DD Cohen's Balanced Ruleset & Modding v.1.01:
Warning: If you think the game is already in Axis Favor, this isn’t a game for you because Axis here gets a boost.
If you’re experienced enough to realize that almost no serious game ever reached ’44 or ’45 as historical, but USA and Soviets just clean up the world of the nazi fascist in ’41 ’42, this is a game you could look at.
What I aim to obtain is a lasting game, which endures til ’44 ’45 if not more,
The Players will take in that list their related powers:
Germany - Italy - United Kingdom - Soviet Russia (minimum required)
Japan - China (extra 2)
Minors at will in this list:
Hungary, Romania, Finland, Bulgaria (Axis side)
Canada, Australia, New Zealand, South Afrika (Allied side)
If someone joins later, and there're released puppets, they can pick them.
China Player will swap to France later, and then to USA.
___________________________________________________________
STARTING EDIT:
Some Italy Tech Teams boosted.
Finland IC raised to 22, and have extra starting techs in Infantry, and blueprints in Land Doctrines to reflect their historical success during Winter War. Improved sliders as well.
Germany gets about 42 extra IC at start, and the materials to support it.
Improved some tech team.
Germany has a fortified line to French Border, Berlin and Konigsberg, and have Coastal Forts in Germany and some added to Denmark too.
8 extra IC added to Austria too.
Germany will get Czech Army in case they will annex it instead of splitting it with Hungary.
Extra resources added to Axis Minors.
Soviets have a peacetime modifier of 70%. This means they will use only 70% of their IC until they’re at war.
Some minor units tweakings (like the 4 Italian BB1 changed in BC3 which reflected more their status after the upgrade they received – which was more AA guns mostly – and being the fastest capital ships in the med, and the 3 Germany “pocket battleship” changed in CA5 instead of CA4)
GENERAL RULES:
- Germany and UK are "Alliance Leaders". They choose the overall plan, and allied players should do their best to accomplish the tasks given, and follow orders.
To Alliance leaders can tell what to do, not how to do. (example, Ger Player tell Ita Player to hold Lybia. It stops there, then it's up to Ita Player to setup things)
- DO NOT Strat move units away from Border when at War with that Bordering nation. Even if you do not risk encirclement.
- DO NOT disband troops doomed to death.
- DO NOT exploit supply of Puppets and Allies by parking troops inside them
- DO NOT keep wars active to benefit of the halved consumer's good.
- DO NOT coup other players.
- FOR whatever else I could forget to write here, and you feel it could be dirty, ask in General chat after pausing the game.
- Expeditionary Forces aren’t allowed due to the bugged system.
- Building Land Forts or Sea Forts above lvl 5 is forbidden. This is WW2, not WW1 the trench war. Those existing are ok.
- Players cannot get puppetted.
- Guaranteeing Indipendence is forbidden.
- Urban Limit is 24
- Amph Landing Limit is 12 units from the sea, plus any force attacking via land.
- DO NOT trade starting land to allied nations (like giving Hong Kong to France) or give VP land to prevent annexation of other nations.
- DO NOT spam intelligence ops due to lag.
- Fleets of a country in peace must stay in their ports until that nation is at war – exception Axis ships can sail out of their ports in 1st Aug ’39 for European Axis, and 1st Oct ’41 for Japan Navy. This is mostly to prevent the Soviet or the USA scouting for the UK player without risking their ships.
- Germany – Japan sector of operations. Given Germany means as well Italy and any European minor and puppet freed by them, and for Japan means the same, German and Japan forces cannot go in the “opposing” sector of operation. German – Japan alliance is more a tech and trade alliance than a truly military one.
- NO NUKES
DOCTRINE RULES:
Changing and Removing doctrines is strictly forbidden. It’s BUGGED.
Nations should stick to their relative historical doctrines where a choice is application (Grand Battle Plan):
- UK, Commonwealth Minors and all other Allied nations with that Land Doctrine should pick Operational Phases.
- Italy, Bulgaria, and any unlisted Axis minor should pick Operational Phases.
- Finland, and Japan should pick Night Infiltration.
Obviously a nation having USA, German or Soviet land doctrine should stick with it.
If an AI picks a different land doctrine than the enforced one, this will be ok.
WAR ENTRY RULES:
No WAR except via events before Danzig.
I know it’s boring, but semi historical games are the ones that comes out better. On the other hand, this advantages a lot the Allies, cause they know exactly when the Axis will start the War.
Germany must trigger Danzig Event.
Germany must DoW Soviet Union between MARCH and AUGUST 41.
Germany can DoW any minor after Danzig Event, except the 3 Baltic Republics.
Germany can release with event Croatia, then the game will be saved and the dissent removed.
This shouls have been fixed in DD to.
If there’s a Romanian player he should give land to Soviets.
Japan must DoW USA and UK in DEC 41.
Japan cannot DoW Soviet Russia - until Pearl Harbour, Australia and India are in Japanese hands – exception: Japan can advance to take Vladivostock and its surrounding provinces if Soviets have lost Moscow, Leningrad and Stalingrad to Germany.
Japan can DoW any Minor after being at war with USA and UK.
Japan Belligerance will be edited if they Annex China. USA should not get any Gear Up before Danzig.
USA cannot DoW anyone except via event.
USA can join Allies when DoWed by Japan.
USA troops cannot be outside their own territory, and their ships must be kept docked til they’re at war.
USA cannot Lend Lease to UK more than once per Year (the 6 IC giving event, which is resetted at every rehost, at least for HOI2 1.3a)
UK cannot DoW anyone. UK will join war when Germany have the Danzig Event.
UK cannot mobilize Commonwealth forces before War, they’ve to stay in their respective homeland.
UK can DoW any minor after Danzig Event.
Australia and New Zealand must be garrisoned with 10 divisions total of their respective nationality, or their full army if totalling less than 10 divisions – until Japan is at war.
India must be garrisoned with 10 UK (UK only, not Nepal or Buthan) divisions, Militia do not count, until Japan is at war.
Bhutan and Nepal troops cannot be moved out their national border until Japan is at war.
Poland cannot be Military Controlled.
France if Human, cannot build Land Fort.
France must defend their homeland, if any unit that should be removed at Vichy is saved due to a mistake of positioning, it will be deleted by editing the save.
SU cannot DoW anyone except the 3 Baltic Republics, after Ribbentrop-Molotov Pact and Danzig Event.
SU can DoW any Minor bordering with after being DoWed by Germany.
SU cannot Annex Finland, just get the land he asked for.
SU cannot DoW Romania if it’s in Axis. If it isn’t they can DoW but cannot annex or puppet, just get the land they ask for as for the Finns.
Bitter Peace event must be accepted, and a 2 years peace is mandatory. After Bitter Peace, Axis cannot DoW Soviet Russia, but Soviet can DoW after the 2 years the Axis. To by doing that all Axis can effectively invade Soviet Russia, Japan included.
**note: delaying the war to get the war bonus, avoiding the provinces triggering the peace event, or doing anything like trying to smash the minor’s armies is strictly forbidden (encircling, bombing them to death).
SU cannot invade Japan until Berlin falls.
Italy can join Axis since the very start, after Ethiopia falls. If so, Italy cannot leave Axis.
--- Economical Rules
Non-Axis Players cannot trade for OIL until War starts.
Non-Axis Players cannot trade for RARES at all unless negative.
Starting trades between players (Soviet German ones for example) cannot be cancelled unless the 2 nations are at war or both players mutually agrees.
USA - UK trades must be 100% ratio until Danzig.
After Danzig they can be minimum 50% ratio to UK favor. After USA join war, they can be of any ratio.
USA - SU trades must be 100% ratio until Germany DoW Russia.
After Germany DoW Russia, they can be minimum 50% to Soviet favor. After USA join war, they can be of any ratio.
Any trade beetween Axis players can be at any ratio (usually Italy or Axis Minors are rather desperate and need help from Germany).
--- Trading Units:
Trading units is forbidden with the following exceptions:
Axis can trade freely in Europe (Italy Germany and relative minors)
UK can trade freely with Commonwealth (UK, Canada, Australia, New Zealand and South Afrika, other minors are excluded) – France is excluded.
Anyone can trade units freely with their relative puppets (ie Japan to China, or Italy to Ethiopia, given those nations are puppetted)
Additional Trading Rules in case not all majors are covered with Players:
Don’t make strange trade deals with them , for example like taking a crapload of supplies to Japan for materials they do not need, or stripping them off their money.
--- Diplomatical Rules (yes Diplomacy is really limited)
Axis Player can ally up those nations via diplomacy:
Romania, Hungary, Bulgaria at any given time. Finland will join Axis after the seceding of the territory to Soviets with Winter War event.
Allies and Soviets cannot ally up any nation.
Allies will get Allies as long as Germany powermongering brings them into their embrace.
Exception: When USA joins the War, Brazil can be influenced and allied up by Allies.
Allies and Soviets cannot grant military control to each other.
Puppetting directly conquered nations isn’t allowed. You can annex them, or ask peace demanding certain territories.
Players can free Puppets to, and get the related dissent.
Japan can use the event that annex and then release China.
Only exception is that Italy can puppet Ethiopia at start.
All other Nations not listed here, or starting already allied to someone, cannot be allied up.
---
Germany Annexation events must go historical, if the result is different, there will be a rehost.
Surrender events must be accepted (Vichy, Bitter Peace and such) by both sides ... events and not normal peace proposals.
CHANGELOG:
v.101
Soviet Peacetime Modifier 70% instead of 60% of IC used.
Germany gains Czech Army too.
Reasoning behind those edits:
Finland is really too gimp, for their historical results. Manpower will still be their major limit, as well as their little IC.
Italy is a joke actually, much underpowered that it was historically, 6 tech teams have an skill raised by 1-2 points each.
Actually I tried by giving Italy immediately a 5th tech team, but it resulted, with 80 base IC, too powerful actually, so it’s good to still enforce some IC runs to get the 5th tech team.
Germany has a big big boost, with 42 IC extra and the materials to support them, and some extra tech. I noticed for Germany is hard to match up with UK alone which benefits of Free Trade, which is way superior than Central Planning (the IC you get off Planning gives actually only extra TC, cause due to Manpower German’s limit, you’ll have to upgrade you ’39 lvl planes-troops to 40-41 lvl soon, and then again at ’43, which will be a major hindrance, meanwhile sucking much IC in supplies to trade for the precious rares you’ll need to sustain the extra IC you get).
Not to add, a good UK player focusing on land units, all along with France can easily overrun Germany meanwhile part of the German Army is busy in Poland.
Lategame as well Germany will be badly outgunned in IC by the combined allied IC, USA, Soviets and UK, and two of them benefiting of Free Trade production bonus.
The fortifications added on the French Border is to prevent an early invasion, representing mostly the ineptitude of the French Leadership. The coastal forts instead represent heavy minefields and the logistic problems allied would have to land in Germany right away.
What Germany will have and still keep will be first of all their Manpower problem, second their Oil and Rare problem, even if the added IC is self supplied by the editing. The TC will be still here, just less burdening due to the extra IC.
Soviet Peacetime Modifier – Soviets were the most overpowered nation in the game. The major problem is that players knows history and is easy to adapt to an invasion. No good soviet player will try an upfront defence when Germany starts at full Org, with intact airbases behind their lines and full infra provinces, most of SU player directly deploy at the riverline behind Kiev or so. Germans will come with lowered Org due to travel, halving the province Infra they advance in, and already stretching their TC, all of that for like almost no IC gain, and the Soviets gains precious time for their GDE event. --- Not to add, sometimes the Soviets have already such a big army they can trample the German troops with ease, with the GDE malus, it mostly depends on how a player has built units and IC.
The peacetime modifier will counterbalance the troops the Soviets would have lost during the first German historical surge, since as I said the player won’t try a front up defence, and mostly will prevent a reverse of the tide in the immediate start, cause in default games Soviets can be ready with hundreds of motorized divisions and more tanks than the Germans (which they had, but are used in a proper way due to a player leading them and not “old guard” Soviet Leaders as historically) using their best leaders since the start of the war.
Said that, given the Soviets cannot be attacked by rules before March ’41, which gives them plenty of time, I feel this is mandatory. As addenda the Peacetime Modifier will get rid during wartime, and restored in peacetime, as specified below, keeping for ages on the Finnish War will be considered an exploit.
The Diplomatic and Trade Rules are made to give the Axis a chance to stock up enough materials pre-war, as a tradeoff of sinking IC in supplies and thus producing less units.
About the Alliances, Italy can join so early to match the change of blueprints UK can benefit off France, and the minors to match Commonwealth too.
About the Alliance with AI, I heavily limited them just because it’s absurd that all those minors are so willing to join a war for like no true gain. I dislike situations where nation X gets allied and gets no land, and is eventually risking to get invaded. Small nations wanted to stay neutral, to not risk their people, to not sink their industry in non producing goods.
A good example of that is Belgium, that in the hope of not getting invaded by Germany refused until the panzers started to occupy its soil to grant access to allies, hoping for neutrality to save his sovereign on his land.
As Allies have more money this could hindrance them a lot, but Axis too are hindrance, figure out a game where to get Gibraltar Germany must actually realize the Raeder’s suggest plan to invade Spain (adding more shores to garrison) to get to Gibraltar, and without all those Nat.Spain divisions garrisonon France shores as well. Sure they can release a puppet, but that’s a 5% dissent hit.
Allies have some other boosters, for example UK is certain that can leave India empty until late ’41, and Soviets must not fear an early invasion of the Japaneses – seen too many games where the Japs jump on the Soviets cause USA is way too strong and replaces ships really fast compared to Japs. As well USA won’t enter in war if Soviets are in deep shit or UK player is so dumb to let homeland invaded.
Well tbh I could keep on explaining line by line the motivations of the rules, I hope you’ll enjoy the game.
End Note:
If you feel you're somehow cheating the rules, exploiting, or doing something wrong, talk about.
In case something not written here, but which could be considered cheating, exploiting, or wrong, could bring to a rehost on previous / fixed Save, with the substitution of the infracting player.
Anything that will get wrong will be fixed editing the save, with much loss of time for everyone.
Some tweaks can occurr due to discussion about some aspects.
Warning: If you think the game is already in Axis Favor, this isn’t a game for you because Axis here gets a boost.
If you’re experienced enough to realize that almost no serious game ever reached ’44 or ’45 as historical, but USA and Soviets just clean up the world of the nazi fascist in ’41 ’42, this is a game you could look at.
What I aim to obtain is a lasting game, which endures til ’44 ’45 if not more,
The Players will take in that list their related powers:
Germany - Italy - United Kingdom - Soviet Russia (minimum required)
Japan - China (extra 2)
Minors at will in this list:
Hungary, Romania, Finland, Bulgaria (Axis side)
Canada, Australia, New Zealand, South Afrika (Allied side)
If someone joins later, and there're released puppets, they can pick them.
China Player will swap to France later, and then to USA.
___________________________________________________________
STARTING EDIT:
Some Italy Tech Teams boosted.
Finland IC raised to 22, and have extra starting techs in Infantry, and blueprints in Land Doctrines to reflect their historical success during Winter War. Improved sliders as well.
Germany gets about 42 extra IC at start, and the materials to support it.
Improved some tech team.
Germany has a fortified line to French Border, Berlin and Konigsberg, and have Coastal Forts in Germany and some added to Denmark too.
8 extra IC added to Austria too.
Germany will get Czech Army in case they will annex it instead of splitting it with Hungary.
Extra resources added to Axis Minors.
Soviets have a peacetime modifier of 70%. This means they will use only 70% of their IC until they’re at war.
Some minor units tweakings (like the 4 Italian BB1 changed in BC3 which reflected more their status after the upgrade they received – which was more AA guns mostly – and being the fastest capital ships in the med, and the 3 Germany “pocket battleship” changed in CA5 instead of CA4)
GENERAL RULES:
- Germany and UK are "Alliance Leaders". They choose the overall plan, and allied players should do their best to accomplish the tasks given, and follow orders.
To Alliance leaders can tell what to do, not how to do. (example, Ger Player tell Ita Player to hold Lybia. It stops there, then it's up to Ita Player to setup things)
- DO NOT Strat move units away from Border when at War with that Bordering nation. Even if you do not risk encirclement.
- DO NOT disband troops doomed to death.
- DO NOT exploit supply of Puppets and Allies by parking troops inside them
- DO NOT keep wars active to benefit of the halved consumer's good.
- DO NOT coup other players.
- FOR whatever else I could forget to write here, and you feel it could be dirty, ask in General chat after pausing the game.
- Expeditionary Forces aren’t allowed due to the bugged system.
- Building Land Forts or Sea Forts above lvl 5 is forbidden. This is WW2, not WW1 the trench war. Those existing are ok.
- Players cannot get puppetted.
- Guaranteeing Indipendence is forbidden.
- Urban Limit is 24
- Amph Landing Limit is 12 units from the sea, plus any force attacking via land.
- DO NOT trade starting land to allied nations (like giving Hong Kong to France) or give VP land to prevent annexation of other nations.
- DO NOT spam intelligence ops due to lag.
- Fleets of a country in peace must stay in their ports until that nation is at war – exception Axis ships can sail out of their ports in 1st Aug ’39 for European Axis, and 1st Oct ’41 for Japan Navy. This is mostly to prevent the Soviet or the USA scouting for the UK player without risking their ships.
- Germany – Japan sector of operations. Given Germany means as well Italy and any European minor and puppet freed by them, and for Japan means the same, German and Japan forces cannot go in the “opposing” sector of operation. German – Japan alliance is more a tech and trade alliance than a truly military one.
- NO NUKES
DOCTRINE RULES:
Changing and Removing doctrines is strictly forbidden. It’s BUGGED.
Nations should stick to their relative historical doctrines where a choice is application (Grand Battle Plan):
- UK, Commonwealth Minors and all other Allied nations with that Land Doctrine should pick Operational Phases.
- Italy, Bulgaria, and any unlisted Axis minor should pick Operational Phases.
- Finland, and Japan should pick Night Infiltration.
Obviously a nation having USA, German or Soviet land doctrine should stick with it.
If an AI picks a different land doctrine than the enforced one, this will be ok.
WAR ENTRY RULES:
No WAR except via events before Danzig.
I know it’s boring, but semi historical games are the ones that comes out better. On the other hand, this advantages a lot the Allies, cause they know exactly when the Axis will start the War.
Germany must trigger Danzig Event.
Germany must DoW Soviet Union between MARCH and AUGUST 41.
Germany can DoW any minor after Danzig Event, except the 3 Baltic Republics.
Germany can release with event Croatia, then the game will be saved and the dissent removed.
This shouls have been fixed in DD to.
If there’s a Romanian player he should give land to Soviets.
Japan must DoW USA and UK in DEC 41.
Japan cannot DoW Soviet Russia - until Pearl Harbour, Australia and India are in Japanese hands – exception: Japan can advance to take Vladivostock and its surrounding provinces if Soviets have lost Moscow, Leningrad and Stalingrad to Germany.
Japan can DoW any Minor after being at war with USA and UK.
Japan Belligerance will be edited if they Annex China. USA should not get any Gear Up before Danzig.
USA cannot DoW anyone except via event.
USA can join Allies when DoWed by Japan.
USA troops cannot be outside their own territory, and their ships must be kept docked til they’re at war.
USA cannot Lend Lease to UK more than once per Year (the 6 IC giving event, which is resetted at every rehost, at least for HOI2 1.3a)
UK cannot DoW anyone. UK will join war when Germany have the Danzig Event.
UK cannot mobilize Commonwealth forces before War, they’ve to stay in their respective homeland.
UK can DoW any minor after Danzig Event.
Australia and New Zealand must be garrisoned with 10 divisions total of their respective nationality, or their full army if totalling less than 10 divisions – until Japan is at war.
India must be garrisoned with 10 UK (UK only, not Nepal or Buthan) divisions, Militia do not count, until Japan is at war.
Bhutan and Nepal troops cannot be moved out their national border until Japan is at war.
Poland cannot be Military Controlled.
France if Human, cannot build Land Fort.
France must defend their homeland, if any unit that should be removed at Vichy is saved due to a mistake of positioning, it will be deleted by editing the save.
SU cannot DoW anyone except the 3 Baltic Republics, after Ribbentrop-Molotov Pact and Danzig Event.
SU can DoW any Minor bordering with after being DoWed by Germany.
SU cannot Annex Finland, just get the land he asked for.
SU cannot DoW Romania if it’s in Axis. If it isn’t they can DoW but cannot annex or puppet, just get the land they ask for as for the Finns.
Bitter Peace event must be accepted, and a 2 years peace is mandatory. After Bitter Peace, Axis cannot DoW Soviet Russia, but Soviet can DoW after the 2 years the Axis. To by doing that all Axis can effectively invade Soviet Russia, Japan included.
**note: delaying the war to get the war bonus, avoiding the provinces triggering the peace event, or doing anything like trying to smash the minor’s armies is strictly forbidden (encircling, bombing them to death).
SU cannot invade Japan until Berlin falls.
Italy can join Axis since the very start, after Ethiopia falls. If so, Italy cannot leave Axis.
--- Economical Rules
Non-Axis Players cannot trade for OIL until War starts.
Non-Axis Players cannot trade for RARES at all unless negative.
Starting trades between players (Soviet German ones for example) cannot be cancelled unless the 2 nations are at war or both players mutually agrees.
USA - UK trades must be 100% ratio until Danzig.
After Danzig they can be minimum 50% ratio to UK favor. After USA join war, they can be of any ratio.
USA - SU trades must be 100% ratio until Germany DoW Russia.
After Germany DoW Russia, they can be minimum 50% to Soviet favor. After USA join war, they can be of any ratio.
Any trade beetween Axis players can be at any ratio (usually Italy or Axis Minors are rather desperate and need help from Germany).
--- Trading Units:
Trading units is forbidden with the following exceptions:
Axis can trade freely in Europe (Italy Germany and relative minors)
UK can trade freely with Commonwealth (UK, Canada, Australia, New Zealand and South Afrika, other minors are excluded) – France is excluded.
Anyone can trade units freely with their relative puppets (ie Japan to China, or Italy to Ethiopia, given those nations are puppetted)
Additional Trading Rules in case not all majors are covered with Players:
Don’t make strange trade deals with them , for example like taking a crapload of supplies to Japan for materials they do not need, or stripping them off their money.
--- Diplomatical Rules (yes Diplomacy is really limited)
Axis Player can ally up those nations via diplomacy:
Romania, Hungary, Bulgaria at any given time. Finland will join Axis after the seceding of the territory to Soviets with Winter War event.
Allies and Soviets cannot ally up any nation.
Allies will get Allies as long as Germany powermongering brings them into their embrace.
Exception: When USA joins the War, Brazil can be influenced and allied up by Allies.
Allies and Soviets cannot grant military control to each other.
Puppetting directly conquered nations isn’t allowed. You can annex them, or ask peace demanding certain territories.
Players can free Puppets to, and get the related dissent.
Japan can use the event that annex and then release China.
Only exception is that Italy can puppet Ethiopia at start.
All other Nations not listed here, or starting already allied to someone, cannot be allied up.
---
Germany Annexation events must go historical, if the result is different, there will be a rehost.
Surrender events must be accepted (Vichy, Bitter Peace and such) by both sides ... events and not normal peace proposals.
CHANGELOG:
v.101
Soviet Peacetime Modifier 70% instead of 60% of IC used.
Germany gains Czech Army too.
Reasoning behind those edits:
Finland is really too gimp, for their historical results. Manpower will still be their major limit, as well as their little IC.
Italy is a joke actually, much underpowered that it was historically, 6 tech teams have an skill raised by 1-2 points each.
Actually I tried by giving Italy immediately a 5th tech team, but it resulted, with 80 base IC, too powerful actually, so it’s good to still enforce some IC runs to get the 5th tech team.
Germany has a big big boost, with 42 IC extra and the materials to support them, and some extra tech. I noticed for Germany is hard to match up with UK alone which benefits of Free Trade, which is way superior than Central Planning (the IC you get off Planning gives actually only extra TC, cause due to Manpower German’s limit, you’ll have to upgrade you ’39 lvl planes-troops to 40-41 lvl soon, and then again at ’43, which will be a major hindrance, meanwhile sucking much IC in supplies to trade for the precious rares you’ll need to sustain the extra IC you get).
Not to add, a good UK player focusing on land units, all along with France can easily overrun Germany meanwhile part of the German Army is busy in Poland.
Lategame as well Germany will be badly outgunned in IC by the combined allied IC, USA, Soviets and UK, and two of them benefiting of Free Trade production bonus.
The fortifications added on the French Border is to prevent an early invasion, representing mostly the ineptitude of the French Leadership. The coastal forts instead represent heavy minefields and the logistic problems allied would have to land in Germany right away.
What Germany will have and still keep will be first of all their Manpower problem, second their Oil and Rare problem, even if the added IC is self supplied by the editing. The TC will be still here, just less burdening due to the extra IC.
Soviet Peacetime Modifier – Soviets were the most overpowered nation in the game. The major problem is that players knows history and is easy to adapt to an invasion. No good soviet player will try an upfront defence when Germany starts at full Org, with intact airbases behind their lines and full infra provinces, most of SU player directly deploy at the riverline behind Kiev or so. Germans will come with lowered Org due to travel, halving the province Infra they advance in, and already stretching their TC, all of that for like almost no IC gain, and the Soviets gains precious time for their GDE event. --- Not to add, sometimes the Soviets have already such a big army they can trample the German troops with ease, with the GDE malus, it mostly depends on how a player has built units and IC.
The peacetime modifier will counterbalance the troops the Soviets would have lost during the first German historical surge, since as I said the player won’t try a front up defence, and mostly will prevent a reverse of the tide in the immediate start, cause in default games Soviets can be ready with hundreds of motorized divisions and more tanks than the Germans (which they had, but are used in a proper way due to a player leading them and not “old guard” Soviet Leaders as historically) using their best leaders since the start of the war.
Said that, given the Soviets cannot be attacked by rules before March ’41, which gives them plenty of time, I feel this is mandatory. As addenda the Peacetime Modifier will get rid during wartime, and restored in peacetime, as specified below, keeping for ages on the Finnish War will be considered an exploit.
The Diplomatic and Trade Rules are made to give the Axis a chance to stock up enough materials pre-war, as a tradeoff of sinking IC in supplies and thus producing less units.
About the Alliances, Italy can join so early to match the change of blueprints UK can benefit off France, and the minors to match Commonwealth too.
About the Alliance with AI, I heavily limited them just because it’s absurd that all those minors are so willing to join a war for like no true gain. I dislike situations where nation X gets allied and gets no land, and is eventually risking to get invaded. Small nations wanted to stay neutral, to not risk their people, to not sink their industry in non producing goods.
A good example of that is Belgium, that in the hope of not getting invaded by Germany refused until the panzers started to occupy its soil to grant access to allies, hoping for neutrality to save his sovereign on his land.
As Allies have more money this could hindrance them a lot, but Axis too are hindrance, figure out a game where to get Gibraltar Germany must actually realize the Raeder’s suggest plan to invade Spain (adding more shores to garrison) to get to Gibraltar, and without all those Nat.Spain divisions garrisonon France shores as well. Sure they can release a puppet, but that’s a 5% dissent hit.
Allies have some other boosters, for example UK is certain that can leave India empty until late ’41, and Soviets must not fear an early invasion of the Japaneses – seen too many games where the Japs jump on the Soviets cause USA is way too strong and replaces ships really fast compared to Japs. As well USA won’t enter in war if Soviets are in deep shit or UK player is so dumb to let homeland invaded.
Well tbh I could keep on explaining line by line the motivations of the rules, I hope you’ll enjoy the game.
End Note:
If you feel you're somehow cheating the rules, exploiting, or doing something wrong, talk about.
In case something not written here, but which could be considered cheating, exploiting, or wrong, could bring to a rehost on previous / fixed Save, with the substitution of the infracting player.
Anything that will get wrong will be fixed editing the save, with much loss of time for everyone.
Some tweaks can occurr due to discussion about some aspects.