As you might have seen in this thread, I decided to make a quick WW2 scenario for use in PBEM, and now is the time to give it a test.
The scenario has 7 nations:
Players and emails below. If you would like me remove your email address just tell me.
replace "is" with @ and * with a dot. (yes I'm paranoid about email harvesting)
(Allies) Soviets (Maq - maqpoly is gmail * com)
(Axis) Japanese (quinns - quinn2084 is yahoo * com)
(Axis) Germans (thehappies - thehappies is yahoo * com)
Neutrals
(Allies) Americans (EPW - epwood1 is gmail * com)
(Allies) British (HornedFrog - piercepk is sbcglobal * net)
(Allies) Chinese (Grampa Troll - BCRONKITE is ec * rr * com)
As you can see I'm playing the Commies, Grampa Troll is also in, although he is yet to choose a side *hint*
The turns will be long from the outset, but the game itself will not last long. I'm guessing between 5-20 turns, if nothing breaks.
The neutrals can also be chosen, but there will not be much to do. Ideally they will be played by the German player and just skipped, so as not to slow the game down.
I would like the first attempt to be played somewhat historically, as in Allies vs. Axis and no government switching, but the rest is up to each player.
The game might not be perfectly balanced at first, so see this more as a "storytelling" game, and just a bit of fun.
Anyone interested post in this thread and your desired nation.
If we don't get a player for every nation, then a player will have to take two nations, obviously on the same side.
Scenario attached and readme for it below:
The scenario has 7 nations:
Players and emails below. If you would like me remove your email address just tell me.
replace "is" with @ and * with a dot. (yes I'm paranoid about email harvesting)
(Allies) Soviets (Maq - maqpoly is gmail * com)
(Axis) Japanese (quinns - quinn2084 is yahoo * com)
(Axis) Germans (thehappies - thehappies is yahoo * com)
Neutrals
(Allies) Americans (EPW - epwood1 is gmail * com)
(Allies) British (HornedFrog - piercepk is sbcglobal * net)
(Allies) Chinese (Grampa Troll - BCRONKITE is ec * rr * com)
As you can see I'm playing the Commies, Grampa Troll is also in, although he is yet to choose a side *hint*
The turns will be long from the outset, but the game itself will not last long. I'm guessing between 5-20 turns, if nothing breaks.
The neutrals can also be chosen, but there will not be much to do. Ideally they will be played by the German player and just skipped, so as not to slow the game down.
I would like the first attempt to be played somewhat historically, as in Allies vs. Axis and no government switching, but the rest is up to each player.
The game might not be perfectly balanced at first, so see this more as a "storytelling" game, and just a bit of fun.
Anyone interested post in this thread and your desired nation.
If we don't get a player for every nation, then a player will have to take two nations, obviously on the same side.
Scenario attached and readme for it below:
World War II scenario for PBEM or Hotseat.
Last update: 24/02/2009
Disclaimer
==========
By using this modification you accept that any effect that might occur because of the mod itself will be your responsibility and not mine. I carry no responsibility for any loss of data. Its use is on your own risk.
Installation:
============
Install Call to Power (duh)
Install Official patch
Install 1.21 hack patch
Copy the folder "WorldWar2PBEM" into your "...\Civilization-Call To Power\scenarios\" folder.
Playing:
=======
- The scenario can be played in Hotseat or Play-By-Email modes, and perhaps even Multiplayer mode, though I haven't tried.
- Do NOT try to play in single-player mode, as the AI has no idea what to do, and it may even crash.
- Every nation must be controlled by a human player, including the neutral nation. If you do not want the neutral nation to get involved in the game, then I suggest the German player quickly play the neutral nation's turn.
- The scenario does not have to be played in an historically accurate way, for this reason diplomacy is neutral for everyone in the beginning of the game.
- Settlers cannot be used in this scenario. Any settler found will be killed automatically.
Tips:
====
- You will find every nation is losing money at the beginning of the scenario, this is because crime, wages and maintenance costs are higher than total gold generated (this does not include Capitalization, as it goes straight to gold savings). You have a few options to improve your income:
1) build more trade routes
2) work terrain with more gold
3) sell buildings you don't need, to lower maintenance costs
4) build gold improving buildings in high gold cities
5) lower wages
6) use merchant specialists
It is possible to cover your debts just with the methods mentioned above, but if you're still losing money you can also build Capitalization in some cities to boost your savings.
- Military support is extremely high for some nations (Japan, UK) what can you do?
1) build more mines
2) work more production-heavy terrain
3) use labourers
4) capture more cities
5) disband (or suicide) units you no longer want to support
6) increase workday
Nations (goals are only suggestions):
=======
Soviet Union (Russia):
Units: Huge number of machine gunners, some tanks, artillery and fighters, small navy.
Goals: Defend and counter against German attacks in the West, but keep an eye on the Japanese in China.
Japan:
Units: Many marines, fighters and ships. Some tanks and machine gunners.
Goals: Expand through China and South-East Asia, destroy the US navy.
Germany:
Units: Many fascists, machine gunners, tanks and fighters. Some submarines.
Goals: Finish off the Soviets in the East, expand through Egypt and the Middle-East, patrol the Atlantic.
Neutrals:
Units: Small number of machine gunners.
Goals: None.
US:
Units: Many machine gunners and transports, some fighters and naval units. Small number of marines.
Goals: Clear out the Japanese in the Pacific, help Allies in Europe and North Africa.
Britain:
Units: Many machine gunners, fighters and ships.
Goals: Drive the Germans out of North Africa, and the Japanese out of China and the Dutch East Indies.
China:
Units: Many machine gunners and some artillery.
Goals: Defend China from the Japanese.
Bugs or important notes:
=======================
- Russia will appear to start with a positive gold income, but they are losing gold on the next turn.
Initially when I saved the scenario the Russians were building Capitalization, but I changed their build queues afterwards. Everything will return to normal on the next turn, and you should not see this with any other nation.
- Why do I have a positive income but nothing is going to science?
You are most likely building capitalization, this goes straight to savings and does not contribute any gold to science, but will show as positive gold generated on the empire manager window.
- The British may start with 2 or 3 settlers, this will not be a problem though as the units should be destroyed as soon as the British turn begins.
Contact:
=======
Maquiladora on Apolyton.net forums.
Last update: 24/02/2009
Disclaimer
==========
By using this modification you accept that any effect that might occur because of the mod itself will be your responsibility and not mine. I carry no responsibility for any loss of data. Its use is on your own risk.
Installation:
============
Install Call to Power (duh)
Install Official patch
Install 1.21 hack patch
Copy the folder "WorldWar2PBEM" into your "...\Civilization-Call To Power\scenarios\" folder.
Playing:
=======
- The scenario can be played in Hotseat or Play-By-Email modes, and perhaps even Multiplayer mode, though I haven't tried.
- Do NOT try to play in single-player mode, as the AI has no idea what to do, and it may even crash.
- Every nation must be controlled by a human player, including the neutral nation. If you do not want the neutral nation to get involved in the game, then I suggest the German player quickly play the neutral nation's turn.
- The scenario does not have to be played in an historically accurate way, for this reason diplomacy is neutral for everyone in the beginning of the game.
- Settlers cannot be used in this scenario. Any settler found will be killed automatically.
Tips:
====
- You will find every nation is losing money at the beginning of the scenario, this is because crime, wages and maintenance costs are higher than total gold generated (this does not include Capitalization, as it goes straight to gold savings). You have a few options to improve your income:
1) build more trade routes
2) work terrain with more gold
3) sell buildings you don't need, to lower maintenance costs
4) build gold improving buildings in high gold cities
5) lower wages
6) use merchant specialists
It is possible to cover your debts just with the methods mentioned above, but if you're still losing money you can also build Capitalization in some cities to boost your savings.
- Military support is extremely high for some nations (Japan, UK) what can you do?
1) build more mines
2) work more production-heavy terrain
3) use labourers
4) capture more cities
5) disband (or suicide) units you no longer want to support
6) increase workday
Nations (goals are only suggestions):
=======
Soviet Union (Russia):
Units: Huge number of machine gunners, some tanks, artillery and fighters, small navy.
Goals: Defend and counter against German attacks in the West, but keep an eye on the Japanese in China.
Japan:
Units: Many marines, fighters and ships. Some tanks and machine gunners.
Goals: Expand through China and South-East Asia, destroy the US navy.
Germany:
Units: Many fascists, machine gunners, tanks and fighters. Some submarines.
Goals: Finish off the Soviets in the East, expand through Egypt and the Middle-East, patrol the Atlantic.
Neutrals:
Units: Small number of machine gunners.
Goals: None.
US:
Units: Many machine gunners and transports, some fighters and naval units. Small number of marines.
Goals: Clear out the Japanese in the Pacific, help Allies in Europe and North Africa.
Britain:
Units: Many machine gunners, fighters and ships.
Goals: Drive the Germans out of North Africa, and the Japanese out of China and the Dutch East Indies.
China:
Units: Many machine gunners and some artillery.
Goals: Defend China from the Japanese.
Bugs or important notes:
=======================
- Russia will appear to start with a positive gold income, but they are losing gold on the next turn.
Initially when I saved the scenario the Russians were building Capitalization, but I changed their build queues afterwards. Everything will return to normal on the next turn, and you should not see this with any other nation.
- Why do I have a positive income but nothing is going to science?
You are most likely building capitalization, this goes straight to savings and does not contribute any gold to science, but will show as positive gold generated on the empire manager window.
- The British may start with 2 or 3 settlers, this will not be a problem though as the units should be destroyed as soon as the British turn begins.
Contact:
=======
Maquiladora on Apolyton.net forums.
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