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Axis
Allies Soviets
Minor Allies Minor Axis
Neutrals Independents
ZWK was designed to allow both single player and multi-player games. So do not expect any events or programing to ensure that the War takes its rightful course and there are no free units to beef up the AI. There are also practically no restrictions on negotiations or the transfer of technology. However the map, tech tree and the political cum military balance is such that it steers the players towards the initial phases of the War simply for the sake of maximizing their chances of winning. The Axis are overwhelmingly powerful at the beginning and get weaker and weaker (on a relative basis) as the game progresses. So the aim of the Allies is to slow down the Axis until they can build up a good tech advantage and a war economy. Conversely, The Axis needs to get as much territory before this happens to negate its innate disadvantages.
Let me give you an example. If you play as the Allies and are nice to the Minor Allies, they will stay allied with you throughout. If YOU demand a tribute every turn, they will eventually give up and fight you. There is nothing wrong with the AI, YOU have simply chosen to play the game this way.
If there are three human players, the third player should play as the Soviets and the same goals apply. The only difference is that if the Soviets reach Berlin before the Allies, then the Soviet player wins. If there are four human players, the third and fourth player should play the Minor Axis and Minor Allies. This combination is a team scenario and the minors have to stay allied withtheir respective partners till the end. Any victory is a joint one and once again if the Soviets reach Berlin before the Allies, then all players lose. The five player game is the same as the four player game except that the fifth player plays as the Soviets. As with the three player game, if the Soviets reach Berlin before the Allies, then the Soviet player wins.
The city of Ploesti is a secondary objective for the Allies. When Polesti is captured, it makes the Guderian's Academy Wonder expire and Axis units will no longer be veteran units. Port Said is a the secondary objective for the Axis. When the Port is captured, the Allied After Depression Wonder expires and all city improvements costing one will no longer be free.
Bombers (does not apply to ground attack aircraft) cannot land on carriers. Carriers also should not carry torpedoes. By the same token, V1/Fritz-X cannot be carried by U-boats. But they can be launched from carriers. Torpedoes should not be used on land. They cannot attack land targets anyway. You can move them from a sub onto land but you will need a commando batallion to move them back into the sub. DO NOT fire torpedoes from a city unless you have a U-boat within. There is a stupid bug in the game engine which allows you to take any advance the AI player has after the AI has agreed to trade a specific advance with you. Do not choose any advance other than the one offered - this is considered CHEATING and besides it will spoil the game. Do not rename any cities as some of them are required for events to occur.
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