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Thread: ww1 scenario idea

  1. #31
    techumseh
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    I agree with GePap (for once ) about the German Stosstrupen. Since they used infiltration tactics, perhaps make them able to move through zoc's. Powerful and very expensive.

    The A7V was one of the worst tanks of the war. It was slow and vulnerable and had worse cross-country performance than the Schneider or St. Chamond. Very few were built, although the Germans COULD have built more. They also COULD have improved it, so the Germans in your scenarios could be given that option, if you wish.
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  2. #32
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    the A7V could move at 8mph while the mkIV moved at 4mph,
    and it did have better armor, it's main drawback was the positioning of the tracks, a few changes in the design could have made it a rather fearsome tank

    and i still need a good graphic of the last german ww1 tank, the Leichte Kampfwagen,
    good pictures can be found here
    http://www.landships.freeservers.com...walkaround.htm
    Last edited by Broken_Erika; January 3, 2005 at 18:03.
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  3. #33
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    Here are some pictures of tanks that i could use, or i could make more ships and aircraft instead,
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  4. #34
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    Ots a question of what you want your scenerio to be really:

    If you want a close connection to the actual events of WW1, and for a player to fight that wair faithfully, then in the end, lost of tanks for the Central Powers makes no sense- it would make sense to remove them and in their place put in some Big Bertha type large caliber anti-fortress artillery, and Stormtroopers.

    If you want to deviate ffrom history and have a "waht could have been" type of scenerio, then you can include possible German armor.
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  5. #35
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    How the war will turn out will depend on the player, you could play historicly (attack france through belgium) or you could try a different method like attack france head on(not reccomended) or suprise the hell out of them and push through italy and attack them from below. I also want the techs avalible so that you could go after tanks, or research something else(better aircraft, artillery or ships). The tech tree will be very complex, so i am probably in way over my head,

    Edit: should i have country specific aircraft or a tree of generic aircraft?
    Last edited by Broken_Erika; January 3, 2005 at 22:30.
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  6. #36
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    Update you could research tanks, heavy artillery, heavy machine guns, battlecruiser design, armored cars, aircraft, destroyers, cruisers, subs ect, i want lots of choices,
    If you want to acurately play germany you could focus on naval and aircraft techs,

    and nomatter how much i change the units, i still want country specific battleships
    so i need a turkish battleship
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  7. #37
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    The Turks did not really make their own ships-the British confiscated Ottoman ships being made in British shipyards at the start of the war- you can use the German Cruisers Breslau and Goeben, which got away form the British in the Mediterranean in 1914 and ended up as part of the Ottoman Navy.

    Maybe you should think about creating a multi file system, like Red Front- with each new year having a few new units, or even, new choices leading to multiple possible routes- very complex, but might do what you want to do.
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  8. #38
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    Ack, this is ,my first scenario that will be released, i'll save the multible files thingey for a redo sometime in the future, i just want to get a good scenario out
    P.S.: and i think i might go with a generic aircraft tree, 'cause it's less trouble.
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  9. #39
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    Ultimately, generic aircraft at a WWI level isn't out of line. The technology gap really didn't become that apparent until the Second World War.

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    at the most, the generic aircraft tree will have 8 aircraft
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  11. #41
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    Heres what my units look like now
    3 levels of battlecruisers,
    8 levels of aircraft
    3 levels of armored cars
    4 levels of artillery
    2 levels of machine guns
    2 levels of destroyers
    3 levels of cruisers
    2 levels of subs
    and tanks
    Edit: units updated, scroll down
    Last edited by Broken_Erika; January 4, 2005 at 12:05.
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  12. #42
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    Where's the Czarist Russian infantry?

  13. #43
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    Broken_Erika:

    Best of luck on this project

    My suggestion would be to keep things simple and straight forward, since this is your first scenario.

    If you haven't done so yet, check out some of the other WW1 scenarios for civ2 and see what events they used, their tech trees, and how they placed their units.

    All the best

  14. #44
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    Originally posted by Patine
    Where's the Czarist Russian infantry?
    oops, i knew i forgot something
    i'll get right on it
    Last edited by Broken_Erika; January 4, 2005 at 10:59.
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  15. #45
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    trade or no trade?
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  16. #46
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    In a war scenerio, unless you have a good use for them, might as well leave them out- you should also be wary of spying units.
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  17. #47
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    No trade or spy units then,
    That means i have 2 more unit slots to play with

    I am tempted to make a generic tree for tanks

    Basicly
    Mk IV
    Schneider
    St chamond
    Whippet
    Ft-17
    Last edited by Broken_Erika; January 4, 2005 at 11:41.
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  18. #48
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    The pre-pre-aplpha units
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  19. #49
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    Originally posted by Broken_Erika
    the A7V could move at 8mph while the mkIV moved at 4mph,
    and it did have better armor, it's main drawback was the positioning of the tracks, a few changes in the design could have made it a rather fearsome tank
    It was a truly appalling tank The cross-country speed of the A7V was pitifully slow, and it had virtually no trench-crossing ability. It had thicker armour than a MkIV, but it's worst feature was it's top-heavy instability which caused the few that were made to fall over quite a lot; indeed in the first (and only IIRC) tank versus tank engagement of WW1 between a MkIV and accompanying Whippets and an A7V, there is some debate as to whether the A7V was knocked over by a 6-pdr shell from the British tank or whether it just fell over on it's own.

    It would have required a complete redesign to have made it even half-decent. The Germans made far more use of captured MkIVs than their own shoddy designs; I would incorporate an event that awards the Germans with captured Brit tanks when they destroy a MkIV perhaps.

  20. #50
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    Some of these may be of use - they are replacements for Mike Jeszenka's Second Reich units:

  21. #51
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    The A7V was one of those tanks that look excellent on paper and preformed horribly in the field
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  22. #52
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    Originally posted by Broken_Erika
    No trade or spy units then,
    The question of trade/no trade is tricky.

    Will the scens have a defined number of turns or will they be open ended? How lengthy are the tech trees and how many flasks are required for an advance? What are unit costs, city improvement costs and city shield productions?

    If the scens are open ended, then trade matters less because there is both time to do research and time to build units/improvements. However, an overly slow rate of development may drive bored players to look for action in more exciting scens.

    The balancing act becomes more complex if the scen is supposed to last 75 turns or less. Is that enough time for players to accomplish what is needed for victory? If not, then trade provides a way to speed up research and and provide cash for RB or IRB. I wouldn't dump the freight icon until you have some key scenario parameters in place.

    The blockhouse icon is not particularly representative of WWI conditions. Excepting the French defence complex at Verdun and some Belgian defence works, nobody built the kind of massive concrete forts that several European countries adopted prior to and during WWII. Trenches were the norm in WWI.

    BTW, what is the dune buggy in the top RH corner of your units.gif supposed to be?
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  23. #53
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    is there going to be an option from "building" trenches with a settler/engineer? If so I would suggest you to include a "combat engineer" like jim panse (steph) does in World War One: a war to end all wars (v3.0). I like a lot the look of that unit and the name
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  24. #54
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    Originally posted by yaroslav
    is there going to be an option from "building" trenches with a settler/engineer? If so I would suggest you to include a "combat engineer" like jim panse (steph) does in World War One: a war to end all wars (v3.0). I like a lot the look of that unit and the name
    i guess that takes care of the engieneer unit
    i got some better looking battlecruisers that i will use, i am going to make battlecruisers generic as well,
    i posted some of my new battlecruisers in the industrial graphics thread
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  25. #55
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    and how the units look now
    i want the units layed out before i start on the rules,
    the main improvement is that i resorted them and found newer versions of some, and i threw in some more battlecruisers,
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  26. #56
    Leonidas
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    Looking good.

    Will there be an option for American entry into the war?

    Any units for them?

  27. #57
    Leonidas
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    You could setup the scenario in this way if the player plays Germany:

    Germany can try to win the war before American entry into the conflict (this could be a random entry date).

    This forces Germany to act swiftly before lots of US troops hit European soil.

  28. #58
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    Should i axe one of the Sides to make way for an american
    civ, or should i have an event where it spawns a bunch of US troops under french control

    I notaced that in ww1 there were a lot of irish and germans in the US that wanted the US to declare war on france and england, i might impliment this or save it for a future release
    the thing that really pushed the US in was the unrestricted u-boat warfare, and the sinking of the laconia,
    basicly i want the US to have the option of joining the central powers beacause this has never been done before, but the US will never join the central powers if germany impliments unrestricted u-boat warfare, mabe, putting a couple us units on some british transports around 1917?
    Last edited by Broken_Erika; January 5, 2005 at 12:10.
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  29. #59
    Leonidas
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    You could have an event that basically has Germany carrying out unrestricted submarine warfare. And then the USA issues warnings.

    Germany lost WW1 because of the American entry into the war. Most of the European powers had exhausted themselves by 1917, while the USA was almost untouched.

    I think this would add greater pressure on the German player to seek early victories quickly and decisively.

    Whether through events or whether you could place the doughboys under British/French control, American troops should definitely be there. Perhaps every turn add more and more American troops on Eurpean soil.

  30. #60
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    Here is a suggestion of how the US entry into the war could be treated! I'm not sure whether I thought it up or stole it in a scenario (probably the later...).

    You could give from the start a Wonder or two to the Brit which would help him greatly economically (for instance, rename Adam Smith and Hoover Dam).

    Then you could make a tech name "Unrestricted Sub Warfare" researchable for the German (with some pre-requisites, so that the german player can't research it too soon).

    Now, if you make this "Unrestricted Sub Warfare" tech the one that obsoletes the 2 Wonders, the German has the choice:
    1) he can leave this tech alone...
    2) or he can choose to "cripple" the Brit's economy, but will then have to face the US for this...

    An you could even use this tech as obsoleting for a cheap Brit/french unit, to give more reasons to the german to research it...

    BTW: I'm pretty sure I saw the "sub warfare" tech as an obsoleting technology in Exile's Age of War (a true Masterwork IMHO!), but not with as many implications (2 Wonders + US entry into war)

    Of course, this is just a suggestion

    And it could work either way: with the US as a civ, or by creating US units under Brit/French control

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