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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ww1 scenario idea
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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-17Last edited by Broken_Erika; January 4, 2005, 12:41.I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
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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
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.
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Some of these may be of use - they are replacements for Mike Jeszenka's Second Reich units:
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The A7V was one of those tanks that look excellent on paper and preformed horribly in the fieldI am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
Comment
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Originally posted by Broken_Erika
No trade or spy units then,
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?Excerpts from the Manual of the Civilization Fanatic :
Money can buy happiness, just raise the luxury rate to 50%.
Money is not the root of all evil, it is the root of great empires.
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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 nameTrying to rehabilitateh and contribuing again to the civ-community
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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 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 threadI am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
Comment
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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,I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
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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.
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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, 13:10.I am not delusional! Now if you'll excuse me, i'm gonna go dance with the purple wombat who's playing show-tunes in my coffee cup!
Rules are like Egg's. They're fun when thrown out the window!
Difference is irrelevant when dosage is higher than recommended!
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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.
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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 controlAnkh-Morpork, we have an orangutan...
Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464
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