In AA1, all factories could build unlimited number of units, leading to an exploit, where the the US invades Afghanistan, builds a factory there and churns out units in the heart of Asia. AA2 solved this problem by limiting newly built factories to a number of units each turn to the income value of the area, while the starting factories remained unlimited for the original owners. AAR removed the original/newly built distinction, with all factories being limited. Many Triple A scenarios raise the cost or prohibit builds entirely.
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| - In AA1, all factories could build unlimited number of units, leading to an exploit, where the the US invades Afghanistan, builds a factory there and churns out units in the heart of Asia. AA2 solved this problem by limiting newly built factories to a number of units each turn to the income value of the area, while the starting factories remained unlimited for the original owners. AAR removed the original/newly built distinction, with all factories being limited. Many Triple A scenarios raise the cost or prohibit builds entirely.
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abstract
| - In AA1, all factories could build unlimited number of units, leading to an exploit, where the the US invades Afghanistan, builds a factory there and churns out units in the heart of Asia. AA2 solved this problem by limiting newly built factories to a number of units each turn to the income value of the area, while the starting factories remained unlimited for the original owners. AAR removed the original/newly built distinction, with all factories being limited. AAG40 splits factories into 2 types, Major & Minor. Major factories can build 10 and can only be areas with income 3+. Minor factories can only build 3, and require an area with an income of 2=. Both types can't be build on islands (excluding Great Britain, Japan & Australia). Many Triple A scenarios raise the cost or prohibit builds entirely. Factories are an important dynamic element in the game. A factory exerts influence on nearby areas due to its ability to build units. However it is expensive and easily lost, with the effect of a loss magnified by the ability of the captor to use it. Building factories in Egypt & India are risky moves as the Axis may take them, but the Axis fails, the Allies gain a major advantage.
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