World War II in Europe based on El Mencey

rcoutme

Emperor
Joined
Jan 3, 2004
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I have modified El Mencey's scenario so that it will work for Multi-player (5 or 6 humans and 2 or 3 computer). I have also created a single player mode. The single player version allows Germany and USSR to create settlers (since the AI has a penchant for razing cities).

For the Multi-player version: The 'agreed upon' rules need to include that nobody coaxes the computer players into the war (i.e. you can give them all the gifts you want, etc. but they have to initiate any Mpp's or alliances). RoP's would probably be ok, since the AI's will send stuff through your territory anyways. Probably, the 'Resistance' cities should not be allowed to base any aircraft (although such would be vulnerable to axis air attacks). The Soviet Union may not declare war on the axis until turn 10.

The basic outline is: Germany and Italy are permanently at war with France, England and Netherlands (includes Yugoslavia). The French have one city on Swiss border on impassable terrain (French resistance). France has two other cities that are very hard to take (they are on impassable terrain). One is in the Yugoslav Mountains (Tito's HQ) and the other is in the Norwegian Mountains (Norwegian Resistance). Switzerland is impassable. Sweden (and their stuff in Turkey) exist as a computer player only (along with Ireland and Portugal). Spain could be computer or human. The Netherlands (which includes Yugoslavia) is a computer player allied to Britain and France. They don't last very long which is why they are no longer a human player. The means (not easy, btw) of eliminating the 'Resistance' cities is to build a road up next to them. Once this is done, the city will automatically connect to the road. Then the city could be attacked.

You must make it that the computer player initiates any DoW. This could be done by the comp player either seeing an advantage or simply liking one faction a lot (by that faction giving lots of gifts?). If diplomacy by humans allows an alliance then the computer players are too easy to coax into the war.

Anyways, there are some new techs and new units. The heavy bomber from WWII Pacific was brought in. The regular bomber was weakened some (it's way too tough right now!). The tech Adv. Air was moved out and Airborne Warfare was inserted into its place (thus the Heavy bomber and Helicopter are moved further out on the tech tree). An ASW tech was added that allows a new unit (same graphics though) called ASW destroyer. This unit can see invisible. No other ships can see invisible units.

Many of the advanced techs can no longer be shared. The Soviets no longer start with rubber hooked up (and their only source is near Minsk). This gives more credence to the Murmansk convoys (opening up the route for naval shipping). The Italians and Russians start with quite a few 'inferior' units to represent the purges of Stalin and the Italian unpreparedness for the war.

The Panzer was changed to give it a 1/4 bombard (0 range) since all tanks were given blitz. A new tech, called Heavy Tanks, was created allowing a 'Modern Armor' with the stats of 20(5)/10/3 with blitz.

The terrain will 'look' very different (especially in N. Africa) as I had to use a 'base' terrain for an impassable one. I used desert and changed all desert squares to Landmark Plains (called de$ert). The look is changed but all other stats are the same. The Qatara depression (impassable) was added south of El Alamein.

I made all culture-producing improvements require iron (there's lots of the stuff lying around so everybody should easily have access). I did this so that the 'Resistance' cities will not be able to expand their borders.

I also made all cities retain their culture after capture (for borders purposes).
Amongst those listed above, the Russians get two 'Resistance' cities. Tanks, artillery and Panzers (along with modern armor, of course) are now wheeled units! The English are now a Democracy that has had War Weariness removed. The French are stuck with their war weariness, however. The English have been given a new city called Dominions at the far south of the map. Riflemen (and paratroops still) can now be airlifted but no other units. This allows the Brits to send units to N. Africa. However, the upgrade cost for riflemen to infantry is 50 gp, so that part would be expensive.

Upgrades are at level 5 (instead of 3).

I have solved the 'large files' problems, so it should not be too hard for everyone to download the changes to El Mencey's original game.

In order to use the game, you must have El Mencey's scenario downloaded. Download the attached files and unzip them in the C3C Scenario folder. Make sure you include the files in the second post.

This is critically important!
After you download my files (with the current file names) into the scenario folder, go into the Conquests folder. Go to the 'WWII in the Pacific' folder and you will see an 'Art' folder. Go into the Art folder and you will see a 'Units' folder. In the Units folder you will see a 'Heavy Bomber folder'. Go into that folder, go to the commands at the top 'Edit' and "Select All". Then "Copy".

Now go back to the scenario folder into the 'WW2 Europe rpc' folder, go into the 'Art' folder where you will see a 'units' folder. Go into the units folder where you will see a 'Heavy Bomber' folder. Open that folder and paste in all of the units. That's it. You can now run my modified version. Note that this should be left exclusively to Multi-Player as I have not done any testing in single person.

This is really a lot easier to do than it is to read or write.

El Mencey's scenario:

The linlk in post #27 of our original Tomorrow Belongs to Me Thread works OK:
http://apolyton.net/forums/showthread.php?s=&threadid=112678
1) Go to: http://http://apolyton.net/forums/showthread.php?s=&threadid=112678
2) From post no.2 download the Common files 1365 KB, clicking on the link. It will open an intermediate screen; just wait a bit until you get your windows mini screen asking you to download the file.
3) Next, from post no. 3, download in the same way the : Attachment: ww2_europe_en.zip (which is the english version of the scenario, it contains the solitaire and the MP versions.
4) Once downloaded you should process the files so that in the end you will have , inside your scenarios folder of Conquests, the following new items:
a) a subfolder named WW2 Europe
b) Two scenario files (CIV3qe type files): WW2EuropeMP and WW2Europe respectively.
 
Edit: Map altered so that Russian Partisans 2 is not on floodplain.

Edit #2 (on 7/24/04): Deleted Mobile SAM in Athens and replaced it with Flak. When I had been previously editing the scenario (before posting it), all the Flak units had been changed to Mobile SAM's, I must have missed this one.

Edit #3 (on 7/26/04): Changed the resistance cities to French and made Netherlands computer player. Deleted SAM next to Moscow and added Flak.

Edit #4 (on 7/26/04): 'Final' overhaul after playtesting. Added single player version. Altered Fascism to make rushing require gold instead of population. Added names of capital ships. Altered attack/defense values of many units (Infantry, Battleships, Cruisers, Destroyers, Guerillas, etc.). Added Resistance Guerillas. Modified language of scenario descriptions to make it more grammatically correct. Added ship designation codes to civilopedia.

Edit #5 (on 7/27/04) Added "Plant Forest" back onto the worker jobs since without it the terraform box can not be checked and the AI workers will not work. :wallbash: :wallbash:

Well, anyways, it now takes 100 worker turns to accomplish that!

Edit #6 (on 7/27/04) Set the alliances on SP.

Edit #7 (on 8/2/04) See Post #7 of this thread

Edit #8 (on 8/3/04) Changed a Mobile SAM in Stalingrad to Flak

Edit #9 (on 8/4/04) Changed Temple of Artemis to not giving free temples, oversight was discovered during human playtesting. The ToA now only gives a tank every 4 turns (as was designed for the scenario). Czechoslovakia produced the LT-38 or 38(t) which was used by the Germans and later by the German minor allies, the ToA is there to reflect the Czech production. The civilopedia was also updated to reflect this.
 
Well, I haven't playtested this current version yet, but I must say most of the changes sound excellent! :goodjob:
You neglected to mention you took out TOWs, right? Or did I miss that?

However, approaching this from a purely Russian point of view (that which I have played in single player and currently multi-player in the original version)...I think some of your changes are unbalancing.
1. Fascists cash-rushing? I think this would be a severe disadvantage to Russia. They would be mowed over by the ultra-rich, infrastructure-heavy Germans.
2. Russia starting out with Rifles and having to upgrade them to Infantry? Russia has almost zero cash. How are they going to do this with an increased upgrade cost? You mentioned earlier that they have nothing to spend their cash on, but actually, they do. They need to research Espionage ASAP so they can build the SPHQ. Speaking of which they also don't have the Forbidden Palace built yet... And only two factories in the entire country? :p
3. They do need *some* extra workers.
 
Actually, the Soviets seem to hold their own with what they have currently. Granted, it's AI vs AI and they don't use workers well (they keep building railroads which take forever in my scenario :p

I will look into the problems with Espionage, etc. As for the SPHQ, that may not be as necessary as you think. The corruption in the USSR is not really all that bad.

Anyways, what the AI Soviet player has done so far is build up lots of Resistance Guerillas and Cossacks.
 
One word of caution: The Soviets and the English-French-Dutch are kind of meant to be played by different players. So you would probably want at least 3 players (although it could be done with two...).
 
I have revised the map, with extensive AI testing, to include victory points and victory point locations. I have reduced the cost of technologies and have altered the combat values of a lot of the foot units. The worker time for planting forest has been increased some more and the time for building railroads (it had been dramatically increased) has been decreased slightly.

This means that it is feasable to build the railroad addition, but it is still very costly in workerpower.

Many of the starting capital ships have now been named, for flavor purposes. The transports (the vast majority at least) have been moved to harbors. Ships have been added. This especially affects the Italians.

Many of the great wonders have been moved and most (not all) have had their Civ-trait boxes unchecked. It is imperative for the English to build Shakespeare's theater if they ever want the 12 turn golden age (as that is the only way they can get it). New York is a good starting point for it.

Due to the submarine bug, if the Germans block the Dardanelles and the passage near Copenhagen, the Soviets will have a significant chance of declaring war. For the Dardanelles, the soviets will only head there if they are at war with a western power (not Sweden).

Germany and USSR have the capacity to build settlers in each scenario. If you are playing a multi-person game and don't want them to do so, either go into the editor and take that capacity off, or make an agreement of no settlers.
 
These changes are excellent!
 
@KabeDerlin :D Glad you enjoy them, you are the first to comment to me without being in one of the three WWII Europe pbem's I am associated with...
 
Edited the map to make the building of a road to Tito's HQ more challenging.
Edited the settler to allow it to keep up with Resistance Guerillas.
 
Edited MP map so that no RR or roads are next to resistance cities that way paratroopers can not land next to them and attack.
 
Sound like a fun game to play ....I am in if there is still room email is punkofthewest at Hotmail dot com
 
I have now finished (I hope) version 2 of the pbem of WWII in Europe. I have deleted the SP version completely as that would be a terrible game to play anyways.

I have left the original version there in case the new one proves to be disastrous. The new version is at the following website: WWW.ccraymond.net/Daddy.html The two files are a map and a folder file with all the extra units. You still must download El Mencey's stuff, but you no longer need to copy and paste! So get downloading and get me some volunteers!
 
Ok...I gave up! My daughter will probably throw a fit, but that's her problem. I went ahead and used up 3.4 Mb more on the website and added El Mencey's folder to it...you no longer have to go to El Mencey's site.
 
Actually...fighters can see them, and there is a tech that allows destroyers to see them. I also took away the stealth attack of subs.
 
rcoutme said:
Actually...fighters can see them, and there is a tech that allows destroyers to see them. I also took away the stealth attack of subs.

I was thinking of doing it like this in my scenario:

1.
Initially subs would be completely invisble to all units.

2. Once you aquired the specific techs, you can build the advanced
destroyer, the advanced sub, the destroyer escort and the
ASW aircraft, all of which can see invisible units
 
Well...in WWII, subs were hunted by Catalina flying boats and other aircraft. Since they had to surface to get air, etc. this was the typical way that they were vulnerable.
 
Version 1 files taken off so that Forum will not be responsible for extra file capacity.
 
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