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SCENARIO: Age of Imperialism; 1895-1924, Deluxe Version 2016-10-05

Week 43:
Due to hurrying up I had high losses on Corsica: 11 infantry died there. It is a shame, but I need my forces for the war with Russia, which I want to start in a few weeks, as long as Russia is fighting in Scandinavia and not able to brin the forces back to Europe in time and in one stack.

Week 46:
After a spy was cought Russia declared war on me. I took Warsaw, Tallin, Minsk and Smolensk with little losses. Also in the Baltic U 1 sank a Russian Svetlana class CL and my DD 3 further predreadnoughts. Another one, which was slightly damaged, was sunk by a destroyer attack in the North Atlantic. And another one was sunk by returning to Port Arthur. It was too near to my artillery there.
Let's see, what will happen now.
No, Austria declares war on the Brits! Are they crazy??!? Well, this is not as bad as the Russians persuaded them to declare war on me. That means MUCH to do now.

Adler
 
D'Artagnan59 said:
I've got a problem.

PediaIcons Stadium error.
hi D'Artagnan59.

this is a common error and it can be easily solved :)

check the unzipped AoI folder and you will see that there is likely an AoI folder 'within an AoI folder'. simply "cut" the folder inside and paste it into the appropriate directory (ie Civilization III/Conquests/Scenarios). this should fix it for you :D

oh and great reports all. keep 'em coming :goodjob:
 
Daien said:
One thing I want to point out is the absolute inefficiency of Air Warfare. Was this done because of historical accuracy? (...since the use of air power, at this time, was at its beginning...)
or is it because, Japan, has only two Air units in the scenario? (...building a huge stock of Chlorine gas shell is far more effective...)
...I'll find out if Germany's Air power is better in my next quest...
howdy Daien. welcome back :)

to answer your question about the effectiveness of aerial bombardment...yes, it was done mainly along the lines of historical accuracy in that the biplane fighters were pretty lousy when it came to payload and accuracy. so this is probably why you're not having much luck w/ them. however, the bomber units are a little more effective although i'm not certain if Japan can build any. Germany, however, has some of the, if not the best, air units in the game.
 
Jimcat said:
El Justo: first of all, many thanks for creating this game. Years ago (as far back as the mid-80s) I'd wanted to create a resource-development and war game based on the age of colonialism and imperialism, and I'd done some research over the tears, but never took the time to seriously create the game. So, congratulations and thanks again for actually making the game that I've wanted for twenty years!

Now, having started a few games just to get my feet wet, a few questions.

1. What's with the explosive city growth? The food requirements for growth don't seem to increase to keep up with city size, so I'm ending up with size 50-plus cities by 1900. Is this a bug or a feature?

Playing the Americans, I noticed some odd things about their early battleships:

2: The Civilopedia says that you can't build Indiana-class BB's, but I found them in my build list after researching Pre-dreadnoughts I.

3: Since I could build both Indiana-class and Kearsarge-class BB's, I compared the statistics, and found someting interesting. Indiana class has an attack value of 18 and costs 150 shields, Kearsarge class has an attack value of 16 and costs 200 shields. Umm, so why would I ever build a Kearsarge if I can build an Indiana? Of course this becomes moot if the Indianas are really unbuildable.

4. I couldn't upgrade all of my old Indianas to Virginias once I got Pre-dreadnoughts II. The USS Oregon, on the west coast, stubbornly refused to upgrade. Ditto with the one Indiana that I built myself. On the other hand, the USS Indiana and USS Massachusetts upgraded with no problems. (Don't remember what happened to the Texas and the Maine; they were casualties of my Spanish-American war.)

5. What, if anything, do the Atlanta-class cruisers upgrade into? The Civilopedia doesn't say.

6. What can I do with a Wright Flyer? They seem to have only one mission, scouting, with a range of only one square. Given that they have to be built in an American city, and all American cities are surrounded by American territory of at least a one-square radius, they would seem to be utterly useless. There is no re-base option that I can find. Was that intentional or am I missing something? Do I just accumulate them and then upgrade to better biplanes?

7. Why does the Strait of Panama exist in the game? This bit of geographic license seems to mess with history in a couple of ways. First, the Panama Canal wasn't built until 1914, so for most of the time covered in this scenario, everyone had to send their ships around South America. Second, it cuts off trade between the US and the South American nations. Historically, this was an important part of the economies of both Americas in the late 19th and early 20th centuries.

The only other country I tried playing so far was Argentina. A couple of questions from there:

8. What's the deal with the two battleships that start in Buenos Aires? They seem to have a movement rate of 1, but I can't get them to budge.

9. If Argentina captures the Malvinas -- er, sorry, I mean Port Stanley -- from the British Empire, could they obtain colonial resources from there?

I've also got a few nitpicks with city names and Civilopedia entries, but I'll post them separately so this post doesn't look like a litany of complaints. Really, I love the game and am quite impressed with the amount of work and attention to detail that went into it. And hey, it got me to de-lurk on these forums after a hiatus of several years.
hello Jimcat and welcome back to the forums :) it is flattering (to say the least) that our little scenario prompted you to break your hiatus :D thank you.

i am not a fan of 'starved' cities. by that i mean that i want for almost all cities to have an unimpeded ceiling for growth (in most cases that is). so i wouldn't call it a bug perse. however, the city sizes may appear to be massive. but in reality, the high growth is off-set a bit by the modified city size limits; ie, a 'town' is a city sized 1-19, a 'city' is 20-49, and a 'metro' is 50+. another byproduct of these modified city sizes is the humongous reduction in the uber annoying pollution. specifically, pollution is generated primarily from population (and 'metro' sized cities). so w/ the increased city size limits, this is dramatically reduced (and it was not intended but gratefully accepted :) )

the CivP entries need some work as most of them were drafted prior to a large scaled naval revision we did this past summer (prior to public release). so this will need to be cleaned up i reckon.

i would have to look at the Indiana-Kearsage issue you've raised. unfortunately, i don't have my civ files here at my work PC. however, my first thought is that Kearsage has a higher defensive rating than the Indiana. i could be wrong as i don't have the #s in front of my right now. but i tried in earnest to make each and every unit 'worth' building. i've been known to miss things in the past. so this wouldn't be a big surprise ;)

as for the upgrade issues you're having...do you have the requisite city improvements in the west coast cities? iirc, you need at least one of the following 3 city imp's or sm wonders: naval base, naval shipyard, or Naval Academy.

i'd have to open up my files to see what ship the Atlanta class upgrades to.

the Wright Flyer is the only true 'fluff' unit in the game. by that i mean that it's purpose is practically nill. however, she can upgrade to the JN-4s once you've discovered the appropriate tech (and assuming you've built the Army Air Corps sm wonder in the same city b/c of the lack of rebasing abilities ont he Wright Flyer). the more i think about this set-up though the more i want to axe the Wright Flyer from the scenario. i'll have to chew on it some and kick it around w/ the fellas.

as for the panama isthmus being open - well - this is another area which i took a little creative liscencing in order to help the AI w/ sea shipping and to lessen the voyages for everyone invloved. in other words, i wanted to make it easier on all invloved in this area of the map. as for keeping central; and south america connected like that - this would throw a monley wrench into the whole schem of keeping the colonialism resource isolated to south america. by that i mean that if the isthmus was connect, the colonialism resource could theoretically be sent to Wash DC and the Yanks (and the Brits in Canada) would be able to buiold all of the colonial goods on the continental US. and that we certainly do not want. so in sum, the canal is 'open' to boost and enhance sea shipping and to 'isolate' the colonialism resource :)

the Argentinian ships you refer to are 'king' units which will later be able to upgrade to a beefier BB unit later in the game (can't recall the exact class off the top of me-head but it's a US BB). this is a trick that my CFC buddy vingrjoe devised for my TCW scenario which allows for pre-placed units like that to be able to upgrade but aren't able to be built.

Argentinia can not, i'm afraid, build a colonial empire. this is restircted by a free and unresearchable tech in the editor. she can however capture raw material units and send them back to Buenos Aires for VPs and some scratch :) Las Malvinas btw has the coveted colonialism resource. so the Brits can operate their colonial empire in this far flung area.

excellent comment mate and it's nice to see another NJ dude around these parts :cool:
 
1907 update on the Second Reich. Captain level.

I can't remember exactly what happened, as events are really starting to pile on at a merciless pace, so forgive me if some of what I say is contradictory or confusing.

As of last report, the Second Reich has experienced a tremendous increase in both size and power, owing to several developments. First, the French decided to be (mules) and refused to leave my territory; they declared war. It went badly for them right from the start. I split their continental holdings right down the middle: I drove to the sea, taking Limoges and Bordeaux, along with Nantes (I think that's the one; the coastal city north of Bordeaux) leaving Marseilles in the south and Paris and Brest in the north.

Then the Russians once again declared war on Austria, dragging me in. My first step was to take Pristina and Bukharest which had been taken during the war with the Balcans. I gave both of these to Austria (who also captured Thessaloniki and the city to the west of it in their war against the Ottomans). My army swung north and took Smolensk (or was it Minsk...whichever is closest to Moscow, that's the one, I own both Smolensk and Minsk now). My Army of the North, in addititon to twenty something infantry and ten mountain gun battalions took Romanov-on-Murmansk, then swept down to liberate all of Finland. The Russians at this point gladly gave me peace.

Following a well-known pattern of events (that is, Austria dragging me into dozens of wars and me just barely being able to cover the commitments), I turn to take on Italy. Their military is, quite frankly, not a challenge in the least, and we get all the way down to Taranto before peace is made, leaving them with Palermo and Malta (which they took from the Austrians, who got it from the Brits...and Sardinia was captured by Austria). Once again, I turn upon France, and this time annex them in their entirity: in all Europe, only Corsica remains in French hands, and even there, there are Austrians - futile as they are - trying to dislodge them.

And of course, as soon as I finish this war, another comes up: Austria declares war on Britain. Aside from the loss of one city in Africa (Yaounde), there are no serious problems. Britain ownes almost the entire continent, but their HUGE cavalry forces are in the north rooting out the last four cities of French north Africa, so I only have to deal with a few. Back in Europe I once again throw up a large force of BB's as a blockade (I have by now researched kaiser II class dreds :D , and the Nassaus have been relegated to shore bombardment and convoy escort, both of which are performed admirably by them). I have worked tirelessly to build an invasion convoy for the Brittish Islands themselves, and it is now put into action: 40 Infantry, backed by 40 10.5 cm howitzers are sitting south of London, and the channel is blocked by nearly thirty Deutschland BBs (they're still up and kicking, doubt if I'll ever retire these babies) and nassaus blasting the city.

And there we are. North America is now entirely in the hands of the US, except Belize and Panama, taken by new Grenada. British India is still a mix of British, Russian, Persian and ottoman holdings. China, btw, has managed to take Kabul, no idea how, though. The Japs have taken Mukden, along with Honolulu. The French capital has been relocated to Madagascar *snicker*, and they have almost no holdings outside of Africa (the only one I can think of is French Polynesia). Italy is worse off, as noted. Spain, I think, will be the next to go.

I think Adler is right about the alliances; they appear too soon, and I agree that they should be put back until the Great War. It's been constant war for me now, and I'm becoming dominant without even having used the advanced playthings! :-P

Another naval lesson (I always try to give hints on this, it's important): DD's are not terribly useful around Europe - they can't really damage a BB that much. However, I have had great success in building a group of them and then sending them to areas where other civs pass their convoys through: the Carribbean, German Pacific islands, the straight between Madagascar and mainland Africa... They can seriously weaken and even totally destroy a convoy passing through, or an invasion force about to invade you.
 
Thanks for your quick reply! It's a good thing I'm on vacation this week. My work access filters out all game-related Internet sites.

El Justo said:
the CivP entries need some work as most of them were drafted prior to a large scaled naval revision we did this past summer (prior to public release). so this will need to be cleaned up i reckon.

Let me know if you could use some help with this. I've already noticed some inconsistencies and broken HTML in the American-related entries. No offense -- I used to be a technical writer so spotting stuff like this was how I earned my daily bread and butter. It's become a habit.

El Justo said:
i would have to look at the Indiana-Kearsage issue you've raised. unfortunately, i don't have my civ files here at my work PC. however, my first thought is that Kearsage has a higher defensive rating than the Indiana. i could be wrong as i don't have the #s in front of my right now. but i tried in earnest to make each and every unit 'worth' building. i've been known to miss things in the past. so this wouldn't be a big surprise

Here are the stats for both:

Indiana: Attack 18, Defense 20, Bombard 15, Rate of Fire 2, Range 1, Move 4, Cost 150.

Kearsarge: Attack 16, Defense 20, Bombard 15, Rate of Fire 2, Range 1, Move 4, Cost 200.

I'm not enough of a naval historian to know whether the stats need adjusting, or if it'd just be a good idea to make the Indiana more expensive (or the Kearsarge less so).

El Justo said:
as for the upgrade issues you're having...do you have the requisite city improvements in the west coast cities? iirc, you need at least one of the following 3 city imp's or sm wonders: naval base, naval shipyard, or Naval Academy.

Hot dawg, you're right! I'd been trying to upgrade the Oregon in Los Angeles or San Diego, which didn't have naval bases at the time. Now I have a naval base in LA and was able to upgrade the Oregon there. Thanks for the tip.

El Justo said:
the Wright Flyer is the only true 'fluff' unit in the game. by that i mean that it's purpose is practically nill. however, she can upgrade to the JN-4s once you've discovered the appropriate tech (and assuming you've built the Army Air Corps sm wonder in the same city b/c of the lack of rebasing abilities ont he Wright Flyer). the more i think about this set-up though the more i want to axe the Wright Flyer from the scenario. i'll have to chew on it some and kick it around w/ the fellas.

My thoughts on the Wright Flyer: don't dump it! I think it's appropriate that the US gets some jump on air technology by having the Wright Brothers. In an indirect way, it also simulates the US government's encouragement of airplane development by awarding lucrative contracts for fast long-distance mail delivery, which could only be accomplished by airplanes. So the Americans wind up with more planes in the early 20th century. Hmm, maybe you could change the name of the wonder to "Air Mail"?

Having no rebase ability for the Flyer is silly. Even if you couldn't fly one of those planes from, say. New York to Chicago non-stop, they could have been flown in short hops, or even packed in a crate and shipped by rail. But in the meantime, I'll be sure to build the Army Air Corps wonder in the same city as the Wright Brothers. Thanks again for the tip.

El Justo said:
as for the panama isthmus being open - well - this is another area which i took a little creative liscencing in order to help the AI w/ sea shipping and to lessen the voyages for everyone invloved. in other words, i wanted to make it easier on all invloved in this area of the map.

Now that I think about it, if I'd just parked an American ship in the strait, I'd have cut off the passage for everyone except myself and the Central Americans! Well, it's not too late for that in my current game.

El Justo said:
as for keeping central; and south america connected like that - this would throw a monley wrench into the whole schem of keeping the colonialism resource isolated to south america.

Ah, it begins to make sense now. I'd wondered how the colonial buildings were restricted. Now that I realize that colonialism is a resource, the pieces fall into place. That's also one more good (if frustrating) reason why sea trading is disabled.

But there goes my grand plan for an ultimate Seward-to-Punta-Arenas railroad. Guess I'll have to settle for Seward-to-Panama.

El Justo said:
by that i mean that if the isthmus was connect, the colonialism resource could theoretically be sent to Wash DC and the Yanks (and the Brits in Canada) would be able to buiold all of the colonial goods on the continental US. and that we certainly do not want. so in sum, the canal is 'open' to boost and enhance sea shipping and to 'isolate' the colonialism resource :)

Kinda disappointing though; I'd hoped to eventually conquer Canada and ship the raw materials to DC by rail. Now I realize there aren't any raw materials to be had in Canada. Still, it'll be great to get those Canucks under the Stars and Stripes where they belong.

El Justo said:
the Argentinian ships you refer to are 'king' units which will later be able to upgrade to a beefier BB unit later in the game (can't recall the exact class off the top of me-head but it's a US BB).

I get it. Hadn't gotten that far in the tech tree in my Argentina game.

El Justo said:
Argentinia can not, i'm afraid, build a colonial empire. this is restircted by a free and unresearchable tech in the editor.

Out of curiosity, would it break the game to give her this tech?

El Justo said:
excellent comment mate and it's nice to see another NJ dude around these parts

Thanks; I'm not a native New Jerseyan but I've lived in the state since 1994.
 
Stazro said:
South america is a colonial area, so they could get "raw materials from the colonies" out of their home lands... I'd say: Yes, it would break the game.

Good point. I'm starting to understand the implications now.

Okay, how about this for a variant:

Hook up North and South America via the Isthmus of Panama. Shipping routes be damned. People went around the Horn in the real world and they can do it in the game.

Take away the Colonialism resource from South America. By the 1890s, the South American countries weren't areas to be exploited colonially (see "Monroe Doctrine"). In fact, to simulate the Monroe Doctrine, give all of them a defensive alliance with the US.

The only territory this would affect at the beginning of the game is the Guianas, but the British, French, and Dutch all have plenty of other colonies to exploit. And the British already have a non-colonial territory in North America at Belize City (not to mention Canada) so this wouldn't really violate the spirit of the game.

Now you open up the prospect of trade between the US and the South American republics, and if the Europeans decide to bully the Americas (in my current game, the British are taking over Brazil), they may get whacked with the Big Stick. You could also give the colonialism tech to the ABC powers (Argentina, Brazil, and Chile). This would allow them to gain some modest colonial holdings if they had the chutzpah to sieze an island or two, and the strength to hold onto it.

Now to make things a little more interesting in Central America, make Panama and Managua (Nicaragua) small independent countries. If you want a canal, take over the territory. This mirrors some of the regional intrigues in real history: the US actually did intervene in Panama to break it off from Colombia, and this was directly related to the US getting the rights to complete the Panama Canal. There was some talk of building a Nicaragua canal as well, and the British or French might have intervened in either country if they were willing to risk the wrath of the US (not too likely, but with the right leader stirring things up, they could have made the prospect of a Panama canal look worth the confrontation).

Any feedback on whether this would be workable?
 
Here are the stats for both:

Indiana: Attack 18, Defense 20, Bombard 15, Rate of Fire 2, Range 1, Move 4, Cost 150.

Kearsarge: Attack 16, Defense 20, Bombard 15, Rate of Fire 2, Range 1, Move 4, Cost 200.

I'm not enough of a naval historian to know whether the stats need adjusting, or if it'd just be a good idea to make the Indiana more expensive (or the Kearsarge less so).

One thing here I think needs explaining, and I'm taking the liberty of answering this because basically the same thing happened to me as Germany; one ship was inferior to another in attack, so why build it? here's what I learned...

El Justo is using a new way to judge ship stats in this scenario. Specifically, to cite one thing, he uses the ship's displacement to calculate total hitpoints. I bring this up because you didn't list how many hp each of the two ships in question had. In my game, I figured, heck, if the ship were really inferior, it wouldn't have been included, so I built one. It turned out that the new (supposedly inferior) ship had a two hp advantage over the older one. This more than balances the loss in attack strength.

Now, not having played as America, I can't answer with fact, but I would advise you to build one of these newer ships, and then make note of the hp compared to the older ones. I think you'll find the loss of two attack worth the extra hp or two on the newer ships.

happy civving.
 
I just landed 3 stacks of units on the secondary British Island. The sizes are 68, 96, 113. :D And thats not all my troops. My seige mortars are unable to unload and several transports acidently got moved with some destroyers that had only 3 move points left. :o They will join the rest of my forces next turn.

At this point in time the Brits have

159 Airco

37 SE5A

57 Avro. Lets see how long that lasts now that Dublin is mine. I took Dublin with almost ease. Lost maybe 10-15 units. I have more being made every turn. I have nearly 100 fighters to fight off the enemy. At the moment I am using my bombers to limit the amount of cities that can build capitial ships. :evil:

Damn. Theres nothing on tv. Hmm, which of my 200 dvds to watch while I play. Hmm.
 
This scenario crashes when I click on the industrialization Icon on
the units civilopedia screen.

It is also crashing during the phase of the game where you set city
production, screens attached, I can post a save game if that will help.
 

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eric_A said:
This scenario crashes when I click on the industrialization Icon on
the units civilopedia screen.


There are to many units that require the resource for the game to handle so it crashes. Solution is simple: Don't click on it.
 
This game get's the Omega Award for Most Ironic Moment in a Civ3 scenario.

I was playing as Germany, and was at war with the English. In the colonies, I was fighting pretty desperately to hold off the English, but in Europe, not much action was happening. This peacefullness continued, until finally I saw the English fleet coming closing on my borders, and I remembered that I had a navy. So, I got my navy, and sent them out to fight the English. At this moment, Rule Britania started playing.
So, with Rule Britania paying in the background, I completely slaughtered the English navy, and began navally bombarding England itself.:crazyeye:
 
MarineCorps said:
There are to many units that require the resource for the game to handle so it crashes. Solution is simple: Don't click on it.

That's easy enough to do but what about the other crash? I can't
continue the game because I have no idea what is causing it.
 
eric_A said:
That's easy enough to do but what about the other crash? I can't
continue the game because I have no idea what is causing it.

If you are playing the British, then there probably isn't a fix for the other crash as it probably is the machine, bad lucky, or fate that it happens. From previous post it appears to be more computer related, as some can't seem to handle all the improvements the British have going at once.

You might try reloading and changing the build queue for the city after where the crash occurs to see if you can continue the game, but you probably want to try the 26 civ if you are playing the 31 civ, or try a different civ as the British seem to be the only one with the problem.
 
I just wanted to say how pleased I am with this scenario.
I am currently playing as the French, and it is almost 1901. The Germans declared war on the Spanish out of the blue, and in a couple of turns, about ten Braunchwig(or however you spell it, I don't have access to the game at the moment) Class BBs came around towards the Spanish. I guess I said that, because in any other scenario(or in a random map game), seeing the AI move around ten or more powerful naval vessals is unheard of! And this is just the tip of the ice burg when it comes to seeing things that really suprised me.
I think you really made something here, this is truly a milestone accomplishment for the Civ 3 modding community.
I am also impressed by the attention payed to detail here, especially in naval units. HP representing Displacement? That's brilliant!

I have only two AI razes to report.
1)In that German-Spanish war I mentioned earlier the Germans( or could have been Austria-Hungary) razed a northern Spanish city- the one closest to the French border.
2)The Boers razed a British South-African city, which is really suprising, considering they should be trying to hold on to everything they possibly can.

Thank you!
 
Drendor said:
Sorry, didnt find, what is the minimum computer requirement you need to play this mod?

Same as civ3. However the british are probaly going to require a better computer. If as Rrakkiss said the problem is the amount of improvments then I'd be intrested to see how my machine would work.
 
1905 Germany on Lieutenant setting. This is my first run as the Germans.

My general war plans were to attack the Lowland countries at some point and be in a position to not only take them out of continental Europe, but also link up several of my African colonies and take Jayapura in Indonesia. Jayapura was a particularly high priority because with the coal resource there, I could start building ships in the Pacific.

I sent some infantry units out from Germany to Africa to help spearhead the attacks both in Africa and also in the Pacific. This was sort of a gamble as the locked alliance with AH could force war on me at any time, but it paid off. I launched my attack with complete success in all three areas.

I also wanted to take Copenhagen, but the Scandinavians had it very heavily garrisoned with 15 units. (They must have spies someplace to know my intentions).

The French launched an early war against the Italians and took over northern Italy and the Italians also lost 2 of their 3 cities in Africa.

The British and French have been in a very bitter war in my game for much of the game. The French have lost ground in Africa and been just about kicked out of Indo-china. They have been a tempting target to take out but I have left them alone as they have been keeping the British busy.

The US has taken over most of Canada and also just about knocked Mexico out as well. However, they have lost Honolulu to the Chinese. /snicker.

The Japanese have been active in the Pacific, being at war with the British and Russia. The Russian fleet currently has superiority in the Pacific, but the Japanese have managed to capture Port Moresby with a great landing including a good army corps (2 cav and a infantry) and actually landed 3 transports worth of troops, which is shocking for the AI. I have also seen 2 loads of transports dropped off at the same time multiple times in the game as well and usually the AI only lands 1 load of troops. Very impressive.

The Brits have had their issues, losing Canada and some other overseas locations. They have lost Cork 3 times (twice to the French and once to the US) and generally have taken a beating. They do have the VP lead over me by about 100 or so.

After I consolidated my gains from the Lowlands, I launched an attack on Portugal's possessions in the Pacific and in Africa. I could link up all my colonies in Africa if this was successful and it was. I had no sooner done this than the Boers decided to attack the Brits. Durban and Port Nolloth were both razed and Port Elizabeth was captured by the Boers. I took advantage of the opportunity and the Boer's exposed position and basically wiped them out, capturing their 3 cities and Port Elizabeth. The Brits have Capetown, Lusaka, and Livingstone left in the south half of Africa. They will probably be the first to fall so I can secure my rear areas and then push north when I finally get into a fight with the Brits.

The Scandinavians were presenting me all sorts of issues with the amount of units they had when they decided to join in a war on Russia. About half the garrison in Denmark left to attack and were wiped out. They still have a fairly strong garrison there, but not nearly as big as it was, so that may help my situation out. They have captured most of Finland at this point.

The AH got roped into an alliance to attack the Russians, so I knew a war with Russia was coming big time. I had tried to avoid it as long as possible, because I knew the Russian naval strength in the Pacific would make life miserable for me there, especially around Tsingtao. The AH attack open well with them capturing Kiev and Karkov on their first invasion turn. I followed by attacking and capturing Warsaw, Minsk and Tallinn against moderate resistance. I will be trying to drive SW to start with and grab Somlensk and Gomel with the hope of getting to Moscow. After that, I will attempt to turn north and capture what is left of the St Petersburg area and go from there. I still have a showdown looming with Scandinavia and then after that, I will have to decide if it is time for the British or time to wipe out what remains of France and then take care of the British.
 
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