SCENARIO: The Vietnam War Deluxe; 1965-1975

El Justo

Deity
Joined
Mar 5, 2004
Messages
12,948
Location
Southern NJ
The Vietnam War Deluxe ~ 1965-1975
for Civilization III Conquests only



version 1.2 10 May 2008

It's March 1965 and the war in Vietnam is about to heat up. The Republic of Vietnam, also known as South Vietnam, has been attempting to stave off the communist insurgency that eminates north of the 17th parallel in the Democratic Republic of Vietnam (North Vietnam). The United States has landed the 9th Expeditionary Brigade of the Marines Corps in Danang with the hopes of rooting out the insurgency. Operation Rolling Thunder is about to commence and the Viet Cong have already infiltrated nearly 100,000 men, thousands and thousands of small arms weapons and ammunition, fuel, food stuffs, medical supplies, pack guns, and anti-aircraft artillery down the famed Ho Chi Minh Trail since 1959. South Vietnam is literally on the brink of collapse. See if you can take control of either faction and reenact history - or rewrite it!


Communist guerillas on the Ho Chi Minh Trail

Scenario info
There are only two (2) civs in which to play and victory is obtained via a Victory Point win. There are dozens and dozens of VP locations located all over South Vietnam. This includes all of the cities and many other hard to reach places in South Vietnam. In addition, there's several VP locations at the border areas and along the Ho Chi Minh Trail. Thus the goal for the South Vietnamese is to rid the Viet Cong from the fixed location throughout South Vietnam and secure all or nearly all of her cities. The North Vietnamese seek to develop the insurgency in the south and the infrastructure of the 'Base Areas'. Each faction begins the scenario with roughly fifty (50) pre-occupied VP tiles. The goal then for each civ will be to secure as many of these VP locations as possible and the faster you do it, the quicker you will be to victory :)
--------------------------------------------------------------------------
Credits
wolf_66, AlCosta, and von_clausewitz helped with testing and various other alpha/beta related matters. Recon1591 was kind enough to allow for the use of the Ambiance sound folder from Storm Over Europe :thumbsup: MarinesCorps helped me w/ some initial uploading problems and Adler17 and Simon Darkshade both lent some advice and remarks during the developmental stages. thanks fellas :D

special thanks to Ares de Borg for his unit re-colors.

Units - bebro, Hunter, ripptide, TopGun69, vingrjoe, Wyrmshadow

another special thanks goes to wolf_66 who was kind enough to de-civ color a great amount of the units. he also cleaned up a bunch of the older anim's so that they run smoother in-game.

Cities - Ogedei_the_Mad

Sounds - soundtrack was designed by me and assmebled and debugged by AlCosta

Terrain - warpstorm

Map - me :)

Tech Icons - Ukas

Civilopedia - several sources - the now defunct gruntonline.com (the best ever site dedicated to the war imo - sad to have seen it gone :(), globalsecurity.com, scrambleontheweb.org, fas.org, and wikipedia.com - cia.gov was used for the resources. i leaned on various other paperback sources in my private library too :)

--------------------------------------------------------------------------
Installation Instructions

version 1.2 ~ 10 May 2008

Click here to download the latest update. you;ll need to delete existing folders if you downloaded the scenario before.

extract the file to the following directory:
Civilization III/Conquests/Scenarios
exact file path may differ with Civ3 Complete disc

you now need to download the biq files attached to the end of this post. extract them to the same exact directory as the large folder. cut-n-paste each biq file (one for SV and the other for NV) into the Scenarios directory as well.

v1.0 removed after 432 dowloads
v1.1 removed after 877 downloads

to play the files, click on "Civ-Content" on the title screen and find the file which you want to play and away you go!
 

Attachments

  • Vietnam War v1.2.rar
    97.3 KB · Views: 4,051
Last edited by a moderator:
Victory can be obtained if you accumulate 18,100 victory points.

All other victory conditions have been disabled for this scenario thus leaving the accumulation of points as the sole determinant for victory (or defeat).

Now, the total amount appears pretty high. But the calculations were done based on the following:

Hypothetically, if either civ is able to hold onto every single one of their original VP locations until about 1975, you will be declared a winner. Of course, the more VP locales secured and occupied (ie above and beyond the original ones), the faster victory will be achieved.

One (1) victory point is awarded per turn for every VP tile that is occupied.

As a sideshow to the victory race, additional VPs can be accumulated from the capturing of POW's. This format works almost identically like the 'raw material' units from Age of Imperialism. Specifically, if one or more of these units appear, they need to be 'captured' by a friendly unit and returned to a VP locale for one (1) point per unit. POW's are autopro'd by two (2) small wonders - the Hanoi Hilton in the north and the Viet Cong Detention Center in the south. The spawn rate is every sixteen (16) turns iirc. In addition to the autoproduction of these units, they can also be generated from the razing of an enemy city (ie the city's population turns into POWs). In this instance, the POWs need to be 'captured' and sent back to a VP tile. POW's are also the battle-created unit. So this means that there are no great scientific leaders nor are there any army units in the scenario. Lastly, POWs can be 're-captured'. By that I mean that if you take an enemy location that has some POWs, they automatically become 'freindlies' once you capture them and they then can be shipped out for processing/liberation (ie VPs).
 
almost all infantry/foot units in this scenario are represented at company level unless otherwise stated. so this means that, roughly speaking, each infantry unit equals approximately 150-200 men. all autorproduction rates (especially the US ones) were determined using this calculation against the total turns for the scenario in connection with actual real-life/historical deployments.

South Vietnam

the name of the game for this position is to rid the south of the Viet Cong and take over the various VP locales located all over SV. there's a catch though - all of the Viet Cong units have the 'invisible' flag. these are the units that are spawned from the Ho Chi Minh Trail city imp's. this network stretches north of the DMZ in central Laos and winds its way all the way south of Saigon. the regular PAVN/NVA (Provisional Army Viet Nam/N Vietnamese Army) units can be built in any locale so long as the 'North Vietnam' resource flows into it via a road net (it's the 'rural' resource up north). these units though are not invisible.

so how to defend against the invisible enemies?

special forces units of course :) these elite units have the 'detect invisible' flag and are spawned every ten turns by three different pre-placed wonders (US Green Beret, US Ranger LRRP, ARVN Ranger -- LRRP stands for Long Range Recon Patrol). so the key is to scatter these units (there's a half dozen pre-placed) across the Republic so that they can actually 'see' the VC units at which point you can call in your air strikes - this is important - b/c without spotting the VC units, the air units can't conduct a successful bombardment mission. most of the ARVN units (Army of the Republic of Viet Nam) can be built (ARVN Marines & Paratroopers are spawned). all tanks are spawned and unbuildable (the wet weather in indochina was not conducive to tanks outside of defensive/support roles).

the prosectuion of the air war as this position demands some micro-managing if you wish to succeed. you start out w/ 2 large carrier battle groups (CBG) parked out in the Gulf of Tonkin and the South China Sea respectively. in sum, there are 10 carriers w/ a transport capacity of 5-6 planes which basically equal a naval aircraft squadron for each in-game unit (they're all named to the historical order of battle too as are all of the ships). each naval air unit has unique and distinct abilities and bonuses, too (air-to-ground attack, fighter-bomber, reconnaissance among a few others). these aircraft are also the only ones able to load onto the carriers which are all immobile btw. but the ranges of the aircraft all allow for them to hit nearly anywhere in north or south vietnam and westwards. none of the naval aircraft are buildbale and are instead autopro'd by certain sm wonders (they act simply as 'replenishers' for any lost or damaged naval aircraft - you're bound to lose some you know :p)

the land-based aircrafts have similar attributes and bonuses plus the biggie: the heavy bomber bonus - ie, the B-52 Stratofortress. these beasts are the most devastating conventional bombers ever to fly and they have tremendous in-game stats (100 bombardment and 6 RoF + lethal land). of course, they're autoproduced by the pre-placed 'Operation Arc Light' wonder every 12 turns. land-based air-to-ground planes, fighter-bombers (f/b's), helos, gunships, and transport planes round out the lineup of air units.

note that the high-end f/b's are only able to be built in the 5 Thai 'Airbase' cities shown circled in red below. this is a sealed off part of the map where Charlie and company can't get to due to some adjusts made w/ tile restrictions in the editor. so for all intents and purposes, this area is a safe haven to conduct air wars from.



however, a great deal of caution needs to be used when attacking fixed enemy locations like cities and advanced earthworks as there is often enemy anti-aircraft emplacements and i've lost several planes during testing due to this. the NV position has a whole unit line dedicated to anti-aircraft weapons (flak and SAMs). and i finally found a way for the AI to build the AA pieces. so beware if you want to take your precious B52 fleet over Hanoi. send in your f/b's in droves first until you know that the coast is clear. i'll go into greater detail later on the both sides of the air war as this was by far the most intensive aspect of the war (more US bombs were dropped on South Vietnam than all of Europe combined during WW2). so if you're an aircraft enthusiast, this one's for you :cool:

air transport is key for the SV position, especially w/ the helos. just as they were effective all over S Vietnam during the war, they're just as important for the SV player for battle field/LZ insertions in many of the inaccessible and rugged terrains along the HCMT. the venerable UH-1 Huey "Slick" can carry 2 infantry units and will quickly become your best friend the heavy duty C-130 Hecules transport planes are also handy in that they can schlepp the heavy arty pieces and the light armored units (M113 & M551). the air transport net also is good when there are not enought special force units (ie detect invisible) to patrol certain areas or road/highway junctions. the helos and c-130's can bypass the land route and resupply quickly and painlessly.

my basic strategies when playing this position in testing consisted primarily of counter-insurgency operations in the southern parts of the HCMT and along the borders in the Central Highlands of SV. search-and-destroy type operations for the most part. i'd send in a few US infantry companies usually w/ a special forces unit so i could 'see' who i was fighting against and also to call in air strikes. i made decent gains doing this but not only does Charlie not surf :) he never rests either. by that i mean that he's always trying to penetrate through the Highlands and to reinforce some of the VC-occupied VP tiles scattered throughout SV. know that Charlie is awfully sneaky moving around - and it can get hairy if no special forces units are around. the air strikes are what will save your ass really. so use the special forces units judiciously and you'll at least be able to stem the tide.

almost all infantry/foot units in this scenario are represented at company level unless otherwise stated. so this means that, roughly speaking, each infantry unit equals approximately 150-200 men. all autorproduction rates (especially the US ones) were determined using this calculation against the total turns for the scenario in connection with actual real-life/historical deployments.

North Vietnam


Hanoi-Hai Phong corridor in North Vietnam

the primary goal for this position is to reunite the whole of Vietnam and evict the grubby Americans and their cronies from Indochina once and for all.

some historians have said that the north and Uncle Ho were robbed of the elections in '56 which would've unified the three regions of Vietnam - Cochinchina, Annam, and Tonkin under one flag. it has been estimated that in upwards of 70% of the entire Vietnamese population supported Ho against the corrupt and merciless Ngo Dinh Diem. nonetheless, the task for the NV civ will be to develop the insurgency in the south in an attempt to defeat the ARVN and establish control south of the DMZ.

the military for this position is a two-headed system comprising of 'regular' North Vietnamese troops (NVA/PAVN) and other hardware as well as a southern component, the National Liberation Front which is more loseley and commonly known as the Viet Cong. however, the latter are not buildable but instead are autoproduced (every 4 turns in the NV biq and every 3 in the SV biq) by a 'Ho Chi Minh Trail' (HCMT) improvement. these buildings here along the HCMT form the infrastructure of the insurgency. thus developing these 'Base Areas' as they're known in-game is of paramount importance if you wish to succeed.

the 'regular' troops in North Vietnam are able to be built. however, they do not have the 'invisible' flag like their Viet Cong cousins in the south. accordingly, their movement is easily spotted by American aircraft. armored units are also autoproduced and share the same qualities as the NVA units in that they do not have the 'invisible' flag. thus caution needs to be exercised (ie proper anti-air support) if you wish to keep these units operational.

you can also contribute to the insurgency by sea if you're brave enough. Junks and Trawlers are avaialible if you wish to reenact the Vung Ro Bay incident :) but beware, the USN is all over the place.

North Vietnam & the air war - explained

the backbone of the North's air defenses rested on the anti-aircraft arty emplacements. it's been suggested in some sources that the air defenses around Hanoi in 1965 were so tight that no other city in the world had ever been as heavily defended save for Berlin during WW2.

so what does this all mean in terms of gameplay?

it means that the NV position needs to build lots of AAA pieces and have them schlepp along w/ the foor units. now, the 1st generation flak unit, the 37mm, has the 'guerilla warfare' bonus and as such, is invisible and shares the same movement rates as the foot units. so that means that these units can tag along for the ride and provide cover against any enemy air units.

there's three other flak units that become available later on in the tech tree for NV - 57mm, 85mm, and 100mm - and each one has a little bit better anti-air rating. iirc, only the 37mm though has the invisible tag and guerilla bonus. but i'll have to confirm that.

SA-7 sam units also come into play for NV at about the mid-point of the scenario (although there are a few pre-placed). these things scared the devil out of American pilots and were frighteningly effective. i recall reading a pilot's memoir's once and he related one of these missiles coming at him in the skies over NV as a "rocket-propelled telephone pole" coming at him these units are immobile but are defintiely the best anti-air unit in the game.

there are a few city improvements for the NV civ which can help to minimize the American air superiority - imp's like tunnel complexes (viet cong specific)and air raid shelters (NV specific) offer some decent defenses against air bombardment.

so the name of the game for the NV position will be to make sure that proper anti-air measures are taken when moving stacks of 'detectable' units (ie NVA rifle co's and all of the armored units). this also applies when the SV position has special forces units near a stack of viet cong units (ie 'invisible'). i mean, the SF units will absolutely call in air strikes against you if you're spotted. so having some AAA units tag along may soften the blow some.
 
Foot Units

each civ has their own primary foot/infantry units. almost every foot unit in the scenario has a movement rate of three (3). this is in approximation w/ the actual size of each tile (about 25 sq mi) and the 'humping' distance of one week or less (ie the base unit of time).

there are a host of autoproduced units for both sides as well.

all of the US and Allied units are spawned by pre-placed wonders. and as noted before in the other post, the autoproduction rate for the US/Allied units have been formulated, roughly speaking, to that of historical deployments. in other words, each spawned unit up until about 1972 (ie the in-game time period when the Allied buildings become obsolescent) of the scenario is equal to the 'high water marks' for deployment. of course, the autoproduction ceases after the "Vietnamization" tech is learned.

there are four (4) pre-placed buildings that spawn the US rifle companies. I, II, III, IV CTZs - or the Corps Tactical Zones - crank out these units every three (3) or four (4) turns (3 for the NV biq and 4 for the SV). US Airborne units are spawned every seven (7) to eight (8) turns and USMC rifle companies (which have the blitz flag and 3 moves).

the ARVN units include the buildable rifle company unit. airborne troops, marines, regional/militia forces, and even a ranger unit are all spawned.

the SV position also enjoys the autopr'd ANZAC rifle companies and South Korean marine units.

there are three (3) buildings which spawn the indispensable special forces units - US Green Berets, US Rangers LRRP, and ARVN Rangers. these units will win the war for you as SV b/c they can 'detect invisible' units.

NV has the two (2) buildable foot units - the NVA Rifle Companies and the Heavy Weapons Platoons.

the other primary foot unit for NV is the Viet Cong units. the regular VC units are autopro'd every three (3) or four (4) turns depending on which file. these units aren't as strong as their NVA counterparts. but they are strong enough to give the ARVN fits. the regional Viet Cong units (locally recruited commies who were mostly inferior to the regular VC units) are spawned by the Viet Cong Base Camp every twelve (12) turns. Sapper units - the elite communist units trained in pioneering tactics - are spawned, too. these units can 'detect' other invisible units.



Armored Units
the only buildable armored unit in the scenario is the American-made M113 ACAV armored personel carrier. all other armored units are autoproduced by a host of different buildings. however, the rate of production is roughly in line with hostorical standards. to be more precise, the rate of spawning is not heavy as this war had only one real tank vs tank battle (battle of ap bac i think). American military honchos deemed tanks as unfeasible in SEA due to the moisture, the wet and rugged terrain, and the mud - the red mud. North Vietnamese armored forces were bristling however by the early 70s. after the Easter Offensive of 1972, the PAVN supplemented its armored forces w/ Chinese hardware thus adding to the Soviet equipment.

here's a list of the armored units in the scenario - all are autoproduced except for the M113.



Artillery units


a soldier and dog from the 25th Infantry Division guard the perimeter

each civ has three (3) types of artillery to build in this scenario - a light, medium, and heavy piece. refer to the CivP file for a more in-depth description of these units. NV has a fourth unit which are the Viet Cong rocket infantry. they're autopro'd from buildings along the NCMT.

Sea Units
the US Navy dominates the waters off of Vietnam. ten (10) pre-placed and unbuildable carriers anchor the USN fire power in the Gulf of Tonkin and the South China Sea. each CV can carry 5-6 air units and they form the initial backbone of the American air campaign over Vietnam. there are two (2) groups of five (5) carriers - Yankee Station near the DMZ and Dixie Station in the southeast corner of the map.


an F-4 Phantom launches from the deck of the USS Midway, June 1966

in addition to the carrier battle groups, there's four (4) pre-placed and unbuildable heavy cruisers (3 CA & 1 CAG). the USS Canberra (CA-70) is pictured below off the coast of Dong Ha. these ships were the last of their breed and provided excellent NGFS (naval gunfire support) all throughout the war. the multi-unit figure shown below is a Destroyer Squadron (pre-placed and unbuildable) tasked w/ guarding the cruisers. they have installed the famous 5" rapid-firing guns that were mounted onto a great many of the old WW2 era destroyers during the late '50s and '60s and the FRAM upgrades. the last unit shown is a Radar Picket Escort (DER) whose main task during the war was to gather intelligence; these missions primarily took place along the long coastlines of Vietnam. accordingly, they can 'detect invisible' units (as can the DD Squadron). these units are autopro'd by the 'Operation Sea Dragon' building in Cam Ranh Bay.



the NV naval effor is nearly non-existant. the only sea units available to this civ are Junks and Trawlers. both of these units though are invisible. so Uncle Sam will still have to 'detect' these units to destroy them. however, these units can make the trip to the shores of South Vietnam in under a week's time (ie. 1 turn). so with some trickery. the NV position can resupply the insurgency in the south by sea.

Air Units
this is the signature feature of the scenario. these units form the backbone of the SV war effort.

there are multiple types of air units in this scenario. by that i mean that each aircraft has a distinct role and fits into one of the six categories (or 7).



the F-4G was removed



here's a brief description of each type:

SEAD - stands for suppression of enemy air defenses and was pretty much pioneered by the USAF and later the USN during the Vientam War. it's also known as 'Wild Weasels'. Miramar in California (ie Top Gun) is famous for these tactics. in a nutshell, these aircraft were tasked w/ knocking out enemy air defense installations, radar towers, electronics like homing beacons for the missiles, and even for knocking out bridges and rail stations. they were typically equipped w/ better avionics than their related air units. they were usually the first air units in on a strike, flew at very low altitudes (sometimes only a few hundred feet), and had the 'white knuckle' pilots. in civ3 terms, these units have excellent range, very good to excellent A/D values, a moderate bombard value, the 'stealth' flag, and a 1 RoF but the 'lethal land' flag. as a human player, these units are great for nicking off those pesky 1 HP AAA units. these units are unbuildable but are autoproduced every dozen turns in one of the Thailand Airbase cities in the western part of the map.

fighter-bombers - these formed the bulk of the USAF arsenal in SEA. they're rugged, long ranged, have moderate bombardment no's, and a 2 RoF. f/b's are the air units you want over Hanoi first before you send in the B52s. they're excellent in the interceptor role as well and can have their way pretty much w/ any of the soviet made NVAF units. these units are all buildable but only in Thailand.

ground attack - this is the 'air to ground' bonus air units i described a few posts back. these aircraft were historically used in the COIN role (Counter Insurgency) they're short ranged, low A/D, have moderate to high bombard values, and a nice RoF of 3. they can also be built and are great in support of ground troops.

gunship - this is an awesome bonus in that it grants two turns for any aircraft w/ this tag. the fixed wing variants (AC-47 & AC-130) would loiter over a battle field/LZ and riddle the area w/ MG fire, tracers, and/or shells. i once read that the guns from an AC-130 could saturate every square inch of an area as large as a football field in 3 seconds :eek: these aircraft were used in a night time interdiction role along the HCMT. i've read accounts that Charlie feared these units almost as much as the buffer's. the rotary wing gunships are the attack helos which were pioneered in the jungles of vietnam. both the fixed and rotary air units have moderate to high bombard values, a 2 RoF, and 2 moves per turn. all four of these units are autoproduced.

transport - air transport is key for the SV position, especially w/ the helos. just as they were effective all over S Vietnam during the war, they're just as important for the SV player for battle field/LZ insertions in many of the inaccessible and rugged terrains along the HCMT. the venerable UH-1 Huey "Slick" can carry 2 infantry units and will quickly become your best friend the heavy duty C-130 Hecules transport planes are also handy in that they can schlepp the heavy arty pieces and the light armored units (M113 & M551). the air transport net also is good when there are not enought special force units (ie detect invisible) to patrol certain areas or road/highway junctions. the helos and c-130's can bypass the land route and resupply quickly and painlessly.


heavy bomber - this refers solely to the B-52 Buffer which stands for Big Ugly Fat $%^&'er or Fellow :) nasty, nasty stats on this hog and it'll save your ass on many of occassions (each turn really) these units also have 2 moves/turn and have the lethal land flag. these units are unbuildable and are spawned ever dozen turns.

recon - this is the quasi seventh trait - and it is available to some of the f/b's like the F-8 (famous for its recon missions over Cuba during the Missile Crisis and long a USN fave) and the F-4.


a North Vietnamese MiG-17 is shown crashing in the background at the hands of this American F-8 Crusader

obviously, the NV position is at a considerable disadvantage wrt the overwhelming US air power advantages. however, there are ways around it

the NVAF arsenal includes the following units:

MiG-15 (few pre-placed)
MiG-17
MiG-19
MiG-21

Il-28 Beagle medium bomber

all of the above save for the MiG-15 are autoproduced in the SV file. this restriction is lifted in the NV file and the human player can actually build the MiG units. however, they're expensive and somewhat inferior in quality to the US units. historically speaking, the NVAF was only lightly equipped. by that i mean that there was never more than a few full strength fighter squadrons ready to scramble. this was b/c the North lacked many of the spare parts for the planes. jet fuel was sort of hard to come by, too due to the US bombing of the p-o-l depots. and the lack of qualified pilots contributed some to the shortcomings. however - and despite all of this - Uncle Ho was able to to do an admirable job protecting NV air space. there were many dog fights between USAF and USN pilots and the MiG-21 was defintiely feared by American pilots.
 
- it's 50x180 in civ3 map dimensions

- it was designed by me from scratch :)

- all rivers, waterways, roads, and highways are, for the most part imo, accurately placed

- there are six (6) different 'resource regions' on the map:
-- urbanized and rural regions in N Vietnam
-- the Ho Chi Minh Trail region
-- urbanized and rural regions in S Vietnam
-- a 'sealed off' region in Thailand
see the Resources post for more info

- there are four (4) different 'military regions' (aka Corps Tactical Zones [CTZs])

 
it is important for players of both positions to have a firm understanding of how the resources work in this scenario.

as mentioned in the above post, there are several different 'resource regions' on the map. knowing how these operate is the first step towards victory :D

North Vietnam resources

there are two resources that are exclusive to North Vietnam proper: North Vietnam and Vietnamese Communism

North Vietnam is the 'rural' resource for this position. the purpose of it is to isolate the city improvement builds in cities that are within their radius. to be more specific, the city imp's that require this resource must have the North Vietnam resource within its city radius. now, these resource specific buildings are more agrarian in nature (refer to the CivP file for all of the info). all of these resources are are located on city tiles and can't be viewed on the map.

Vietnamese Communism is the 'urban' resource up north. this operates exactly as the last noted resource and it allows for construction of more industrialized city improvements. refer to the picture below and notice the circled resources. this is the Vietnamese Communism resource.



the last North Vietnamese specific resource is the Ho Chi Minh Trail one located appropriately enough along the famed path that winded southwards into the Republic of Vietnam. these resources can be seen on the map but only by the North Vietnamese player (ie the SV civ doesn't have nor can they obtain the tech required to see it). this resource operates like the aforementioned ones and it allows for the construction of the HCMT city improvements. also - AND THIS IS VERY IMPORTANT FOR THE NV PLAYER - you must build your 'Base Areas' (cities) within the radius of this resource if you wish to build the insurgency specific city improvements.



South Vietnam resources

South Vietnam also has two (2) indigenous resources of their own: South Vietnam and USA

South Vietnam is the 'rural' equivelent for this civ and it allows for agrarian-like city improvements as well as a host of RVN government programs designed to combat the insurgency (ie the in-game corruption, waste, and war weariness). this resource is also available to the NV position should they take any SV city which rests on top of it (ie. unseen on the map). specifically, it allows for certain city improvements that are similar to the HCMT ones (Viet Cong imp's).

USA is the 'urban' resource for SV and it allows for the construction of a unique set of city improvements and wonders. this resource, like some of the others, is not seen on the map and is underneath the cities. Sir Charles and his PAVN cousins can detect this resource as well and there are some unique city improvements avaialble to the NV position should they capture a city which is within its radius.

the final unique resource for SV is Thailand one located appropriately enough in the western part of the map. these resources are all underneath the cities and can only be utilized by SV (via tech restriction). the raison d'etre of this resource is that it allows for the construction of anything associated with the US Air Force. therefore, it is what allows the building of the fighter-bombers and it is also where the B-52s take off and land from. this region of the map, as noted in the other post, is 'sealed off'; specifically, the five (5) 'Air Bases' rest behind a wall of impassable terrain. therefore, Charlie can't make any visits to Thailand :)



and finally, there is a set of universal resources on the map which allow for a variety of themed city improvements. below is the complete list:

- Timber
- Water Buffalo
- Cotton
- Coal
- Rubber
- Coffee
- Fish
- Sugar
- Bananas
- Sugar

there are a host of buildings associated with the above resource and they generally boost shield production. refer to the CivP for more info.
 
Christmas again WooHOO!!!

Can't wait to try this one out!!!!! And I have the honor of being the 1st poster in one of El Justo's scenario threads :smug: !!!!

Downloading as soon as that link is up... Also, if you did forget to add something to your info posts & you need more space, let me know. I'd be more than happy (greatly honored too) to post it (in quotes of course).
 
It's gonna be a long night grabs four mountain dews. Here is a peice of advice for those who wan't to download it you need to joing file factory.
 
hold tight gents - having some technical difficulties...

Man, won't those guys at 3DDownloads get it together? There are a lot of El Justo scenario addicts that need a fix :mischief:

At least you can write up all the info whilst you're waiting for the link to be fixed up.
 
hold tight gents - having some technical difficulties...

Yeah we really need to change our download site they never seem to be working fine.
 
You know I'm going to be waiting for this one. ;) I've been playing the old version with my 40+ song soundtrack. :smug: It's been amazing.
 
One word: Oorrah!
 
finally!!!!!!!!!!!!!!!!

the intro looks good as always :p
 
Top Bottom