[C3C] Potential Urban Warfare Mod

Oni Ryuu

King
Joined
Sep 8, 2016
Messages
893
Location
Manchester UK
I want to take a metropolis street by street. I want urban warfare as vicious as Stalingrad. I want to fight over a bridge, an airport, a factory and every strategically important area of a city.

I think I’ve finally got a way to do this.

  • Cities must have no graphic (see-through). These areas are now considered to be the centre of a district. I’ll refer to these as COAD.
  • No workers or settlers can be permitted.
  • No road, railroad, irrigation etc. The COAD will not be supported by terrain improvements from worker jobs but by bonus resources.
  • The populations purpose in a COAD is to take hits and provide cash to support your units.
  • Normal production will be removed in favour of auto production from specific factories.
  • The resource in a COADs border cannot be accessed beyond that site. It is also to be considered to be a stockpile of an item not a natural resource.
  • Aircraft will not be able to re-base. I can’t think of any way to stop aircraft form re-basing to an airport COAD without it being able to also re-base to a none airport COAD.
  • COADs connected to the river (formerly coast) will be considered to be docks with a transferable dock unit in the same way as the airport (no stats, just sits there and looks pretty)
  • Some terrain and LM terrain graphics will be changed to skyscrapers, (LM)metropolitan boroughs, suburbs, (LM)housing, farms and (LM)fallow. In my opinion the terrain types best suited for the exchange are Desert, LM Desert, Plains, LM Plains, Mountains and LM Mountains.
  • One land terrain (formerly Jungle) will have the coast graphic but with a suspension bridge appropriately aligned with true coast either side. This is to allow a COAD to be place and allow land and sea traffic to flow. No production of any kind will be allowed for this bridge COAD.
  • The final terrain type will be main roads (formerly Tundra). Units will have three times as many moves as normal but most terrain will require multiple moves. Main road terrain can be traversed at one move per tile.


The game will consist of several cities areas with large expanses of fields, farms, woodland, and housing estates between them. The major areas will be connected with main road terrain.

Unfortunately this set-up will not work for randomly generated games only scenarios.

Once the basic criteria of this mod are met it can easily be remodelled into other scenarios like the New York area or central Germany. I can imagine many people wanting to fight over their local neighbourhoods and surrounding cities.

Here’s a terrible visual aid
upload_2016-10-15_21-46-53.png


The terrain graphics will be much better than this and actually look like a city.


I want to get a discussion going to find out if anyone has an interest in this type of mod. I want criticism, ideas and questions. Mostly I just want to know if anyone will play the bloody thing.
 
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Apologies in advance for the :bump: but I happened to be poking about in the back-pages of the Civ3 forum, and only just spotted this thread now.

I see you started it only a month or so after you first joined CFC in 2016, so I'm guessing at that point, you might not yet have found @Vuldacon's Escape From Zombie Island (or @KingArthur's SuperCiv) total-conversion scenario? TBH, I'm kind of surprised that @Theov didn't immediately suggest that you look at EFZI: it's generally regarded as one of the best ever Civ3 scenarios. (Admittedly, SuperCiv might not have been available at the time: it was only re-up'd to CFC last year).

Both scenarios already offer the urban combat simulator (however tongue-in-cheek!) that you seem to be looking to build here. But more to the point — and if you're still interested in turning this idea into a project(?) — both of them already include potentially useful terrain-sets, and also resources, units, and improvements (leaving aside the scenario-specifc Zombies, Superheroes, Shark Tanks, Crocodile Pits, etc.!), which could serve as potentially useful starting points for a more IRL-adjacent urban-combat mod, borrowing/adapting those assets (plus the epic-game assets?) to model specific towns to fight in/over.

Rather than 'cities', the EFZI and SuperCiv scenario-maps use 'buildings/bases' (=your "COADs"?) against a background of generic skyscrapers (=Mountains), (sub)urban sprawl (=Hills), and farm/parkland (= flatland, Forest, Jungle). EFZI uses the same size 'building'-graphic regardless of number of inhabitants; SuperCiv has 3 different base-sizes: IIRC, all graphics in both scenarios are Culture-specific; SuperCiv also changes 'Rivers' to 'Powerlines' (and replaces the generic epic-game 'Aqueduct' with an electrical generator).

There are no 'Settler'-type units in EFZI (IIRC), so once any key-building has been "demolished" (i.e. razed), it's gone forever. OTOH, SuperCiv allows building 'Removal Van' units, but settlement is limited to a single terrain-type (=Marsh?), so KingArthur could control exactly where bases would be allowed to be (re)placed (as a really nice touch, vacant/vacated lots are marked with a realtor's board [= Ruins.pcx graphic adaptation?]).
 
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