AXIS & ALLIES Mod / Map Workshop

Bigben34

Warlord
Joined
Jun 14, 2006
Messages
131
*********************AXIS & ALLIES AAA mod version available at:

http://forums.civfanatics.com/downloads.php?do=file&id=4614

**************************************************************************
Greetings.
I have been looking for some good WWII scenarios/mods. I really like 1939 and the new Visa 3.0 mods, but some of the scenarios are just so busy that they are hardly playeable. I also think that for game balance and fun, more units types & more cities is not necessarily better. Therefore I have attempted to create an arrangement of the boardgame for Civ IV Warlords.

Many of you will recall the Hasbro boardgame Axis & Allies. It was one of the most popular strategic boardgames that came out just as the strategic computer game era began to dawn. There are still many websites dedicated to this great strategy game, and even some simple online programs that allow online versions to be played. The inherent balance and strategic options of this game made it a lot of fun.

I adapted one of the standard sized earth maps to a reproduction of this boardgame. I have made each territory to be represented by a city. Cities cannot be razed, as they represent territories on the boardgame, although they can be ravaged/pillaged, of course. I have approximated the economic values of each territory by the size of the city, and the buildings present in the city, along with the resources and developments around them. Neutral territories for the most part have simply been labeled as such on the map, rather than being represented by cities/civilizations/leaders. Many pre-made earth scenarios are way too busy to be practical, but this one has a maneageable number of cities, with enough space between to allow for strategic maneuvring of modern weapons.

Some cities have economic/production value, some have value for the nearby resources, while others have strategic value (like Gibralter, Wake Island, the Panama and Suez canals, etc).

I have reproduced the starting locations of the original boardgame, for both units and territories. For the most part, the balance transfers nicely. I used 2 bombers and 2 battleships for each, respectively, as they were more powerful in the original scenario than in warlords. Each civ starts with one or or two great general promoted units such as the Bismark, Yamamoto, Montgomery, and a Rommel tank.

The map is 5 players, 2v3: Tokugawa, Roosevelt, Churchill, Bismark, Stalin. Simultaneous turns is pre-selected, but I think doing classical turns would be fun. You can still give all your orders, including queing moves and attacks, during other player's turns. Setting the timer to medium I think would give each player 35 seconds or so to make their move. The clock is divided up between players, and 1/5 of the way through will give each of the 5 players a chance to execute their moves if not quied allready. I placed the players in order of the boardgame.

Each civ starts with similar modern/industrial technologies.

The initial options AVAILABLE for research are:

-biology
-communism (Russia starts with it but without Democracy)
-fascism (Germany and Japan start with)
-rocketry
-fission
-mass Media
-plastics
-computers

I think this makes some great initial options. On epic the average time to the first tech is about 70 turns. Teching of course will increase as players develop their economies. Each player starts with only 2-3 workers. Terrain starts developed around each city/territory according to it's initial size.

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Germany starts with it's Vermacht extended deep into Soviet territory, pushing towards Moscow and Sankt Petersberg. Rommel and Montgomery square off in N. Africa. Japan has bombed Pearl Harbour, and is prepared to expand her borders in all directions. Can Great Britain interfere with Germany's plans long enough to save Russia from destruction until America's economy can intervene?

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I have the base map in Warlords 2.08 prepared, with the cities and units placed and balanced. Now I must either mod it or choose an established mod.

------My Remaining Goals:---------

-Disable Settlers

-Use Dale's Ranged Bombardment Mod

-Increase cost of fighters, which for a game starting in this era, on a standard size earthmap, are grossly underpriced

-Eliminate Fog of War from allies' territories without having to make the players actually allied. I want the players to have to research their own technology separately.

---------Optional Goals------------

-Make the mod self-installing. Multiplayer is the beauty of this map, and it's difficult to try to explain to players online how to properly install.

-Addition of an AA gun building or unit would be nice.

-Addition of AA ability to battleships, so they automatically shoot at nearby planes

-Perhaps require both computers and Rocketry for Gunships, so that tanks remain the king of the battlefields a little longer.

-Require airports to build planes, and a cheap airstrip building before they can operate from a newly captured city/territory. This would add a nice element of realism to this map.

-Maybe find a way to limit the maximum size of cities, to preserve continuity of their economic value (allowing growth to a certain extent) if the game progresses beyond the initial armies phase. Of course, control and development of the available resource rich 3rd world areas could simply become a part of the overall strategy.)

-Maybe disable slavery if possible (overpowered if players choose Epic setting, which I prefer)


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I think this will be an exciting map, very playeable, with a lot of replayeability, and those who have seen it so far agree. 5 players is a perfect size to recruit for a multiplayer modded game. Any assistance in reaching any of my goals is appreciated, especially to disable settlers, which is a must to make this mod/map playeable, particularly in single player mode. I will post my finished versions here and elsewhere.

Thanks,
Bigben34

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P.S.: I have attached the Warlords Map


Settlers are still enabled, so If you want to play it single player (I suggest multiplayer only for it), just use a houserule no settlers, or use the AAA_mod version of this map:
 

Attachments

There are several ways to disable settlers. I only remember one though and that being setting the prereq tech for that unit to TECH_FUTURE_TECH. I'm sure someone else will chime in with the better method.

I couldn't tell by your post if you were looking for help on your 'to-do' list, but there's that tidbit. ;)
 
The inherent balance and strategic options of this game made it a lot of fun.

I love axis & allies, but balanced it aint. Even with the 'no russian first strike rule' there is still a sting lean toward the allies, but I guess it's for historical accuracy.
 
There are several ways to disable settlers. I only remember one though and that being setting the prereq tech for that unit to TECH_FUTURE_TECH. I'm sure someone else will chime in with the better method.

I couldn't tell by your post if you were looking for help on your 'to-do' list, but there's that tidbit. ;)

Yes, I am definitely looking for help for my to-do list, thanks!!

In fact, Im looking for team members... Starting in a week or so I will be on call Q3-Q4 for 3 months and wont' have so much time..

I spent a lot of time of the map, but beyond that I have limited modding abilities. The necessary modiications to get this off the ground should be relatively straightforward.

Bigben34
 
I love axis & allies, but balanced it aint. Even with the 'no russian first strike rule' there is still a sting lean toward the allies, but I guess it's for historical accuracy.


YES, YES, I agree, it's kind of universally accepted that the game was slanted in favour of the Allies. This is why I used the 2004 edition as my guide, which is better, but still favours allies. I think this is kind of unavoidable though, and certainly consistent with historical flavour though.

You can't really give Germany more starting units or they'll just use them to kill off Russia.

Part of the problem was that infantry defended so well, and was so cheap they could be massed for offense. In this Warlords adaptation they still defend will, but you can now at least ravage their economy with tanks, fighters, and Artillery (with Ranged Bombardment Mod, not a part of the map yet).

Japan's units start highly promoted second to her Agg/Prot traits.

Also, it is conceivably possible to blockade Russia's oil supply. She starts with 2 oil resources of her own, in the Khazakstan region, and just West of Moscow. Germany can pillage the one West of Moscow easily enough, and if she attempts to push through the middle east and persia then she can come up south to pillage the other oil. Then all the ports (St. Petersburg, Archangel, and the Soviet Far EAST would have to be blockaded or captured, along with the border with India. (America has extra oil, and Britain has oil deep in the heart of Canada. Difficult, and Japan would have to help, but conceivable.

On the flip side, Japan's oil is in a precarious position, coming primarily from Borneo, unless she captures Alaska, or another source in south america or the middle east.
 
Here, try this post for your solution to the settler build problem. I was interested in finding an answer to this as I know that I will have the same problenm with my scenario ;)
 
Did you get into my computer or something?! ;)

I've been working on a simplified "Axis and Allies" scenario for the Second World War for the past week - I was about to announce it over the weekend when I got the scenario half straightened away - as a preview before I started modding the XML. Mine is specifically for multiplayer too - the AI is simply too weak for it to do anything sensible as far as I can tell so far.

I'll take a look at your's when I get a chance now and give you my thoughts . . . and if I'm going to carry on with mine.
 
Did you get into my computer or something?! ;)

I've been working on a simplified "Axis and Allies" scenario for the Second World War for the past week - I was about to announce it over the weekend when I got the scenario half straightened away - as a preview before I started modding the XML. Mine is specifically for multiplayer too - the AI is simply too weak for it to do anything sensible as far as I can tell so far.

I'll take a look at your's when I get a chance now and give you my thoughts . . . and if I'm going to carry on with mine.

Maybe we should work together. I took my map pretty much right off the 2004 version of A & A. I'm pretty happy with the units placement, I think it makes for a very good opening Dynamic. Some buddies and I playtested with the turn timer off, it worked well, though we had trouble loading the map in the first place (same problems as loading any of the earthmaps in mp).
I just need to tweak a few things like no settlers, add ranged bombardment mod, balance the fighter/bomber cost, and maybe a few other minor changes. I feel the game is allready very good, and that simplicity is probably better. I may make a version for the WWII 1939 mod, though I think it'd be just as fun and easier to recruit players without it. Right now it can be played mp with the house rule no settlers allowed.

Look at the map and post again if you're interested in joining forces.
I'll post a slightly more updated version of the map. Japan and Germany started without the ability to trade in the initial posting. It would also be nice for allies to be able to see each others territory without having to share teching.

Bigben34
 
Did the solution I link to work with your no settler problem Bigben?
 
I took a look at your map, you took a different approach than I did - by directly translating all of the regions into individual cities. I'm not sure how well single, high IC territories - Japan, Germany, the two Americas - fare.

My map (which I will post below as a preview) is roughly the same size (100 x 52), though it just takes the general spirit of the A&A game board - instead of territories there are a total of about 90 cities, such as:

London, Manchester, Belfast and Edinburgh in the UK
Brest, Marseilles, Paris and Brussels for Western Europe
Hamburg, Berlin, Danzig and Munich for Germany
Sapporo, Tokyo and Osaka for Japan, etc. etc. etc.

Of course, the quality of these cities varies greatly - in population, city improvements built (forges, factories, etc.) and terrain improvement nearby. One thing I want to simulate in the XML is the fact that in the board game you can only build units in specific locations. One idea is to require, for example, a barracks for infantry and a factory for tanks, or require that you national "religion" be present (democracy, fascism or communism) or a combination of both models.

However, you can more or less play the game (especially in multiplayer, though I haven't had the opportunity to try yet) without messing with the XML. Anyway, have a look at my version of the game:
 

Attachments

Did the solution I link to work with your no settler problem Bigben?

Ya, worked great, thanks.

Only problem is now I have 2 mods, one to play my scenario, and one to play general multiplayer maps with settlers. Would be nice to be able to have a 'no settler' button. I posted a suggestion in the WWII 1939 mod forum, he's also trying to find a way to make it an option.

I achieved all my desired goals for this mod. I'll be posting the beta version above, for my friends to dload while we test it. I'll add a complete list of all the changes once l post the final version, but it looks pretty good now.

I have one last problem I hope someone can help me with:

Upon launching a multiplayer game of the map in the warlords version, everyone usually crashes out of it, and has a hard time rejoining. Only seems to work when I let the game advance a turn, then they seem to have no problems joining. The AI then screws up the opening moves. Any help?

Bigben34
 
Ok, map/mod is done. I thought about adding a Cruiser that requires assembly/combustion and coal. Any guidance on this? There are plenty of good Cruiser graphics posted.

Bigben34
 
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