LouLong
In love with Rei Ayanami
Hi,
my new scenario is about the Boer War (the second actually).
It is nearly ready for beta. Texts are done, I am just not sure about a few stuff to add or not for which I welcome opinions. And I am waiting for a certain gatling gun...
For instance :
- telegraph : I plan on to using telegraph to replace radar stations. The advantage : it fits in that role of enhancing a lot combat value, especially for the mobile war that was raged in the second part of the war. Now of course it could look a bit strange on the map and telegraph is rather a network than a one-tile line. Would that be ok though or too weird ?
- I haven't incoprorated them yet but I thought Regicide could be chosen (or maybe an option in a separated biq) for this scenario as the war continued even after the last towns were conquered by the British. Opinions ?
- at the moment I am using red coat troops for the English (colonial infantry and BeBro's cuirassier). Even before the end of the Zulu War English wore khaki (the Bengalese lancer is wearing that color). But 1/ red coat troops are the only units I have avilable for (kind of ) that period. 2/ they look out pretty well and give a good feeling of identity. Opinions ?
- what unit (and name) to use for the heavy British ships of the time (dreadnaught ?, predreadnought ?) and for the transports.
Other infos :
Civs :
Boer (1 or 2 civs in locked alliance ?)
English
German
Portuguese
Zulus
Dependant African States (the Zulus were dependant as well but they were still pretty original a culture)
Boer and English in locked War
German and Portuguese are neutral but they could declare war. Their main interest though is for the Portuguese to be a possible trading partner (the Boers need to trade to get modern weapons from Europe) and for the Germans to trade AND to be a possible threat against the English which means they have the ability to sign in an alliance with the Boers. They have good but few troops though.
The Portuguese cannot sign any alliance. I am not sure about the trade embargoes yet.
Both natives have a small tech-tree on their own. The first allows them to provide rifle-black troops. The second (which takes a long-time to research which means they might discover it if and only if the war lasts too long) is the rebellion. In that case there is a general uprising providing huge number of troops). During the first period the natives are likely to side with the British (who have the resources and luxuries they need and are really powerful). On the other hand in the second part the Boers have the new resource they need which means either they have conquered it (unlikely) or they need to buy it from the Boers (possibly for war against the British).
Scenario length : 80 turns (1 turn a week which is historical) which could be fine for MPs.
Tech-tree :
apart from the civ-specific techs (German, European,....) the (very small) tech-tree is as follows :
for Europeans :
Industrialization ---> Modern Weapons (ex : Gatling) ----> Import
Industrialization ---> Modern Weapons (ex : Gatling) ----> Telegraph
Colonization ----> Overseas Support (+ Africanization)---> Territorial Control ---> Population Control
Colonization ----> Settlements -----> Africanization ---> guerilla
Industrialization allows Railroad. Railroads have been placed exactly where they existed (strange locations sometimes) but NOT in a continued line so that it speeds transport but does not allow immediate one. Railroads can be built but 1/they take while to build 2/ the Boers can pillage it.
Colonization allows native troops and scouts
Overseas support allow colonial troops (including Indian ones)
Africanization allows Boer and Boer cavalry. But the English need to research it if the want to research guerilla
Guerilla allows Kommandos and the British answer here globally called Bushveldt Carabineers.
Territorial Control allows the construction of bunker units that are immobile and need to be paradropped (guess humans will know, not sure about the AI) : these bunkers can spot invisible troops (such as Kommandos) so they are really useful to protect the railroads,....
Population control allows concentration camps as they appeared there and then. Useful to break the population and avoid rebellions (cultural flipping is on, at least for now).
Many of these techs are known but some are not. The Boers still need to discover guerilla and Import.
The English (the main civ with research power) must discover Africanization, Guerilla, Territorial and Population control.
Ideas, opinions welcome !
my new scenario is about the Boer War (the second actually).
It is nearly ready for beta. Texts are done, I am just not sure about a few stuff to add or not for which I welcome opinions. And I am waiting for a certain gatling gun...
For instance :
- telegraph : I plan on to using telegraph to replace radar stations. The advantage : it fits in that role of enhancing a lot combat value, especially for the mobile war that was raged in the second part of the war. Now of course it could look a bit strange on the map and telegraph is rather a network than a one-tile line. Would that be ok though or too weird ?
- I haven't incoprorated them yet but I thought Regicide could be chosen (or maybe an option in a separated biq) for this scenario as the war continued even after the last towns were conquered by the British. Opinions ?
- at the moment I am using red coat troops for the English (colonial infantry and BeBro's cuirassier). Even before the end of the Zulu War English wore khaki (the Bengalese lancer is wearing that color). But 1/ red coat troops are the only units I have avilable for (kind of ) that period. 2/ they look out pretty well and give a good feeling of identity. Opinions ?
- what unit (and name) to use for the heavy British ships of the time (dreadnaught ?, predreadnought ?) and for the transports.
Other infos :
Civs :
Boer (1 or 2 civs in locked alliance ?)
English
German
Portuguese
Zulus
Dependant African States (the Zulus were dependant as well but they were still pretty original a culture)
Boer and English in locked War
German and Portuguese are neutral but they could declare war. Their main interest though is for the Portuguese to be a possible trading partner (the Boers need to trade to get modern weapons from Europe) and for the Germans to trade AND to be a possible threat against the English which means they have the ability to sign in an alliance with the Boers. They have good but few troops though.
The Portuguese cannot sign any alliance. I am not sure about the trade embargoes yet.
Both natives have a small tech-tree on their own. The first allows them to provide rifle-black troops. The second (which takes a long-time to research which means they might discover it if and only if the war lasts too long) is the rebellion. In that case there is a general uprising providing huge number of troops). During the first period the natives are likely to side with the British (who have the resources and luxuries they need and are really powerful). On the other hand in the second part the Boers have the new resource they need which means either they have conquered it (unlikely) or they need to buy it from the Boers (possibly for war against the British).
Scenario length : 80 turns (1 turn a week which is historical) which could be fine for MPs.
Tech-tree :
apart from the civ-specific techs (German, European,....) the (very small) tech-tree is as follows :
for Europeans :
Industrialization ---> Modern Weapons (ex : Gatling) ----> Import
Industrialization ---> Modern Weapons (ex : Gatling) ----> Telegraph
Colonization ----> Overseas Support (+ Africanization)---> Territorial Control ---> Population Control
Colonization ----> Settlements -----> Africanization ---> guerilla
Industrialization allows Railroad. Railroads have been placed exactly where they existed (strange locations sometimes) but NOT in a continued line so that it speeds transport but does not allow immediate one. Railroads can be built but 1/they take while to build 2/ the Boers can pillage it.
Colonization allows native troops and scouts
Overseas support allow colonial troops (including Indian ones)
Africanization allows Boer and Boer cavalry. But the English need to research it if the want to research guerilla
Guerilla allows Kommandos and the British answer here globally called Bushveldt Carabineers.
Territorial Control allows the construction of bunker units that are immobile and need to be paradropped (guess humans will know, not sure about the AI) : these bunkers can spot invisible troops (such as Kommandos) so they are really useful to protect the railroads,....
Population control allows concentration camps as they appeared there and then. Useful to break the population and avoid rebellions (cultural flipping is on, at least for now).
Many of these techs are known but some are not. The Boers still need to discover guerilla and Import.
The English (the main civ with research power) must discover Africanization, Guerilla, Territorial and Population control.
Ideas, opinions welcome !