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Africa During the Cold War


The Great Dictator
Jul 7, 2004
Skaville UK Reputation: 1
*Bear with me! Many unexpected events have occurred during the last couple of days, so it may be another couple of days in order for me to sort things out!*

OK, so this scenario is a long way from being finished, but I'm posting this thread anyway, so that people can prod me to keep working on it ;)

The scenario takes place between 1950-1990 (I would have loved to have it go on further through those trouble-packed nineties, but there would be no way I could fit them in as well ;)), over 480 turns, with each turn corresponding to one month.

As I'm not one to try and mask over subjects, this scenario will naturally deal with many controversial subjects such as terrorism, ethnic/religious etc. conflict and colonialism, although hopefully all in a non-offensive way, and many of these subjects will be up to the players choosing to exploit (or not!)

There are 31 civilizations in this scenario, most of whom comprise of more than one state (usually based on who has good relations with who, although there have been some exceptions)

There are also three "special" civs, who have been put on the map to stir up trouble. Their infantry is cheaper than most, and their aggression has been set to the highest. These civs are the Democratic Rebels, Autocratic Rebels and the Communist Rebels. These guys also have their own starting governments, to differentiate them from the "colonial" civs.

There are a couple of other civs who are quite special, too. The Arab League and NATO and Allies are set up to cause a lot of headaches to the African civs. They have generally better units and start out in a non-colonial government.

So, here are the civs:

Led by Colonel Gadaffi, these guys are going to be more influenced by Soviet hardware and support. Their south and west borders have a lot of VPL's, to hopefully stir up a lot of trouble on their end!

Arab League
Led by General Nasser, these guys are the "powerhouse" of the scenario. They start out both in Africa and Asia (with Egypt as their main base), and comprise of Egypt, Saudi Arabia, Syria, Jordan, Oman, Yemen, Kuwait, UAE, Bahrain, Iraq and Palestine. Luckily for the Africans of the scenario, Africa and Asia have been split at the Suez canal, so the AL will have to ship in troops from Arabia if they get heavily involved in the affairs of the continent ;)

The Arab League have natural foes in the Communist Rebels (whose unsecured VPL is sitting right next to Yemen!), NATO and Allies (who have a mass of troops around the Suez canal, and also hold Turkey and Israel in the AL's back door), and sometimes Libya due to border issues(VPL's) (although Libya generally favour the AL)

South Africa
Another of the "powerhouses" of the scenario, South Africa start with a huge swathe of territory in the south, includes SA, Malawi, Botswana, Lesotho, Swaziland and Namibia. SA is led by PW, and start out in an Apartheid Democracy, as opposed to the colonial government held by everyone else. They generally prefer to take the West's side, and will (in the later game) be able to build nukes and carriers, really cementing their power. However, the South Africans don't start with any colonial troops like most African nations, so it has to build up its military by scratch!

They have border issues with Angola, and have been known to steamroll over Mozambique during testing.

Mozambique is led by president Samora Machel, and generally like to side with the Soviets. As previously stated, they get involved in a losing war with SA a lot, so when playing as these guys, it would probably best serve to get into a war with SA whilst you still have the early colonial troop advantage!

Led by General Gabriel Ramanantsoa, Madagascar is a fairly minor civ who faces Eastwards. I've never really seen them make anything for themselves on the continent itself, and would say they're probably a bog-standard civ with a little "protection" (the sea).

Led by Emperor Haile Sellassie, Ethiopia starts the game outside of the Colonial sphere on the continent. A fairly powerful civ, they can hold their own against some of the bigger foes. Which is useful, because they're surrounded by Sudan, NATO and Allies (they have a base at Djibouti), the Communist Rebels (who occupy a city in Eritrea) and an aggressive Somalia. Furthermore, the Arab League is only a stone-throw away. Natural resources are about average for Ethiopia, so you should probably get them connected ASAP! Ethiopia leans to the West in this scenario.

NATO and Allies
NATO and Allies is comprised of Turkey, Israel, Cyprus, Malta, Spain (or at least the parts on the map), Djibouti and an American city (used for supplies). Not a huge civ, and without many natural resources, NATO is still one of the more powerful civs in the scenario. Although they do not have access to early colonial units, they do start in their own separate government, allowing for more flexibility. Naturally, NATO lean to the West.

Led by Prime Minister Maati Bouabid, Morocco are a fairly fun civ to play, with a fair amount of natural resources, and a mixture of strong and weak opponents around it. Moroccan troops are quite strong compared to most of its neighbours (which you will need to exploit if you want coal to build railroads!), although Morocco should avoid getting into prolonged wars against the heavily defended NATO base (at Ceuta) and Algeria. You will also want to be weary of border disputes which involve Morocco, as there are several VPL's dotted around Morocco's borders. Morocco leans Westwards.

Another of this scenarios "big boys", Algeria is led by Chadli Bendjedid. Algeria is home to a lot of useful resources, such as oil, iron, coal and natural gas. However, several problems are also posed when playing as Algeria. The infrastructure isn't as built up as much, giving them logistical problems compared to most of their neighbors. Their units, too, are weaker than those of their neighbours. Still, Algeria can be a fun nation to play as, so long as you choose when to strike wisely! Algeria tries to steer itself down the middle where E/W relations are involved.

Led by Julius Nyerere, Tanzania can be a surprisingly powerful opponent! Tanzania contains many valuable resources, including coal and gold, and is only a stone-throw away from Iron (for railroads). Tanzania also has an interesting mix of rivals, surrounding it, such as the small but resource-rich states of Uganda and Kenya, and the large state of Zaire. Like Algeria, Tanzania tries to stay neutral where E/W relations are concerned.

Kenya is one of the smaller civs in this scenario, and they are led by Jomo Kenyatta. They are influenced by the West, but are one of the lower-aggression civs. They have a nice number of resources around - particularly coffee, so a good idea for them would be to try to connect enough resources to trade for oil, rubber, coal or iron from another civ (although the last three of those resources could be claimed by taking out little Uganda next door ;)). Kenya has to watch its back, as it has the large Ethiopia, the aggressive Somalia, and the powerful nations of Sudan and Tanzania at its borders. A good battle-plan for Kenya could be to take out Somalia for the oil, then move onto Uganda for the rest of the resources.

Led by Mohamed Siad Barre, Somalia are one of the most aggressive civs in this scenario. With VPL's around their borders with both Ethiopia and Kenya, and a decent offensive infantry unit, Somalia could be trouble. However, there are also some problems with Somalia. Its infantry is lousy on the defense, its infrastructure is abysmal, and it lacks most natural resources (although its source of oil somewhat negates this last one a little). Somalia is one of the harder positions to play. Somalia look Eastwards for support.

Another of the "big boys", Sudan is led by President Gaafar Nimeiry, and look Westwards for support. With a good amount of natural resources, and a fairly decent level of infrastructure compared to most civs, Sudan is a fairly easy faction to play as. However, Sudan doesn't have the best of foes surrounding it- the Arab League to the North and Ethiopia and NATO+ to the East, where all the good infrastructure is, really points Sudan into the direction of war against one of these nations.

A small, landlocked civ led by Ian Smith, Rhodesia is a pretty decent civ to play. Its available resources and infrastructure are both fairly good, and it may be able to gain much-needed iron from its southernly neighbour, South Africa. Some problems for Rhodesia include that it is bordered by 2 rebel factions (with the Communist rebels occupying a particularly nasty position!), and the very large South Africa. To win as Rhodesia, you'd have to make the right friends at the right time! Rhodesia don't really look East or West for assistance.

Led by president José Eduardo dos Santos, the Angolans are an interesting civ. Their territory contains many valuable natural resources, but their infrastructure is only loosely connected over the rough terrain. Sandwiched between Zaire and SA, Angola has to maintain strong defenses on both fronts. Angola look Eastwards for assistance.

Led by Kennith Kaunda, Zambia is a small, fairly minor civ. With an abundance of Copper, but little else, Zambia is going to have to trade or war to become an effective force on the continent. Zambia's enemies are many; it has Zaire to the north, Angola to the west and South Africa (well, Malawi) to the East. Zambia are a fairly neutral civ when it comes to E-W relations.

Nigeria-Ghana-Burkina Faso
What it says on the tin, really, Nigeria (et. all) is led by president Ibrahim Babangida. A fairly neutral civ, Nigeria contains many valuable resources, but lacks the infrastructure initially to really benefit from them. Nigeria has many rebel bases around it, with Biafra (having broken away at the start of the scenario) and Togo both being held by the Autocratic Rebels, and Benin being held by the Autocratic rebels. From testing, Nigeria tends to get cut up pretty rapidly by the rebels, and is normally at war with one or the other (although usually both ;))

West Africa
West Africa is comprised of the states of Senegal, Guinea, Sierra Leone, the Ivory Coast, Gambia and Liberia. These guys have plenty of resources, and pretty good infrastructure. However, their troops are weak, and their large cities mean early unit support can be a problem. Furthermore, WA is split into two parts by the Communist Rebels (occupying Guinea Bissau)

Cameroon is led by Ahmadou Ahidjo, and are a pretty standard civ. Their infantry is nothing special, and their infrastructure needs a lot of improvement, but they do have a nice supply of resources. They are also surrounded by a few other average/weak civs, such as Gabon, Chad and the Central African Empire, so they don't need to worry too much about competition early on! These guys generally gain Western support.

One of the weaker civs in this scenario is Chad, led by Hissène Habré. These guys have fairly weak infantry, and powerful adversaries in the N and E directions, these being Libya and Sudan respectively. Their infrastructure is in a bad shape, also. There is some good news, though. Chad does have access to Oil, and it is parked right next to Niger, who have a pretty good amount of resources (particularly coal and iron!) Chad can also put up a good fight against Cameroon and the Central African Empire, on its Southern borders. Chad tries to stay neutral when it comes to E-W relations.

Central African Empire
The Central African Empire is led by Bokassa I, and is in pretty much the same boat as the previous two civilizations; bad infrastructure, good resources, nothing special about their infantry. However, the CAE has another disadvantage, being that two of its borders are occupied by Sudan and Zaire. The CAE is neutral when it comes to E-W relations.

Led by Sese Seko, Zaire has in itself the potential to be a powerhouse. Chock full of natural resources, and with a lot of cities, this is easy to see. However, there are many problems which face Zaire from the onset. Its infrastructure is lacking, and with the terrain Zaire occupies, any attempts to patch things up will be very time-consuming. From the onset of the game, some parts of Zaire are "occupied" by the Autocratic Rebels, who have set up camp outside of key Zaire cities - poised to strike when Zaire is in a moment of weakness! Zaire's infantry is also sub-standard.

Zaire's enemies are no better, either. Uganda, Tanzania and Zambia are all too far off through rough terrain to be considered early targets. The Congo and Angola are both initially slightly stronger than Zaire at the start. This leaves the Democratic Rebels - who are within striking distance of key cities! Indeed, one of the first things you'd want to do when playing as Zaire would be to build up your forces, maybe even at the expense of your economy!

Tunisia is a small but effective civ, with decent resources and infrastructure, and a pretty good infantry. However, Tunisia starts squashed between Libya and Algeria, both of whom can dominate Tunisia if you are not careful! A quick and successful early war against Libya can prove to be quite satisfying as far as security is concerned, and can open the door to a much more easier conquest in Chad, or Niger. Tunisia leans Westwards.

Communist Rebels
One of the three rebel civs, the Communist Rebels are the 2nd strongest of the Rebel civs (with the Autocratic Rebels being the strongest), and are a force to be reckoned with. Occupying key areas, such as Guinea Bissau, Benin, and parts of Eritrea and Rhodesia, these guys have definitely been known to cause havoc against the other civs! Due to the nature of the Rebel civs, the Communist Rebels act in a different way to the other civs, not really needing to care about anything other than military affairs, at least early in the game. Like all rebel civs, the Communist Rebels have a "stronghold" which can't be captured, and which will auto-produce units (mostly Cubans).

As the name suggests, this civ is comprised of Uganda and Rwanda. They are led by Idi Amin, and lean neither to the East or West. The smallest civ in the game, U-R can pack quite a punch, with a good amount of natural resources around them, and few strong enemies within real striking distance. An initial plan as U-R may be to take over Kenya, and then work on from there.

The "Eastwards"-looking Congo is led by Marien Ngouabi, and are another of the "standard" civs available in this scenario. Starting uneasily close to Zaire, the Congo can rest slightly easier knowing that their land contains a decent amount of natural resources, including rubber and oil. Infrastructure could be worse, as all cities are connected by roads, but the terrain is pretty bad as far as trying to build the rest of the nation up comes.

Gabon is led by Omar Bongo, and is one of the smaller civs of the game, although they are saved somewhat by their powerful infantry. Although it has 3 cities, the fact that one city is on an island really makes them play as if they had 2 cities. Gabon has a nice selection of natural resources, including rubber, oil and uranium. Gabon attempts to remain neutral when E-W relations are concerned.

Led by president Moussa Traoré, Mali is another of the "standard" civs. They have a fair amount of resources, but their infrastructure needs quite a bit of work. They look Eastwards for support. Mali doesn't have it good with regional enemies - Mauritania/Niger occupies either side of Mali (so you can't let one side down and go for the other!), Algeria the north of Mali, and the Communist Rebels to the East, as well as West Africa and Nigeria (both of whom aren't so bad a threat)

Another of the standard civs, M-N also has the problem of being split into two, by Mali. M-N are together for gameplay reasons more than any other. Naturally, infrastructure is lacking for N-M, although there are a decent amount of natural resources to help out, including coal, oil, iron and uranium. M-N also starts occupying a part of the Western Sahara (for gameplay reasons, again), so this can cause tensions with the Democratic Rebels and Morocco (due to VPL's in the area). M-N are neutral when it comes to East/West relations.

Autocratic Rebels
Probably the strongest of the Rebel civs, the Autocratic Rebels is comprised of some of the smaller "autocratic" civs, such as Togo and Burundi, and also break away provinces, such as Biafra and Katanga. Like the Communist Rebels, the Autocratic Rebels operate on a different system to the rest of the civs, allowing their economic concerns to be placed on the "back burner", whilst they can focus on military matters. The Autocratic Rebels have an un-capturable stronghold where they will gain extra access to Western support.

Democratic Rebels
The smallest of the Rebel civs, the Democratic Rebels are still capable of packing a punch! Gaining overseas support from "neutral" nations, the DR's will have the smallest amount of "assistance" of the three rebel civs, but will also have some of the strongest late-game units. The DR's main bases are in the Western Sahara (which for gameplay reasons is mostly occupied my Mauritania and Morocco), and a base in Botswana (would be South Africa, but I thought for gameplay reasons, it would be best to also give them access to other civs, to save them from being too easily engulfed by SA). The DR's also have a HQ in Mauritius.

Here are some gameplay features:

Mercenaries were an important part of cold war Africa. In this scenario, mercenaries have sub-standard stats, and a high cost. This is circumvented by their lack of unit support needed, their invisibility (another important part of this scenario!) and their ability to paradrop from airports.

In this scenario, each civilization starts out with a number of different religion techs (these being Christianity, Islam, Judaism and African Tradition). The other techs can be researched by the player (for relatively cheap), but the AI will steer clear of them, focusing on the other techs, instead. Each religion allows special buildings, and may also spawn some cheap, weak Hidden Nationality flavour units,with their own small extra powers (such as extra movement, the ability to detect invisible units, etc.) These units don't spawn too often, and are usually dispatched of fairly soon (although they are quite successful at "converting" workers ;))

Colonialism and Independence
One of the more complex features in this scenario is the Colonialism/Independence model. To start with, most civilizations start out in the "Colonial State" government. This is pretty much the worst government in the game, with terrible unit support, bad corruption, etc. There are also an early line of Colonial improvements. These improvements can only be built in Colonial states, are expensive to maintain, and are usually worse than their non-colonial equivalents (which come a little later in the game). Each colony also starts out with an assortment of European Colonial troops in their cities, which cost no unit support, and are supposed to get dispatched of fairly quickly and/or be used as last resorts to defend the cities (after independence, think of them as defending the embassy, or being there upon the request of the host state, or something). Each Colonial city also starts out with an "Occupiers" building, which counteracts the unhappiness value of the "Majority Group" and "Minority Group" improvements, and goes obsolete with the tech "Independence" (therefore, whereas before things were easier to you due to everyone being rallied against the Colonials, after independence things start going pear shaped, happiness-wise)

Independence is an era1 tech, but it is not needed to advance to the next era. This means that independence can be prolonged until you can afford the unhappiness hit (as well as other buildings which go obsolete). Once Independence is researched, it is strongly suggested that you choose your side in the Cold War, and the earlier you declare independence, the earlier you can take advantage of all the E-W tensions (technically, you can change governments in era2+ without declaring independence, but to take advantage of the extra support units, you'll need to have established independence). Independence also allows the building of Embassy.

Choosing Sides
Another important feature in this scenario is "choosing sides". Well, not so much as choosing sides, as choosing how involved with each side you become. There are three different alignments you can get involved with (each civ only has the choice out of one of these), these being Western (mostly American and European support), Eastern (Mostly Soviet, Chinese and Cuban support) and Neutral (for gameplay reasons, these guys can get support from Non-aligned civs, such as India). Getting involved with the various sides offers mostly extra units, although there will also be monetary bonuses and such. They will also have their own unique government lines, for different situations. The disadvantage to getting involved with the sides is that it increases unhappiness.

Aggression-Increasing features
This was an aggressive period in African history, and as such, this scenario tries to increase aggression by various means. Right of Passage treaties are not available until late in the game, so the only real ways of crossing a neighbours state to get to an enemies state is to either declare war, or train "invisible" units such as Guerrillas and Mercenaries, hoping they won't get caught. Military Alliances, Trade Embargoes and Mutual Protection Pacts will, however, be available much earlier.

VPL's are used quite a lot in this scenario. They are the only locations where you can take flag units to, and are placed next to many of the important port cities, as well as key "hotspot" areas, such as disputed borders and on some key resources.

Due to the nature of the scenario, war is also the only real way to gain resources; the AI civs will usually not manage to build up infrastructure enough to gain enough resources to trade, especially when the religious improvements start spawning those HN units to take workers (the workers usually end up switching sides like a game of ping pong at this point ;)).

Internal (Political/Ethnic/Religious etc.) Conflict
In this scenario, all "internal" conflict is going to be rolled up into two main improvements, these being the "majority group" and the "minority group". There will be one of each improvement in every city, and can therefore represent any group. In fact, as far as I care, they can be representative of people who collect stamps and people who don't ;).

Both improvements generate three unhappiness each (subject to increase), and the effects of this will usually be initially felt upon reaching independence (before then, most cities have an "occupier" improvement which gives slightly more happiness than the 2 improvements combined give unhappiness).

Naturally, it would be your choice as leader to choose if you want to exploit these turmoils. This will be done by building small wonders in cities with these improvements, "favouring" a group (so, you may decide that you want to "favour" the stamp collectors, or something like that ;)), which give small financial benefits and the such, but at the cost of increasing the unhappiness throughout the state.

Terrorism is represented in this scenario through improvements and units. The improvements are "terrorist training camps", which spawn hidden nationality Terrorist units (who'll work sort of like Cruise Missiles), although these improvements will have the possibility of "backfiring", and having a terrorist group attacking your own city! (replacing meltdown). The terrorist camps also make citizens in your city unhappy (thereby increasing the risk of terrorist attacks on the host city!) Other improvements may also be at risk to terrorist attacks, although I haven't set any in stone yet.

*To Be Furthered*

Land Units
In this scenario, land units can be divided into "infantry" and "mechanized". The key differences between the two are that infantry gain ~5 extra hit points and are cheaper, but mechanized units (tanks, mech inf.) are much, much stronger. Both unit types also have their own special transports, which they are only allowed to be shipped around in.

There are also various subdivisions within each category.

-Militias are the cheapest infantry. They have minimal attack and defense stats, and suffer a slight HP penalty when compared to their fellow infantry, but can be cranked out in a turn, so they're useful for bulking up the number of units defending a city. They also cost no unit support (which is a huge bonus in this scenario!)

-Paramilitary Infantry are a step up from Militias. They are a tad stronger, but also a tad more costlier. They too cost no unit support, so when needing a few good decent defenders, it may be best to just rely on your nations paramilitary!

-Infantry are the "standard" foot unit of the scenario. Each civilization has its own infantry unit (some have more than 1!), and although more expensive than the Paramilitary, are still cheap. Their downside is that they cost unit support, but at the same time you need to keep a lot of them around to keep up with the AI! All of these Infantry units ignore movement costs in some terrain.

-Marines and Paratroopers are more "specialized" units, costing a bit more still. They roughly correspond to their normal C3C counterparts.

-Workers are harder to come by on this scenario. The Capital can build a wonder which spawns a worker every 12 turns, and you can use HN units to capture them off of other civs. You can also get workers from your superpower affiliation, at the expense of happiness of your citizens. One final way of getting workers is by building "Combat Engineers". These have a decent offensive strength, minimal defensive strength, and can only build Roads, RR's, Fortresses and Barricades.

-Guerrillas are cheap and invisible. They have poor stats, but also extra HP. Their biggest use is to try to cross friendly territory without being ordered to return home, although sometimes this backfires!

-Armies can only hold 1 unit in this scenario, although they also have more HP.

-Colonial Infantry and Colonial MG's are weak units which require no unit support, available pre-built to the early colony civs.

-Mercenaries come in 2 varieties; the all-purpose infantry, and the defensive MG variety. Mercenaries are invisible, require no unit support, and can be paradropped right onto the battlefield! However, they have poor stats (akin to the Guerrillas), and high costs.

-Religious units have low stats, but are invisible and have HN. They are useful for stealing workers and scouting out enemy terrain.

This scenario makes big use of Artillery units. There are artillery units for every purpose here.

-Mortars have a high RoF, but low accuracy, movement and range. This makes them perfect for taking out the weaker, but HP-heavy infantry units, but they probably wouldn't dent the mechanized units.

-Fixed Artillery Placements have a huge range and a large RoF, but lousy accuracy. They (as their name suggests) can't be moved from their cities, so they are best built in border towns.

-Heavy Artillery is the next step down from Fixed Artillery. It has lower RoF and range, but higher accuracy and can move a slow amount per turn. Heavy Artillery is wheeled.

-Medium Artillery is the next step down. This has mid-range RoF, accuracy, range and movement. Like the HA, MA counts as wheeled.

-Light Artillery has good accuracy, but low RoF and range. It can move quite fast, and can enter any land terrain. Light Artillery requires no resources to build.

-Anti-Tanks have the best accuracy, but low RoF and range. They are, as their name suggests, best for taking out mechanized units.

*To Be Furthered*
These are from various stages of development.

Mali being blown apart from Algeria:

Zaire attack Cameroon. I think I annoyed them by stealing their workers with my HN troops :shifty: :

Troops from Uganda and Zaire using Burundi's territory as a battleground (very old SS when Burundi was its own civ):

Tanzania storm through Kenyan territory, whilst Sudanese troops look around menacingly for their next target:

Communist and Autocratic rebels hiding out in Chadian territory:

More problems with rebels for Chad:

Chad's military is all but wiped out by its war with the CAE (most of those stacks are full of artillery):

Biafran rebels cutting themselves a sizable chunk of Nigeria:

I was earning 40+ gpt last turn! This is how quickly your economy can be drained in this scenario!

South Africa and Mozambique at war:

South Africa and Rhodesia at war (well, it doesn't show it very well... :shifty::
It sounds interesting, but I do think you're going to have to be very careful with this one because there were some truly horrific conflicts and atrocities in that period which are still strong in the memories of many people. I once thought about making a scenario about the Biafra War until a minimal bit of research revealed that it was so appalling that there was no way it could be made into a game without being in very bad taste. Which isn't to say that you mustn't try something like this, but it might be sensible not to try to include everything.
When I do come across such a situation, I'm going to try to make it as simplistic and vague as possible. For example, internal ethnic, religious and political conflicts are going to be all rolled into one, where there are two vaguely-named improvements (Minority Groups and Majority Groups), and where, if the player chooses, they can "manipulate" these groups by building other improvements and wonders, for a cost (i.e. severe unhappyness). Because of the vagueness of the improvement names, these shouldn't offend anyone. (I'm also not going to include anything too severe, so it wouldn't really be possible to cause a genocide or one of those forced famines the Derg enacted upon Ethiopia, but you will be able to "favour" a group, albeit without specifying which group, nor to the extent to which the group is favoured, although it will usually result in monetary benefits)
Unless I skipped over it in the thread, you've forgotten that there were Cuban troops fighting in Angola in the 1970s and possibly into the '80s.


PS - BTW if you need it I might be able to dig up a 1980s South African TOE.


PPS - How are you going to handle Cabinda? (the "hands-off" foreign oil company run enclave adjacent to Angola and the Congo?)


PPPS (Geez, even I think I'm getting carried away :crazyeye: ) What about the Belgians and UN in the Congo 1960-1964?


(The End)
Unless I skipped over it in the thread, you've forgotten that there were Cuban troops fighting in Angola in the 1970s and possibly into the '80s.

Don't worry, they will be represented via troop-spawning wonders :)

PS - BTW if you need it I might be able to dig up a 1980s South African TOE.

That'd be helpful :)

PPS - How are you going to handle Cabinda? (the "hands-off" foreign oil company run enclave adjacent to Angola and the Congo?)

You're going to be able to build a SW allowing "foreign oil companies" to exploit your resources, giving you extra workers (which are hard to come by!) at the expense of happiness

PPPS (Geez, even I think I'm getting carried away :crazyeye: ) What about the Belgians and UN in the Congo 1960-1964?


(The End)

The Belgians and UN are represented in Congo as part of the rebel troops who "occupy" some of Zaire's territory. Each civ (well, the colonies, anyway) also start off with a number of colonial troops in their states, too (these are unbuildable, require no support, and aren't expected to last too long ;))
I haven't been here for a long time, but I must say I highly anticipate the release of this. I toyed with this idea when I had time to make scenarios, but it looks like you've done a good job of actually implementing it. I look forward to future (hopefully near future) screenshots of more gameplay.
No, I think it adds to gameplay value if it isn't (I mean, when playing, you'll know the map roughly, and can open it up in the editor, but it wouldn't be up to date that way, thereby adding a little bit of surprise as to what exactly the enemy has behind closed doors :))
Thanks for the support, guys!

Now, I've come across my first gameplay problem with this scenario! :D

Basically, due to their lack of unit support needed, I'm finding that when I get to build mercenaries, I tend to completely stop producing the support-needing regular infantry. This is not how I intended the game to play - in fact, I would have preferred to have had Infantry be the main type of units built, with everything else built in relative moderation.

There are only two options I can really see before me to counter this problem:
1. Short and sweet, make Mercenaries cost population. This will increase their short-term cost, and maybe make you think a little before building them. However, I also think it's pretty unrealistic, as mercenaries are supposed to be foreign!
2. Take unit support costs away from regular infantry. This I did not want, and will require a bit of balancing with the government support. Also, it would make Mercenaries almost un-needed, as this was the "real" reason you'd build them!

I could offset 2 by making all other units apart from Mercenaries, Paramilitary, Militia, and a couple of other unit types, require population. However, I'm not so sure how this will work with the whole game structure...
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