The Cold War Deluxe; 1950-1991

Tank_Guy#3 said:
Thanks for your help. By the way, this scenario looks awesome :goodjob: .

Uh, I tried before posting. But after I posted the above lines and tried it again, it ran. Yes, it does have fast-a$$ loading times :p .
good to see you got it working :goodjob:
 
MP update ~ 16 September

Kly is putting the finishing touches on it and he's to post it later today, probably tonight.

among the final additions:

all spec ops units are invisible & now have the pillage flag

all spy units 'see invisible' (same as before iirc)

we gave each civi 1 spec ops (where applicable) and at least 1 spy unit to start. this should make for interesting activity right from the outset.

here's what we ended up doing for this version and the AA no's:
1st gen-Flak: 10
2nd gen-SAM: 15
3rd gen-Duster:20~~SA13:18
4th gen-ZSU23:23~~Patriot:25

the bottom line: we ended up nudging only the 1st 2 gens up some and put the last 2 back at just about where they were before (v1.51). i guess what we really want more of is from the Flak unit in particular. plus, for the human MP version, i think it's more prudent to be cautious w/ nasty AA units. now, for the SP version, i'd be willing to bump up the AA no's a little b/c the AI isn't smart enough to build stacks of them.

costs for the AA units are moderate: 400 flak 600 sam
the high end ones are left the same iirc (700-999).

we also gave all helos 2 mvmt to make them worthy. i also bumped down their costs a little. trans capacity remains at 1 though. this was Anthropoid's suggestion iirc. :goodjob:

we did not mod the maintenance costs for this version. imo, it won't have an impact on game play b/c we're loading one turn at a time.
 
Ok, have the latest biq up that El Justo mentions in his post above. I don't know that the Spec Ops guys are invis, but they can certainly blow stuff up at this point. We can try it this way and see how it goes. The invis stuff might be a bit much, but we can judge later.

At any rate, I am ready to start the MP game we had set up. Looking forward to it..

Here is the link.

New MP biq
 
ADDIT: SEE BELOW


Turn one of the PBEM has been finished by Anthropoid and sent on to El Justo.

Just curious, what do the Resources: "Europe, Scandinavia, EU, Greece, and Turkey" do for me, or someone with whom I might trade them? Is it intended that these can be traded?

El Justo, thanks for your comments by email about the myriad possible changes I dreamed up. Unfortunately, I think you guys are absolutely right about the alliances. How annoying this AI is! Within two turns, France was at war against Turkey, and Spain was at war with Scandinavia! :crazyeye:

Not sure the E2C plane is actually working like it is supposed to. It only seems to get one move in my version of 1.51 in my America-Demi-God game.

Re: possible changes to governments for the SP version. The only thing I'd suggest is considering making N. Vietnam, South Africa, and either Argentina or Columbia all non-aligned Fascisms, that do not have to pay military support or something like that. The idea being, a wild-card AI, that will build a large but technological 2nd or 3rd string military and cause problems. As it is, I think there is not enough action in Africa, SE Asia, and Latin America.

Thought you guys might find the following quote interesting. It is from "Secret Armies: Inside the American, Soviet, and European Special Forces" (1987) by James Adams, The Atlantic Monthly Press, New York.

"Small wars play a very significant role in contemporary international geo-politics. It has been estimated that in 1986 there were forty armed conflicts taking place, involving forty-five of the world's 165 nations. This figure, startling as it is, still does not adequately refletc the true situation: neither the isolated activities of terrorist groups nor the many brief but bloody attempts at revolution in Third World countries are included in it, since these are generally defined as being at a lower level of conflict than formal warfare."

I do not think it would be in error to increase the role of Special Forces, invisible units, etc. in either the SP or the MP version. In the "The Missing Links" mod, there are a number of invisible units buildable, and the AI does a pretty darn good (and annoying!) job of making use of these by building them in large numbers and picking at any unprotected workers, missionaries, or weak defending units.


ADDIT: also, I think that, the rate at which nukes are generated might need to be upped. At present, there is virtually no threat of nuclear holocaust. I've used up ALL of my nukes, and had only TWO cities be flattened (Miami in like 1951, and it has subsequently been regenerated to a massive, prosperous megalopolis, Riyadh in like 1965, and it is still devastated, and might never be fixed. All of the Soviet and Central African cities I hit, have most all the pollution cleaned up, but are still backwards as far as infrastructure. Part of what was distinctive about the Cold War period in history, is the importance of small proxy wars, not full-scale tank division sieges, and fleets of strategic bombers. The AI should have enough nukes that it can TRULY threaten global devastation if the human player gets a tad too pushy. Related to this, I think the Democracies should have to deal with more corruption. My African, Middle Eastern and Russian cities under control should be nearly as much of a liability as they are a benefit, but in fact, they are contributing in a BIG way to my economics, and even some of them are creating units periodically. I think my economy is super-SUPER strong, and some adjustments to make that a bit less of a boon for the human may be in order. I am making like 6000gp per turn, AND finishing Techs in 6 turns. I'm rushing loads of units, and not even bothering much to build infrastructure in the more distant parts of my empire now.

Here is a report on my America SP game, on Demi-God diffulty: Oct 1968 The Russians only control two towns west of the Urals: Murmansk and Archange'lsk. The Scandinavians (with lots of air support from US) took a strip of towns down toward Yarsolavl and all the way to Sverklovsk and Nivzhiny. US controls Rostov, Mashbad, Ashbagat, Kashi, and Yinchuan.

US is at war with China, and moving a stack of a corps, 20 M-60s, ~10 marines, 7 Apaches, 36 aardvarks, 10 F-15s, 5 F-14s, 10 A-10s, and sundry M-113s, and modern infantry deeper into Chinease territory. I have an invasion force of about 12 marines, 12 M-60s, 7 CVs, 7 DDs, 10 mod inf, 6 airborne, etc., ready to move in on Argentina when it is convenient. Shortly after my last report, the Russians used there last remaining ICBM to cream Riyadh. We're losing some forest to global warming about every 5 turn or so I'd guess. Central Africa is down to only Madagascar.

The capitalist pigs have about 84% of population, and about 68% of land. Need 85 of pop and 80 of land to win a Domination win. Figure I can win it before 1973. I'm only getting about 1% of land area per two cities conquested, so this one might just involve complete Capitalist Pig Domination of all the non=aligned nations.
 
Can everyone please post when they post their turns and possibly combat results in the "Nuclear Winter" PBEM thread. It makes tracking the game easier, and helps stop a game from dying. It also has the added benefit of not cluttering up this thread!

http://forums.civfanatics.com/showthread.php?t=128628 is the thread.

Thank You!
 
Anthropoid said:
El Justo, thanks for your comments by email about the myriad possible changes I dreamed up. Unfortunately, I think you guys are absolutely right about the alliances. How annoying this AI is! Within two turns, France was at war against Turkey, and Spain was at war with Scandinavia! :crazyeye:

The AI in most cases decleares war because of the "submarine bug". I turned the invisible flag for submarines off and there was no war for years.
There is also a possibility to make the AI start wars when you want it to. Just create an invisible, immobile unit owned by "South-East-Asia" for example in North Korea. After several turns the China AI will attack this unit and will start the war.
This could be a chance to trigger wars. For example give North Vietnam later in the game the possibility to build invisible scouts with low attack and defense stats. Maybe they will walk in the South Vietnam territory and the AI will then "accidentally" attack that scout and start a vietnam war. I didnt test that but this would be a very interesting idea to trigger wars in scenarios.
 
Anthropoid said:
ADDIT: SEE BELOW


Turn one of the PBEM has been finished by Anthropoid and sent on to El Justo.

Just curious, what do the Resources: "Europe, Scandinavia, EU, Greece, and Turkey" do for me, or someone with whom I might trade them? Is it intended that these can be traded?

OK Anthropoid, if you are not playing Europe, they are not any good to you. Certain units, or wonders, need these resources to be built. Not sure which ones, but I have seen that in the past for stuff in this scenario.
No one you trade with can use them either.
 
Surtur said:
The AI in most cases decleares war because of the "submarine bug". I turned the invisible flag for submarines off and there was no war for years.
There is also a possibility to make the AI start wars when you want it to. Just create an invisible, immobile unit owned by "South-East-Asia" for example in North Korea. After several turns the China AI will attack this unit and will start the war.
This could be a chance to trigger wars. For example give North Vietnam later in the game the possibility to build invisible scouts with low attack and defense stats. Maybe they will walk in the South Vietnam territory and the AI will then "accidentally" attack that scout and start a vietnam war. I didnt test that but this would be a very interesting idea to trigger wars in scenarios.

That is an awesome idea Surtur! I think I'll try that!
 
Anthropoid said:
ADDIT: SEE BELOW


Turn one of the PBEM has been finished by Anthropoid and sent on to El Justo.

Just curious, what do the Resources: "Europe, Scandinavia, EU, Greece, and Turkey" do for me, or someone with whom I might trade them? Is it intended that these can be traded?

El Justo, thanks for your comments by email about the myriad possible changes I dreamed up. Unfortunately, I think you guys are absolutely right about the alliances. How annoying this AI is! Within two turns, France was at war against Turkey, and Spain was at war with Scandinavia! :crazyeye:

Not sure the E2C plane is actually working like it is supposed to. It only seems to get one move in my version of 1.51 in my America-Demi-God game.

Re: possible changes to governments for the SP version. The only thing I'd suggest is considering making N. Vietnam, South Africa, and either Argentina or Columbia all non-aligned Fascisms, that do not have to pay military support or something like that. The idea being, a wild-card AI, that will build a large but technological 2nd or 3rd string military and cause problems. As it is, I think there is not enough action in Africa, SE Asia, and Latin America.

Thought you guys might find the following quote interesting. It is from "Secret Armies: Inside the American, Soviet, and European Special Forces" (1987) by James Adams, The Atlantic Monthly Press, New York.

"Small wars play a very significant role in contemporary international geo-politics. It has been estimated that in 1986 there were forty armed conflicts taking place, involving forty-five of the world's 165 nations. This figure, startling as it is, still does not adequately refletc the true situation: neither the isolated activities of terrorist groups nor the many brief but bloody attempts at revolution in Third World countries are included in it, since these are generally defined as being at a lower level of conflict than formal warfare."

I do not think it would be in error to increase the role of Special Forces, invisible units, etc. in either the SP or the MP version. In the "The Missing Links" mod, there are a number of invisible units buildable, and the AI does a pretty darn good (and annoying!) job of making use of these by building them in large numbers and picking at any unprotected workers, missionaries, or weak defending units.


ADDIT: also, I think that, the rate at which nukes are generated might need to be upped. At present, there is virtually no threat of nuclear holocaust. I've used up ALL of my nukes, and had only TWO cities be flattened (Miami in like 1951, and it has subsequently been regenerated to a massive, prosperous megalopolis, Riyadh in like 1965, and it is still devastated, and might never be fixed. All of the Soviet and Central African cities I hit, have most all the pollution cleaned up, but are still backwards as far as infrastructure. Part of what was distinctive about the Cold War period in history, is the importance of small proxy wars, not full-scale tank division sieges, and fleets of strategic bombers. The AI should have enough nukes that it can TRULY threaten global devastation if the human player gets a tad too pushy. Related to this, I think the Democracies should have to deal with more corruption. My African, Middle Eastern and Russian cities under control should be nearly as much of a liability as they are a benefit, but in fact, they are contributing in a BIG way to my economics, and even some of them are creating units periodically. I think my economy is super-SUPER strong, and some adjustments to make that a bit less of a boon for the human may be in order. I am making like 6000gp per turn, AND finishing Techs in 6 turns. I'm rushing loads of units, and not even bothering much to build infrastructure in the more distant parts of my empire now.

Here is a report on my America SP game, on Demi-God diffulty: Oct 1968 The Russians only control two towns west of the Urals: Murmansk and Archange'lsk. The Scandinavians (with lots of air support from US) took a strip of towns down toward Yarsolavl and all the way to Sverklovsk and Nivzhiny. US controls Rostov, Mashbad, Ashbagat, Kashi, and Yinchuan.

US is at war with China, and moving a stack of a corps, 20 M-60s, ~10 marines, 7 Apaches, 36 aardvarks, 10 F-15s, 5 F-14s, 10 A-10s, and sundry M-113s, and modern infantry deeper into Chinease territory. I have an invasion force of about 12 marines, 12 M-60s, 7 CVs, 7 DDs, 10 mod inf, 6 airborne, etc., ready to move in on Argentina when it is convenient. Shortly after my last report, the Russians used there last remaining ICBM to cream Riyadh. We're losing some forest to global warming about every 5 turn or so I'd guess. Central Africa is down to only Madagascar.

The capitalist pigs have about 84% of population, and about 68% of land. Need 85 of pop and 80 of land to win a Domination win. Figure I can win it before 1973. I'm only getting about 1% of land area per two cities conquested, so this one might just involve complete Capitalist Pig Domination of all the non=aligned nations.
Anthropoid,

those country resources you refer to offer modest bonuses like +1 food, +1 luxury, and +1 commerce (most of them at least). they're in the game primarily for the flavor infantry units.

i'll have to look at the EC2 thing. it's claim to fame should be the extra move.

i would love to diversify the govt settings and maybe even add some into the mix and give the AI or human the option of switching to a like-minded govt. caution should be used w/ the support costs mainly b/c if one govt has a 'zero' maintenance cost then they'd switch to this govt real quick and never change back. however, i'd be interested to look a little further ito the govt settings and the like for subsequent versions.

it is terribly difficult to simulate many of the historical wars during this perios. i mean, sure, we'll get a few of them right and some will even occur at similar dates. however, w/ the alliances tying our hands somewhat, we're forced to kinda wing it and see how the AI responds (or doesn't respond).

nuke production could always be nudged up. i'll look into that.

the corruption settings for the Democracy govt could also be altered. i'd have to look into it though. as for war weariness...Democracy has the highest setting iirc. happiness factors, though, are kinda thrown out the window since i minimalized the impact of this feature in TCW (ie rioting, luxuries coming in, etc).

that's good to see allied Scandinavia take some cities w/ your help.

how has china fared against the soviets (up to now that is)?

nice diversification of your forces, too...
 
Surtur said:
The AI in most cases decleares war because of the "submarine bug". I turned the invisible flag for submarines off and there was no war for years.
There is also a possibility to make the AI start wars when you want it to. Just create an invisible, immobile unit owned by "South-East-Asia" for example in North Korea. After several turns the China AI will attack this unit and will start the war.
This could be a chance to trigger wars. For example give North Vietnam later in the game the possibility to build invisible scouts with low attack and defense stats. Maybe they will walk in the South Vietnam territory and the AI will then "accidentally" attack that scout and start a vietnam war. I didnt test that but this would be a very interesting idea to trigger wars in scenarios.
hi Surtur.

those are some neat ideas you have there...however, removing the 'invisible' flag from the subs would do a great disservice to the naval warfare aspect of the scenario. iow, it essentially makes naval transit wayyyy easier. plus, it'd render building subs as useless b/c of all of the rest of the surface vessels that can be built. this is the main reason i flagged them as invisible...ie, to give them a 'raison d'etre'.

i wouldn't change this for the subs for my versions but you're completely free to do as you wish for your game(s). :)

i would like to see how the invisible land unit method you desribed works out in testing. to be able to 'trigger' wars may definitely be a good thing...
 
El Justo said:
hi Surtur.

those are some neat ideas you have there...however, removing the 'invisible' flag from the subs would do a great disservice to the naval warfare aspect of the scenario. iow, it essentially makes naval transit wayyyy easier. plus, it'd render building subs as useless b/c of all of the rest of the surface vessels that can be built. this is the main reason i flagged them as invisible...ie, to give them a 'raison d'etre'.

i wouldn't change this for the subs for my versions but you're completely free to do as you wish for your game(s). :)

I completely understand your point here. It's just a shame that the submarine bug was never fixed in civ 3 :(.
Anyway thank you for this great scenario. I'm really enjoying it :crazyeye: . I made some changes for my version trying to increase realism. First I placed the immobile invisible units to start wars in korea and india/pakistan. This works quite well in the beginning. I also changed the situation in Africa, added 2 cities and gave some to the european colonists. Also placed some vp there. I gave Central Africa a small wonder buildable in the 50s or 60s which produces some offensive units who have the "unknown owner" flag. I hope they will conquer or destroy cities in Africa without starting wars to simulate the independences of most African states. Didn't play as long to test this. I also wanted to simulate the delivery of arms in the cold war. So I gave the Warsaw Pact and the US a unique resource which they can trade with other states. States who have this resource can build some of the soviet (or US) weapons/tanks/airforce cheaper and maybe earlier without researching the required tech. I am not so sure how to balance this right and which weapons were used in delivery of arms. However this would be an interesting possibility to support countries who are not in your alliance without starting your own war. Maybe this could also be interesting for your multiplayer version.
Again thank you for this great scenario :goodjob: .
 
El Justo said:
hi Surtur.

those are some neat ideas you have there...however, removing the 'invisible' flag from the subs would do a great disservice to the naval warfare aspect of the scenario. iow, it essentially makes naval transit wayyyy easier. plus, it'd render building subs as useless b/c of all of the rest of the surface vessels that can be built. this is the main reason i flagged them as invisible...ie, to give them a 'raison d'etre'.

i wouldn't change this for the subs for my versions but you're completely free to do as you wish for your game(s). :)

i would like to see how the invisible land unit method you desribed works out in testing. to be able to 'trigger' wars may definitely be a good thing...

I did accidentally trigger a war with invisble units. US were marching Sherman's across my country to get to China, who they were at war with. I was not thinking sharp, and parked a Spetsnaz in front of them. They ran into it, just like a sub. Started a nasty war I did not want.
 
El Justo said:
Anthropoid,

that's good to see allied Scandinavia take some cities w/ your help.

how has china fared against the soviets (up to now that is)?

nice diversification of your forces, too...

Yeah, Scandinavia has been kicking butt!

China and Soviets did not appear to have lost or gained anything from each other. Soviets had taken one city (Mashbad?) from Iran, and that is about it except for Scandinavia, and a couple Russian cities Britain took.

Re: the sub issue, I'm gonna try it for the SP game and see what I can do. True, for an MP game, subs obviously should be invisible, but for SP, given that AI "KNOWS" they're there ANYWAY (but then "ACTS" like it doesn't know they're there, and runs into them "accidentally !?! :crazyeye: ) it seems moot if the human player's are invisible. And as far as the AI having or using subs, I do not think I have EVER seen the AI use modern naval units in ANYTHING remotely resembling a smart tactic, so it would seem to be largely moot for that too.

The general idea I'm coming to for this mod is that, maximizing realism at least at the outset, might be a tad easier by focusing on getting all the editor settings "right" for only ONE of the human playable tribes. The incredible work you guys have done El Justo totally sets up for this to be done! So, I'm kinda messing around, trying to adjust things so that it is set up good for the human to play America.
 
Anthropoid said:
Re: the sub issue, I'm gonna try it for the SP game and see what I can do. True, for an MP game, subs obviously should be invisible, but for SP, given that AI "KNOWS" they're there ANYWAY (but then "ACTS" like it doesn't know they're there, and runs into them "accidentally !?! :crazyeye: ) it seems moot if the human player's are invisible. And as far as the AI having or using subs, I do not think I have EVER seen the AI use modern naval units in ANYTHING remotely resembling a smart tactic, so it would seem to be largely moot for that too.

The general idea I'm coming to for this mod is that, maximizing realism at least at the outset, might be a tad easier by focusing on getting all the editor settings "right" for only ONE of the human playable tribes. The incredible work you guys have done El Justo totally sets up for this to be done! So, I'm kinda messing around, trying to adjust things so that it is set up good for the human to play America.

Naturally, I am biased, but I will disagree with your points about subs, and agree to disagree about the realism issue.

First, I find that subs are used quite well by the AI, except when it comes to building missile boats and loading them with tactical nukes.
Outside of that tactic, albeit a very powerful tactic, the AI does a good job with subs. I have played WP and China many, many times to see my naval fleets wiped out by subs of the AI.

Second, I am not sure what you mean about getting the settings "right" for one civ in the SP game. The game was set up so any human player had his hand full against the AI. Naturally, any human is a far, far better adversary than the AI, but at higher levels in the game (I usually play demigod) , the AI puts up a major fight. I have played China, Israel, WP, UK, Japan, Australia, Canada, US, and Indonesia at various times through the game, and found all of the positions quite challenging. Maybe it is my style of play, and maybe because I was playing to test for bugs, but I have always had a great time playingf the game.

Maybe with the MP we are embarking on we shall really see the depth of this scenario. With 8 human players, I am really hoping that is the case.
 
On the submarine bug:

This question have been discussed in the WW2-Global thread time
to time. My position still is:

No doubt submarines will cause wars, however not so many wars as
some thinks. I know from my personal mod that AI often declares war
for no reason and without logic.

Rocoteh
 
Rocoteh said:
...for no reason and without logic.

Rocoteh

That perfectly describes Civ3's AI.
 
I_batman said:
Second, I am not sure what you mean about getting the settings "right" for one civ in the SP game. The game was set up so any human player had his hand full against the AI.

I think (I hope anyway! ;) ) that you guys realize I am VERY appreciative of your work, and of the challenges involved in making a scenario like the "Cold War" using the C3C game engine. You guys have done an incredible job balancing the units, the production rates, the map, and many other aspects of the mod.

But, don't take this the wrong way, it is NOT a realistic scenario. As an interesting, "what-if" alternative to history, it is probably the best mod I've ever seen, but as a realistic simulation of history, in which a savvy human can _BARELY_, through great insight, planning, and attention to detail, alter the course of history (and avoid being defeated by the AI) it is not on the mark yet. IMO, an optimally balanced historical SP scenario should not be about "what method will YOU CHOOSE to win against the AI," but about "CAN YOU figure out how NOT to lose, against the AI?"

Consider the "Rise of Rome" scenario. It is not easy to win as Rome even on Monarch setting, let alone Emperor. Some of the other ones are not so hard, but that one to me is the gold standard. Simply accomplishing the realworld historical successes of the central figure in the historical scenario should not be the least bit easy for the human, let alone a foregone conclusion, based on a single early game action (which in the case of my single game on Demi-God as US, was a preemptive nuclear strike on Warsaw). Maybe it is simply not possible to simulate perfectly the realities of the Cold War, OR, maybe _IF_ the US HAD performed a preemptive first strike, she COULD have won the Cold War through aggression :p It is an interesting question, which is unfortunately central to this issue of "realism vs. playability," as well as the practicalities of actual editor settings and AI limitations.

First off, the Cold War was between the USSR and the USA. All the rest were teammates and intriguers of these two quarterbacks. IMO, the other tribes should be largely irrelevant for the primary structure of the mod and settings. I really do not want to be presumptive, but my view is that getting things "balanced" for the other tribes would be a followup issues as far as the SP game goes. Thus, there should be two versions of the SP game, one in which the human plays USA (and the editor settings are adjusted so that the AI controls all the other tribes in a way that makes it challenging for the human playing USA), one in which the human plays USSR (and the editor settings are adjusted so that the AI controls all the other tribes in a way that makes it challenging for the human playing USSR). Additional versions could be created for the other tribes too, but it seems kinda pointless to play one of the platoon corporals or privates, instead of one of the sergeant majors. The key point here is that, having editor settings set up so that it is challenging for a human to play the US should be in some ways mutually exclusive to the settings which would make it challenging for the human to play USSR.

For the USA version, everyone except basically UK, Australia, and Canada (and even THAT is debatable given the historical significance of Trudeau!) should be _vulnerable_ to the spread of communism. Vice versa for the USSR version, everyone except perhaps Arab League should be vulnerable to the lure of capitalist imperialism.

Again, do not take this the wrong way. I LOVE this scenario, and I have had a LOT of fun playing with it (and very much looking forward to playing it a lot more). I am incredibly congratulatory, and admiring of the awesome work you guys have done. All the pieces are there (well most of them anyway, there are no terrorists, and special forces are not sufficiently represented IMHO). IMHO, the pieces are simply not adjusted properly yet, at least for the SP game. I'd say for the MP game, things are probably more right. But that is just my guess.

Unfortunately, in my changing of the mod, I've somehow changed something that needed an ANIMNAME file that it cannot find, and now it crashes :blush: I hope my lack of ability to accomplish the incredible work you guys HAVE already done does not mean that my comments are hypocritical. I cannot even begin to do what you guys have done in getting things set right in the editor. But as a player, I was able to beat the AI on Demi-God playing US far too easily, and it is this that I am saying indicates an impetus to alter things to "be more realistic." And then of course, there is always the issue of the stupid AI, which we will never be able to overcome for C3C, as well as the issue that C4 will be out soon, and some or all of those AI difficulties might be circumventable with that much more moddable engine.

I do not think it can be said too many times: thanks again for the fun scenario guys :goodjob:

After the long months you guys have spent working on this, it is a testament to your patience, dedication, and character that you are still friends with one another, AND still engaged in a discussion about the project AT ALL!! :p Most lesser men would have gotten disgusted and given up a _LONG_ time ago (e.g., _me_ with my American Revolution mod :( ). The fact that you ARE still engaged in discussion, suggests to me that you guys remain interested in feedback, and in the possibility that the mod could be made even better than it already is, and my comments are intended to provide constructive feedback, to quench your apparent thirsts to keep improving it.
 
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