Modified WWII Pazific Conquest

Pfeffersack

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WWII Pacific Conquest - Extended Version without VPs

The Pazicfic Scenario is the one I like most of all 9 Conquests.I had much fun to play it , but there were some things I dislike:
IMO, the use of VP for every action make it very easy for Japan to win (even on high difficulty); at some point I simply stop conquering and simply get the VPs by defending against the weak AI counter attacks.I don't think this is very realistic - the only chance to win for Japan should be quick and constant attacking until a large domination is achieved; of course under the pressure of the superior economy of the USA and the Commonwealth.So I decide to drop VP scoring and to add some improvements to the Allies economy as well as some minor changes which make the Conquest more fun to play - at least for me;)

Any constructive feedback is welcome!


Install instructions:
Simply extract one of the zip-files (or both if you like) in your /Conquests/Conquests/ folder.It should work, although this is my first try for a more complicated zip-archive...


Changes:

V 1.00

- time is measured in weeks, game starts in week 49/1941
- no time limit
- no victory point scoring; you can win by conquest or domination (66% of terrain/46% of the population)
- you can play as the Dutch - for a real challenge;)
- I added 3 cities to the continental USA to increase their production
- for the same reason I change the places of some ressources and optimize the terrain improvments in the USA and Australia
- RoF of Japanese Kamikaze planes is increased by 1(now 2)
- Sun Tsu's Art of War added and already built in Tokio
- airlift ability of infantery, combat engineers, MG batallion, Nipponese inf., anzac inf., american GI, Flak removed
- China and Netherlands cannot build combat engineers, medium tanks, atomic bombs
- Small Wonder called "Headquarters" added; same benefits as Forbidden Palace (for Japan already build in Peking; I add this because I saw the Japanese AI occasionally razing conquered cities and generally found corruption to be a problem in this scenario)
- Japan starts with two additional Light Tanks in Kaifeng to improve the AIs use of the army there
- ressources can no longer deplete (IMO, this makes sense because of the short time span the scenario covers)
- Hospitals remove pop. pollution to a minimum (again the reason is the short time the scenario plays)
- "build often flag" for air units removed to prevent the AIs from building to many planes (USA, Japan, Commonwealth)
- techcosts of the "World at war era" doubled

V 1.1

- added Unit: C47 Dakota (available to USA, costs 50, needs oil, treats all terrain as roads and can only transport foot units, movement 1, operational range 6, defense 1 [warning! it will be destroyed by enemy ground forces if unprotected!], transport capacity 1; can load, unlaod, airdrop and execute recon and rebase missions)
- transports now have a capacity of 6
- air lift removed for marines and paratroopers, too (forgotten in V1.0)
- leaders, workers and P.O.W. are marked as "foot" units to be also transportable by the Dakota

- changes to civ traits:
China now agricultural (instead of militaristic)
Commonwealth now seafaring (instead of militaristic)
USA now also scientific
Netherlands now seafaring (instead of industrious)
NOTE: My intention for this is to make Japan the only nation with "militaristic" - the Axis should have an advantage on the battlefield, the Allies in the factories

- the "capital" (means palace + most of the wonders) of the USA is removed to Reno (reason: a coastal city would be an easy target for an amphibious assault)
- "Sun Tzus Art of War" renamed to "Bushido"; also increases now the appearance of leaders
- "Smiths Trading Company" moved from Tokio to Reno; it now (also) gives every city on the US continent an factory-like improvment called "production lines"
- "The Pentagon" is only available to the USA (placed in Reno); it now also increases army value and produces an army every 24 turns
- "Naval Academy" renamed in "Marines School" and only available to USA (placed in San Francisco); instead of destroyers it produces a marine every turn
- "Military Academy" does not need an victorious army any more to be build, gives an army ervery 24 turns and increases army value (it is buildable for all nations, but already built in Tokio and Tacoma)
- "Wall Street" is now an GW which also gives +1 commerce per tile (if it already produces commerce) and it is already build in San Francisco
- "Histroy of WW2" is renamed to "Revenge for Pearl Harbour" and now a great wonder already build in Reno; it losts its ability to increase the chance of leader creation and instead creates an "Recrutation Bureau" in every city on continental USA (those bureaus create an American GI every 4 turns)
- new improvment added: Iron Mine; needs iron in city radius; +25% production/50% taxes (cost 120, maintenance 2)
- new improvment added: Oil Well; needs oil in city radius; +50% production/50% taxes (costs 240, maintenance 4)

- railroads completly removed
- movement a long roads is now doubled (6 tiles per mp - to compensate the missing railroads)
- strategic ressources yield more extra shields/commerce to give them a greater value (coal/iron: both +5/+5; rubber, oil, uranium: all three +10/+10); iron and oil also allow special buildings(see above)

V 1.11

- removed rest of railroads in Japan


V 1.11-DH (something for all who hate spearmans beating tanks...)

Changes:
- all mentioned above
- the HPs of all ranks are doubled to lessen the random factor in battles; to balance this with the bombardment ability, the RoF for offensive bombardment is doubled too (for all units with bombardment ability)



DOWNLOAD LINKS are in the second post!
 
Link for the standard version:

http://www.civfanatics.net/uploads7/?M=D/MPQ1.11.zip


Link for the version with doubled HPs:

http://www.civfanatics.net/uploads7/?M=D/MPQ1.11-dhp.zip




NOTE: I test-download both files a few times to make sure the upload was correct this time.This tests show that download managers may corrupt the files during the download process.I recommend using the "regular" download function.In case you have to choose the files from the content list, here are the file names:

MPQ1.11.zip
MPQ1.11-dhp.zip
 
Your changes seem to be very interesting. :goodjob: I am not sure though if the U.S. need to be stronger (more cities). I played them once and had the feeling that they were quite powerful after I had improved the terrain around the cities with engineers.
 
Pfeffersack;

I have been working on my own mod for this scenario, see
my thread:

http://forums.civfanatics.com/showthread.php?s=&threadid=85977

It is interesting to see we came to some of the same conclusions
such as removing most of the airlift capacity.

Cellku:
Japan is far too strong in the original scenario, however
the AIs stupidity cancels out this adavntage. You have to
play the US against a good human opponent to see the
real power of Japan.
 
Pfeffersack,

Believe it or not, like eric_A, I too have been working on my own improved WWII-Pacific. :lol:

http://forums.civfanatics.com/showthread.php?s=&threadid=85686

Perhaps we should’ve combined forces. :love2: Then again, maybe it’s better to have different mods with different ideas.

As far as the AIs stupidity; I always make different human versions of the same scenario. For example, I will make a Allied version, with Japan AI getting some serious bonuses. I think it’s worked so far, in them other scenarios I did.
 
eric_A, I see!! It just came to my mind, because I never had the chance to play the scenario in MP.

Btw, nice that so many of you are reworking the scenario. Since I read your different ideas, I think it is a good idea if you combine your efforts. :goodjob:
 
@ CellKu

Yes, this is the downside of my changes - I designed it to be more of a challenge if you play Japan, so if you play as the USA it may get too easy, because the AI isn't good at using the Japan initial forces for decisive strikes.It is a general problem the AI isn't good at doing most things...

@ Eric_A, Mr Black

Oh, I didn't notice this before.I will have a look on your mods/the plans.Exchanging ideas or working together sounds good, I especially like Mr.Blacks idea of different versions for different countries.By now, I will stick to my "Japan-challenge" version

Thank you all for your comments!


I'm planning to update this from time to time, so I anyone has suggestions, feel free to post.At the moment I'm considering:

- increasing capacity of transports (they only have 4 instead of 6 in the epic game) - I think this will help the AI a bit, because it usually uses only one transport for an landing operation
- upping shield bonus of ressources (rubber, oil) to make them strategically more important
- perhaps making the USA stronger again (my intention is to find out, if there is a way to make the AI launch more dangerous landing ops...it seems to happen sometimes that the AI lands 20+ units at one time[saw that somewhere on a forum], but it is rather seldom)
- I'm also consider adding units, but it is always a hard peace of work to get them in the game without crashes:rolleyes:
 
Since you removed the airlift ability of quite some units:
I read in the unit forum a while ago that someone made a small ww2 plane for scenarios in the Pacific for troop transports. He was able able to make it land on coastal tiles even if there was no airport. that was to reflect such transports in ww2. Would that be something to add?
I am sorry I can't find the link just now. As soon as I find it I will post it - if you are interested.
 
This sounds interesting, especially the idea with landing ability on coastal tiles.If you get the link it would be really helpful:)
 
Hi, I've just a slight comment :) Sun Tzu was chinese, not japanese.... I think you should rename the wonder if you place it in Tokyo... at the moment my brain refuses to remember names of brilliant japanese commanders to name it after, so I can't help you, sorry ;)
 
I found the link of the air unit I referred to, but I haven't remembered correctly what was said in the thread.
There it was mentioned that the Americans used this plane to take over small islands (hence my thoughts about coastal tiles), but in the game the unit seems to have to land in a city.
Sorry for the error, but maybe there is a way to achieve that "drop-off at the coast"-result when implementing the unit.

The link is: http://forums.civfanatics.com/showthread.php?s=&threadid=79189

Btw, for the newest version you have to scroll down the page.
 
Originally posted by eric_A
Cellku:
Japan is far too strong in the original scenario, however
the AIs stupidity cancels out this adavntage. You have to
play the US against a good human opponent to see the
real power of Japan.

Oops then you won't realize the full power of Japan with me. I feel relieved ... :lol:
 
@ Kristian95

Good point. I add Sun Tzus for Japan to represent their high morale, but of course you are right - a Japan name would better.I will think of a better solution.

@ CellKu

Thanks for the link - the plane looks really cool.I will try to implement it and have a careful look on the editor options to see what I can do about the special landing operations.
 
I managed to get the Dakota in the scenario...and the good news is - there is a way to make it work like CellKu described.The downside is the AI, which I'm almost sure will not use this unit or at least not in an effective way and some side effects because of lacking editor options.

At the moment the Dakota is an air unit, but without the "Immobile" flag checked.This makes it possible to move the unit like a ground unit in the game - if you use the "go-to" command.You can enter all terrain (restrictions with "wheeled" does not work -I think the reason is it is a unit of the "air class" - nor does the "sink in sea/ocean" squares work) and the movement points used up depent on the ground terrain, which is bad.It is possible to remove most of this side effect with the option "Treat all terrain as roads" and of course decreasing movement to a third.But there all still the railroads...I consider to drop them (I never like them, because unlimited movement is kind of unrealistic, especially if a turn is a week).
On the possitive side you can load (foot) units, airdrop them or simply land them (even from coastal squares to land tiles).
I'm not sure about the regular air missions.Recon isn't a problem and only slightly useful because of an operational range between 3-6 (I'm still working on the exact number) range, but whats with rebase? If I remember correctly, this is restricted since Conquests to 3 or 4 times the operational range, so It could be ok and it would be fair for the AI (which I think will only use it that way).

Another thing which requires testing is the combat situation (the unit can "hoover" over any suare if you end the turn!).I have no idea if and if in which way it is possible to attak such an odd unit somewhere between a land and an air unit... And do you think it should have defense 0 or 1?
 
Pfeffersack, that is good news! :goodjob: I wasn't sure if it could work out, but you made a terrific job here!
I suppport your suggetion of dropping railroads in WWII Pacific. As the map contains mainly sea-tiles the use of railroads is limited anyhow.
With respect to rebasing air units I think you are right: The range for that is limited.
As to the defense value: I am not sure what would be the best for the game. But I think giving it a defense of 1 mirrors that the casing of the plane serves as a little armour.
 
I have done a bit additional testing on the combat abilities...the plane gets destroyed if enemy ground units enter the tile and there is no ground unit to protect it (this is regardless of defense value and happens without a battle, so I will take just take 1 as defense).
Bombardment or bombing through planes does no damage.

Railroads will be out in the next version; I'm currently thinking about a way to keep the economical advantage for the Allies which at the moment depends partly on the general presence of railroads.I consider adding unit producing buildings in the USA or an additional factory building for the Allies.
 
Looks good pfeffersack. BTW to keep the economical advantages of the allies without railroads just make a resource and give it so many commerce points. Now you can just make it invisible (by selecting an icon that is just purple) and place it in the allies' cities.
 
About the Dakota...I fail to see the historical reasoning for that, most nations had an all-purpose transport, like the Ju-52.
If you want something special here, simply use the 'Airdrop' flag like Helis. That works, we had that in DyP for ages (IIRC we removed it since it seemed unbalanced in the regular game). The problem with your solution is simply: The AI cannot do it.

RR - if you remove them, you'd also have to drastically decrease ship movements, if you follow the same logic. Or China has an extreme disadvantage...
 
@ Phoenix

A good idea; I use the strategic ressources, which give now much more shields/commerce - at the beginning the allies control most of them, so japan has to conquer to catch up economically.The industrial capacity of the USA is increased through a special wonder which gives them the benefits of a second factory on the US continent.


@ Doc Tsiolkovski

Yes, sadly the AI isn't able to use the special movement ability...but I decide to leave it in and give the plane also a regular transport ability (the AI flag "air transport" is checked, it can airdrop, rebase and recon) - perhaps this will make the AI use it, although I never see any AI air transports until now(since I have civ3!).It can only transport one soldier and its only available for the USA, so I don't think it will be too unbalancing.

Hmm, you are right about movement and railroads.I consider your idea with the ships, but came up with another idea (which is easier to implement:)...why not make roads more effective? I set them to 1/6mp per tile instead of 1/3 mp...so they are bit more like RR, but without unlimited movement.
If it shows that this isn't enough or unbalancing in another way, I will adjust the movements of ships or units in general in a further version.
 
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