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  • I wonder if the enemy AI can cheat when starved of money?

    I have a 'capitulation' tech in place for the new Dictator,
    which hammers a defeated civ with minus 1000 gold per
    turn, but I think the AI will merely ignore the deficit.

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    • You could give Leo to the AI. Make an "Oil Refinery" unit that's well defended. Then set up a UnitKilled Oil Refinery -> GiveTech event to the Axis. The new Tech is named something like "Decreased Petrol Supplies". Once the AI gets it, all its motorized units are 'upgraded' by Leo to units that are weaker and less mobile. Done right, perhaps with a CheckFlag Threshold argument rather than a single UnitKilled, it'll be plenty of incentive for the bombing player to sacrifice a few bombers.
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      • Re: Hmmmmmm

        Originally posted by Exile
        Certainty in war comes very, very seldom.
        That might have been true for weaklings klike Alexander, Caesar, Napoleon or Rommel, but certainly not for Agricola!


        Werd, what could be done in your scen, as it is intended to be played as Allies, is to make even more extensive use of the events file (yeah, I know, an obsession of mine...)

        Let me explain:
        - use Strategic value units with stats and emplacements as described in the posts above
        - make some (strong) units creation events for the axis, and when for instance a "Aircraft Factory" unit is destroyed, then make it so that 1 of the "Foke-Wulf creating event" isn't activated any longer!
        I think that with good use of the flags (thanks ToT), you can make something working, and so the player would just NEED to destroy some factories/oil fields/whatever to deprieve the axis of fearsome reinforcements!

        What do you think about that?

        If I'm not easy to understand, it might be linked to the fact that it's Carneval time here and I'm coming home at 5am and, let's be politically correct, a bit "tired" right now...
        Ankh-Morpork, we have an orangutan...
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        • Posted by Exile
          Certainty in war comes very, very seldom.
          Definitely true, but I do make every effort to reduce the degree of uncertainty. I'm a very conservative player who puts a good defense ahead of a good offense. I find defensive campaigns like the Great Soviet Bug Out of '41 in Red Front or the difficult Israeli situation in Exodus II much more interesting and challenging to play than a Blitzkrieg where the main effort is to ensure adequate logistic support for the spearheads.

          In WWII Europa, I said right at the start that I considered Tobruk indefensible and was going to raze it and pillage the Tobruk-Alexandria road. In retrospect, it was the correct decision. A couple of dozen units were saved and the pillaging of an airbase and of alternate sections of the road have meant that there has been no Axis fighter activity over Egypt and only a few of their Panzers have appeared in the first 50 turns of the scen. Finally, on turn 51, short range recce has located 3 panzers plus at least one other unit just west of Alexandria. The Panzers won't even scratch the paint on the 4 vet Heavy Armor [A/D=13/10] fortified behind city walls on terrain with a 100% defense bonus in Cairo and Alexandria. That is the kind of 99+% certainty that I try to develop.


          Posted by Exile
          Would a -500 gp tempt you to hit one if it was not in a city, Agri?
          It would depend on the odds of the bomber being successful, the odds of it being shot down afterwards, whether there was a more important mission for it and the status of the economy. Most likely I would do it: 500 gold for a 120 shield a/c seems like a marginally good but not great deal.


          Posted by Cyrion
          That might have been true for weaklings klike Alexander, Caesar, Napoleon or Rommel, but certainly not for Agricola! . . . . . . . . . . it's Carneval time here and I'm coming home at 5am and, let's be politically correct, a bit "tired" right now... ...
          I'm afraid that you exaggerate just a wee bit. Must be the fatigue.
          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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          • All suggestions are being logged in preperation for Version 2. I think the strategic element could be made worthwhile and there is extra room in the ToT events and units files to fit it in.

            Qust a quick question. How many people, other than Agricola, have played the MGE version? Are there any other suggestions or changes you could suggest?

            Another important aspect of Version 1 was the battle of the Atlantic that had a few bugs. In Version 2 I intend to rectify the economic bugs and create trade through events to force the Atlantic war early on before financial improvements can be researched. Does anyone have any clever ideas I could use for this part of the game?

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            • Version 1.3 at SL

              I have just created a page for this game at the Scenario League and am quite chuffed with myself. Normally I get fed up with the computer and throw my toys out the pram before it get things working!

              Here is a link if anyone wants to have a bash: http://sleague.apolyton.net/index.php?title=WWII_Europa

              It is for MGE and this version is 1.3 with the problem with the Flight and Navigation slots resolved. I think thats about it for the MGE version unless I graft on the new tech-tree from the new ToT version!?

              Anyway, if you have not played it then I would heartily recommend this excellent scenario its AMAZING and then some (sorry, I have always wanted to do that)
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              • WWII Europa PBEM

                I am setting up a PBEM of this scenario over in the PBEM forum under the Players needed thread if anyone is interested.

                It will be a bit more balanced for PBEM with a basic tech tree that is the same for all nations, more ballanced units stats, new basic events and a few less units to begin with, especially in the east!

                If you would like to join in I think the modifications will be ready by Monday 25rh Feb and we can get going!
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                • Date bug

                  As I am fixing / modifying the game a bit for PBEM I will attempt to fix one of the main bugs!

                  I use turns in the game but instead of Turn 1 it always comes up as 4000 b.c until Turn 2. I wasted hours trying to fix this with no luck (before I got on this forum!).

                  Can anyoone tell me the solution. Pretty please, with cherries and stuff
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                  • Please help me

                    Anyone know how to fix the 4000 b.c. date displayed on turn 1 bug? No. Anyone, don't be shy!
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                    • I have added a CIV2 News item for this scenario!



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                      • @Curt

                        I am honored to have been included. When I started this project I thought only myself and a few friends would ever play this + a few diehards at CFC. Discovering Apolyton has been a revalation!
                        I hope the ToT version will get underway soon. With all the feedback I have had so far and the extra units slots and events space I am sure it will be worth the effort!

                        Thanks
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                        • My pleasure to be of help!

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                          • Werd, has anyone else encountered Equuleus' problem with this scenario? If his is an isolated problem, I'm hesitant to spend much time helping him, given that he's not trying very hard to solve it himself, and he using your thread to extoll the virtues of C3. If, however, it's a more common problem, I'll try to check it out.

                            [Edit] Oops! Corrected link - Equuleus starts at post 40.

                            Also found that Catfish got involved...seems to be pointing to a lack of a patched MGE on Equuleus' part.
                            Last edited by Boco; March 23, 2007, 00:03.
                            El Aurens v2 Beta!

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                            • Boco the link doesn't work
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                              • Backing up a bit to the strategic bombing.

                                How about a cheap or free paratrooper unit with practically no attack or defense. They para in and then pillage before they are destroyed. The bombers should looks like a plane but actually be a land unit.

                                Alternative , use a para ship unit which looks like bomb craters. It doesn't pillage but can block off industrial areas until they are 'repaired'.
                                .
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