I’ve been working this one through the past few days and have decided the civs will now be:
Allies
Allied War Industry
USAAF
RAF
And
Germany
German War Industry
Luftwaffe
One of the main problems with the original design was that the German player simply gets to sit around and basically parry Allied attacks to win. This is a little boring and also acts as though it was a foregone conclusion that the war was lost. The scenario starts in 1942, so this certainly isn’t the case.
The aim of the scenario will be to gain enough air superiority to launch an invasion and capture the other side’s cities. Whereas originally, only the Allies could accomplish this, now the German player can too. By keeping track of flags, either side can trigger conditions that will create “naval armada” units that can ferry their armies across the channel. This way, the German player doesn’t have to simply defend, but can go on the offensive if they do well enough.
The role of the RAF in this scenario will be to destroy enough German cities that the Naval Armada units are created.
The role of the USAAF will be to weaken German war industry to the point where an invasion can actually be successful.
The role of the Luftwaffe’s nighttime air forces will be to destroy enough British cities to trigger half the flags for the naval armada units to be created.
The role of the Luftwaffe’s daytime air forces will be to thwart enough U.S. bombing raids so as to trigger enough flags to combine with the British city triggers to create the Armada.
The economy will be slightly different in this scenario, but more or less the same. Basically, I’m adding factory civs to break the industry into three segments for each side.
The Allies will receive “resources” units in the Atlantic which they will have to bring to ports in England to disband at cities in England. Rivers will now be the new “rail roads” and these new “resources” units will be “sea” units to keep them on the tracks after they enter a port.
Disbanding will provide shields for an Allied unit, “procurement officer,” to be spawned. This unit is a land unit and can go where it pleases, though it would of course move faster on a railroad (river). The procurement officer will travel to the factory civ and engage in trade.
The trade will fuel technologies to be researched, as in the previous version.
The technologies available will be:
Increased USAAF Production
Increased RAF Production
Increased Ground Forces Production
Balanced Production
Selection the first tech will provide 30 “finished material” units (also sea) to spawn for the USAAF.
Selection of the second tech will provide 30 “finished material” units (also sea) to spawn for the RAF.
Selection of the third tech will provide 30 “finished material” units (also sea) to spawn for the Allies.
Selection of the fourth tech will provide 10 “finished material” units to each respective “country.”
The civ that gets this “finished material” unit then brings it to their city, and disbands it to rush build whatever unit they are working on.
The exact same thing happens for the Germans, but instead of these units showing up at sea originally, they show up next to units called “Marshalling Yards” – assuming that the Marshalling Yard has not been destroyed.
The resources are brought to a German city to quickly build a procurement officer who will trade with German factories to fuel technological research of the German civ such as:
Increased Daytime Aircraft Production
Increased Nighttime Aircraft Production
Increased Ground Forces Production
Balanced Production
Further, “finished materials” will spawn near German Factories – assuming the factory units have not been destroyed.
So you might be thinking – why bother with the factories when you can cut off the production early by attacking the marshalling yards?
For balance, MOST factories will be in the west, within fairly easy reach of the USAAF. MOST marshalling yards will be in the east.
From the Allied perspective, there is now a legitimate and dire need to target “U-Boat Pens” because – you guessed it – U-Boats will spawn from these to attack the “resources” unit on the high seas – assuming the U-Boat Pen unit has not been destroyed.
The U-Boat Pens, Marshalling Yards, and Factories can ALL be repaired by researching a repair technology – BUT … This is at the expense of researching a production run.
I’m hoping that this concept will create a need for the USAAF to target factories, marshalling yards, and U-Boat pens as this will weaken the German player enough to where D-Day can occur.
Anyway, that’s the theory…