Hinge of Fate - World War 2, 1941-1945

V1.05 Release Notes

1. Fixed some problems with the I-boat. Some stealth targets were
missing (transport, fast BB, large CV and CLAA). Also AI strategy
naval power box was not enabled.

2 Added naval shipyard and costal fortress in Cherbourg.

3. Temples should have been buildable when mobilized, fixed that.

4. Made all auto-producing wonders government specific so they will
not produce unit when captured by the enemy.

5. Adjusted VP locations in single player allied games, testing showed
it was too easy to win.

6. In single player Axis and Japan games, added some extra transports for
the Allies.

7. ASW aircraft given lethal sea bombard.
 
German SP playtesting continued.

Summer of 1943 brought about a very different story than what actually happen. After concluding their campaign in Russia, the German war machine next turned to the situation with England. I finally got my invasion fleet finished and elected to land right across the channel. The invasion managed to get ashore and I was not even counter attacked and proceeded to hammer on London over the next two turns before taking it. After that, I pretty much took over the country in about 10 turns or so. The UK brought in a good size navy, but I sank most of it before it could do any damage.

Earlier, I had sent a expeditonary corps through Spain to visit Gibraltar and they promptly got chased off by about 20 UK infantry divisions. I start a good sized naval ship program as I have more or less run out of land targets.

Some other activity includes building rail lines to my remote cities in Russia. I am planning on an attack into India and then go from there. I also look at doing something with Gibraltar and Malta. I need VP because I don't see getting enough of them to win at the rate I am going. Malta falls without too much issue, but Gibraltar is another issue. Last time I tried, it was about 18 infantry divisions and they are there and I move a good sized force past them and to Gibraltar. Well, after killing a dozen divisions there, I am still at it, but eventually it should fall.

In southern Russia, between fighting off a pile of Chinese Cav Corps and US infantry divisions in Chinese colors, I also work on roads to get into India. With that complete, I finally take Delhi and Calcutta. I will consolidate and move units over into China and see what happens. I also manage to take Iceland and St John's. With St John's, I have a base I can use to look at invading the North American continent proper, but I don't think I will have enough time to do it.

I am on turn 80 right now. I don't know if I will get enough VP to win that way and obviously, you can't win with pop and area of map. My goals are to finish off Gibraltar and also see what I can do about China. For developements, I have done the bombers and jets. I also have done nukes and have the Manhatten project under construction, but it won't be done before the game ends. My best producing city is 80 something I think and with a cost of 2000, the math is not in my favor.

One note is the Germans can't build carrier units. The Graf Zepplin could have been operational without too much trouble if the Germans had given it a higher priority. While it is normally granted that they probably don't need it or would build it, might I suggest adding it under Naval Aviation 1. Easy enough to use existing graphics and such. In a game like what I have, I would certainly consider building them as I would be meat for the bombers when I got close to the coast. I would also not consider it a stretch to give it to the Minor Axis either as Italy had a carrier that basically would have seen service under more favorable circumstances.

Overall, I have been having fun with the scenario and will see about finishing this one and then have to face the tough choices of who to try next, be it Japan, US or UK. The Russians look like they have it pretty tough in this game.
 
Klyden said:
One note is the Germans can't build carrier units. The Graf Zepplin could have been operational without too much trouble if the Germans had given it a higher priority. While it is normally granted that they probably don't need it or would build it, might I suggest adding it under Naval Aviation 1. Easy enough to use existing graphics and such. In a game like what I have, I would certainly consider building them as I would be meat for the bombers when I got close to the coast. I would also not consider it a stretch to give it to the Minor Axis either as Italy had a carrier that basically would have seen service under more favorable circumstances.

Klyden:
My mistake there, I meant to add an Axis carrier with Naval Aviation 1.
I will put that in next time I update the biq files. Since there is no Graf
Zepplin unit in the art folder I will have to use a British carrier graphics.

Thanks for the update. I set the long game VP limit quite high to prevent
the game from ending prematurely, I don't expect many people to actually
reach it.
 
German SP playtesting continued:

Well, I have finished the game. The end phase (basically from the start of 1945) saw the Germans roll over the top of the Chinese, despite the amount of units they had. Gibraltar finally fell after killing tons of UK infantry divisions. I was basically able to eliminate both the Chinese and Russians from the game.

Of interest is that the US actually took Sapporo from Japan.

I did get advanced subs only to find they have a movement of 1 instead of what I assume is supposed to be 10.

Final standings:

VP: Axis 414510 (needed 450000). Japan 235410, Allies 209140
I had 7% of the world area and 49% of the pop vs 7% and 37% for the Allies

My breakdown on points were 306300 for location, 100710 from kills and 3130 from conquest.

Overall, I think this is a terrific scenario that captures the world stage without killing you on wait time. I will probably try another game as another position at some point.
 
Klyden said:
German SP playtesting continued:

Well, I have finished the game. The end phase (basically from the start of 1945) saw the Germans roll over the top of the Chinese, despite the amount of units they had. Gibraltar finally fell after killing tons of UK infantry divisions. I was basically able to eliminate both the Chinese and Russians from the game.

Of interest is that the US actually took Sapporo from Japan.

I did get advanced subs only to find they have a movement of 1 instead of what I assume is supposed to be 10.

Final standings:

VP: Axis 414510 (needed 450000). Japan 235410, Allies 209140
I had 7% of the world area and 49% of the pop vs 7% and 37% for the Allies

My breakdown on points were 306300 for location, 100710 from kills and 3130 from conquest.

Overall, I think this is a terrific scenario that captures the world stage without killing you on wait time. I will probably try another game as another position at some point.

Klyden:
Good report, thanks, suprising to see the the USA invade Japan sucessfully.

The advanced sub problems are fied in V1.05.

I finished my CW game and will post a report tonight with some final
screen shots.
 
I was messing around with a few positions the other night and noticed throughout my game as the Germans that Urumchi was Chinese part of the game and SU part of it. I never really put two and two together until I loaded up the Soviets and figured out that Urmchi has such a weak garrision that the Soviet units in the area could take it quite easily and since the Soviets would never run another unit down there that was a "real" Soviet unit, the Chinese would come in and counter attack is my guess, but not sure on that point. At any rate, it seem to change hands several times in the game.

I am not sure what to do to fix it other than try a Chinese Infantry division there that is a Vet or Elite and see if the SU leaves it alone. A wall would not hurt either and between a 10 point defender and walls, I don't think they will bother it, but the other issue is having those units tear up the improvements, which they still may do.
 
Klyden said:
I was messing around with a few positions the other night and noticed throughout my game as the Germans that Urumchi was Chinese part of the game and SU part of it. I never really put two and two together until I loaded up the Soviets and figured out that Urmchi has such a weak garrision that the Soviet units in the area could take it quite easily and since the Soviets would never run another unit down there that was a "real" Soviet unit, the Chinese would come in and counter attack is my guess, but not sure on that point. At any rate, it seem to change hands several times in the game.

I am not sure what to do to fix it other than try a Chinese Infantry division there that is a Vet or Elite and see if the SU leaves it alone. A wall would not hurt either and between a 10 point defender and walls, I don't think they will bother it, but the other issue is having those units tear up the improvements, which they still may do.

Klyden:
The Soviet guerillas are there to represent the Red Chinese. They are able
to take Urmichi and use it as their base. However there is a bug in the
program, only the AI can attack a city with hidden nationality units while
at peace. The human player must declare war in order to attack a city
with hidden nationality units. So if you play the Chinese the guerillas will
take the city away from you, but if you play the Russians you cannot
attack!
 
Short game - Emperor Level

Spring '43

In Europe:
We advanced out of our beachheads of Brest and Cherbourg and
took Paris, but payed a heavy price losing 2 crusader tank corps, an infantry
corp and 3 or 4 divisions. With the loss of so many units we got no further
before time ran out. In the south we managed to take Sicily and the
airbase on the toe of Italy.

In Russia:
We were held up outside of Baku for a while waiting for the Canadian
Corp to recover from a battle with a German inf. corp.. Finally the Canadians
arrived and Baku fell after 2 turns of fighting. As we pushed on northwards
we saw that the Russians had recaptured Stalingrad so we turned west
towards Rostov. In heavy fighting we lost our remaining armor divisions
but took the city, only to see it auto-razed because the population was
only 1. We then had to fight our way back to the east and in the process
lost both the British and Canadian corps, but we destroyed the remaining
Minor Axis forces and got our first leader, 3 turns from the end of the game.

In the East:
We recaptured Palembang and Pandang in Indonesia and gave them
back to the Minor Allies. Most of the remaining Japanese navy was trapped
in the straits N. of Ketapang and sunk by our planes.

Rabaul, Ketapang, Saigon and Hanoi were all captured. We also took the VP
locations at Rangoon and Hong Kong, but both cities were gone, razed by
Japan.

Final Score:
Alliance 1 (CW, USA, China & M. Allies) 146,000
Alliance 2 (Germany, M. Axis) 111,000

Screen shot, Paris liberated:
 

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Klyden said:
One note is the Germans can't build carrier units. The Graf Zepplin could have been operational without too much trouble if the Germans had given it a higher priority. While it is normally granted that they probably don't need it or would build it, might I suggest adding it under Naval Aviation 1. Easy enough to use existing graphics and such. In a game like what I have, I would certainly consider building them as I would be meat for the bombers when I got close to the coast. I would also not consider it a stretch to give it to the Minor Axis either as Italy had a carrier that basically would have seen service under more favorable circumstances.
Klyden:

I just checked the scenario files, Germany can build carriers in V1.05, but
they are named as "Japanese Carriers" and "IJN Light Carriers". I will add a new type in the next release called "Axis Crrier", specifically for Germany and
the Minor Axis, but it will still look Japanese because the Graf Zepplin
graphics are not there.
 
Did something changed regarding Tech Research? I tried playing with Minor Axis and it could only get Techs every 50 turns.

Now, I have received a file and the time to research is lower than that. I'm going crazy or something changed regarding this?
 
Luthor_Saxburg said:
Did something changed regarding Tech Research? I tried playing with Minor Axis and it could only get Techs every 50 turns.

Now, I have received a file and the time to research is lower than that. I'm going crazy or something changed regarding this?

Luthor
I think 50 is the max. Is it possible that since the current PBEM game
is only set the regent level the techs are easier to research?
 
In this version I have modified the corp units, instead of being 3+
times as strong as divisions they are twice the attack/defense
strength of a division but have two additional hit points. This is
a short (40 turn) game.

Note: Chinese infantry units only have one additional hit point.
 

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Unfortunately Civ III doesn’t allow REAL combined wars. So you can’t put MAA units in German cities or have a stack of US and CW boats. This is particularly noticeable in WWII Scenarios as a lot of nations fought side-by-side specially on the Allied side.

So, to try and go around this issue, I’d like to propose two possible changes to improve gameplay:


A) MERGE OF CIV’s
Merge Minor Axis with Germany (making a Civ out of European Axis). Off course this would have a number of impacts, such as increasing corruption in the Italian cities, but also allowing more flexibility to the German player. To make it even I’d consider a merge of Minor Allied with CW.

This would allow simplification, allow better game play (preventing allied units to make each other life more difficult) and (maybe) improve game speed.


B) REASSIGN UNITS

B1) Give all troops in North Africa to the Minor Axis. Even though I could try to came up with an historical reason (Rommel went to Africa in theory to report to the Italian Command) the main reason is gameplay. Having German AND MAA units in that theatre of operations, makes it difficult to make a real combined fighting as units tend block each other. If it was only one Civ (representing a combined Command) it would allow stacking units like it did in real life.

B2) Give Bucharest and all MAA units in Russia to Germany. Having 3 weak MAA units in Russia is not usefull for the Axis and only cloud the German (probable) advance. This is specially true in SP, as the AI tends to block already limited (and crucial) roads.

I’m sure there would be other possible changes on the Allied side to make their side easier too.

.
 
Actually, I would be against the merger of civs, especially the Axis minors and Germany. This would give them far to great of a unified command than what was actually the case.

While I have been messing around with the Russians and now the US, I have been giving thought to playing a hot seat game with me running the Germans and MAA and the AI running the rest. While still two seperate civs, this gives the player a bit more control over what the MAA is doing military wise and also what they are producing.
 
Luthor_Saxburg said:
B) REASSIGN UNITS

B1) Give all troops in North Africa to the Minor Axis. Even though I could try to came up with an historical reason (Rommel went to Africa in theory to report to the Italian Command) the main reason is gameplay. Having German AND MAA units in that theatre of operations, makes it difficult to make a real combined fighting as units tend block each other. If it was only one Civ (representing a combined Command) it would allow stacking units like it did in real life.

B2) Give Bucharest and all MAA units in Russia to Germany. Having 3 weak MAA units in Russia is not usefull for the Axis and only cloud the German (probable) advance. This is specially true in SP, as the AI tends to block already limited (and crucial) roads.

I’m sure there would be other possible changes on the Allied side to make their side easier too.

.

Giving the Minor Axis the Africa Corp and Bengazi does make sense, least for
the AI. It could make things more challenging for the human CW player.

On the Russian front, when the Soviets launched their winter counterattack
at Stalingrad they attacked the Minor Axis units, knowing they were
a weak spot. So I think leaving some Minor Axis units out there gives
the game some historical flavor.
 
I created this new wonder splash for the Liberty Ship Production
wonder. In the current version if you build the Liberty Ships you
will get the picture for the support fleet. If you want to add the
new picture, see next post.
 

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To add the new Liberty Ships splash. First downdload the the
liberty_ships.zip file below, unzip the liberty_ships.pcx file and add it to your
"Civilization III\Conquests\Scenarios\HOF_V1\Art\Wonder Splash" folder.
Then download the pediaicons.zip file and unzip the pediaicons.txt file and
replace the file in your "Civilization III\Conquests\Scenarios\HOF_V1\text"
folder with the new file.
 

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Some more playtesting reports as single player.

Russian. I played for awhile and after destroying the starting German Panzer corps, the game sort of settled down into a long stalemate. While this is sort of acceptable in 1942 and part of 1943, the Russians just don't seem to have the extra kick needed to get them over the top. They have two production centers in Moscow and Leningrad capable of doing the heavy building, but that is it and they simply don't have the build capability to get going. At any rate, I took Helsinki to secure the northern flank and then manage to liberate most of occupied Russia. Research was pathetic for the Russians as well and they will only see the tank advances most likely. I don't steal much and it is expensive anyway. I basically stopped the game at this point and did not bother to finish. The Germans were on the defensive and would occasionally send out a Tiger Corps to kill a unit.

The Russians need some work and I would suggest working around Sverdlovsk and improving that up to become a good production center. Remember that most of the Russian industry was relocated to this area during the war, but you can't prove it in this version. I would also suggest perhaps a auto wonder for the Russians. Call it Tankograd, park it in Sverdlovsk and have it put out a T34 division every once in awhile. The Russians also need some help on the Science front as well. As it is, they lose either Moscow or Leningrad, they are going to really be hurting. (Not that this would not be the case for real).

Next game to play was the US. I survived Pearl Harbor well enough and managed to sink two Japanese carriers silly enough to stick around. I did a lot of infrastructure work (Seabees = da bomb) and made plans to strike at the outlaying areas in the Pacific and make a landing in Africa to get a foot hold. Everything pretty much went according to plan and I was rather suprised the IJN did not put up much of a fight and I did not really sink many of their ships. As the war went on, I did the island hopping bit and also got into Africa as well and then into Italy. The Minor Axis put up a stiff fight, but I managed to continue to advance. The Japanese lost Hong Kong to the Chinese and I never really did see much action on the Eastern Front, other than Germany got Sevastopol and that was about it. Basically, the game continued on and I had knocked out all three from the game on turn 97. VP were 404090 with 15 percent of the world area and 87 percent pop. I had also researched everything on the tech tree. The US is a very powerful position to run for sure. Notes for the Axis were the Japanese spent their time trying to build Yamato class battleships all the time, both Germany and Italy had a ton of Mech for me to chew through along with the occasional Panthers and Tigers they tossed at me. Neither had much in the way of air, so I don't know what the problem is there, but both appeared to mostly build mech or Panther/Tiger. The Japanese used cav corps as their primary defender. I don't think the atomic bomb is working correctly. I actually got one, but it has a bomb range of 0, which means it can't do anything.

At some point I will probably try the CW and/or Japan.
 
I started as the Russians, and I saw the same deficiencies that Klyden did;
i.e. no production capability in the Urals, and terrible research, but since
he explained it much better than I could, I won't elaborate.
 
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