View Full Version : [WW2] Scenario 1939


kodzi
Mar 05, 2007, 07:10 AM
This thread for discussions about ww2 scenario: 1939. please here report bugs, and new suggestions for add in new version.

DOWNLOAD
http://forums.civfanatics.com/downloads.php?do=file&id=4203

http://images20.fotosik.pl/78/7e25b60975991542.jpg

makke
Mar 10, 2007, 11:34 AM
Istanbul is typed wrong as Stanbul :P Great mod guys, really nice. I post my suggestions soon in other thread. German soldiers should not have brown uniform by the way..

And there are gold in North Finland and in current 1939 map theres no cities in finland O__o.

arithegreat
Mar 12, 2007, 06:35 AM
Istanbul is typed wrong as Stanbul :P Great mod guys, really nice. I post my suggestions soon in other thread. German soldiers should not have brown uniform by the way..

And there are gold in North Finland and in current 1939 map theres no cities in finland O__o.

They are there for later use :)

asioasioasio
Mar 13, 2007, 04:15 PM
Hehe Finland has strong lobby on cfc - this nation will be added in patch 1.2b with Japan

Ephack
Mar 13, 2007, 08:29 PM
One question about this scenario: in the beginning, Russians beginn with a few nice battleships (strength 50), but they are unable to build them! I'm now quite far in the game, but I still can't. Does it represent something? Did Russians have a better navy in 1939 than in 1950?

Jaysen
Mar 15, 2007, 03:12 AM
First of all this mod is genius! Im really impressed with your efforts guys.
Here are some ideas/things that i noticed, some of them have been addressed before i think (while reading this keep in mind that I think that gameplay and fun should come before realism and historic accuracy although I dont sound like that ;) )

-Strasburg has to be French at the beginning of the war. I think the Maginot-line is modelled on the map but it starts out in german hands. This defense line was the reason why Germany invaded the low countries in the first place and is an most important aspect of the war. Give it back to France.

-The german standard infantry graphics bother me, we seriously need some grey german riflemen, that would add so much to the flavour.

- There should be definitely less waffen-ss units. Those units where rare and just started to be real military units in late 39 after the attack on Poland.

- The German Navy is way overpowered, there should be two Battleships at the beginning (maybe Bismarck+Tirpitz). Throw in some more U-boats instead. Especially in 39 the royal navy should seriously out-gun the Kriegsmarine. Maybe also add some naval transports?

- Tanks are overpowered. Right now they are jsut like infantry but better. They should recieve some serious penalties for fighting in Forests and attacking cities. This is where the Inf should jump in. Maybe you could also add some "combined arms bonus" that is infantry AND tanks in the same spot recieve some bonus (maybe also a small defense bonus for artillery in the same stack while your at it?)

- Germany is overpowered. Even when attacking Polish cities chances to win are over 90% all the time. It shouldnt be that a pushover (playing on monarch)

- There are way too many tanks and armoured units. Would be much more realistic (and fun it think) if the bulk of the german army consisted of normal infantry and artillery). Maybe replace the sdkfz by Opel Blitz?

- Maybe its just me but i think that units are too fast. I can move a tank from Strasburg to poznan in one turn. This makes tactical planning almost obsolete as you can always just rush units to where you need them.
Same for Naval units, there is way too much "hit and run" going on ;)

- Malta was one of the most important mediterranean military bases. From there the allies raided axis convoys supplying troops in north africa. Right now there is nothing on that island. Is it possible to add a self sufficient little town there with a naval and airforce base?

- Production in some german cities is way too low. Please balance that a little more (40 turns for a theatre is a little too much).

And now some questions: Whats up with that "Air-blockade" thing? what is that?
And why do normal infantry units have artillery and bomber promotions?

Btw i hope i played the most recent version of ur scenario otherwise forgett everything i just wrote.

Anyways, great mod+scenario! This got a huge potential, keep up the good work!

makke
Mar 15, 2007, 09:47 AM
First of all this mod is genius! Im really impressed
- There should be definitely less waffen-ss units. Those units where rare and just started to be real military units in late 39 after the attack on Poland.



Umm there were like 950 000 Waffen SS troops overall and time before war 400-500 000, so i wouldnt say rare, but yes there should be a lot more normal troops than SS troops in scenario.

http://upload.wikimedia.org/wikipedia/commons/thumb/2/21/Die_Uniformen_der_SS-Verf%C3%BCgungstruppe.jpg/300px-Die_Uniformen_der_SS-Verf%C3%BCgungstruppe.jpg

Kyrion
Apr 11, 2007, 08:34 AM
Hi everyone! First of all - I LOVE this mod, especially the 1939 scenario to which I think I'm becoming addicted!!! :lol: I have some ideas however on how to further improve gameplay:

- improve ai, it's a bit dumm even on the monarch on emperor diff. setting

- add some more cities to vacant areas of the map (scandinavia, west africa, middle east, Caucasus mountains, Ural mountains)

- remove the "found a new city" option and the settler from the game; the ai starts founding new cities like a maniac (Philadelphia in africa or Ottawa in Anatolia - wtf.?!;) and after all it isn't very historical

- fill in the missing display texts and correct others (in the start screen where you choose the nation or building texts and such)

- the USA are horrible underpowered in this scenario- give them more cities (like Reykyavik in Iceland or some other east-cosat cities)

- when I click on a medic or ambulance build icon the game crashes (?!)

- make the Volkshalle and Kremlin buildable and remove their ability to spread axis and comintern (same with the statue of liberty)

- reduce the research times to make them more historical (i.e. it shouldn't take the whole WW2 to get to heavy tanks, when they were already available in 1942/43) and reduce the build times for city buildings

asioasioasio
Apr 11, 2007, 03:25 PM
Thank you :)
i like the ideas and i'll fix this hovewer:

volkshalle, kremlin, and statue are shrines for the ideologies - so they spread ideology and located in "holy" cities they give bonus :) - i rather would like to leave it this way

about reducing cost - looking on 1933 and 1944 scenarios the cost of techs and buildings work better, i rather woulf give more infrastructure and improvments in 1939 mod - we will see that - i don't really like to mess up to scenarios :)

vidimce
May 11, 2007, 04:12 AM
Production, GDP (gross domestic product)
Year 1939

Austria 27
France 199
Germany 384
Italy 151
Japan 184
Soviet Union 366
UK 287
USA 869
Allied Total: 1600
Axis Total: 746
Allied/Axis GDP: 2.15

relatively accurate information - http://en.wikipedia.org/wiki/Military_production_during_World_War_II

Should modify the countries so it resembles the above production.

Germany was technologicaly advanced and had the most powerful and dominant tanks, armored vehicles, guns, etc. but had them in low numbers compared to America and Soviet union because they were complicated to produce and required lot of high quality material and deutch marks (the german currency in ww2). This is why production costs for German military should be increased. 20, 30 % ?

The reason why the Soviet Union was able to build so many tanks and so fast is because they required less material, were less complicated to build and finaly the whip or gold. Production cost for Soviet military should be decreased. 20, 30 % ?

The rest of the countris are inbetween.

This would add much to the historical aspect. Germans were way overnumbered in the late tide of the war but managed to do lot of damage and hold on for so long because of their more powerful war machines, highly trained and disciplined army and superior tactics.

DarthCycle
May 11, 2007, 07:33 AM
The initial order of battle for Germany is inacurate.

- 2 battleships instead of 4
- Add 1 or 2 Heinkell bomber unit
- Add dive-bomber technology
- Add 1 or 2 Ju87 Stucka unit
- Add at least 2 regular (not mechanized) artillery unit
- Reduce the amount of SS infantry and increase regular infantry
- Relocate all navy units to native German territorial water, especially the subs currently in the mediteranean sea

asioasioasio
May 11, 2007, 08:32 AM
Thank you for finding this - it will help for sure to make new version of scenario more accurate :)

DarthCycle
May 13, 2007, 09:15 AM
1939 Soviet Union

Even though I understand (and approve) the idea of giving a slow start to the soviet union, their initial setup needs work

- should have communism as their starting political civic, not fascism
- perhaps communish civic should reduce maintenance cost for number of cities
- there is a SU waffen ss in doniek
- rostov is empty at start of scenario
- SU infantry is all about quantity, not quality. I recommend you change most of the infantry I with full set of promotions to 2 or 3 infantry I with no promotion. The equipment and training of SU was lacking at that period
- why do they have improved destroyer (strength 50) and no battleship?
- too many naval units in black sea, not enough in baltic sea
- too many tank unit

The biggest problem of all is settler. Settlers should be disabled/removed for this scenario. I'm guessing that the idea of giving settlers to SU is to give them the opportunity to colonize the eastern part of the map, which is ressource rich. However, the AI will just build settlers like crazy in order to colonize all available land area. This will really cripple the SU economy where in fact it should focus on improving it with workers. Instead, build level 1 cities in the remote area but without any infrastructure around it, except for a single road to connect it to the trade network. With time and workers, these starting cities will become major production centers, which should produce the desired effect. Same situation with the south-eastern part which is oil rich.

asioasioasio
May 13, 2007, 11:25 AM
Thx for finding bugs and new ideas :)

I agrree that tuning off setlers would be gould idea :)
Also SU would be changed because it's hard to play with SU - the economy makes game unplayable

LuKo
May 13, 2007, 12:44 PM
"- too many naval units in black sea, not enough in baltic sea"

I don't agree- Russia always had strong navy- Black Sea navy :)

vidimce
May 13, 2007, 10:38 PM
I agree with DarthCycle's suggestions and to add: The Soviet Union had 5.9 million soldiers at the start of the German offensive Barbarossa.

DarthCycle
May 14, 2007, 07:35 AM
Luko is right in the sense that the Black Sea fleet was indeed strong however in the scenario, the balance between the Baltic and Black Sea is wrong.

For instance the Baltic Fleet (http://en.wikipedia.org/wiki/Baltic_Fleet#Soviet_Era) was composed of : 2 battleships, 2 cruisers, 2 flotilla leaders, 19 destroyers, 48 MTBs, 65 submarines and other ships, and 656 aircraft

However the Black Sea Fleet (http://flot.sevastopol.info/eng/ship/) is somewhat : 2 dreadnoughts, 8 cruisers, 3 flotilla leaders (?), ~12 destroyers, ~20 subs of various classes, and a bunch of misc support ships.

In addition, I recommend this read on industrial output (http://en.wikipedia.org/wiki/Eastern_Front_%28World_War_II%29#Industrial_output/)

The concept of total war is interesting. Perhaps this could be modelized into a late civic for soviet union.

Also, soviet union strategy was manpower intensive at the beginning (they had so much reserve in manpower) but more equipment focused as the war progressed and the low manpower reserve started to be felt.

This phrase is key I think: "Germany's raw material production was higher than the Soviets' and her labour force was far greater, but the Soviets were more efficient at using what resources they had and chose to build low-cost, low-maintenance vehicles whilst the Germans built high-cost, high-maintenance vehicles"

This in civ could be translated into: German units are costly but stronger, SU units are cheaper and but less powerful. This is currently not the case for tanks model (strength and cost) between these 2 countries.

Also this phrase is also interesting: "Germany chose to build very expensive and very complicated vehicles and even though Germany produced many times more raw materials she could not compete with the Soviets on the quantity of military production (in 1943, the Soviet Union manufactured 24,089 tanks to Germany's 19,800). The Soviets incrementally upgraded existing designs, and simplified and refined manufacturing processes to increase production. Meanwhile, German industry was forced to engineer more advanced but complex designs such as the Panther tank, the King Tiger or the Elefant."

This could be translated in : SU tanks can be upgraded while Germany's tank can't. An interesting advantage to give to the SU. As the war progesses, the SU can upgrade its tank force to more recent design which can turn the war for the SU while Germany has to build new tank from scratch.

However, I would allow the older tank design like Panzer II and Panzer 38 (as an example) to be upgraded to tank destroyer (jagpanzer) and assault gun (mauser III) respectively. That's how these units were invented anyway: these older tank were combat inefficient against newer tank type so they reused the tank chassis and bolter a new superstructure (no turret and a bigger gun) for a new role.

megamanx06
May 16, 2007, 04:43 PM
German soldiers should not have brown uniform by the way..

Hitler's original followers were called the brownshirts :confused: (Mussolini's were called the blackshirts)

asioasioasio
May 16, 2007, 11:18 PM
Hitler's original followers were called the brownshirts :confused: (Mussolini's were called the blackshirts)

It's because SA (Sturmabteilung) - paramilitary organization of the NSDAP weared brown shirts. In mod there's fascist activist - he looks like member of SA

@ DarthCycle - i try to put your ideas to mod and scenario.
About upgrades - i want to include the modcomp that allows to upgrade units by using hammers instead coins - the old unit would be scrapped (25% of hammers would be put for creating new one) and keep experience. Changing PzKpfw 2 to Maus would need hammers (if you want to make it fast you would need to have one of the civics that allows to buy things)

DarthCycle
May 17, 2007, 09:27 AM
upgrade with hammer instead of coin : that's awesome and a much better design. Really looking forward to see this.

What's the mod component name?

asioasioasio
May 17, 2007, 10:39 AM
It's http://forums.civfanatics.com/showthread.php?t=217808

Alerion
Jun 26, 2007, 08:06 AM
Hi all ( 1st post on this forum)

1st of all i would like to say that i like this mod very much and congratulations to the
creators.
I played the scenario with poland and have few sugestions. Some could already been written

*waffen ss troops are a mistake true they were part of the offensive but they didnt have Mp 40 ( prototype 1940)
*german tanks aren't well numbered you used almost only pz 38t but the real situation looked like this (btw german tanks in the begining are overpowerd)
Pz 35t;200took part;armor 8-25mm;37mm cannon and one 7.92 mg
Pz 38t;98tp;armor 10-25mm;weapons same as up
pz I;1242tp 46%;armor6-13mm;2x7.92mg
pz II; 1223tp;armor 15-35mm;20mm cannon and one 7.92mg
pz III;98tp;armor21-30mm;37mm and one 7.92 mg

polish tanks in the game are vickers mk (23 "power"), Renault ft17 (18"power") and 7tp(25 "power") but forgeting about the wrong "power" lvl poland had many better tanks that if in bigger numbers(equal as german) would probably stop the german panzer div
Renault ft17;120tp;armor5-16mm;37mmcannon and one 8mm mg
7tp; 132tp;armor 5-17mm;37mm cannon in most models also one 7.92 mg
vickers;38 tp;armor5-13;47mmcannon and one 7.92 mg
renault 35; 100tp;armor 14-40mm;37mmcannon and one 7.92mg
h-35;3tp :p ;armor 12-40mm;37mmcannon and one 7.92 mg
Tk 3;400tp;armor 3-10mm;20mmcannon and one 7.92 mg

all of this are just suggestions and its not an important problem
good luck with the mod

JediPimp
Jun 27, 2007, 01:57 PM
Good Scenario
great Job
it inspired me to make my own scenario
It's a little easy with Germany though

asioasioasio
Jun 27, 2007, 02:02 PM
@ Alerion - i need more 3D modellers - the number of units makes it that new version of mod take times (the modellers are needed for almost all mods - for sure they're very rare)

Adding Pz 1 and Pz 3 would be possible if i wuopuld have this models.

Alerion
Jun 28, 2007, 05:55 AM
@asioasioasio
*
I mean that the creator of the map should replace the pz 38t with panzerII wich the mods already has same with poland replacing the mark A tank with renault 35 or 17 would make playing poland much funner and more historical
*
About the ss unit with mp 40 i think it would be better to replace them with inflantry lvl2 or 1 because ss units were elite and rare not so common like at the polish front in this map
*
The other tanks i only added in that list to give the proportion between good german/slovakian(how is it spelled?)like panzer 3 or 38t and tanks like pz I and pzII wich were hopless constructions i didnt mean you should add them to the mod
*
I can try to help to by making some units like pz 1 and 3 but i dont know what program is the best (or rather what program has the most abilities(options)).

Edit: I would forget congratulations to the creator of this map for his excelent work

JediPimp
Jun 28, 2007, 01:11 PM
How about adding the Vermacht as UU for Germany replacing the Infantry

asioasioasio
Jun 28, 2007, 02:23 PM
i'm not sure if poland has renault 35, but yes you're right - some diversity of tanks might be needed :) and obviously germany should have less 38t as they was produced after taking Czechoslovakia (and was better construktion than pz1 and pz 2).

I think all elite units - for now theres only:
French Foreign Legion
Waffen SS
but i plan to add the elite unit for every mayor country - forces that were heroic, well skilled, brave, well equiped etc (for britain - SAS, for Australia - Desert Rats, etc.)
As they elite and are stronger than ordinary infantry they need to be limited - like monks in civ4 - you can build only three. So elite infantry could be builded for example in number of five.

For making units (new models - mostly for mechanical units like tanks) good program is 3dsmax of freeware Blender - both needs plugins
or nifviewer/nifskope / for example gimp - used usually for making new infantry units

There's huge section of tutorial on cfc - if you want to make something of this i may help you with that :)


@JediPimp - yes we have nice collection of models for german infantry - they'll be in next update for sure

Alerion
Jun 28, 2007, 02:47 PM
1.Poland had 50 renault 35 (earlyer i told 100 i misunderstood the info they had 50 of them. There were 100 tanks ordered in 1938 from france but the other 50 were going to be sent later in november because the fall of poland they were sent to tunesia)

2.desert rats for australia?
The 8 army fighting in africa was made from many devisions from the commonwealth and other countries fighting on the allied side here's the list

Australian I Corps (Australian 6th, 7th, and 9th Infantry Divisions), British V Corps, British X Corps, British XIII Corps, British XXX Corps, British 7th Armoured Division ("The Desert Rats"), British 51st (Highland) Division, New Zealand 2nd Division and Polish II Corps.

so the desert rats should be included for only GB or for Australia/GB/New Zealand(is it included in australia?) and Poland

3.thx for the program

JediPimp
Jun 29, 2007, 11:44 AM
[QUOTE=JediPimp - yes we have nice collection of models for german infantry - they'll be in next update for sure[/QUOTE]

Cool can't wait to play with Vermacht and SS combined cool

merndle
Aug 05, 2007, 05:02 PM
This is an awesome mod!

A couple of things:

I was playing on Deity with Germany and I was able to take the Soviets out without to much trouble. Is there a way to pump of the AI behavior?

Also, have you thought of making an event script? The absence of bona fide teams in the scenario seems to contribute to the AI not responding well to attack.

As for the mod itself, excellent job guys!

asioasioasio
Aug 05, 2007, 11:26 PM
Thank you :)

Lazy AI is problem we try to solve :) - I hope it would perform better with next update (tough it's hard to say how much it will work better -
the mod scatter right now).

About other nations :) The new update would add 36 new nations :) I hope i'll finish making graphics for them this week.

DarthCycle
Aug 30, 2007, 08:15 PM
Just tried your scenario again. Unfortunately, nothing has changed since May. Any idea when we might get a new release?

megamanx06
Oct 19, 2007, 08:12 PM
i dont know if anyone else has said this yet, but there are roads in the water...

Overall it seems this map was lazily made, but the mod is pretty good.

JEELEN
Mar 12, 2008, 12:46 PM
Is this mod dead? (If not, any chance of a conversion to BTS?):confused:

asioasioasio
Mar 12, 2008, 01:56 PM
http://forums.civfanatics.com/showthread.php?t=207724

No it's not dead the chance of conversion to BTS is 100%.

JEELEN
Mar 12, 2008, 02:32 PM
Yeah, I just stumbled on the BTS thread - sorry! (NOT about the conversion, ofcourse!);)