Luthor_Saxburg
Vassal of Civilization
- Joined
- Jan 19, 2005
- Messages
- 4,455
*** GAME ROLLING ***
GAME
A WWII simple scenario simulating the European front starting in September 1939 with the Axis Powers starting with a powerfull army but at war all the European Allies. Soviet Union is neutral to all except to Poland.
There are some historical inaccuraccies (Axis starting with a big army, Axis at war with Norway in 1939, etc) but the focus was to have a simple file ready to simulate WWII, with all the advantages and disadvantages attached to it.
The scenario was made by Yoda Power (called something like 'WWII Simple') and uses the basic Conquest icons&text so no extra Art of Text files are needed. I've made some small changes but it's basically the same file.
PLAYERS
1 - Axis Powers: Drendor
2 - Great Britain - Redman
3 - French&Minor Allies - Spartaca
4 - Soviet Union - Luthor
8 - Poland - Spartaca II
5 - Neutrals - AI (pro-allies)
6 - Iberic Countries - AI (pro-Axis)
7 - Turkey - AI
GAME FEATURES
- Axis at forced war with the Allies. Soviet Union neutral to Axis and Allies.
- Poland at forced war with Axis and Soviet Union.
- Some techs were made extremly expensive (e.g. Radio) to delay tech advances.
- The time to build RailRoads, Airfield and Radar has been dramatically increased.
- Desert has defense of 0%.
- Only Axis, Allies and Soviet Union can build submarines.
- Only Axis, Allies and Soviet Union can build Nuclear Missiles.
- Radio, Computer & Rocketry techs are not tradeable.
UNIT CHANGES
- Settler: Cost 240 shields and 4 population.
- Bomber: No Lethal Bombardement.
- Bomber F: Bomber with Fighter escort (Range of Fighter, Bombing value of Bombers).
- Bomber T: Tactical Bomber (shorter Range, Lethal Sea Bombardment).
- Fighter: Has lethal sea bombardement.
- No plane has Lethal land bombardement... I hope...
- Cannon: Lower fire power than Artillery but higher range.
- Submarine: Does not detect invisible units.
- Rifleman: Does not upgrade to infantry, it's just a cheaper&weaker inf unit.
- Army: Can only hold 2 units but have other advantages (Radar, Detect Invisible, Blitz).
- I hope I haven't forgotten anything.
GAME RULES
- No battles on the first turn (turn0) except in the Polish area. Moving into enemy territory is allowed.
- No CONTACT with AI on the first turn (turn0).
- Humans can only make one tech sell per turn to AI civs (one total, not one per civ).
- Humans can only make one tech purchase per turn from AI civs (one total, not one per civ).
- Cities without units can be freely traded, but only without units inside.
- No more than 4 planes per airfield.
- Airfields can be created, but no airfield can be created if there is one airfield less than 4 tiles from that point.
- No Razing allowed except if there is a city nearby (only 1 tile of free space).
- Government change not allowed for the first 26 turns. After is to be analysed.
.
GAME
A WWII simple scenario simulating the European front starting in September 1939 with the Axis Powers starting with a powerfull army but at war all the European Allies. Soviet Union is neutral to all except to Poland.
There are some historical inaccuraccies (Axis starting with a big army, Axis at war with Norway in 1939, etc) but the focus was to have a simple file ready to simulate WWII, with all the advantages and disadvantages attached to it.
The scenario was made by Yoda Power (called something like 'WWII Simple') and uses the basic Conquest icons&text so no extra Art of Text files are needed. I've made some small changes but it's basically the same file.
PLAYERS
1 - Axis Powers: Drendor
2 - Great Britain - Redman
3 - French&Minor Allies - Spartaca
4 - Soviet Union - Luthor
8 - Poland - Spartaca II
5 - Neutrals - AI (pro-allies)
6 - Iberic Countries - AI (pro-Axis)
7 - Turkey - AI
GAME FEATURES
- Axis at forced war with the Allies. Soviet Union neutral to Axis and Allies.
- Poland at forced war with Axis and Soviet Union.
- Some techs were made extremly expensive (e.g. Radio) to delay tech advances.
- The time to build RailRoads, Airfield and Radar has been dramatically increased.
- Desert has defense of 0%.
- Only Axis, Allies and Soviet Union can build submarines.
- Only Axis, Allies and Soviet Union can build Nuclear Missiles.
- Radio, Computer & Rocketry techs are not tradeable.
UNIT CHANGES
- Settler: Cost 240 shields and 4 population.
- Bomber: No Lethal Bombardement.
- Bomber F: Bomber with Fighter escort (Range of Fighter, Bombing value of Bombers).
- Bomber T: Tactical Bomber (shorter Range, Lethal Sea Bombardment).
- Fighter: Has lethal sea bombardement.
- No plane has Lethal land bombardement... I hope...
- Cannon: Lower fire power than Artillery but higher range.
- Submarine: Does not detect invisible units.
- Rifleman: Does not upgrade to infantry, it's just a cheaper&weaker inf unit.
- Army: Can only hold 2 units but have other advantages (Radar, Detect Invisible, Blitz).
- I hope I haven't forgotten anything.
GAME RULES
- No battles on the first turn (turn0) except in the Polish area. Moving into enemy territory is allowed.
- No CONTACT with AI on the first turn (turn0).
- Humans can only make one tech sell per turn to AI civs (one total, not one per civ).
- Humans can only make one tech purchase per turn from AI civs (one total, not one per civ).
- Cities without units can be freely traded, but only without units inside.
- No more than 4 planes per airfield.
- Airfields can be created, but no airfield can be created if there is one airfield less than 4 tiles from that point.
- No Razing allowed except if there is a city nearby (only 1 tile of free space).
- Government change not allowed for the first 26 turns. After is to be analysed.
.