1934 and Beyond Scenario

jjslocum

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It’s often been theorized what the world could have looked like had World War II taken a different course. This leads to how the Cold War would have turned out, (if it would’ve even happened) and if a Third World War would’ve happened. In part because of this fascination, I’ve created this scenario using the TETurkhan 256x256 World Map.

The scenario begins between the two World Wars in 1934 with each year taking place over two turns. There is no set end time to the game, depending on how it plays out, you could go well into the future. There are three victory conditions; the space ship, domination, and conquest. 30 unique civilizations enter with no locked alliances. Everyone starts on their own.

Will you start World War II and beyond or try to live in peace? What if the Germans aligned with the United States? What if Japan and the Soviet Union joined forces against the rest of Asia? Anything can happen, depending on how you play the game.

There are a few changes to the base rules for the scenario. Half as much food is needed for cities to grow in order to sustain large cities (and the massive population growth which happens in reality after the war.) Because of the large map, I’ve also increased the moves-per-turn of naval units and the operational range of aircraft. Also, since there is no Diplomatic victory, I’ve decided to make the United Nations wonder act like Theory of Evolution (two advances), so that it has a solid use still.

In addition, because of issues with loading times, harbors no longer cause sea trade. Palace’s cause sea and air trade and there are also “trading stations” I put in some places (like the southeast Asian islands) so that you can still get those resources. You can build a trading station or an airport as well for trading purposes.

The download link is attached on this post, enjoy! I’m welcome to any feedback you have; this is the second scenario I’ve ever made so I’m still learning the craft. In the next post, I’ll break down each of the players.

ALSO NOTE: THE INITIAL LOADING TIME IS WICKED SLOW! It will take a couple of minutes for it to initially load up. However, once it is loaded it actually plays surprisingly fast for having 30 civs.
 

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There are 30 civs to choose from. Not all of them are designed to become world powers, but you can feel free to play as any of them.

THE MAJOR PLAYERS

UNITED STATES OF AMERICA: In addition to the main 48 states, the Americans also control Alaska, Hawaii, the Philippines, and a few other small islands. The US has a major advantage in that none of the other world powers share a land border with them, keeping them relatively protected from unwanted conflict. The Americans also have one of the larger militaries and are one of two civs to start with all of the known strategic resources, with rubber in the Philippines and the rest in the mainland. Regardless of the rest of the world, the US is ready to become a true superpower.

GREAT BRITAIN: The British colonial empire is still quite massive entering 1934, with territory on all six continents. In addition to the United Kingdom, the British notably control modern-day India, Pakistan, and Bangladesh; Australia and New Zealand; and much of Africa. As a result, they have all of the known strategic resources along with an incredibly large military. However, keeping every piece of the empire in check will be a challenge.

SOVIET UNION: The Soviet Union is massive, by default making them one of the most powerful nations in the world. One of their biggest strengths is simply manpower and the Soviets can over-run many opponents. The vast territory leads to many resources, although the Soviets are lacking in rubber. The Soviets do have many powerful neighbors, which can be a hindrance or strength, depending on how you play. Either way, the Soviet Union is a force to be reckoned with.

GERMANY: Adolf Hitler has come to power and the Nazi party has taken control. The Germans have a small amount of territory relatively, but their rearmament means they have a very strong army ready for quick conquest. The Germans also have Panzers, tanks superior to all others. However, the Germans lack the oil or rubber needed to build more Panzers than they start with. They will need an initial blitz to gain power and territory in order to compete, long term.

FRANCE: Behind Britain, the French have the largest colonial empire, controlling much of northwest Africa along with much of Southeast Asia and Madagascar. They have rubber to start with, but do lack a source of oil and coal. Any French expansion will require getting these resources. The French do have a solid army but have strong opposition nearby.

JAPAN: In addition to the mainland, Japanese control extends into Korea and northeastern China, along with a number of Pacific islands. They possess an excellent navy and a strong army force as well with the potential for expansion, although they do have to contend with the Soviets and China nearby. Japan is lacking rubber, but has coal and oil available.

CHINA: Being near the Soviets and Japan is a challenge for China, but the Chinese do have large cities and a solid army, making them a threat. They lack oil and rubber, which puts them at an initial disadvantage, although they have the ability to build and expanded quickly internally.

OTHER COLONIAL POWERS

ITALY: In addition to mainland Italy, they also control modern Libya along with a few holdings in eastern Africa. Italy has a fairly strong army and good land on the mainland, although they lack the strategic resources needed initially. With only saltpeter available by default, getting resources through trade or quick conquest is needed for the Italians to become a major power.

SPAIN: Once a huge colonial player, the Spanish only control a few small parts of northwest Africa in addition to their mainland. The Spanish do have coal and a decent army, but not enough for major conquest early on.

NETHERLANDS: All the Dutch have in Europe is Amsterdam, which does have coal available a good army for protection. They also have rubber and oil, as the Dutch also control modern-day Indonesia. But European expansion is a challenge, especially with the likes of Germany, England, and France nearby.

BELGIUM: In addition to one city in Europe, Belgium controls the Congo in central Africa. However, they lack the major resources and have only a small army in comparison to other players.

PORTUGAL: In addition to Lisbon, the Portuguese also have territory on the southwestern and southeastern coasts of Africa. They do, however, lack the resources or army needed to become a major power on their own.

OTHER EUROPEAN NATIONS

AUSTRIA: Austria has only two cities, a limited army, and no major resources

YUGOSLAVIA: Same as Austria

CZECHOSLOVAKIA: Same as Austria and Yugoslavia

NORDICS: The Nordic civ is a combination of Norway, Sweden, Finland, Denmark, Iceland and Greenland. I didn’t want to make each of them a part of the neutral civ and making each unique was an issue as well. Together, they have an ok sized military plus oil.

POLAND: Poland has four cities but lack major resources. They also have the unenviable position of having the Germans and Soviets on their borders.

OTHER ASIAN AND AFRICAN NATIONS

TURKEY: Turkey has five cities and an ok army, although they lack the initial major resources.

SAUDI ARABIA: The Arabs only have four cities, but they do have multiple sources of oil, giving them some bargaining power and a chance for growth. It also makes them a target.

PERSIA: They have five cities and lack the major resources. They do have a lot of mountain territory, leading to increased production.

EGYPT: Egypt has four cities with the ability for massive population growth on the Nile, but they don’t have the resources or strengths to be a major player. They also somewhat isolated, however.

SOUTH AFRICA: Officially independent of the British, South Africa does have the advantage of having no strong rivals immediately nearby. They do also have a source of coal.

OTHER AMERICAN NATIONS

CANADA: Officially independent of Britain, Canada has a massive amount of line along with sources of oil and coal. They also only have the Americans bordering them, keeping them fairly safe as long as the Americans don’t choose to target them.

MEXICO: The Mexicans have a decent amount of land, but lack the strategic resources. Like Canada, their only immediate threat is the Americans, so if they stay allied, they’ll pretty safe.

BRAZIL: The largest nation in South America, Brazil has a pretty nice amount of land and a decent army. They also have multiple sources of rubber along with coal, although they lack oil.

ARGENTINA: The second largest nation in South America, although they are at a disadvantage by not having any strategic resources. They are relatively safe from attack by anyone sans Brazil.

PERU: Peru has rubber and coal, but a small amount of territory and a small army.

VENEZUELA: Venezuela has oil which they can use and trade, but otherwise they have a small nation and army.

COLOMBIA: The same size roughly as Venezuela and Peru, however without the resources.

LASTLY, there is the “Neutral Nations” civ, which basically includes everyone else left over. This includes parts of eastern Europe, Mongolia, Ethiopia as well as the remaining Central American and South American countries, among others.
 
I apologize for missing this one earlier. As I teach a detailed class on World War 2, I have quite a lot of data on the resources available to each country at the start of the war, drawing on a range of official sources and also the reports following the war of the US Strategic Bombing Survey.

Reading the description of resources, the resources for each country could stand some tweaking, but on the whole, it looks like a interesting piece of work.
 
It is hard to say much about this, as it looks like the creator has not been on the forum in about 9 months, but the resources definitely need work, along with some other things. A bit more knowledge of history would have been helpful as well.

It does give one a lot of ideas however.
 
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