Simple Cold War Scenario With ViSa Mod

Mrdie

Founder of eRegime
Joined
Jul 26, 2005
Messages
677
Note: To play, you'll need the ViSa mod for Civ IV: Warlords, and the 2.10 patch for the mod.

This is a simple Cold War scenario that took about half an hour to make. You can play as the US or USSR.

Countries:

1. USA
2. USSR
(Non-playable)
3. NATO (Europe, vassal of US)
4. China
5. Arabic Countries
6. Israel
7. India
8. South/Central America
9. Africa
10. N. Vietnam (Communist north)
11. Canada (Vassal of US to simulate NATO)
12. Australia (also controls NZ)
13. Sweden

I understand that some city names are wrong. Also, some civics aren't filled out due to errors when doing so. Regardless, try out the scenario, and tell me what you think.

Link to download, including map at bottom.

Version 2
Removed Baja California
Added chinooks for the nations so they can actually get around the map before the scenario ends
Made Canada vassal of the US (Meant to signify their alliance in NATO, of course)
Removed a useless Soviet city in Indonesia
Added more resources (Hemp & coffee in Central/South America, natural gas in far-north, tires around most of the countries so they can build more things)
Version 3
Moved and renamed the single Indonesian city to Jakarta
Added nukes to US, more nukes to Russia
Removed some teches from all countries
Added roads to Soviets and US
Added Poland
Removed accidental Australian troops in Central America
Removed Libya for balance, also removed Sahara
Version 4
Added spies to both the Soviets and the US
China begins at war with India
Modified various relations
Connected most of the US and Soviet Union by railroads and connected the resources too
Less soldiers in NATO cities
Added Tirana (Albania) for the Soviets
Version 5
Added wonders and more buildings to the US and Soviet cities (mostly Soviet, though)
Made the Soviets much stronger, with a focus on military. Really need to think about how to win as the US now
Modified relations
Placed Soviet tanks at the edge of the Soviet-NATO border
Made Chile and Nicaragua barbarian at start
Started Vietnam at war with the US at start (more realistic than them never, ever going to war)
Version 6
Removed nukes due to AI using them unrealistically (You can always build them though, of course)
Made Vietnam a bit stronger
 
Updated to Version 3

I made the Soviets quite a bit weaker, but gave them some shiny new nukes to make up for it. So, any suggestions?
 
Haven't played the mod, but I think you should put in eastern europe as a separate nation and make it a vassal of the USSR, to enhance realism (and, hopefully, gameplay).

Plus, maybe tweaking religions, so that instead of having Christianity, Buddhism, and so on, you have Communism and capitalism. This could lead to realistic wars, in which the US would attempt to stop communism. With this, perhaps tweaking the 'religious sensitivity' thing so that the USA and Soviets are the most sensitive to it. This would also get rid of the need to have the USA at war with Vietnam at the start, as they would go to war anyway over Communism.

You could also have a holy shrine for Capitalism: 'The Marshall plan'. I'm not sure what Communism could have instead... perhaps COMECON?

Also, splitting up Africa in North, Central and south would probably improve gameplay, and splitting South/Central America into South and Central America.

More suggestions when I've played it, but so far, looks good. :goodjob:
 
The problem with splitting up Russia is that I fear it'll become so weak that the US will have no real challenge. Splitting up South and Central America is not worth it IMHO (S/C America is weak and has rebels all over it). And Africa is the weakest "nation" in the scenario, which also has a lot of rebels.

I have about 5% experience with modding, so, yeah. Regardless, I'm always open to suggestions. It'd also be nice if anyone knew how to put civs in the scenario after the scenario is already made.
 
:lol:

No, 5% of modding in Civilization IV. This includes such amazing things as changing leaders names and countries, and going into mod files and changing their traits.
 
Version 6 posted. It's fairly minor. I removed nukes from all sides, however, since the AI uses them unrealistically. So, yeah...

If there is enough demand, I'll put them back in.
 
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