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[BTS] Road to War - Historical - 1.05


Road to War Modder
Jan 11, 2006
Auckland, NZ (GMT+12)
I have decided there are enough bug fixes in 1.04 to correct to make a new 1.05.

I will try to keep the changes to the scenario to a minimum and focus on obvious fixes within the existing framework. I do not foresee major changes to the game-play at this stage. I may however add some ideas for my SP1 or 2.0 version I thought might be interesting.

List of Fixes:
Spoiler :

Map Changes
Memel changed to Czechoslavakia - DONE
Jan Mayen changed to Norway-Denmark - DONE
All Nations-in-Exile Cities to have Goods Factory and Barracks -
Kremlin Missing from Moscow ?!?!?? - DONE
Locate a US base in Western Africa with Operation Torch Forces in Casablanca called US Torch HQ = DONE
- 3rd US Army - PATTON - DONE
- II US Corps - DONE
- 1st Armored Div - DONE
- 2nd Armored Div - DONE
- 3rd Infantry Division - DONE
- 9th Infantry Division - DONE
- 34th Infantry Division - DONE

Locate a US base in the south England with 1944 D-Day forces in Bournemouth called US D-Day HQ - DONE
- US 12th Army Group - BRADLEY - DONE
US 1st Army - DONE
- US V Corps (Collins) - DONE
- US VII Corps (Gerow) - DONE
- 1st Infantry Division - DONE
- 4th Infantry Division - DONE
- 29th Infantry Division - DONE
- 82nd Airborne Division - DONE
- 101st Airborne Division - DONE

Removed Airbase from all cities - DONE
Adding Leaders and Leaders in Exile as Pillbox Units - DONE

Difficulty Level Changes - DONE
Most Major Powers to stay as Prince
Russia to Drop to Settler to reflect the fact that it can not benefit from Technology sharing as other major powers
Minor Axis and Allies to change to Settler to reflect the low starts they have
Neutral Powers to increase to Deity to reflect the fact they will not do much military action.

Tech Renaming - DONE
Minelaying to change to Sea Transport
City Fortifications to be renamed Military Facilities

Building Changes - DONE
Airbase to become Air Transport Hub and tech Military Facilities to prevent early Airlifts!
Barracks to change name to Military Base and give extra 5 Air Capacity to make up for loss of Airbase
Aircraft Factory to change requirement to Vehicle Factory from Airbase
Walls to change to City Fortifications/ Defense Facilities Tech Level
Goods Factory can be built with Mass Production
Cottage to be available with Household Goods level

Unit Changes - In progress
Some changes to Promotions to more logical tech areas. - DONE
Most improvements can now be done at earlier tech levels - DONE
A-Bomb to change to Nuclear Bomb Delivery - DONE
SM.79 does not air capacity limits - DONE
Battleships to have the ability to carry just 1 land unit - DONE
Airborne can now be built by Military Academies - DONE

It appears some nations have the incorrect Unit availability. (see below)

Russia - "Guards" Army to Infantry Level III - DONE
Russia - Tank Army to Armoured Formation III - DONE
Finland - Fighter III to be Me-109 Spn - DONE
Poland - Fighter III to be Hurricane Sqn - DONE
Hungary - Fighter III to be Me110 Sqn - DONE
Norway - Fighter III to be Hurricane Sqn - DONE
Norway - Infantry Army is available for Norway --- Why? - DONE
Benelux - Field Army to Infantry IV - DONE
Benelux - Fighter III to Hurricane Sqn - DONE
Spain - Fighter III to Me109 Sqn - DONE
Baltic - Fighter III to Hurricane Sqn - DONE
Yugoslavia - Fighter III to Me109 Sqn - DONE
Turkey - Infantry Div to Infantry Level II - DONE
Turkey - Fighter III to Hurricane Sqn - DONE
Sweden - Fighter III to J22 Sqn - DONE
Austria - Fighter III to Fw190 Sqn - DONE
Canada - Fighter II to be P40 Sqn - DONE
Canada - Fighter III to be P51 Sqn - DONE
Ireland - Fighter III to be Spitfire Sqn - DONE
Greece - Fighter III to be Hurricane Sqn - DONE
Romania - Fighter III to be Me109 Sqn - DONE
Switzerland - Fighter III to be Me109 Sqn - DONE
Portugal - Fighter III to be Spitfire Sqn - DONE
Most of these above errors were typos, so were able to be fixed quickly

Please bear with me while I try to find other faults and fixes over the coming months.

As this mod is best played in Hot-Seat mode, I will be including a few save files at various start dates for each major grouping; AXIS, ALLIES, Russians and Neutrals (They can watch the world burn)

Spoiler :
Germany, Hungary, Romania, Austria and Czechoslovakia (Build up troops for Germany when they are annexed), Italy - (Activity in Afrika and Albania), Finland (Early battle with Russia)

UK, USA, Poland, France, Lowlands, Scandinavia (Norway/Denmark), Greece, Canada,

Soviet Russia, Albania, Yugoslavia,
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I have played so far about 1,000 turns and only got a handful of CTDs. But I still recommend saving frequently, especially after a hard combat turn, where you might have spent many minutes planning and carrying out your attacks or defences
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Playtesting Results
Please be aware CTD is related in part to the complexity of the mod, and if you have been saving regularly, you can go back to a turn and try to go past it again. As you can see below this happens from time to time.

Will test no events - hopefully historic events still happen. - Failed - but will keep it in
Major success with extending tech development times and also unit creation times.

AXIS Hot Seat Mode
Spoiler :
1 February 1936 - OK
USA Gifted D-Day HQ - increased US culture in City HQ bases - Fixed, restarted Scenario
1 March, 1936 - Germany - CTD
1 October, 1937 - OK
1 February, 1938 - Italy - CTD
1 March, 1938 - OK
1 April, 1939 - OK
Made a discovery that the Airbase was still part of a number of cities - Fixed, restarted Scenario
Made a discovery that airborne units can only be built by airbase - changed to Military Academy
Made a discovery that Great Generals can build Airbases - Changed to Barracks

ALLIES Hot Seat Mode
Spoiler :

No Problems reported

RUSSIANS Hot Seat Mode
Spoiler :

Had a glitch with selecting Russians as Hot Seat player and Single Player. Re-saved the Worldbuilder file and no further problems

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Great that this is still being worked on.

By the way, did you ever play the Barbarossa board game - "War in the East" published in the mid 70's.

The paper map was about 5 feet by 4 feet. It had over 2 thousand cardboard counters. The game manual was probably over 100 pages. You needed at least 4 people to play it (we had 6 + 2 in reserve).
The game took many months to complete - if played a few hours a week. Great fun.
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Yes. I tried playing that one in my wargaming days
Hi Kiwit,

awesome Mod Kiwi.

I like to ask you, if there is any chance you will integrate BUG Mod (field of view), REVCDM or Platys World builder ?

that would be fantastic.

Regards OnkelM
Probably not. I wanted to make a few fixes, which I have now done. Actually full scale development like you suggest will require more capable people than me in programming and coding.
I am play-testing an "unlimited" minor units patch.

This will give unlimited divisions (or smallest infantry type units), destroyers, submarines, etc. Considering making aircraft and anti-air unlimited as well.

I noticed that many landlocked nations are researching "Warships", why?!?!?!? ,,, may give them that tech as well.

So expect a 105.1 patch at some future date.
I have decided I will start developing 1.06.

The playtesting has highlighted enough fixes to require a new version. I will create a new thread to detail these developments.
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