dylanhatesyou
Warlord
- Joined
- Jan 22, 2004
- Messages
- 115
Hello, this is my first completed(so to speak) attempt at a scenario.
The Cold War, 1950
It is 1950 AD. In the aftermath of the Second World War, Europe is split into two blocs and a ginger peace is established. Two dominant ideologies are now clearly defined: Democracy and Communism. Who will come out on top, and spread their influence far enough to dominate the world and set the course for mankind?
I have been playing with some new concepts for this could-be tired old idea of a massive world war with the west on one side and the USSR on the other side. In this scenario, it's possible to win without ever declaring war!
Concept one:
Guerilla tactics and proxy war.
This scenario includes two kinds of guerrila units. First is simply titled "Guerilla" and the second is the "RPG Guerilla", short for rocket-propelled grenade Guerilla. RPG Guerilla is slightly better in offensive points.
Several nations start out with guerilla units already in the field. The only way to increase these numbers is to build Small Wonders such as the Secret Police HQ and the Intelligence Agency, which automatically produce them. These units have hidden nationality, and cannot capture cities that you are not already at war against. However, all units are fair game against these Guerillas, and both types can bombard, albeit with low bombard points. Guerilla units can also enslave, creating new workers for your cause!
With these units, you can excercize your will on other nations without causing an international incident, as was done in the real Cold War.
Concept two:
Spheres of influence
Many Victory Point Locations are located just outside(usually easily defendable highground) major population centers and/or capital cities. With this being the case, I want to symbolize the ability for a larger country to dominate a smaller country, or vice versa even. For example, if Soviet troops are stationed in the heights overlooking Tehran, it is safe to say that the Soviet Union dominates the Iranians, if Iran either allows them to stay or cannot fight them off. This allows you to build your Victory Point score without necessarily conquering the world, which would be quite unfeasible and unrealistic, IMHO. You can even mix these first two concepts together, allowing your HN Guerilla forces to capture and hold onto VPLs!
Dependance on global trade
Several nations do not possess the necessary resources to compete with other nations. A dependance on trade has been introduced, and embargos can really hurt in this scenario!
New/altered units
Special Forces - Increased movement ability, airdrop, bombard, enslave.
Arctic Special Forces - Increased movement points, and ignores cost of tundra, hills and forest. Has airdrop and bombard ability.
Scud Missile Launchers - Long range, low-accuracy artillery.
Militias - Immoble fighters, costs one pop point, and can re-enter the city's population if needed.
Immoble Artillery - Just what it's named.
T-34 - A tank with a lower production cost as a normal tank, and can also Blitz. Must have the new resource Russian Trade to build.
Resources
Iron
Coal
Oil
Tourist Access
Textiles
Furs
Spices
Narcotics
Rubber
Russian Trade
Aluminum
Uranium
Food Products
Tropical Fruit
Tobacco Products
This scenario takes place on the world stage. There are 31 nations, covering 6 continents. First, the major alliances:
Alliance I
NATO
SEATO
Alliance II
Soviet Union
Warsaw Pact
Cuba
Alliance III
Yugoslavia
Albania
Unaligned
Mexico
Cambodia
China
Laos
Contras
Sandinistas
Angola
Ethiopia
Cambodia
Iraq
Iran
Saudi Arabia
Scandinavia
Pakistan
India
Brazil
Peru
Argentina
Colombia
Afghanistan
Libya
Egypt
North Korea
North Vietnam
All nations I have made playable, just because I always hate when I want to play as a nation and the scenario wont let me. Why can I be the Netherlands is the Pacific and the Napoleonic Conquests, dammit! But, I digress. I recommend playing as NATO, SEATO, Soviet Union, Warsaw Pact, or Cuba. For a fun challenge, try China or Yugoslavia. Want a real challenge? Try any of the other nations, esp any of the one-city Civs(Albania, Ethiopia, Angola, Contra, Sandinista).
The tech tree includes Industrialization, Early Rocketry, Modern Civics, Advanced Communism, Smart Weapons, Space Travel, Advanced Flight, Fission, Computers, Synthetic Fibers, Advanced Rocketry, Integrated Defense, The Laser, Modern Manufactoring.
Note the complete lack of new artwork, civpedia articles, leaderheads, etc. I dont know how to make those, any help is wonderful.
This scenario takes a very long time to load, as its on a ridiculously large map, 320X360, I think it is. I dont remember who put this map together, and I'm very sorry for not giving you credit, I never really thought I'd use the map, when I first downloaded it. Please give me some feedback! Its much appreciated. I personally find this scenario to be very very very fun, (esp as Cuba!) so play away!
The Cold War, 1950
It is 1950 AD. In the aftermath of the Second World War, Europe is split into two blocs and a ginger peace is established. Two dominant ideologies are now clearly defined: Democracy and Communism. Who will come out on top, and spread their influence far enough to dominate the world and set the course for mankind?
I have been playing with some new concepts for this could-be tired old idea of a massive world war with the west on one side and the USSR on the other side. In this scenario, it's possible to win without ever declaring war!
Concept one:
Guerilla tactics and proxy war.
This scenario includes two kinds of guerrila units. First is simply titled "Guerilla" and the second is the "RPG Guerilla", short for rocket-propelled grenade Guerilla. RPG Guerilla is slightly better in offensive points.
Several nations start out with guerilla units already in the field. The only way to increase these numbers is to build Small Wonders such as the Secret Police HQ and the Intelligence Agency, which automatically produce them. These units have hidden nationality, and cannot capture cities that you are not already at war against. However, all units are fair game against these Guerillas, and both types can bombard, albeit with low bombard points. Guerilla units can also enslave, creating new workers for your cause!
With these units, you can excercize your will on other nations without causing an international incident, as was done in the real Cold War.
Concept two:
Spheres of influence
Many Victory Point Locations are located just outside(usually easily defendable highground) major population centers and/or capital cities. With this being the case, I want to symbolize the ability for a larger country to dominate a smaller country, or vice versa even. For example, if Soviet troops are stationed in the heights overlooking Tehran, it is safe to say that the Soviet Union dominates the Iranians, if Iran either allows them to stay or cannot fight them off. This allows you to build your Victory Point score without necessarily conquering the world, which would be quite unfeasible and unrealistic, IMHO. You can even mix these first two concepts together, allowing your HN Guerilla forces to capture and hold onto VPLs!
Dependance on global trade
Several nations do not possess the necessary resources to compete with other nations. A dependance on trade has been introduced, and embargos can really hurt in this scenario!
New/altered units
Special Forces - Increased movement ability, airdrop, bombard, enslave.
Arctic Special Forces - Increased movement points, and ignores cost of tundra, hills and forest. Has airdrop and bombard ability.
Scud Missile Launchers - Long range, low-accuracy artillery.
Militias - Immoble fighters, costs one pop point, and can re-enter the city's population if needed.
Immoble Artillery - Just what it's named.
T-34 - A tank with a lower production cost as a normal tank, and can also Blitz. Must have the new resource Russian Trade to build.
Resources
Iron
Coal
Oil
Tourist Access
Textiles
Furs
Spices
Narcotics
Rubber
Russian Trade
Aluminum
Uranium
Food Products
Tropical Fruit
Tobacco Products
This scenario takes place on the world stage. There are 31 nations, covering 6 continents. First, the major alliances:
Alliance I
NATO
SEATO
Alliance II
Soviet Union
Warsaw Pact
Cuba
Alliance III
Yugoslavia
Albania
Unaligned
Mexico
Cambodia
China
Laos
Contras
Sandinistas
Angola
Ethiopia
Cambodia
Iraq
Iran
Saudi Arabia
Scandinavia
Pakistan
India
Brazil
Peru
Argentina
Colombia
Afghanistan
Libya
Egypt
North Korea
North Vietnam
All nations I have made playable, just because I always hate when I want to play as a nation and the scenario wont let me. Why can I be the Netherlands is the Pacific and the Napoleonic Conquests, dammit! But, I digress. I recommend playing as NATO, SEATO, Soviet Union, Warsaw Pact, or Cuba. For a fun challenge, try China or Yugoslavia. Want a real challenge? Try any of the other nations, esp any of the one-city Civs(Albania, Ethiopia, Angola, Contra, Sandinista).
The tech tree includes Industrialization, Early Rocketry, Modern Civics, Advanced Communism, Smart Weapons, Space Travel, Advanced Flight, Fission, Computers, Synthetic Fibers, Advanced Rocketry, Integrated Defense, The Laser, Modern Manufactoring.
Note the complete lack of new artwork, civpedia articles, leaderheads, etc. I dont know how to make those, any help is wonderful.
This scenario takes a very long time to load, as its on a ridiculously large map, 320X360, I think it is. I dont remember who put this map together, and I'm very sorry for not giving you credit, I never really thought I'd use the map, when I first downloaded it. Please give me some feedback! Its much appreciated. I personally find this scenario to be very very very fun, (esp as Cuba!) so play away!