kiwitt
Road to War Modder
I have discovered in play-testing a number of significant issues that need fixing in Road to War Historical. These are significant enough to warrant a whole new version update.
1: Scenario Changes
The starting tech levels needs to be increased, such that units the nations are able to create are equivalent to what they have have at the start in 1936. I will also need to ensure that the prerequisite techs are also given to them.
However, this will unlikely affect land-based units, as I feel that the production of these should be limited according.
I discovered a major error in my 1.05 scenario file. I gave nations TECH 16 - Household goods, instead of TECH 17 - Infantry level 1. This meant nations could not build Infantry Divisions from the start. This was wrong.
All English Anti-Air (Radar) units upgraded promotions
Many Fortresses have upgraded promotions
I have added a German Mission base between Russia and Iran, as this will reflect the timing of Russia and England joining forces to attack Iran in 1941. As part of this change I have also made Iraq (part of Hungary) for scenario purposes so that the Iraq cities can be attacked by England then too, as opposed immediately when they were Barbarian.
I noticed French culture expanded enough to allow the Alps to be used as a back door to France for Germany, so I closed that with two Swiss cities.
NAVAL Units
Carriers - These techs are only available to Britain and USA
Battleships - These techs are only available to Britain, USA, Germany, France, Italy and Russia
Cruisers - Only major nations can create these
Submarines - Only major nations can create these, except Russia
AIR Units
Fighter II - These will be available to Britain only, e.g. Spitfires.
(Note: due to the link to carriers, the USA may have this tech as well, but no units)
Bomber II - These will be available to Britain and USA
Fighter I and Bomber I will be available to all other major nations
Minor nations will need to develop these techs.
I will also change starting difficult levels on minor nations - I will need to play test the effect of this on tech development when they join alliances.
2: Unit Changes - DONE
As alluded to in my 1.05 play-testing, I believe that giving unlimited basic infantry units (Infantry Divisions in major powers and Reserve Divisions in minor nations) will give me my desire of having divisions be a more significant component of the game than currently. This requires a minor change to the UnitClass file. - DONE
I have noticed some significant unit cost differences in minor nations, so will align these with Italy who has similar units. - DONE
Battleships can carry 1 land unit and reflects the fact they can escort merchant vessels - already in 1.05
Cruisers need to be able to carry great people and propaganda units as well. e.g. the President of the USA on a cruiser. https://beta.history.navy.mil/research/library/exhibits/roosevelt-1936-cruise-to-latin-america.html - not all Cruiser units have this.
3. Building Changes - DONE
These changes should make it easier to build
Wheat Silo (13) -- Essential building for all others
--> Sewer (06) --> Hospital (15)-Tech11
--> Bank (07) --> Grocer (14)-Tech16 --> StockExchange
--> Barracks (08) -- Fascist Propaganda-Tech04 --> Walls-Tech10 --> Military Academy (17)-Tech27 & Fascism in city
--> Coal Plant (10) --> Vehicle Factory (21)-Tech02 --> Aircraft Factory (22)-Tech03 --> Air Base (05)Tech39
--> Courthouse (11) -- Democratic Propaganda-Tech04 --> Goods Factory (24)-Tech25
--> Shipyard (12) --> Naval Factory (23)-Tech06
--> Theatre (19) -- Neutral Propaganda-Tech04 --> Broadcast Tower (09)-Tech04
--> Jail (16) -- Communist Propaganda-Tech04 --> Bomb Shelter (03)-Tech26 --> Nuclear Shelter (04)-Tech46
--> University (20) -- Spy --> Laboratory (01)-Tech15 -- Codebreaker --> Chain Reactor (02)-Tech24 --> MH Project-Tech40
Buildings in BOLD require no techs
Propaganda units require the building as listed above
4. Other changes
Forest and Jungle can only be cut down at higher techs
I will list the changes as they are completed above with the word - DONE
Get it here!!
https://forums.civfanatics.com/resources/road-to-war-historical.13097/updates
Included in the file are the following under Public Maps
The base Scenario to start the game in single player mode
- 1936 - Europe (Historical - 106)
Five Scenario files to start the game in Hot Seat Mode.
- The Road to War - ALLIES Team - Historical - Hot Seat - 1936-January
- The Road to War - AXIS Team - Historical - Hot Seat - 1936-January
- The Road to War - AXIS Team - Open, Random or Historical Events - You decide !!!
- The Road to War - SOVIET Team - Historical Hot Seat - 1936-January
and for those who want to get into the action sooner after my play-thru until 1939
- The Year of War - AXIS Team - Historical - Hot Seat - 1939-January
I have decided to include only one advanced scenario as I feel the majority of the players will want to play the Germans.
I have played thru the scenario as Germans and Soviet single player campaigns in the play testing, and have determined that a skilled player can defeat the enemy, so long as they plan their attacking or defensive plans well.
NOTE: I have come to the conclusion that this project is a culmination of my life's research and direction. I hope you enjoy playing it as much as I have in making it.
However, make sure you extract the contents to its own mod folder --- ..\Beyond the Sword\Mods\The Road to War - Historical - 106
This folder should then contain \Assets , \CvGameCoreDLL and \PublicMaps
If not you have installed it incorrectly.
Remember to save every turn. This mod is very complex and can have the occasional Crash to Desktop.
1: Scenario Changes
The starting tech levels needs to be increased, such that units the nations are able to create are equivalent to what they have have at the start in 1936. I will also need to ensure that the prerequisite techs are also given to them.
However, this will unlikely affect land-based units, as I feel that the production of these should be limited according.
I discovered a major error in my 1.05 scenario file. I gave nations TECH 16 - Household goods, instead of TECH 17 - Infantry level 1. This meant nations could not build Infantry Divisions from the start. This was wrong.
All English Anti-Air (Radar) units upgraded promotions
Many Fortresses have upgraded promotions
I have added a German Mission base between Russia and Iran, as this will reflect the timing of Russia and England joining forces to attack Iran in 1941. As part of this change I have also made Iraq (part of Hungary) for scenario purposes so that the Iraq cities can be attacked by England then too, as opposed immediately when they were Barbarian.
I noticed French culture expanded enough to allow the Alps to be used as a back door to France for Germany, so I closed that with two Swiss cities.
NAVAL Units
Carriers - These techs are only available to Britain and USA
Battleships - These techs are only available to Britain, USA, Germany, France, Italy and Russia
Cruisers - Only major nations can create these
Submarines - Only major nations can create these, except Russia
AIR Units
Fighter II - These will be available to Britain only, e.g. Spitfires.
(Note: due to the link to carriers, the USA may have this tech as well, but no units)
Bomber II - These will be available to Britain and USA
Fighter I and Bomber I will be available to all other major nations
Minor nations will need to develop these techs.
I will also change starting difficult levels on minor nations - I will need to play test the effect of this on tech development when they join alliances.
2: Unit Changes - DONE
As alluded to in my 1.05 play-testing, I believe that giving unlimited basic infantry units (Infantry Divisions in major powers and Reserve Divisions in minor nations) will give me my desire of having divisions be a more significant component of the game than currently. This requires a minor change to the UnitClass file. - DONE
I have noticed some significant unit cost differences in minor nations, so will align these with Italy who has similar units. - DONE
Battleships can carry 1 land unit and reflects the fact they can escort merchant vessels - already in 1.05
Cruisers need to be able to carry great people and propaganda units as well. e.g. the President of the USA on a cruiser. https://beta.history.navy.mil/research/library/exhibits/roosevelt-1936-cruise-to-latin-america.html - not all Cruiser units have this.
3. Building Changes - DONE
These changes should make it easier to build
Wheat Silo (13) -- Essential building for all others
--> Sewer (06) --> Hospital (15)-Tech11
--> Bank (07) --> Grocer (14)-Tech16 --> StockExchange
--> Barracks (08) -- Fascist Propaganda-Tech04 --> Walls-Tech10 --> Military Academy (17)-Tech27 & Fascism in city
--> Coal Plant (10) --> Vehicle Factory (21)-Tech02 --> Aircraft Factory (22)-Tech03 --> Air Base (05)Tech39
--> Courthouse (11) -- Democratic Propaganda-Tech04 --> Goods Factory (24)-Tech25
--> Shipyard (12) --> Naval Factory (23)-Tech06
--> Theatre (19) -- Neutral Propaganda-Tech04 --> Broadcast Tower (09)-Tech04
--> Jail (16) -- Communist Propaganda-Tech04 --> Bomb Shelter (03)-Tech26 --> Nuclear Shelter (04)-Tech46
--> University (20) -- Spy --> Laboratory (01)-Tech15 -- Codebreaker --> Chain Reactor (02)-Tech24 --> MH Project-Tech40
Buildings in BOLD require no techs
Propaganda units require the building as listed above
4. Other changes
Forest and Jungle can only be cut down at higher techs
I will list the changes as they are completed above with the word - DONE
Get it here!!
https://forums.civfanatics.com/resources/road-to-war-historical.13097/updates
Included in the file are the following under Public Maps
The base Scenario to start the game in single player mode
- 1936 - Europe (Historical - 106)
Five Scenario files to start the game in Hot Seat Mode.
- The Road to War - ALLIES Team - Historical - Hot Seat - 1936-January
- The Road to War - AXIS Team - Historical - Hot Seat - 1936-January
- The Road to War - AXIS Team - Open, Random or Historical Events - You decide !!!
- The Road to War - SOVIET Team - Historical Hot Seat - 1936-January
and for those who want to get into the action sooner after my play-thru until 1939
- The Year of War - AXIS Team - Historical - Hot Seat - 1939-January
I have decided to include only one advanced scenario as I feel the majority of the players will want to play the Germans.
I have played thru the scenario as Germans and Soviet single player campaigns in the play testing, and have determined that a skilled player can defeat the enemy, so long as they plan their attacking or defensive plans well.
NOTE: I have come to the conclusion that this project is a culmination of my life's research and direction. I hope you enjoy playing it as much as I have in making it.
However, make sure you extract the contents to its own mod folder --- ..\Beyond the Sword\Mods\The Road to War - Historical - 106
This folder should then contain \Assets , \CvGameCoreDLL and \PublicMaps
If not you have installed it incorrectly.
Remember to save every turn. This mod is very complex and can have the occasional Crash to Desktop.
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