AOI Deluxe (U.S. vs. the World version) 7.2

dreadknought

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Its 1903 and the colonial powers are entrenched all throughout the globe, however in this version (USING THE AOI Deluxe scenario by EL JUSTO) the U.S. finds the world has decided to gang up on it to gain its rich resources.(NOT TOO much different than today in some respects) :hmm: but we love our friends and this is just for fun.

You must defeat the entire world using only the 1903 tech tree and you are at war from the very start. The game is AI enhanced and is for advanced players only.

All credits for scenario design goes to EL JUSTO and all he credits on the AOI Deluxe version main thread. (a link will be provided) link to AOI DELUXE . If this link does not work simply scroll to the main AOI DELUXE thread by EL JUSTO.

You must have the AOI Deluxe file already downloaded from that thread. Then unzip the new file in the conquest Scenario file and the version will show up in the CIV. content file as (AOI VS. THE WORLD)1903 7.2 biq.

THIS IS A CONQUEST VERSION GAME. You need the latest conquest patch to play.

A SPECIAL THX. to EL JUSTO for allowing me to work on this version which is just for fun :D

More info pending....
 

Attachments

Reserved for game change Listing and info

I will list here notes Ive taken on changes to the main AOI Deluxe version game and how they impact this version. I can ANSWER questions relating to changes I made in this version but I defer all scenario design questions back to the main AOI DELUXE thread . If you have not tried AOI deluxe I would encourage you to try it first .

VICTOR CONDITION------CONQUEST ONLY VERSION----1000 TURNS

AI ENHANCED----this involves changing build times---cutting out corruption(helps the ai)---simplifying govt. structure---enhancing city builds all to help the ai in the game

MANY RESOURCE REQUIREMENTS are out in this version to help the ai build functions (since many smaller civs need this)

TURN SPEED LOGIC has been applied to this version---tweaking of ai moves and builds to speed the time between turns.

CANNOT---build settlers in this version

MOST BUILD COSTS--- are higher sometimes much higher (build costs for structures and units are based on my judgement on how they affect the ai in the game

POLICE STATIONS---now add 2 happy faces

UNIVERSITY---now adds 1 happy--1 production

NAVAL ACADEMY---builds 1 early destroyer every 4 turns

U.S MARINE CORPS---build 1 infantry (early marine every 12 turns)

U.S. MARINE CORP---in this game is infantry(early marine unit)---This unit is enhanced for you---has certain worker builds---can move twice---is stronger---can enslave workers---has stealth attack---much more costly...

NAVEL FORCES ARE SLOWER-------(2 moves each) except early sub,subchaser,early destroyer, can move 3 times making them more valuable overall but weaker. This is also a change that increases turn speeds and is a STRATEGIC enhancement to gameplay.

UNIT STATS---a few are tweaked in this version---machine gun units have an extra hit point---armoured cruisers have better defense---there may be an added hit point to other larger ships and units here and there.

TECHS---as per the original cannot be traded and science advancement is slow in this version. If I could change the time frame to a 1 day at a time per turn, I would.

I will add on to this list as I go through my notes on the game....more info pending....

10/29
*NEW----BEWARE A FEW CIVILOPEDIA ERRORS--- i did not edit the civilopedia so pay careful attention to changes listed here (and above) and make note of them...many structures now add extra happy faces due to the lack of corruption in this version esp. police station-univ. DESTROYERS-(modern warships in general) though listed in combustion are not a available units but early destroyers have a stronger attack in this version. Early sub is also stronger on attack stats.

GAME PLAY NOTE-DEC.2--- Please read the note on upgrading of the wright flyers. This cause a game crash. POST 27

NEW*---The max turns to gain a tech is 50 to make a harder choice to just collect max. gold to rush----change to help the ai----
 
I will add a few game notes here but I dont wont to give away too much here on how Ive tried to win this difficult game.

I will mainly say that you will find yourself fighting a war on several main fronts that I call the PANAMA FRONT---MANILLA FRONT---NORTHERN FRONT. I will let you see why.

The naval war in this game is very cool I think.

So far Ive tried to play this game at least 3 different ways and not found an easy path yet. Im in week 40 1905 in my current game and am bogged down a bit. I will play through this entire game and if I win will post it here.

10/29 *NEW----im now on week 25 1906 and still loving the game and have just reseached advanced mining which should help a lot in time. Getting up to some interesting tech choices----still cant call if I will win by 1000 turns yet. Turn speeds are 5-7 mins on my very old system(p2-666) 250ram---so thats not bad for my old system on this very large map. I wont discuss my game progress too much as not to spoill it for others. Feel free to post comment-sugestions as I may do another single country version (germany?--japan?) once I finish notes on this game. ;)

11/01 Now around turn 200. it is week 43 1906 in my current game. Turn speed are at 7-8 min but Im on a very old system p-2 666 and I think they have topped out. Game is progressing as expected but it is a challenge.

---11/10---Now at week 23 1908 and still enjoying the game and have opened up several interesting techs including the armoured cars that I would change slightly in future editions so that they need roads to move, but no biggie as they only move once. Still have along ways to go to win game, not sure when, or if I will win but will continue on.

NEWEST UPDATE 11/27*** Im close to unlocking all the techs and still have alot of ground to conquer. It is a slow process, almost like a giant game of risk with each square I take a difficult task. Now on turn 324. Still not sure if I will win in the time limit :hmm:

IMPORTANT--If you post win-loss results please note if you razed any cities. Im playing my game (not-allowing) myself to raze enemy cities which is harder overall.
 
a few hints and tips for anyone who plays this version or the original:

-the "Theory of Relativity" great wonder doubles research output for the civ which builds it. as such, it puts that civ that has built it at a great advantage in terms of discovering the techs necessary to build better units (land, sea and air).

- turn times may lag just a little as one progresses through the scenario. this is easy to cure. simply turn off "show enemy movements" in the settings of the game. granted, it may take a little away b/c the human player may not be able to see the AI moves right away but it will significantly reduce times between turns.

- only real bug: it's in the civilopedia--resource section. iron and saltpeter are required resources for many of the units and as such, the list of units able to be built by the said resources flows over the dialouge box in the civilopedia. the game kind of locks up at first and then a little pop-up box appears and allows the player to "x" out of the screen without a crash or any other adverse affects.

- the "Advanced Weaponry" tech (very last one) allows for the construction of a few great wonders that autoproduce normally unbuildable units such as Flamethrowers, Chlorine gas shells, and Land Destroyers (1st ever tank).

- the barbarians in this scenario are actually "African Natives" and are only located in central africa. so if you want to boost the experience levels of your units w/out having a formal war, the African COngo is the place for you.

- the Harbor improvement does not produce veteran sea units. instead, the small wonder Naval Academy is the one that makes veteran sea vessels.

- the standard HPs for every unit in the scenario has been boosted by 1. thus, a regular American Infantry has 4 total HPs instead of the civ3 default no. of 3.

that is all for now. i have intimate knowledge of this scenario and i'd be happy to help anyone or answer any questions that may arise.

best,
El Justo
 
one more thing:

the "Wright Brothers" great wonder isn't necessarily pre-placed b/c their actual flight didn't occur unitl the fall of 1903 IIRC. anyhow, USA has the "Theory of Flight" tech for free and thus enables them to build "Wright Bros" from the start. the long and short of it is that the "Wright Bros" great wonder autoproduces a "Wright Flyer" every 15 turns (i think it's 15). well, the Wright Flyer's stats aren't all that impressive nor should they be (re-base and recon i believe). however, very important, the "Wright Flyer" unit (unbuildable and autopro'd only) upgrades to a Curtiss Jenny bi-plane once the respective tech (Early Flight IIRC) is discovered later in the game. knowledge is key!
 
El Justo said:
one more thing:

the "Wright Brothers" great wonder isn't necessarily pre-placed b/c their actual flight didn't occur unitl the fall of 1903 IIRC. anyhow, USA has the "Theory of Flight" tech for free and thus enables them to build "Wright Bros" from the start. the long and short of it is that the "Wright Bros" great wonder autoproduces a "Wright Flyer" every 15 turns (i think it's 15). well, the Wright Flyer's stats aren't all that impressive nor should they be (re-base and recon i believe). however, very important, the "Wright Flyer" unit (unbuildable and autopro'd only) upgrades to a Curtiss Jenny bi-plane once the respective tech (Early Flight IIRC) is discovered later in the game. knowledge is key!

Thx for those comments, and that is good to know as I have been disbanding those wright flyers to save money but perhaps I should keep a few of them. I will update my current game again on my game thread (look up) mon. or tues. and I may have the planes being produced by then.

Ive seen 50 downloads so far which is good and if anyone requests it I may add another single country game against the ai to this thread. Im open to ideas---comments on the current version and how much of a challenge it is. I would like to do a smaller civ (even harder to win) in my next version. I havnt heard of any download-game play problems and that is good.... :)
 
I really like this scenario, it really makes you think for once.

I would be interested in a version of this for Germany. You could have Germany with really good yet expensive units against everyone else.
 
more info:

the imperial civs such as Britain, Lowlands, France, Germany, USA & Japan each autoproduce infantry type UUs on top of being able to build their respective infantry units...

Britain: colonial rifleman and british indian rifleman
Lowlands: belgian rifleman
France: franch senegal rifleman and french foreign legion
Germany: prussian rifleman
USA: US Marine
Japan: meiji rifleman
 
Hey, um, this scenario has the same victory point problem that the new AOI has. You have it set so that you get one point per location per turn. Also, you get 1 times its number of shields for a unit in victory points when you kill it. With this, there is absolutely no point in the victory point locations.
 
Gunner said:
Hey, um, this scenario has the same victory point problem that the new AOI has. You have it set so that you get one point per location per turn. Also, you get 1 times its number of shields for a unit in victory points when you kill it. With this, there is absolutely no point in the victory point locations.
i remember this problem in my version.

IIRC, the 1 pt/turn for VP occupation is OK but the unit kill pts threw the formula out of whack and as a result, i removed the unit kill pts and simply left it so that VP occupation would be the only one.

another reason i removed the unit kill pts was b/c a civ such as france, w/ their colonial holdings in africa, were at a huge advantage b/c they pretty much slaughtered the African Natives (barbarians for this scenario) and accumulated an inordinate amount of VP points. very unrealistic IMHO.
 
Gunner said:
Hey, um, this scenario has the same victory point problem that the new AOI has. You have it set so that you get one point per location per turn. Also, you get 1 times its number of shields for a unit in victory points when you kill it. With this, there is absolutely no point in the victory point locations.

Yes, I didnt change victory points but as to scoring, if you dont take over the entire world (every city) in 1000 turns you have lost. The victory point locations really have no purpose in this version.

To the degree that you miss that or exceed that time limit is a good way to measure your victory (example conquest victory 880 turns) and so on.

Im really glad you like the game and I will consider your request to do a German version as 1 VOTE for the Germans. I will talk to El Justo on that at some point and get his opinion also.

Are you razing any cities in your game and how are the turn speeds?
 
El Justo said:
a german version, a british version, french...i could go on and on.

my first thought is to make a british one b/c of all of the land they occupy but any of them could be made.

He,he ...Sounds cool, I wont to finish my current game which will take a while and then we will look at how many requests there are and for which countries. I thought a British version might be fun to because they are very spread out. I would like to leave the early marine the way it is but add something to the best unit for the other country.

I will e-mail you a tech. and game update by tom.....
 
dreadknought said:
He,he ...Sounds cool, I wont to finish my current game which will take a while and then we will look at how many requests there are and for which countries. I thought a British version might be fun to because they are very spread out. I would like to leave the early marine the way it is but add something to the best unit for the other country.

I will e-mail you a tech. and game update by tom.....
righto mate ;)
 
Im keeping this spot open for votes on a new version of the single country game for AOI deluxe for those of you who are playing this one.

VOTES-so far (4)---EL JUSTO, I cast yours as British per our e-mails.

Germany---1

France---1

British---2

All others---0


I will update this as I receive private e-mails or new posts on this thread. THX. to those who have contacted me with an opinion. :goodjob:
Downloads at 104 but havnt received any other votes as of 11/10 and I still have along ways to go to finish my current game but have seen a couple of small changes I would make with the later techs. I havnt heard of any problems but I check this thread daily just in case.

11/27 vote added
 
The Wright Flyer can be upgraded to a Jenny for over 1100 gold. The reason the price is so high is because the Wright Flyer has an assigned shield cost of 0. Perhaps removing the disband command and make it upgradeable for a very minimal amount of gold would be in line or I doubt this will give much advantage for the US as 1100 gold is a lot.
 
Klyden said:
The Wright Flyer can be upgraded to a Jenny for over 1100 gold. The reason the price is so high is because the Wright Flyer has an assigned shield cost of 0. Perhaps removing the disband command and make it upgradeable for a very minimal amount of gold would be in line or I doubt this will give much advantage for the US as 1100 gold is a lot.

Im not sure if El Justo intended this to be the case but I would lower that upgrade cost quite a bit by putting in a shield value. That is a very good eye on your part to spot that. I am not clear yet as to how the ai will react to the upgrading of the flyer or if they will do so at all. In this version since you are the U.S. the only choice to do an upgrade is yours.

Any thoughts on who to do another version for? I might work on another after the holidays. I would be interested in how difficult you judge the ai to be in this version since I tried to make the game very difficult and time consuming to beat.
 
Klyden said:
The Wright Flyer can be upgraded to a Jenny for over 1100 gold. The reason the price is so high is because the Wright Flyer has an assigned shield cost of 0. Perhaps removing the disband command and make it upgradeable for a very minimal amount of gold would be in line or I doubt this will give much advantage for the US as 1100 gold is a lot.

Klyden, Can I put you down for a vote for Germany for another addition based on the comments you made on the other AOI thread? I would need help on their historic values if they are much different.
 
Actually, I would say try making one for the English. They start as the premier world power. Lets see if they can hang on to it.. ;)

I have only dabbled a bit with the scenario. I actually tried that scenario before doing El Justo's version and tried to take the "traditional" route for me of building up. With the increased worker times and additional cost of the workers, I made a mistake in that regard. I played for awhile, but it was clear I would do a lot of things different. I had lost nothing, but I had not taken anything either.

I have been tinkering with different starts for the US and I think there is an opportunity for them to be very agressive right off the bat and either launch an attack into Canada or into Mexico while forces are low on both sides and also before substancial pressure can be brought to bear from Europe. I am not sure what can be done with the situation in the PI as the US must make a decision on where to contest naval control at and has issues with the west coast being totally undefended and also having requirements to take care of the east coast, carribean, and also the canal zone. (Holding Panama is critical as it allows the fleet to shuttle back and forth and also bottles up south America.
 
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