El Justo
Deity
on a sidenote, the scenario loads up really quick and the turns are fast as well. this is good 

weaken them slightly, or make the US a bit more potent.El Justo said:so far, i have the standard culture producing improvements (those that would apply to vietnam) for both civs. however, for the north, they have an immense advantage w/ "VC Hamlet" (+10 culture & autoproduces Viet Cong), "NLF Barracks" (+10 culture & autoproduces NLF Infantry) and "Propaganda Station" (+10 culture) to name a few. N Vietnamese wonders also produce more culture than the s vietnamese wonders.
i also adjusted the corruption level on S Vietnam to "rampant"; which in reality, it was.
most US units (A-1 Skyraider, M107 & 155MM Howitzer being the exceptions) are autoproduced by Small Wonders.
after playtesting some on Deity level as S Vietnam, i was absolutely blitzed by the NVA Infantry and they took about half of s vietnam within 40 turns. this seems a bit much. i might have to reduce the stat advantage for the n vietnam units. thus giving n vietnam a manpower advantage rather than both manpower & stat advantage.
unscratchedfoot said:I didn't know Cordy made terrain that good looking. I'll have to look for it.cordy's terrain pack is pretty nice, especially for the lushness of SE Asia. someone bumped his thread in the graphics forum not too long ago. it's also in the terrain/modpack sticky thread, too. fyi: it was made for vanilla civ3 and you'll have to copy the LM Terrain pcx (and another which i can't remember right now) out of the conquests folder. no biggie though. just took a hot second.
Also you didn't respond to my query about your NVA units having higher stats than US units.as for the nva stats in comparison to the US units, i've thought of giving the standard US ground units a +2 advantage in A/D. here's a hypothetical listing:
remember that all US/Australian/S Korean units are autoproduced from small wonders.
S Vietnam/ARVN/SEATO Ground/Foot Units
Militia: 1A/5D/0 mvmt ~immobile
Regional Force: 6A/4D/2
Popular Force: 4A/6D/2
ARVN Infantry:6A/7D/2
ARVN Marine:7A/6D/2
ARVN Airborne Infantry: 6A/7D/2 ~airdrop flag
Mortar: can't remember the stats
US GI: 8A/10D/2
US Marine: 10A/8D/2
AATTV Officer (Australia): 9A/9D/2
S Korean Infantry: 7A/8D/2
Green Beret: 10A/10/D/2 (not autoproduced, instead, it's an upgrade for the American Advisor which is autoproduced from MACV small wonder)
N Vietnam Ground/Foot Units
Militia: same as above
Viet Minh: 6A/4D/3 mvmt ~ unbuildable and preplaced on map (scenario starts in July 1956 so these dudes were around)
PAVN Irregular: 4A/6D/3
NVA Infantry: 6A/7D/3
Viet Cong: 7A/6D/3; invisible flag ~ unbuildable; autoproduced by VC Hamlet improvement (not a small wonder & buildable by every N Vietnam city)
NLF Infantry: 7A/6D/3; stealth flag ~ unbuildable; autoproduced by NLF Barracks improvement (not a small wonder & buildable by every N Vietnam city)
Mortar: i forget the stats; artillery flag
SA7 RPG: i forget the stats; artillery flag
i think that's it for the foot units.
lest we not forget that the Army of the Republic of Vietnam (ARVN) was one of the most heavilly equipped armies in the world at this time. now the desertion rates and the horrific corruption is another matter altogether. but as far as ARVN firepower, they were ar least on par with the North. the best way to simulate this would be to make the NV units cheaper to build and the SV units more expensive. any suggestions on this are welcomed.
yes. b-52s are included. a short list of all air units (all s vietnam except MiGs):
T-28 Recon: unbuildable and preplaced (2 total) in saigon
A-1: med range bomber; buildable
A-27: upgrade for A-1; buildable
B-52: heavy bomber; autoproduced from small wonder
Napalm Bomber: heaviest bomber in the game;autoproduced from small wonder
F 100 Super Sabre: autoproduced from small wonder
F 4 Phantom: autoproduced from small wonder
UH 1 Huey: autoproduced from small wonder
Cobra: autoproduced from small wonder
MiG 15: autoproduced from small wonder
MiG 21: upgrade for Soviet Advisor unit
N vietnam has a few (3 i think) Flak/air defense type units to build also.
i think that's it for the air units.
i've actually been working on this scenario (and the completed vietnam war scen w/ luddi vii) for quite some time now (a few months). thanks for the input and keep it comin'![]()
You could take out cathedrals to reduce happiness. I'm thinking about replacing temples/cathedrals with something more appropriate to represent culture in Vietnam.
As for your stats, if the green beret is coming out regularly, I would make the stats 12/12/3 (or 11/13/3) or even -1hp with 13/13/3 to represent small elite squads. As you got them now, they are identical to gi's and marines cause you won't notice a 1 point of stat difference when playing.
As for the NVA and Vietcong stats, they should be almost the same as the Americans and perhaps one point less on attack/defense to represent poorer tactics. They were fairly good at ambushes, booby traps, breaching defensive works with sappers, small firefights using AK-47s but were weak at big attacks and used human wave tactics resulting in high body counts. Most of their losses were incurred by US support fire from aircraft and arty so make sure your support unit stats are fairly strong for the US with good range, but make the soldier stats close.
ARVN South Korean troops were very poor and often left the battlefield and returned home instead of fighting when NVA were approaching. So I figure they should have stats about 2 points lower on att/def than the NVA and Vietcong. So maybe add +2 to the above stats for both NVA and Vietcong and leave the US and ARVN stats the same should be better, except for the green beret as mentioned. If you make the NVA too weak then the scenario will be too easy for the US player to win and also the Ai will avoid fighting units which are too strong. These are just my ideas about it based on what I've read about the war.
How often are those barracks putting out units?
What's it like having Vietcong invisible?