Use in conjunction with spreadsheet saved in the maps folder. Keep all Neutral, Pro-Axis, and Pro-Allies on Does-Nothing until they are activated. Be sure to turn on unit flags! It's still really rough, but have fun with it.
|Each turn after turn 3: At the top of the round, each team designates a faction to perform diplomacy on. After choosing a faction, each team rolls 1d20. If the roll is equal to or greater than the listed number, the faction joins their alliance that turn.
On a failed roll, lower the threshold by 1. The next time your alliance attempts diplomacy on that faction, it now has to beat that lowered threshold.
ex) Axis tries to diplomacy Finland and rolls a 3. Axis fails, but lowers the threshold to 11. Next round, they attempt again and roll a 11. This time they succeed and Finland joins the Axis.
|Faction||Alliance||Axis Join||Attempts||Allies Join||Attempts|
Units: militia cavalry infantry elite marines engineers motorized mechanized supportWeapons HQ artillery antiTank hArtillery sPArtillery rocketArtillery armor mArmor hArmor eFighter fighter CAS dBomber bomber hBomber tPlane transport destroyer submarine cruiser battlecruiser battleship carrier mines town city majorCity factory weaponFactory heavyWeaponFactory vehicleFactory heavyVehicleFactory aeroFactory heavyAeroFactory portTown merchantPort merchantMarina dockyard drydock encampment airfield airbase trenches aaGun bunker fixedArtillery
Nations: Germans Russians Italians French Polish Japanese MinorAllies MinorAxis British Finnish Egypt India Australia Chinese Thailanders Iranians Yugoslavians Spanish Americans Argentinians Mexicans Brazilians Colombias Mongolians Afghanis Arabians Peruvians Portuguese Salvadorans Swedish Turkish Venezuelans