It is "THE AGE OF WAR." It runs from 1900-1950. The playable civs are Turkey, Spain, Germany/Austria, Russia, England, Italy, and France. Several neutral nations are "Barbarian." This version is still in the process of being tech-tree and unit tweaked, but I would welcome any playtesters' comments. Just finished the map and settings last night. It has 255 cities and the research for the correct population figures is there. Fleet strengths are accurate. Rail nets are accurate. Small events file. Very reworked tech tree. Each turn is 2 months.
The scenario was conceptualized when I realized that too often in the default game I was unsatisfied with the late industrial era. It seems that just when you have the tech to build an industrial army, (rifles, artillery, cavalry, and maybe some fighters) by the time you get an army built, your opponents have zoomed ahead with the tech race to the point where your newly-built army is now obsolete. You know that's its too late when you start getting hit by cruise missles. So I designed this scenario for myself, to revel in the period of industrial warfare; the World Wars. Most of the naval units cannot deliver coastal attacks and there are no submarines--submarine warfare is handled in a different way, via events. The scenario was constructed on the Emperor setting, and most civs have a large number of cities. Civil unrest will be a continuing problem. Although the Spanish and Turkish civs are rather lackluster, they are playable, though not to the extent that the French, English, Russians, Italians, and especially Germans are. There are a few civ-specific units, but most of the units are reminicent of a modpack-type approach. Different civs do face different problems, however. The game starts with all civs except France and England in fiscal crisis, so establishing trade routes is imperative and can be accomplished quickly, as all powers have a good number of freight units already on the board. There is a strong impetus to peaceful relations during the first 50 turns or so while the civs pull their economies together.
If you'd like a copy, let me know and I'll send one to you.
Salutations,
Exile
The scenario was conceptualized when I realized that too often in the default game I was unsatisfied with the late industrial era. It seems that just when you have the tech to build an industrial army, (rifles, artillery, cavalry, and maybe some fighters) by the time you get an army built, your opponents have zoomed ahead with the tech race to the point where your newly-built army is now obsolete. You know that's its too late when you start getting hit by cruise missles. So I designed this scenario for myself, to revel in the period of industrial warfare; the World Wars. Most of the naval units cannot deliver coastal attacks and there are no submarines--submarine warfare is handled in a different way, via events. The scenario was constructed on the Emperor setting, and most civs have a large number of cities. Civil unrest will be a continuing problem. Although the Spanish and Turkish civs are rather lackluster, they are playable, though not to the extent that the French, English, Russians, Italians, and especially Germans are. There are a few civ-specific units, but most of the units are reminicent of a modpack-type approach. Different civs do face different problems, however. The game starts with all civs except France and England in fiscal crisis, so establishing trade routes is imperative and can be accomplished quickly, as all powers have a good number of freight units already on the board. There is a strong impetus to peaceful relations during the first 50 turns or so while the civs pull their economies together.
If you'd like a copy, let me know and I'll send one to you.
Salutations,
Exile
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