Hi folks and comrades!
It's been some time since I showed some interest in scenario design. Some years ago Jim Panse and me just started some ideas and projects but never even nearly finished them.
I got bored and turned my shoulder at Civ2.
Like half a year ago Eivind persuaded me, to try playing a PBEM. I was scared at first, as I never did before and thought I woulnn't stand a chance. But luckily it went out well ( ) and so playing PBEMS became a passion. I again started thinking about how to improve certain trends and ideas.
First of all I have to say that Eivinds Scenarios, especially the Bk1936-series was like a great improvement of quality regarding PBEM-scenarios. For sure - as naturally everyone has other opinions - discussing some aspects we never came to one agreement, but most things he introduced are verys awesome.
So if I now go on telling my ideas, I want everyone to know, that without having played the awesome Blitzkrieg 1936-series, I never would've reached that state of planing:
Civ2 still is a great game. For playing scenarios and PBEMS it is better than Civ3, but still Civ3 for example had some improvements I really would love to see at Civ2: Like the need to posses strategical ressources to build special units. This is just one example. Others will follow.
As perhaps we will never get the source code, we need to take another chance: House rules!
At first view House rules may often seem strenuous and complicated. But if you see that House rules like "No ship chaining, no rehoming of trade units" become very normal and ingame you don't even think about it anymore, I think people will get used to it very quickly.
The project I have in mind is - for god's sake - a WW2 global again. I know there is a lot of them but I don't care, as I primaly create it for my own!
Also there is lot's of things I want to still improve and I won't stop thinking of my own scenario, until I have done one own.
So what are my Ideas?
- Create improvements, which are obviously "useless", but are connected to a house rule. Like a "tank factory" which would allow you to build tanks, just with the improvement built before. Though about this topic I am not sure yet.
- Creating Special ressource Terrains like in Civ3, like "Oil". For every Oil terrain, you posses you would be allowed to build 10 tank divisions. So, if you want to build more of them, you would have to conquer areas, where Oil is.
That way the strategical battles of WW2 would be simulated very accurately. Iron would be a second Ressource.
- Long and Medium Range Bomber no longer attack Units. They get a low attack value and some average defense. But if they endure standing on an enemy's terrain for like 1 or 2 turns, the terrain improvement "mine/irrigation..." would be pillaged. That would simulate strategical bombing. How to do that? I told Dario about this idea and he said it woulndn't be much of a problem to design a tool, to change terrain at cursor outgame.
- Certain Independent cities would become Trade-Centres with much trade arrows. Like standing on some super-terrain. Also with Highways and Airports from turn 1 on. This way if you get an embargo, you perhaps would be hurt, as you don't have that much of a choice where to trade to, but still have some other possibilities to export. That would be more realistic, too I guess, than e.g. as German depending on the USA only.
- Using a batch file for rules. The rules section which would be changed with the batch is the road multiplier. As long as you move inside your own land and maybe at friendly neigbours land, you can move like 15/15 movements.
But as still as you are at war and have to move at enemys land, it is reduced via batch file to standard 3/3.
That way the very old problem would be solved like "I need 4 months to take my traders from Berlin to Sicily."
This was my main ideas. I'd be interested in what you think of that. Please feel free to comment.
It's been some time since I showed some interest in scenario design. Some years ago Jim Panse and me just started some ideas and projects but never even nearly finished them.
I got bored and turned my shoulder at Civ2.
Like half a year ago Eivind persuaded me, to try playing a PBEM. I was scared at first, as I never did before and thought I woulnn't stand a chance. But luckily it went out well ( ) and so playing PBEMS became a passion. I again started thinking about how to improve certain trends and ideas.
First of all I have to say that Eivinds Scenarios, especially the Bk1936-series was like a great improvement of quality regarding PBEM-scenarios. For sure - as naturally everyone has other opinions - discussing some aspects we never came to one agreement, but most things he introduced are verys awesome.
So if I now go on telling my ideas, I want everyone to know, that without having played the awesome Blitzkrieg 1936-series, I never would've reached that state of planing:
Civ2 still is a great game. For playing scenarios and PBEMS it is better than Civ3, but still Civ3 for example had some improvements I really would love to see at Civ2: Like the need to posses strategical ressources to build special units. This is just one example. Others will follow.
As perhaps we will never get the source code, we need to take another chance: House rules!
At first view House rules may often seem strenuous and complicated. But if you see that House rules like "No ship chaining, no rehoming of trade units" become very normal and ingame you don't even think about it anymore, I think people will get used to it very quickly.
The project I have in mind is - for god's sake - a WW2 global again. I know there is a lot of them but I don't care, as I primaly create it for my own!
Also there is lot's of things I want to still improve and I won't stop thinking of my own scenario, until I have done one own.
So what are my Ideas?
- Create improvements, which are obviously "useless", but are connected to a house rule. Like a "tank factory" which would allow you to build tanks, just with the improvement built before. Though about this topic I am not sure yet.
- Creating Special ressource Terrains like in Civ3, like "Oil". For every Oil terrain, you posses you would be allowed to build 10 tank divisions. So, if you want to build more of them, you would have to conquer areas, where Oil is.
That way the strategical battles of WW2 would be simulated very accurately. Iron would be a second Ressource.
- Long and Medium Range Bomber no longer attack Units. They get a low attack value and some average defense. But if they endure standing on an enemy's terrain for like 1 or 2 turns, the terrain improvement "mine/irrigation..." would be pillaged. That would simulate strategical bombing. How to do that? I told Dario about this idea and he said it woulndn't be much of a problem to design a tool, to change terrain at cursor outgame.
- Certain Independent cities would become Trade-Centres with much trade arrows. Like standing on some super-terrain. Also with Highways and Airports from turn 1 on. This way if you get an embargo, you perhaps would be hurt, as you don't have that much of a choice where to trade to, but still have some other possibilities to export. That would be more realistic, too I guess, than e.g. as German depending on the USA only.
- Using a batch file for rules. The rules section which would be changed with the batch is the road multiplier. As long as you move inside your own land and maybe at friendly neigbours land, you can move like 15/15 movements.
But as still as you are at war and have to move at enemys land, it is reduced via batch file to standard 3/3.
That way the very old problem would be solved like "I need 4 months to take my traders from Berlin to Sicily."
This was my main ideas. I'd be interested in what you think of that. Please feel free to comment.
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