1936 - Road to War - Europe (revised)
I have been working on Dales' 1936 - RTW - European Scenario for nearly a year. Starting in Version 0.10, I have been refining it ever since.
I initially looked at the unit graphics in version 0.10, but that was not where I was looking for my enthusiasm. I wanted there to be some realism in the mod. So starting in version 0.2, I changed my focus to Divisions, Corps and Armies. This was the best thing I did and will continue with later releases. Version 0.3 was a complete re-write for patch 3.19 and also no longer requiring Ultimate Edition 1.1. I will consider re-incorporating it when I work on the Global Scenario in Version 0.6.
Units.
I have now created unit stats for all significant formations for the major powers involved in WWII , i.e. Germany, Russia, France, England, Italy, USA, China, Japan.
The combat values and bonuses are based on the actual formation make-up, i.e. number of tanks, infantry, artillery and anti-tank strengths and combined into various values and bonuses. The amount of units a nation can build is now also limited to approximately historical limits. I have therefore limited the amount of artillery available as most were inherent in these higher level units. (see civilopedia for details)
Each unique unit now has a unit name, so while you are playing you can follow your favourite division, corps or army or even army group. Some Units also have a Generals name in brackets next to the unit. This will help if you want to add a General to lead the unit directly.
I have included new graphics for major nation units and included the models for the "King Tiger", "Centurion", "JS-II", "T-34/76" and restored the "Panther" to the game.
Most significant Generals have been included for both major and minor nations. If the General had achieved sufficient rank or fame, he has been included. All of them have been placed on the map, within the borders of the relevant countries. The AI may choose to settle them or alternatively lead a unit as is the player. Leaders have also been added as Prophets and can also be used to settle in the game. They don't play a major part, but added them for more favour.
Initial Battleships, Carriers and Cruisers now have unique names. They also have unique promotions, based on their speed, range, and armament. This will be further enhanced in version 0.4 and later versions. I have also changed the combat values of the fighters and bombers, but this is still a “work in progress” and hope to refine it in time for 0.4 release.
Cities
A significant amount of work has gone into adding more cities and also making sure the city size is appropriate. The initial culture for each city is now based on how many 1,000's pr citizens were living there in or around 1940 (depending on what data was available). I have also added "Rebel" towns and cities, especially in the Middle East, which will keep the British, Italians and French occupied for a while.
I have now also added wonders to the map and appropriate bonuses given. Most are located in the appropriate cities, but there are also some held by rebels, etc. So it is worth exploring to get these cities as well. These wonders also give bonus buildings. (see civilopedia for details)
Each city now has a number of initial buildings equal to it's city size minus one. i.e. a city size of 3 has 2 initial buildings. Construction of buildings must now follow a set order, which will ensure that the city has the appropriate infrastructure support for it's size. Each Buildings gives differing bonuses for experience, science, culture, food and money (see civilopedia for details)
Map
As noted above, new cities have been added. There have also been changes made to the map as well. e.g. Bremen is now a coastal city. A number of rivers have been added and a lot or railroads and roads have been removed, most significantly from the Russian Front. More resources have been added as well.