I`m currently working on Red Storm, a scenario about a Soviet invasion of Western Europe in the 1970`s. So far, work`s been progressing quite well (my units are all of a similar style, the graphics correspond to the unit they represent, etc.), but now I`m looking for some original ideas to set it apart from every other scenario in existence. So far, I`ve come up with these, semi-original ideas.
1. Most units cannot be built.
The vast majority of units in Red Storm cannot be built in the usual Civ2 sense. The only units that can be built in cities are basic infantry units and possibly missiles, which I`m toying with at the moment. Stronger units, like tanks and planes, are generated by events every few turns in certain cities. The idea is that you must protect your key production centres from being overrun by the Soviets.
2. Happiness affected by Riot Control
The normal Civ2 game allows you to build religious buildings to keep your citizens happy, and allows you to give them luxuries to keep them content. In Red Storm, your citizens are in a mad panic, especially in places likely to be overrun by Russia. What you must now do is employ Riot Police (Temple) to keep them in line. If this fails, you can build a Military Police Post (Stadium) or Garrison (Cathedral). Furthermore, luxuries are replaced by Riot Control, which channels some of your funds into improving the quality of policing in your cities.
3. Streamlining of your command structure
When you start the game, the Allies (the playable civ) are a Republic. Although this allows for relatively high production, it also causes problems when you need to support units on the battlefield. This is due to the large number of national commands that exist within the NATO alliance, which causes requires endless red tape and bureaucracy. By changing your government to a Military Alliance (Fundamentalism), you eliminate these problems by streamlining your many commands into a unified NATO Command.
4. Manpower replaces Resources
Manpower is the single most useful resource you have at your disposal in Red Storm. From your availiable manpower, you can recruit soldiers, construction workers and bureaucrats. The more men are available, the quicker you can find enough to from new regiments to send to battle. Once in battle, they require bureaucrats back home to keep filing paperwork, which wastes your manpower (eliminated once you become a Military Alliance). Construction workers can build defences, improvements and ammo.
Does anyone else have some good ideas that I could use? If so, do tell me, and I may credit you if I use your idea.
1. Most units cannot be built.
The vast majority of units in Red Storm cannot be built in the usual Civ2 sense. The only units that can be built in cities are basic infantry units and possibly missiles, which I`m toying with at the moment. Stronger units, like tanks and planes, are generated by events every few turns in certain cities. The idea is that you must protect your key production centres from being overrun by the Soviets.
2. Happiness affected by Riot Control
The normal Civ2 game allows you to build religious buildings to keep your citizens happy, and allows you to give them luxuries to keep them content. In Red Storm, your citizens are in a mad panic, especially in places likely to be overrun by Russia. What you must now do is employ Riot Police (Temple) to keep them in line. If this fails, you can build a Military Police Post (Stadium) or Garrison (Cathedral). Furthermore, luxuries are replaced by Riot Control, which channels some of your funds into improving the quality of policing in your cities.
3. Streamlining of your command structure
When you start the game, the Allies (the playable civ) are a Republic. Although this allows for relatively high production, it also causes problems when you need to support units on the battlefield. This is due to the large number of national commands that exist within the NATO alliance, which causes requires endless red tape and bureaucracy. By changing your government to a Military Alliance (Fundamentalism), you eliminate these problems by streamlining your many commands into a unified NATO Command.
4. Manpower replaces Resources
Manpower is the single most useful resource you have at your disposal in Red Storm. From your availiable manpower, you can recruit soldiers, construction workers and bureaucrats. The more men are available, the quicker you can find enough to from new regiments to send to battle. Once in battle, they require bureaucrats back home to keep filing paperwork, which wastes your manpower (eliminated once you become a Military Alliance). Construction workers can build defences, improvements and ammo.
Does anyone else have some good ideas that I could use? If so, do tell me, and I may credit you if I use your idea.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
Comment