The Cold War Deluxe; 1950-1991

Welll.....

As El Justo has mentioned, I did some tweaking with the game as is and basically merged a lot of the positions to get it down to 8 positions with the idea that it could be played MP & PBEM.

Positions for the "democracies"

European Union: (You can pretty much figure out that this has all of Western Europe, including the UK, Scandinavia, Greece, and Turkey).

North America: (US & Canada)

Seato: (Japan, ANZAC, SE Asia, Indonesia)

Middle East: (Israel, Iran, Pakistan)

Positions for the "Commies"

WP (Includes original position and Yugoslavia)

China-India (Suprise! Includes China and India)

South Africa (Includes Arab League along with the other African positions)

South America (Includes all of South America, Cuba and Central America as well).

I tried to keep changes to a minimum with the idea of the only thing you have to download is the game file. I am not a very experienced modder and this really represents my first attempt beyond simple tinkering.

I did tweak some units (mostly infantry) and most positions have two types of infantry available to be built. I also worked on upgrade paths to help eliminate the "mass upgrade followed by the mass attack" tactic. Examples would be T55 upgrades to T72 and T62 upgrades to T80, but a T72 does NOT upgrade to a T80. I also put in some upgrades for aircraft later on (A lot of stuff becomes F-16s) to help reduce late game build ques. In addition, some things that were known to be broken (Kiev class could not bombard) have been fixed. Workers can upgrade to engineers and sides generally start with more since they still only have one location that can produce engineers. I have also reduced the number of turns that auto producers will take to produce workers.

I know there are a lot of units that are no longer in the game, but many were redundant to the bigger positions. If I had a way to tweak the game so that it was possible to build French units only in France, I would, but with trade communication the way it is, I have to accept it as a limitation of the game engine. (Some infantry units start out tied to a specific resource, but as soon as a harbor or airport is built to establish communications links, they can be built anywhere).

I have sent a copy to El Justo for him to look over and offer suggestions and there are probably a few more tweaks to be done before it is all over with and I post it to be tried out. Unfortunately, it is very difficult to see about balance for a couple of reasons. First, I have zero experience playing Civ 3 in anything other human vs AI. Second, I am assuming that the game will play quite different from what it is vs the AI and when humans are involved. Overall, the intent was to take a great scenario and make it multiplayer.
 
Creating civilizations like Western Europe or South America might be a good option to reduce the number of civs, but I think China and India really shouldn't be merged - India was a key country of the Nonalignment Movement, so let them choose.

BTW, El Justo, France should have outposts (airfields) in the original TCW version, just like the US and GB. A part of Guyana in South America and Polynesia in the Pacific are French to this day.
 
Unfortunately the issue is you have to get it to 8. I did not like putting China and India together and I did not like putting Iran-Afganistan with Israel either, but the bottom line is you have to have it down to 8 positions unfortunately.
 
getting it down to eight on the orig TCW map is very, very difficult. who to 'merge' and who to 'cut'? it looks pretty good Klyden...

we could always put in a few airbases for france for an updated version. it would give them more options, too.

update of the vietnam spin-off:

i've begun pre-placing certain autopro' wonders for SV.

I CTZ - Da Nang -->US Marine (6 turns)
II CTZ - Pleiku -->US GI (4 turns)
III CTZ - Phan Thiet -->M113 (6 turns)
IV CTZ - Long Xuyen -->M48 (10 turns)
 

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"You don't understand David, at last we have a nation. An Hebrew nation ! We have got to share our culture to the world.
-Of course sir, but you know as well as I that we are on the brink of a major war here, and we are in the midst of it all.
-There will not be a war, no one is foolish enough to restart what happened not even 20 years ago. I will make a compromise, I will devote special funds to hurry the production of all three theaters and next month I will make sure we start the production of these new war machines in Jerusalem."

Yashar said goodbye and hung up. He was rather satisfied, he knew Prime Minister Ben-Gurion would not delay his plans for the building of his new Hebrew-plays-only theaters. He would get at least one M-48 in production. He had more pressing matters at hand, Rat, a Mossad Operative, the best Mossad Operative, was about the give results of his latest mission. It was january 1960 and Yashar Harel was sure a war was inevitable. The Arab League would knock on Jerusalem's door any day from now and he sure as hell would be ready. The phone rang. The line had been secured thoroughly by the Mossad people but they still used codes to communicate. Like those imbeciles who use a belt and suspenders at the same time, Ben-Gurion would always say.

"There is a sandstorm, your car will be late"

Yashar smiled, the road between South Arabia and North had been destroyed successfully. The first step of the Israeli Protection Plan was a total success. In the following months, Rat would dispose of various oil derricks and incense factories.
***to be continued soon***
 
Esteban said:
"You don't understand David, at last we have a nation. An Hebrew nation ! We have got to share our culture to the world.
-Of course sir, but you know as well as I that we are on the brink of a major war here, and we are in the midst of it all.
-There will not be a war, no one is foolish enough to restart what happened not even 20 years ago. I will make a compromise, I will devote special funds to hurry the production of all three theaters and next month I will make sure we start the production of these new war machines in Jerusalem."

Yashar said goodbye and hung up. He was rather satisfied, he knew Prime Minister Ben-Gurion would not delay his plans for the building of his new Hebrew-plays-only theaters. He would get at least one M-48 in production. He had more pressing matters at hand, Rat, a Mossad Operative, the best Mossad Operative, was about the give results of his latest mission. It was january 1960 and Yashar Harel was sure a war was inevitable. The Arab League would knock on Jerusalem's door any day from now and he sure as hell would be ready. The phone rang. The line had been secured thoroughly by the Mossad people but they still used codes to communicate. Like those imbeciles who use a belt and suspenders at the same time, Ben-Gurion would always say.

"There is a sandstorm, your car will be late"

Yashar smiled, the road between South Arabia and North had been destroyed successfully. The first step of the Israeli Protection Plan was a total success. In the following months, Rat would dispose of various oil derricks and incense factories.
***to be continued soon***

In the middle of August the Mossad Counter-Espionnage team caught an English spy. Spying among allies had always existed, but things had gotten heavier lately. Some even said the war was already under way, some kind of Cold War, fought with moles and spies instead of tanks and soldiers. Anyway, this english spying incident would mean that McMillian would have to remove his troops on a small Island near Tel-Aviv. Things were sure tense everywhere around the world. By December 31st 1960, Tel-Aviv commissioned it's first MC-48, hurried with the last remaining dollar of the fund. The same night, Jerusalem celebrated the opening of the Public Works, creating new jobs for Jewish engineers. All in all, the year went by pretty much eventlessly.

Everyone was doing their business, and Yashar was still expecting his war. By march, Ben-Gurion got furious. "That freakin tank that couldn't wait another year, that cost me so damn much, what does it do ? Sit around in Tel-Aviv since december ! God damned waste of money. Nevermore. The next time I order a freakin tank it'll be Israel-designed, Isreal-made. God damnit. I got reports this morning, these new Israeli designed tanks will be ready for construction in two years. Intented for desert. Did you know that ?!" He knew that. He was just certain war would break out before. His title of ministry of defense was hanging by a thread when Moscow saved his butt and announced they had discovered the Art of War. Surely this meant something. All in all, 1961 went by like the year before, and while everyone was rocking in Stroudsbourg, Israeli was calm and going well.
 
El Justo requested I upload this multi-player version, so here it is. Basically, the description is on post 522. Nothing extra is needed, just have the latest version of TCW and this should work fine as it is pointed to those folders.

I also want to thank El Justo for the opportunity to tinker with his excellent scenario as my first post of a biq file. :D

Any and all feedback is welcome.
 

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Just to update my latest game (not nearly the story teller Esteban and PoD are tho). The current date is late 1972. I am in the 4th war I think. I am once again playing the WP. (Also known as the big red machine in this scenario ;) )

War number 1 was in 1962 or so. I made gains in SE Asia and also put pressure on Scandinavia and Turkey. I also managed to sneak in and grab Crete from the Greeks. The war went pretty short and I allowed it to burn out.

War number 2 was about 2 years later and saw the end to Turkey and Scandinavia got ejected from the continent. I also kicked SE Asia out and did some nice island hopping against the SE Asian position. My allies have held so far and even Cuba still has all three cities.

War number 3 started when I got T72 tanks (late 60's). The army was impressive with 120 tank units ready to take the offensive. This time, my target was much more vast in scope. I wanted to capture Europe! I took heavy losses, but Germany, France, Spain, Italy, Greece, and Israel were all casualties of this war. (One way to speed up turns!). I got a firm foot hold in Japan and had troops ashore in England and Australia when peace broke out. As tempted as I was to continue, I elected to let peace take over as I was feeling the losses. I had lost close to half my tanks in the European fighting and it was time to reorganize and remass up. This time, there were casualties among my allies as Cuba made an exit from the game and Africa lost ground to South Africa. The Brazilians also captured a city from Central Africa and also captured a city from my allies in South America. The Chinese and Indians were more effective and punted out Iran and Pakistan. I now have Yugoslavia with nothing to do in Europe and India a long way from anything.

War number 4 started a couple of turns ago when (suprise!) the WP aquired T80 tanks. By now, the big red machine military had reached huge numbers. Over 700 units in the armed forces including 19 Corps available. 65 SU 27, 21 Bear Bombers, 44 Oscar subs, 79 Infantry, 150 Bmps, and around 150 tanks (2/3 T80). 66 Karas round out the surface fleet. This was more of an island-amphibious war to start. I took out Scapa Flow in the first wave and landed a huge army in England. 2 turns later, the English island is under my control and in 2 turns, I should have Ireland as well. Japan is now out of the game and I control Darwin and Alice Springs in Australia. I also attacked Manila and will finish taking Davo next turn probably. I also captured a city in Africa (took the former central African city that Brazil had attacked), so now I have a distant base there.

Some interesting things of note were the US Navy came at me in force this time. I sank 20 subs in one turn and there were still more! I think it was almost possible to walk across the Atlantic on the periscopes. The Navy was also using carriers (no planes) to go chase after subs. Silly AI. The enemy bombers have been a nusance and any transport not well guarded in port with several ships gets a visit from the B52s and other bombers. The Aussies launched a huge counter attack around Alice Springs with probably 15 tanks and as many infantry. Unfortunately for him, I had a lot of armor in the area and manage to destroy them all.

I don't know what the deal was with England, but it was covered in pollution from front to back. It appears that the PW improvement was built in Ireland as that is pretty clean and I see a worker there. I also notice Japan was pretty clean. Some pollution popped and a few turns later, a worker popped out to clean it up. After cleaning it up, the worker was disbanded by the AI because Japan was fully developed. Interesting to say the least.

Finally, the space race has started. Both the US and I have completed 2 parts of 10. I will get more info next turn on how fast he is going. (Moscow has a production of 235, not counting civil engineers). Despite all the military success, I could still lose this.

VP stands at 9980 to 2355. I have 54% world area to 33%and 65% pop to 34% pop. Will report back as I complete more, but I think this game is about toast due to the space ship race.
 
Hi. First time trying to post to a thread on this website. I have been playing TCW 1.4 and addicted to it, at the expense of work, social life, and my general health.

These issues may have already been identified, and I apologize if they have, but I could not see them when I scanned the thread.

1. Have found that the North Korean and South Korean barracks (produce 10.10.1 troops) are residing in Brasilia, (F key that shows Wonders).
2. When playing the Warsaw Pact and I note that the description of Akula class subs shows bombardment capabilites. When I produce the unit, it cannot bombard. Considering it has the same cost as an Oscar class, I am assuming that the design of the sub is correct, and that the Cyclopedia entry is wrong.
3. Is there something specific needed in a city to build the ICBMwonder. As the WP, I can build it, but appears I can build only in costal cities. I can't build it in Moscow.
4. The WP carrier (can't remember the name, perhaps Valkeryie class) that shows up in the tech SuperCarrier is not buildable. The description is there, but I have researched the tech, and can't build it.


Fabulous scenario!

One comment: It seems no matter how I play the game, the U.S. will win via Space Race. Played as Canada at Emperor and U.S won space race around turn 180. Playing the WP at Deity, at around turn 170 the U.S. has 5 parts of the ship built. Can't see the game going beyond turn 200.

El Justo also wanted me to update my results playing as Canada in this thread. Playing as Emperor, at the point when U.S. won Space Race, Canada occupied North and Central Africa, Cuba, Arab peninusla, Pakistan, India, and China. Avoided all direct conflict with the Russian juggernaut, but they were very quiet throughout, other than bombing my transports. I built my Military Academy in Algiers, and this really helped getting my newly created armies into the fray in Asia. I believe at the end I had over 20 armies of Leopard I tanks, that were pretty much unstoppable, when supported by F-16's, and F-4's.
 
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