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Over the Reich - the 2nd Playtest

Discussion in 'Civ2 - Scenario League' started by JPetroski, Oct 7, 2017.

  1. JPetroski

    JPetroski Chieftain

    Joined:
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    Messages:
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    Hi All,

    McMonkey has graciously agreed to reprise his role as the commander of the Luftwaffe in the latest incarnation of Over the Reich. I'm starting this thread to keep track of the scenario.

    A few things to keep in mind:

    1. Your raw materials and finished goods (German units) can only travel on rail track, so you are not going to want to park any planes or other kinds of units on there from any of the other civs in your control (Luftwaffe and German Industry).

    2. I do have Resistance fighters at my disposal - they can freely come and go from the low-alt day map to the low-alt night map. Your units can chase them at a few locations marked on the map, thanks to the labeling TNO's work allows.

    3. If you could please keep some sort of spreadsheet (I've included one) just showing how many fighters and bombers you have per turn, and which turns you research a tech, I would appreciate your sharing that at the end of the game.

    With that, good luck and thank you!

     
  2. JPetroski

    JPetroski Chieftain

    Joined:
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    The readme is incomplete, but here are some parts of what I have so far, so people can understand our game.

    HOUSE RULES


    I’ve tried to keep house rules to a minimum however there are a few that cannot be avoided. Breach of these rules can have significant gameplay ramifications.

    1. There is an invincible Allied Factory unit called “Rail Depot” that is associated with each marshalling yard. The purpose of this unit is for there to be a place for German trains to deposit their goods [in game mechanics, be killed] so as to fuel the economy. This unit is on top of a “supplies” terrain that can’t be accessed by any cities. When the Allies strike a marshalling yard unit, this unit is destroyed, meaning that there is nowhere for the German trains to deposit their goods. This unit is respawned when Germany researches the corresponding tech to respawn it. It will ONLY respawn on this same terrain and ONLY if that terrain is vacant. Accordingly, it is forbidden for ANY player to place ANY unit on this space (low-alt day map only).

    2. It is perfectly acceptable to stack air units on any other unit. This is a scenario depicting air power. Localized air superiority certainly makes sense. Further, terrain is not stackable, so you risk the loss of numerous units if the enemy has a nearby fighter, which should balance any attempted abuse of this feature.

    3. You must announce what targets have been attacked, even if they weren’t completely destroyed. Likewise, you must announce the general locations of air battles (for example, engaged two spitfire squadrons over Normandy, destroying one and damaging another).

    4. It is acceptable for raw materials and finished goods to travel both on railroad tracks AND rivers/the sea. These materials could just as easily be put on barges as railcars.

    5. Anti-submarine aircraft (The Sunderland and Fw200 Condor) have the “helicopter” tag. It is acceptable for anti-submarine aircraft to attack targets on railroad tracks. These units are so expensive and vulnerable, however, that it doesn’t make much sense to. It is NOT acceptable for anti-submarine aircraft to capture cities.

    6. Cities have been named after different fighter, bomber, and anti-submarine warfare squadrons and wings. It is permissible to build and home any unit types in any cities, though it will take away from your own immersion and is not recommended except in case of emergency (I would suggest rehoming units to a more appropriate city after they are built, if possible).

    A NOTE ON THE MAPS

    This scenario uses four maps, two each for daytime and night time. One map represents low altitude and the other represents high altitude. While I have tried to make each map relevant, most of the low-level action (aside from chasing Resistance members and thwarting low-level RAF attacks) is going to take place on the daylight low-level map. This is where the cities are and where both the German rail system and the Battle of the Atlantic are found.

    With that said, the maps do interact with each other a bit, as attacks on one map often have effects on another. Unfortunately, I am limited by the Civ2 engine in that I can’t accurately have these effects on all maps (or at least not well).

    Take, for example, RAF fire bombing. When the RAF attacks a German city on the night high-altitude map, they change the terrain around that city to a graphic that resembles a firestorm on the low-altitude daylight map. While I could make this destructive change on all maps, I have absolutely no way to change the maps back once the Construction teams go and put out the fires and make repairs. Accordingly, I’ve decided to only make the change to the low-altitude daylight map.

    I appreciate this is a bit of an abstract concept that isn’t perfect, but I feel it is the best solution given the game engine constraints.

    CRITICAL CONCEPTS

    The following are some concepts you absolutely must understand before your first turn. Failure to heed these warnings will likely cause a much more difficult scenario.

    · German and Allied Factories must be protected from capture at all costs. Once captured, they will no longer produce units for the remainder of the scenario. Hence, it is vitally important that the Resistance be prevented from capturing these factory cities.

    · Radar is cheap, and recreated each turn by events. There is little reason to hoard it (except, perhaps, on Germany’s first turn as the Allies haven’t had a chance to go anywhere yet), so actively use it to try and find the bomber streams! Hording it could eventually help lead to the “too many units” bug – so I suggest you get rid of these free units, searching for bomber streams.

    · Successful RAF Bomber Command attacks against German cities will have the effect of changing the terrain on the low level, daylight map (the main game map) to “firestorm” terrain. This will kill the first unit on any urban terrain, and will also wipe out the railroads. You would do well to be careful about what units you leave exposed on urban terrain, and send them into bomb shelters (read: go into the city) when an attack seems imminent.

    · The Industry civs should NEVER attack their opponents supply ships, freighters, raw materials, or finished goods with flak bursts or radar. You would simply be doing them a favor as they will receive a cash infusion if you kill them. The industry civs’ main purpose is to be a “event civs” that facilitate the economy in this scenario. As an aside, they control flak and radar.

    · Allied Resistance fighters can freely travel to the night map (think of this as them blending in to society/running back to the forests). German ground forces can follow them, but only by using a few headquarter locations (transporters).

    · TNO has designed a brilliant system where “rivers” can be navigated by certain naval units. I have used this to great effect, as rivers are now rail track. German raw materials and finished goods can only move on rivers. There is an unfortunate side effect to this: the units are invisible to other players. There is nothing I can do about this. Rail tracks are limited and the Allied player will have a pretty good idea of where raw materials and finished goods spawn and are headed, so I trust they’ll be able to find them easily enough.

    · Because you can’t draw a perfect east-west river (rail track), I’ve allowed units to simple move in intercardinal directions (meaning you don’t have to follow the track precisely and anywhere you see a 90 degree angle will allow you to simply move straight across it).

    VICTORY CONDITIONS

    This is an objective-bases scenario that starts with a stalemate. You win by capturing the other side’s territory. You will want to establish air superiority to do this, because your naval transport units move so slowly that if you don’t rule the skies, you’ll never make it across the channel (or anywhere else). Hence, the objective is to batter the other side enough to launch a successful invasion.

    THE ECONOMY

    The economy of this scenario is different than typical. All air forces are running a significant deficit each turn and require a constant influx of supplies to keep running. Failure to do so will result in improvements being sold. As the only improvements that these civs have are “happiness” improvements, attacks on infrastructure and supply routes can (eventually) be devastating.

    The RAF and USAAF resupply via the Atlantic convoys. The convoys are controlled by the Allied Civ, and they will try and bring these convoys to a “Port” unit marked on the map. Attacking that unit with the convoy will result in a cash infusion for the RAF (supply ships) or the USAAF (freighters). As stated in “Critical Concepts” above, the German Industry civ should NOT attack these units, as they would simply be doing the other player a favor. The Luftwaffe and Germany civ can (and should) both attack them, however.

    The German economy works a little differently. So long as marshalling yards are functioning, raw materials are spawned in the occupied territories. These raw materials are sent to train depots (Allied Industry units) to be deposited (destroyed). This grants a cash infusion to Germany.

    Germany then uses their new-found cash to purchase “Procurement Manager” units, which are expensive trade units. These are sent to German Industry cities (factories will have—by far—the best payout), to fuel production (scientific research).

    When a “Production Run” is researched by Germany, all functioning factories produce a large amount of “finished goods.” These units are then sent to the same train depots to be deposited (destroyed). This provides funds to the Luftwaffe civ to purchase new aircraft and to pay the electric bill.

    Essentially, the whole point of this scenario is to wear down the other side’s ability to fight. The Germans will try to do that by dominating the airspace and seas near England’s ports, so the Allies can’t bring in enough supplies to keep going. The Allies will attempt to destroy Germany’s industrial capacity.

    Worth noting (and a significant difference from version 1.0), Germany can rebuild many things if they would like (they research the corresponding rebuilding tech at the expense of a production run). Doing this too often will put them at risk of being overwhelmed in the skies as they won’t be able to produce enough aircraft to keep up with the Allies.

    TERRAIN NOTES

    In Civ2, air units don’t ignore the defensive attributes of terrain. If a ground unit benefits from a terrain square, so will an air unit. Because this is primarily an air campaign, I designed terrain around the benefit (or danger) to air units, rather than the other way around as is typical.

    The low-level maps have poor defensive terrain to represent the dangers to aircraft of flying at low level (I have doubling ground unit defense values to accommodate this).

    The high-level maps have some terrain that grants a defensive bonus (cloud cover) and some terrain that cuts defenses in half (searchlights and flak belts). This allows for a more interesting game, in my opinion.

    UNIT NOTES

    I’ve tried hard to give each unit a place in this scenario.

    AIR UNITS

    Escorts – long range (eventually) but shorter movement per turn. High defense values but low attack values. They are meant to be parked on top of bombers to defend them against attack. They can successfully attack contemporary interceptors and bomber destroyers, but not other escorts.

    Interceptors – short range but long movement per turn. High attack values but low defense values. They are meant to attack bombers and other interceptors but will generally lose attacks against escorts.

    Bomber Destroyers – heavy fighters. I struggled with how to make them relevant and different than interceptors. I had to go a bit ahistorical, I’m afraid, but I think it makes for fun gameplay. These have long range, but very short movement points per turn, making them vulnerable and difficult to position for an attack. They are powerful enough on attack to destroy enemy escort fighters but will be shot to pieces by anything on their next turn. They are also more expensive than interceptors, meaning they should be defended by escorts.

    Jets and Rockets – The incredible speed of these units is reflected in the fact that they are the only 1-turn aircraft in the game. Therefore, they cannot be intercepted in flight, and can make numerous attacks during their turn. Their weakness, however, is that they have an extremely low defense value, meaning that they can be quite easily destroyed while taking off, landing, or on the ground (read: in a city). This was how most of these aircraft were destroyed in real life.

    Fighter Bombers/Tactical Bombers – These aircraft cannot fly at high altitude and are meant to attack ground targets. They are therefore very vulnerable to attack. They are also the only aircraft that have a chance to successfully attack anti-aircraft batteries. Since anti-aircraft batteries protect all airfields, if you want to strafe parked jet fighters as described above, you’re going to need to take out the anti-aircraft defenses first.

    Heavy Bombers – These are slow units meant to attack strategic targets at high altitude. They have very high attack ratings making them the only units likely to destroy these targets. Even so, it will take attacks by several heavy bombers to destroy a target typically, so make sure you bring several.

    Anti-Submarine and Shipping Aircraft – These units are meant to scour the Atlantic looking for U-Boats and freighters. They have the helicopter tag meaning they can stay up for some time, and they have a long range. They are very vulnerable to escort fighters, however.

    Naval Aircraft – The Allies have a few aircraft (F4F, F6F, Swordfish) that are carrier based. To ensure no exploit of these carriers, the actual Allied civ is the only one that can build these units. Further, these aircraft have both the “submarine advantage/disadvantage” flag and the “can attack air units” flag. What this in effect does, is mean that the unit can attack aircraft and other units over water, but not over land.

    GROUND UNITS

    [not yet in readme, but so you know]

    Mobile AA halftracks double as scouts
    Resistance can go back and forth from night to day map at will, German units have to use a transporter site (staging area) to chase / deploy
     
  3. Patine

    Patine Chieftain

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    @JPetroski
    You'd best take care. @McMonkey is not as incompetent and wasteful a Luftwaffe commander as Hermann Goering was... :p
     
  4. JPetroski

    JPetroski Chieftain

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    Indeed... he trounced me pretty well in the last version. We will see how 2.0 goes
     
  5. tootall_2012

    tootall_2012 Chieftain

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    Hi John,

    In your Terrain Notes in the thread above you wrote: "In Civ2, air units don’t ignore the defensive attributes of terrain. If a ground unit benefits from a terrain square, so will an air unit. Because this is primarily an air campaign, I designed terrain around the benefit (or danger) to air units, rather than the other way around as is typical."

    I don't believe you are aware but in TNO'S ToTPP Defense Bonus feature there are the following two flags:

    'TerrainDefenseForAir' & 'TerrainDefenseForSea', which, when set to 0, disable the defensive bonus from terrain for air/sea units respectively. Default to 1.
     
  6. JPetroski

    JPetroski Chieftain

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    Hi,

    Thank you for that! Even so, with a scenario that is 80% about aircraft, I'd rather have them get to use terrain like cloud banks for tactical advantage. There are only a handful of ground units.
     
  7. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    Location:
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    GERMANY Turn 1
    Eleven resistance units liquidated (notably east of La Rochelle)
    5x Freighters sunk off of the east coast of Scotland
    4x Freighters sunk off the north coast of Ireland
    2x Freighters sunk in the North Atlantic
    12x Freighters sunk in the Mid Atlantic
     

    Attached Files:

  8. JPetroski

    JPetroski Chieftain

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    ALLIES Turn 1

    Battle of the Atlantic
    The Battle of the Atlantic rages on, with 15 U-Boats sunk.

    2x U-Boats east coast of Scotland
    2x U-Boats north coast of Ireland
    3x U-Boats south coast of Ireland
    3x U-Boats Mid Atlantic approach
    1x U-Boat North Atlantic approach
    4x U-Boat South Atlantic approach

    Air Campaign
    RAF fighter bombers launch raids against Northern French rail cars, killing 5 units for the loss of one squadron (I can't tell what the units are, but 2 stacks destroyed - 1x2 units near Rouen, 1x 3 units north of Tours).
    FYI - I can't tell when my fighters are going to attack something on a rail track because the raw materials and finished goods are invisible. This invisibility apparently cloaks the defending unit too. You had infantry defending the stacks I destroyed. The stack I failed to destroy was defended by an AA gun. Your infantry and tanks are more useful against resistance than marauding aircraft.

    Resistance
    Resistance fighters near Praha attack a German infantry column, but are repulsed.
     

    Attached Files:

  9. JPetroski

    JPetroski Chieftain

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    I very much appreciate your help with this, by the way. I appreciate the amount of units/things to do is quite daunting at first but I am keen to know how well the concept of 2-3 player mega scenarios works. Most of the MP scenarios I've seen have a "sandbox/turtle" period where you grow and plan. Here, you're thrown right into the thick of it.

    If this works out, I'd love to create a full-scale WW2 in Europe multiplayer scenario designed for 2-3 players:

    Player 1: Germany
    Player 2: England, USA
    Player 3: USSR
    Changing Sides: Italy, France (depending how the game goes, they would transition from player 1 to 2 and vice versa).

    This idea will only work if a MP scenario can support a situation where each player has a Fortress Europe/Red Front-sized turn for 2-3 nations before handing it over. We'll see.
     
  10. JPetroski

    JPetroski Chieftain

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    So I believe I may have missed the mark a bit and built something a little too large, as 2 turns in, I've stressed out Drew =) I think I will be revisiting this as an exclusive 8th USAAF vs. The Luftwaffe scenario to cut down on the amount of work it entails to play.

    Due to the sheer amount of work I will likely tidy up the readme and release what I made if anyone is interested in a massive scenario, but it's back to the drawing board once I can find a little spare time to revisit this on a smaller scale.
     
  11. JPetroski

    JPetroski Chieftain

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    Drew and I spoke and I'm going to make a few changes and we'll see if that cuts down on the workload and increases the fun!
     
  12. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    Location:
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    GERMANY TURN 1
    4 x Freighters sunk in the North Sea
    19x Freighters sunk in the Atlantic
    1x Freighter sunk in the north of Ireland
     

    Attached Files:

  13. Broken_Erika

    Broken_Erika Neurotic Panda

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    U-boat feeding frenzy?
     
  14. JPetroski

    JPetroski Chieftain

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    ALLIES TURN 1
    12x U-Boats Atlantic (one or two may have been north of Ireland, I didn't keep track)
    2x U-Boats North Sea
    2x units in Normandy (Wehrmacht was top unit)
    2x units in Brittany (Panzer was top unit)
    2x units in Normandy (Raw materials)
     

    Attached Files:

  15. JPetroski

    JPetroski Chieftain

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    In this scenario, the Germans will get 25 free u-boats per turn (5 per sub base) until the Allies destroy the sub pens. The Germans can rebuild them, but at the expense of a production run of other units.
     
  16. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    GERMANY Turn 2

    2x Freighters sunk in the North Sea
    9x Freighters sunk south-west of Ireland
    9x Freighters sunk in the Atlantic
    1x lightning shot down NW of the Dutch Coast by a Fw190
    1x Hurricane IID shot down EN of St. Nazare by a Fw190
    3x Hurricane IID shot down by flak NE of St. Nazare, E of Brest and near the Citroen factory (6x flak expended)

     

    Attached Files:

    Last edited: Oct 27, 2017
  17. JPetroski

    JPetroski Chieftain

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    ALLIES TURN 2

    Battle of the Atlantic
    17 U-Boats sunk
    1x North Ireland
    2x East Ireland
    2x SW Ireland
    3x South Ireland
    2x Channel
    4x Atlantic
    1x North Sea
    1x Bay of Biscay
    1x Baltic


    USAAF Operations
    -The USAAF destroys the marshaling yards in Western France, at the cost of 6x B-17 to flak defenses.
    Allied bombers inflict major damage to German supply lines in Western France! Germany will not be able to gather more resources from the region until the marshaling yards are repaired!

    RAF Operations
    1x Fw190 shot down by Spitfires over the coast of Holland
    1x Me110 shot down by Spitfires in the English Channel
     

    Attached Files:

  18. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    What is the mechanism for rebuilding Marshalling Yards?

    Also, what is the best use of workers?

    Will play turn tonight.
     
  19. JPetroski

    JPetroski Chieftain

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    You should be able to research "rebuild marshaling yards" on your German turn, but this also means you can't research a production run instead. Production runs are necessary to keep the Luftwaffe afloat but you could skip one here and there so long as you have enough money and aircraft saved up.

    The workers can turn certain terrain into supplies, which gives more production. They can build workshops (roads) for more trade/money. They can also rebuild cities that the RAF levels.
     
  20. McMonkey

    McMonkey ----Evertonian---- SLeague Staff

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    I'm having some technical difficulties with my external hard-drive (with ToT on it) connecting to my laptop (I'm at work overnight). It keeps saying the directory is corrupt and needs formatting. It was working fine at home earlier. I will try and get it working but I might have to wait until tomorrow now to play. I think I will put ToT directly on the laptop in future and just transfer the save via a usb flash drive (or keep ToT itself on a flash drive if it fits). Sorry about this. I was looking forward to getting into this tonight!
     

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