1989: Scenario Development Thread

Milli Vinilli could be an Improvement available with Radio - one that generates pollution and unhappiness and negative culture. :p

They also generate a VH1 special every 50 turns.


Since today, 4 August, marks the 25th anniversary of the start of World War III, I thought we could pay tribute to those who lost their little digital lives with some new screenshots.













 

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Tony, this is absolutly impressive! :thumbsup::clap:
 
Some nice pictures. I always liked your buildings are they conversions from another game or did you build them by scratch?
Are the soviet planes in the third pic flagged as ships to represent their anti ship role, or are they just preplaced?
On the other hand there is a A-7 between Cedar Rapids and Omaha:confused:
 
^,^^,^^^,^^^^ - I wholeheartedly agree. That interface is amazingly nice, like setting the new standard for all interfaces nice. You've come a long way. Great work.:thumbsup:
 
Great Work All Around Tony... The Interface fits Very Well... Clean, Sharp and Great to look at :goodjob:

...Perhaps the 'Political Victory' space race parts could be represented with Colored Parts of your World Map. Similar to what I made for Hegemon. Just a suggestion :)
 
Thanks, guys. Hopefully the end result will be worth the wait. A few quick responses:

Samez, almost all buildings for the game are new and are made from many 3d models found from various sources, such as Google warehouse. They are all assembled, edited, and lit in Bryce so that they would be consistent. There are some buildings also from Ogedei and MadGAD.

The Russian Naval aircraft you see are indeed sea units. Soon I will post about how naval combat works...be prepared for Tom Clancy-style destruction here!

The A-7 in the picture is the 124th Tactical Fighter Squadron of the Iowa Air National Guard. Unfortunately, in my zeal to reduce the city limit below 512, I annihilated Des Moines where it is stationed. So maybe an airbase or graphic is in order.

Vuldacon, here is the Political Space Race as it stands currently:

Spoiler :


As you know, the pictures do not neatly line up with each of the 10 components when you highlight the appropriate tech. I need to study Hegemon, CCM, and COMM again to see how this situation is tackled. Also, there is an ugly bug on this screen. If you click on one of the techs, the screen flashes. Sometimes it will then go to the Civilopedia with no problem, but other times it is a crash to desktop. :confused:

Ares, this time around it will be much harder for Genschman to get anybody out of Prague!
 

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There is no Germany. There is only tanks.


Thanks for the pictures, very nice to see how far you have come! :)
 
There is no Germany. There is only tanks.

In working on this game it has been astounding to see in stark terms how militarized Europe was just a short time ago compared to today. Germany today has less than 7% of the tanks it had active in 1989 (5% if you include the DDR). The Netherlands had an mechanized corps, and now operates no tanks at all. Even the U.S. Armed Forces, still very large, are a fraction of their size 25 years ago. But there is simply no comparison with the mammoth strength of the Soviet Army. 10.5 million fit for service in 3 months of mobilization, two of the world's largest air forces, over 52,000 tanks and 60,000 armored infantry vehicles. Estimates run between 194 to 214 divisions (I've got positive ID of 189), about 50 of which will be off the map facing China.

Before diving into Naval Warfare, I wanted to write a little about Southeastern Europe. On the Warsaw Pact side we have Hungary and Bulgaria. Both nations have old equipment and are not nearly as well-armed as their socialist brethren further north. The terrain of the Balkans is not as suitable for sweeping armored warfare, and support artillery and aircraft are limited. On the NATO side, both Greece and Turkey maintain very large armies but with aging equipment. The old M48 Patton tank (many of which have been upgunned to the 105 mm) form the mainstay of their armored forces, supported by M113 PCs. In reality, both nations would concentrate on defending their borders, and most especially everything surrounding the Turkish Straits. In the game, however, the AI can't resist launching intrepid attacks. The results are a very tough time for the Bulgarian player, who will be utterly assaulted early on.

The Turkish ground forces have four major armies: 1st Army in European Turkey, the 2nd covering the southern border with Syria, the 3rd arrayed against the Soviet Caucasus, and the 4th in reserve headquartered in Ankara. The Turks as played by the AI will fight very aggressively in the East into Georgia SSR. The Soviet AI will respond likewise with air attacks, airborne landings, and missiles from the Black Sea Fleet. Playing as one of these nations is a very different take on the game, and requires setting clear objectives and protecting your flanks. Upon release, there will be some house victory conditions for these players.


There are a few wild cards that can change the whole situation in the theater. Although Romania is part of the Warsaw Pact, in the game they have elected to stay on the sidelines and are not part of the locked alliance. Yugoslavia (which includes Albania in game) also remains uncommitted. A serious blunder or a shrewd military alliance with the right technology can swing these nations either way, changing the whole balance of power. A surprise attack from the Arab League in Syria can also cut through southeast Turkey if 2nd Army's formations have been denuded to reinforce other fronts. In all, the Balkans and Anatolia will be rife with action from the start. The Soviet player must decide whether his forces in the Ukraine are better served reinforcing the fight in Germany...or splitting a hole open into the Mediterranean!

Next time: from submarine hunting to carrier aircraft, missile-armed bombers to amphibious assault -- naval warfare in depth!
 

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Big day this week. I finally started a real game. Not a test game, not a debug game, not a looking for errors game (OK, I'm always looking for errors, but that wasn't the primary purpose), but an actual game. I started off as the Soviets and in a day's playing I completed one (1) turn. :crazyeye: So that's the extreme if you like to micromanage, but breathe easy if you want a simpler game because other nations move much much quicker. No crashes at all.

The game went well. I've been used to this map for four years so I'll familiar with the areas, but it was still a lot of planning and moving. The order in which you move, bombard, bomb, attack, and so on is extremely important if you want to maximize your assets. The Bundeswehr got throttled in northern Germany and I managed to overrun three west German airbases. I captured Hamburg and Nürnberg (and subsequently lost both), but just like a normal game of Civ 3 you have to secure good ground and let the dumb AI squander his best units in unfavorable counter-attacks. Soviet units get mauled quickly attacking strong defenses and you have to use your artillery wisely. Also, Poland on the map is designed with very limited rails across its forests. If you are the Soviet player, make sure to keep units on these to keep your reinforcements flowing. If you are NATO, make sure to bomb these roads with Tornados and Aardvarks. Even a 3-turn delay to Soviet reinforcements can save your life at the front.

The naval front went very well... I got two American carriers and did a lot of sub hunting in the Barents and Greenland Seas. Amphibious attacks nabbed me all of Norway over to Bodø. There was a lot of furious surface and diesel sub action in the Baltic and the Black Sea. I was very conservative with my carriers and heavy cruisers...don't want to lose them too early.

I figured out one mystery. The reason for the long American turn time in the first couple turns is the air attacks. I knew that air bombardments (and the rare, magical AI land bombardments) slowed the game after each attack. But the U.S. has so much air power in the early game that the cumulative effect adds the extra time. No way around this, but it's not hard to deal with for a short few turns before things speed up. If you are the Warsaw Pact, I can only warn you to dig you holes deep and have your air defense radars spinning because the sheer weight of Allied air power is devastating. I had four divisions pushing into Schleswig-Holstein and they were utterly shredded by A-10s, F-16s, and F-111s. At sea, the heavy bombers smashed one of my Kiev carriers. They even found one of my subs off the East Coast with a P-3 Orion, which waited on station while land based air attacks sank my sub. :eek: Sometimes it's working too well.

Well, I just wanted to jabber on about that for a minute since it was pretty rewarding to actually play the game for a bit. I'll put the call out now: if you want to playtest, let me know because closed beta time is probably going to start here in a week or two. Only hard core, no nonsense playtesters need apply. :cool: Right now my goal is to have the thing done, like all wars, by Christmas. More to follow soon on naval war.
 
I'd love to playtest, I've never done something like that before, but I always had a thing for micromanagement (hence why I'm probably the only one that can sit for three hours in Hearts of Iron III and not even unpause the game) and I'll have quite a bit of free time to put into it over the next few weeks.
 
Short question about tech progression: as the turn times seem to be quite extensive what are the minimum turns to research techs? / will I be able to research more than one tech per 10h of gameplay?
 
I'd love to playtest, I've never done something like that before, but I always had a thing for micromanagement (hence why I'm probably the only one that can sit for three hours in Hearts of Iron III and not even unpause the game) and I'll have quite a bit of free time to put into it over the next few weeks.

I'll send you an invite to the discussion group. I need a few days to get the thing ready to post for download. Thanks, Mopean.

Short question about tech progression: as the turn times seem to be quite extensive what are the minimum turns to research techs? / will I be able to research more than one tech per 10h of gameplay?

Short answer: yes. Current minimum research time is six turns (this has to do with how REFORGER works), max is 999. The max is so that people can't easily get out of their era and screw up the graphics. For most civs, the turns move quickly after the first few where much of your setup work has to be done, as in most scenarios. The tech tree is not too big, and each tech has a few things to offer. I'll be posting some screenshots of the science advisor screen after a few test games just to be sure. I'm trying to make the tech options as agonizing as possible so there is no silver bullet for which path to take. No tech trading allowed either.
 
We know what to do with those sandcrawlers... :lol: I'm gonna put the link in the second thread of the discussion group when it's ready and we can work out of there. I miss SOC though.

More action in my USSR game. The Germans and Americans took a beating, but fresh Dutch and French forces are closing fast. The Baltic naval infantry captured Copenhagen in a fierce battle, which was then reinforced with a motor-rifle division. I lost a lot of fighters to NATO interceptors but they lost many hit points in the process...simple attrition there. VPVO interceptors are rebasing from Russia to take up position in Germany, especially the MiG-31s and Su-27s which are unmatched by just about anything other than the Eagles. Once I cleared some air lanes, my close air support like Su-25s and Hinds slaughtered NATO troops that had penetrated the inter-German border.

Meanwhile, a grueling mountain campaign got me Kars on the Turkish border. I dropped an invisible Spetsnaz in the mountain passes and the Turks lost three infantry regiments when they came down the road to reinforce. Other special troops dropped into the Faroes and Shetlands and cut off the North Sea oil. I'm putting a force together to try and take Iceland. They'll be exposed at sea and I might lose them along the way, but the AI Americans love to use Iceland to rebase tons of aircraft so maybe I can catch a bunch on the ground. Then they'll have to reroute through the Azores. A good start...but a long way to go. A lot of little errors are being cleaned up as well but I do still have some graphics work to do, especially for techs and buildings. Pain in the neck... :mad: I hate doing graphics. More to follow soon.
 
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