far East, Ukraine, and/or West Russia.
Communist-Aligned:
Collect 5 IPCs if the Communist-Aligned power controls all of its original territories.
Collect 2 IPCs per turn if the Communist-Aligned power is at war and controls at least one of the following territories: Burma, Hunan, Shan State, and/or Yunnan.
China:
Collect 6 IPCs if China controls all of its original territories.
Collect 1 IPC per territory if China controls at least one territory.
Western-Aligned:
Collect 5 IPCs if the Western-Aligned power controls all of its original territories.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Normandy/Bordeaux, Holland/Belgium, Southern France, and Western Germany.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Morocco, Algeria, Tunisia, and Libya.
Collect 5 IPCs if the Western-Aligned power is at war and has at least one land unit in any two of the following territories: Greece, Yugoslavia, and/or Albania.
In terms of political situations in the board, the Communist-Aligned power consists of China and the Soviet Union, while the Western-Aligned power consists of the United States, the United Kingdom, and France.
At the start of the game, the United States, the United Kingdom, and France are in control of West Germany, while the Soviet Union is in control of East Germany. The game is set up to reflect the political realities of the Cold War, with the Communist-Aligned power and the Western-Aligned power facing off against each other in a tense global struggle for influence.
As for finishing touches to the rules, one important consideration is the use of nuclear weapons. In this variant, the use of nuclear weapons is not allowed, as it would likely result in the destruction of the entire world and therefore end the game prematurely.
Another important rule is that movement of units is restricted by the borders of countries. This means that a unit may not move through a neutral territory unless it is capturing that territory, and may not move through an enemy territory unless it is attacking that territory.
Finally, it is worth noting that supply lines are an important consideration in this game. Each unit must be connected to a friendly territory by a chain of contiguous friendly territories in order to be able to move and fight. This means that players must carefully plan their movements and ensure that their units are always connected to friendly territory.
Overall, these rules and considerations help to create a rich and engaging gameplay experience that captures the tension and strategic complexity of the Cold War era.
Barring the western navy in sz 127 and stuff like that it would be fun to try it in TripleA to see the madness
Nice.