knigh+
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Is great to have you back giving me feedback from that part of the world. Most people wouldn't even bother to try playing those minor civs in the scenario, not to mention even giving me feedback!
well, you have spent thousands of hours to make this map and scenarios to help people have fun - feedback is the least you deserve

traits are specify to the leaderheads. The choice we can have is either using SULEIMAN (imperialistic, philosophical, favor hereditary rule) or MEHMED (expansive, organized, favor vassalage)
Ah, the problem arises from all your scenarios using the same files. I basically changed Suleiman's traits from the xml files, but that's me - I don't mind an hour of text browsing prior to a 20-30 hour game. I suppose adding all ww2 leaders would have been too much work.
I might have been a bit harsh when defining which country to have Universal Suffrage in the scenario. Actually, no one country I gave Universal Suffrage in the scenario as I thought 'true' universal suffrage is something after the second world war, including US and UK. I probably haven't do enough homework on this issue.
ok then, I didn't really check the other countries. By the way, it seems most AI countries make a revolution at the start.
Yes, it was none. I added in v5 when I increase the number of oil on the map globally. I think I added there for gameplay. But just looked at the reference I have, I think it is more correct to remove it.
Probably not. Turkey doesn't seems to produce enough aluminum to get one represented. For Banana, like you mentioned, in GEM I tried to represent the correct resource only to avoid dispute. However, if I there is really something I think really lacking, I can give some exceptions. Please tell me some stats as to why you think Turkey should include a Banana.(aluminum, banana)
I am not really advocating for those. I thought you had that oil for game balance, and I thought I might be offsetting it. So I decided to add something else.
As for stats, I wrote the one below a long time ago, but items 3-5 apply here.
Spoiler :
Turkey is the country with
1- Highest tea consumption per capita.
2- Highest bread consumption per capita.
3- 74% of world's hazelnut production.
4- 25% (highest fraction) of world fig production.
5- 18% (highest fraction) of world apricot production.
6- 64% of known Boron reserves
7- 40% (highest fraction) of known Marble reserves
8- Almost all known meerschaum reserves
9- Oldest fortified settlement (Catalhoyuk, pop.10000 c.7500BC)
10- Oldest temple (near Urfa, c.10000BC)
11- First female military pilot
1- Highest tea consumption per capita.
2- Highest bread consumption per capita.
3- 74% of world's hazelnut production.
4- 25% (highest fraction) of world fig production.
5- 18% (highest fraction) of world apricot production.
6- 64% of known Boron reserves
7- 40% (highest fraction) of known Marble reserves
8- Almost all known meerschaum reserves
9- Oldest fortified settlement (Catalhoyuk, pop.10000 c.7500BC)
10- Oldest temple (near Urfa, c.10000BC)
11- First female military pilot

It is more of a game problem than a mod problem. Civ has 3 grain-type foods, 4 meats, 4 seafoods, and a banana? ok, grapes are also in there. As far as game balance on a randomly generated map is concerned, resource#4 vs resource#8 doesn't really matter. But inadequate number of resources make simulating the reality more difficult, and #4 producer of fruits and vegetables end up getting a single grape (which is half luxury half food resource in the game).
So, what does all that tell us? Nothing, if you decide bananas are bananas. And I think it is the logical thing to do, otherwise you'll have to put bananas to other mediterranean countries, which have similar f&w production. Mine was just further customization.
It is hard to get military stats for the neutral countries during WW2. When I did it, I think I just use the current military size ~800000/40000 = 20. I think I I can do what you suggested.
Actually, just found this website. Would you agree with it? Interestingly, it can lead me to about the same size (In 1941, 43 divisions/2 = 21)
http://members.tripod.com/~marcin_w/index-2.html
That's an awesome website, thanks. Let's take a look, shall we?
Spoiler a look :
In 1939 the Turkish army ... altogether 132 regiments (60 infantry, six mountain troops, 21 cavalry, eight reserve cavalry, 20 field artillery, 10 heavy artillery, and seven fortress artillery)...
...in 1939, the Turkish navy contained 19 naval vessels and they included one armoured ship, one line cruiser, two light cruisers, two torpedo-boats, four destroyers, five submarines, and four other lesser ships (most vessels were obsolete); with a total displacement of 55 775 tonnes (the number of naval personnel stood at 9 200). The real combat value of the navy was insignificant.
By 1940 the Turkish air force was composed of four air regiments (each regiment contained six air companies), and had in possession a total of 370 aircraft (it had 8 500 personnel).
...in 1939, the Turkish navy contained 19 naval vessels and they included one armoured ship, one line cruiser, two light cruisers, two torpedo-boats, four destroyers, five submarines, and four other lesser ships (most vessels were obsolete); with a total displacement of 55 775 tonnes (the number of naval personnel stood at 9 200). The real combat value of the navy was insignificant.
By 1940 the Turkish air force was composed of four air regiments (each regiment contained six air companies), and had in possession a total of 370 aircraft (it had 8 500 personnel).
I think my 1 destroyer and 1 transport is good for the navy.
As for the airforce, it says 370. If I remember correctly, France had 2000 (or 2500?) and Germany had 3000 aircraft at the beginning of 1940. So I guess 1 fighter is good.
Culture is a very difficult issue. I need to make sure one city doesn't absorb other cities naturally. While it is true that Athens is a culturally rich, I am worry about Hungary. I can check.
Exactly my point, 4 of the 8 squares adjacent to Izmir became Greek during the game, even though I edited 2000 culture to Izmir. It seems the total culture of a city is concentrated on itself, and plot ownership is decided more by culture per turn accumulated. But I might be mistaken.
I am not too concern about the see port, I am concern about Hungary doesn't have enough space. In contrast, at the moment, Istanbul still have many free space to the south or east. But I agree it is a more accurate location. I will have a look.
I don't know, I just don't like cities being within 2 sq of each other in civ games. It lets tanks from one city move, attack, and withdraw back into the safety of the city all on the same turn. With all the health and happiness problems of resource-poor small countries in the game, I doubt either city will be using all of those squares anyway.
I've got this reference that basically list city sizes for EVERY CITY in the world in the last century. http://www.populstat.info
Base on that reference, in 1940, populations in thousands are:
Istanbul has 793.9 ~ 11 in game.
Ismir has 183.8 ~ 6/7 ( I took the greater)
Ankara has 157.2 ~ 6 ( I gave 7 since it is a capital)
Athens has 1124.1 ~ 12/13 (I took the greater as well)
ok, I rounded all of those down, and had a less reliable resource for Athens.
Once again,

So no Judaism in all other cities except Istanbul? I just guessed this. I can change it.
Wait, I guessed too. On afterthought, Izmir might have had some jews as well, as it had in the Ottoman times.
I will review this using your info as a reference. However, keep in mind that we have to cut down the numbers globally for gameplay. For example, I don't think I can give 3 airports to Turkey, even Germany only has 3 in the scenario!
I was guessing that. But it is at marathon speed, and I didn't want to be building things forever, so I decided to include a small airport like Izmir, or unimportant university of Ankara, or Banks and Grocers everywhere (all cities have grocers and at least one bank). So just pretend those are the maximums (I did some research to find out when Colosseums, Univs, etc were built in those cities), those cities had them albeit with varying degrees of importance. It is upto you to remove any number of them for game balance.
Probably not at this stage. It is tempting to change some of the default setting. I also have a list of things in my mind too, such as allowing bombing units to death (why only half?). But that these changes can have great impact to the game balance which I must do it very cautiously.
I wasn't suggesting you to implement those in, just telling you my usual modifications, maybe you'll like some of them and decide to give a try.
Bombing only half does not make sense, and is an arbitrary limit, but I think it is there for game balance. Even with the limit, I think airforce is quite decimating in the game. The only reason I could withstand wave after wave of Panzers with a handful of units and with negligible casualties is because I had 8 fighters in Istanbul. (4 panzers come, each are hit by 2 fighters and one land unit. The only thing that changes on my side is the xp)
Besides, without a limit, you can basically start conquering cities from the air.
AI is difficult to teach. I don't think I can make German AI as aggressive as it should. That's why I am trying to set up a PBEM game where this scenario should be play on. Interested? You can play Turkey and other neutral civs if you want.
hmm... the idea makes me drool, I'll think about it.