World War I

Tigranes

Armenian
Joined
Sep 11, 2008
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# World War I
# Civilization 4 (c) 2005 Firaxis Games

# Created by - Jon 'Trip' Shafer

# Updated for BTS by isenchine


World War I

attachment.php

Download.

At its time, World War I (1914-1918), or the Great War as it was then called, was the most destructive conflict the world had ever seen. Millions of lives were lost and billions of dollars of damage was done during the four-year conflagration. Its effects would change the shape of the world forever, as old empires were destroyed and new ones arose.

The battles took place primarily in Europe, between the "Central Powers" of Germany and Austria-Hungary, later joined by the Ottoman Empire and Bulgaria, and the "Triple Entente" or "Allied Powers" of Russia, France, the United Kingdom and later Italy and the United States.

This scenario begins in August of 1914 with the opening shots firing and the outcome of the struggle very much in doubt. Can you tip the scales and change the fate of the world?

Player 1 (Rodrigo Costa): Germany, Bulgaria
Player 2 (Tigranes): Austria-Hungary, Ottomans
Player 3 (Michkov): Russia, France
Player 4 (kiwitt): Great-Britain, Italy, Serbia

PBEM Tracker: http://www.pbemtracker.com/game.php?gameID=214

There are no vassal states and 3 permanent alliances: Germany+Austria-Hungary, Russia+Serbia, France+Great-Britain+Belgium (AI). Always war or peace mod is on, countries previously not at war cannot be declared on and will join the war via events at the historical dates.

HOUSE RULES

1. No gifting units.

2. No airlifts, except for units representing a single person, e.g. Great General, spy ...

3. Cities cannot be gifted except only when liberated to the original Aug 1914 owner

4. No new permanent alliance between human players.

5. Open Borders with war allied civs only (both civs are at war with the same enemy).

6. No Diplomacy Civic changes for your civ and no spy missions to change civics.

VICTORIES
There are standard victories of conquest, domination and time (300 turns!) but most likely game will be won by human player elimination according to the following rule:
You play against 2 humans while allied with 1 human. If you loose a capital of any of your civs even for 1 turn -- you have to pass control of that civ to your friend. Game will automatically relocate capital. If your friend is loosing relocated capital -- he has to resign that civ to AI.
 

Attachments

Joining War dates:

Player 0 Germany
Player 1 Austria-Hungary
Player 2 Ottomans November 1914
Player 3 Russia
Player 4 France
Player 5 Great-Britain
Player 6 Italy May 1915
Player 7 USA April 1917
Player 8 Serbia
Player 9 Bulgaria October 1915
Player 10 Romania August 1916 (+ 10 Nov. 1918!)
Player 11 Belgium
Player 12 Spain
Player 13 Sweden
Player 14 Greece June 1917
Player 15 Denmark
Player 16 Netherlands
Player 17 Portugal March 1916

Entrance Exit


Most info can be found after you download the mod, go to Documents folder of the ...\wwi_jon_shafer_bts319\Documents and access excellent excel file created by isenchine.

Here I will add some game related info, for easy reference.

  • No tech brokering/trading. Alliances make teching pretty fast for historical civs.
  • House rules and scenario settings will prevent you from using neutral territory to pass through. Plan accordingly! Neutrals are there for trade mostly.
  • Infantries can build trenches (forts), roads, railroads, chop forest. Workers can hurry buildings (30 :hammers: ).
  • AI USA appears via event at historical date (April 1917) and will gradually spam transports and navy in Atlantic. AI handles its units badly.
  • Neutral Naval Mines will appear as Barbarian however you wont get hurt if you step on it with your ship. Mines are visible but have 0 MP and require Mine Tender ship to be relocated.
  • Initial fleet sizes might appear unrealistically small especially for GB (historical numbers have been divided on factor of 12), but British get big reinforcement in April 1915 in Mediterranean.
  • For a very long time the only way to see subs is with the other subs. They are quite powerful, as they allow to pass through neutral waters without OB. If you own only 1 Sub and cannot build more just yet -- guard your sub "detector", otherwise you can have your sea tiles blocked by a unit you cannot see or defeat.
 
Count me in as "Player 4" - Great Britain, Italy, Serbia
 
Count me in as "Player 4" - Great Britain, Italy, Serbia

Thanks! OP updated. Naturally I will pick left over Player, I like all four perspectives about the war. Every player will have at least one civ that will be technologically advanced, compared to non-permanent allied civs.
 
I normally play Germany or Russia in these types of games, so playing different nations, will be refreshing.
 
Great! OP updated. 1 more player to go.
 
Its a mod, minor one though.

If Calanthian wont play, I'd like to try my hand with Franco-Russia.
 
Is this a mod or a scenario?

If scenario: I am in as Austria, Ottomans
If mod: then I am out.

Like Michkov said -- it is a pretty minimalist mod. It is based on vanila Civ 4 scenario by the creator of Civ5, so no religions, only one extra building (Recruitment center for British made available by event), only one new National Wonder (various types of resource "houses"). Main difference are units: there is a railway gun that only operates on railways, powerful heavy artillery that can range kill infantry after sufficiently many shots are fired, Chlorine gas, Flame thrower (bonus attacking forests), naval mine, Biplane, light machine gunner, early tanks -- nothing too much or too weird. Learning is easy. There are few cool Python events, described in Excel file.

Close cooperation with your human ally is absolutely essential for the victory, so everyone needs to make sure he is willing to communicate and be social.

If Calanthian declines, Michkov is in. I will post initial file (for Germany) soon, please install the mod and check if you can open initial file.
 
^^ Dully noted!

OP updated with the initial save. If you cannot open it -- something went out of sync with your BTS folder. Waiting for Calanthian and starting soon -- Rodrigo, as soon as you learn who is your partner you can actually start playing from the file attached. PBEM tracker will be set up later.
 
I'm getting an error message trying to open the save. It says, "The save file you have selected is protected to ensure that the assets in your mod folder have not been changed." OKing the message the game CTDs.

I can load the mod just fine on its own and start a new game. Just you save wont load.
 
This means that we have different files on our computers... Let's wait for someone else to try -- if he succeeds the problem is on your side, if he fails it can be on mine... I will also try to open this from another machine I have elsewhere...
 
Ok, then. Kiwitt and Rodrigo can you guys please check if you guys can open initial save?
 
This means that we have different files on our computers... Let's wait for someone else to try -- if he succeeds the problem is on your side, if he fails it can be on mine... I will also try to open this from another machine I have elsewhere...

I installed the mod from the download link you provided in the OP
 
Same Problem.

Have you modified any files in the mod folder?
 
Not that I know of... Please stand by, let me fix this...
 
Ok, I think I fixed the problem! Everyone please try to start with the new initial file updated in OP.
 
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