[SCENARIO] World War I

We have other really big fishes to fry guys.

Do we really want rebels in those quantities? DO they accurately convey the experience after (during) Great War?

Honestly, armed rebels were more a reality in Russia, not the rest of the Europe. I suggest to reconsider the revolt mechanic.

1. Let cities go on strike instead of rebels in Europe. Duration and severity depends on war wariness and units lost.

2. Soviet Russia should be a civilization , like America, which appears in 1917, converts culture, units, and cities based on some semirandom pattern. This civ starts at peace with others except Imperial Russia. Rebels (barbarians) appear in Ukraine and Caucuses.

I agree that something should be done about rebels. I have started in version 10 but it is insufficient. About Russia and the rest of Europe: Revolutions of 1917–23 plus the other links at the bottom of the page.

Not to mention other wars that started shortly after WWI.

1. the problem of rebels might then be shifted to a semi-permanent state of anarchy which would be totally counter-productive and no fun at all.

2. I was thinking of that as part of a revamp of the Russian Revolution. For that, I need to sacrifice one country: I would suggest a merge of Denmark and Sweden (which already comprises Norway) into Scandinavia. Staline will be the leader of Soviet Union. But I really don't know yet how this will all come out.
 
I agree the rebels were too many in our game, but I'm not for removing them entirely. As Isenchine mentioned above you get several rebellions, demonstrations and mutinies during and after the war.
A two tier system could be a solution, up to a certain point you get unrest in cities, the occasional sabotaged build etc. Above that point rebels start to appear as in the current version*. With a reduced spawnrate though.

What I like about this mod is that it sets the stage but has a certain amount of randomness to it based on the events. So whatever changes are made I think these feature should be kept, or extended where possible.

*current version for this discussion is the one played in the pbem, v9 I believe.
 
Hi isenchine,
Ready to start v10 -- not on PBEM yet, as the current game is still pending.
Are the ship captures reflected already in the current v10, or is it for v11?
Something I noticed playing version 9: Most Civ-specific buildings can be captured.
Added up, as Germany, with 2 Conscription centers and 1 Salon.
This does not really affect gameplay, in the sense that at that stage (say British isles invasion -- if ever) the game will be determined, anyway.
Easy to change from buildings XML file -- bNeverCapture set to 0 or 1
Just a thought as you are ironing out more important things (rebels, etc)

Cheers

PS: On a personal level, I have a small preference for keeping it the way it is. If you manage a Salon/Conscription as Germany you are probably worth it :)
 
Sorry giorgako, but ship captures (or what's left of them...) will be for the next release.

I'm surprised about Salon, it's not supposed to be like that as it is a Unique Building.

Conscription center: I noticed and set the iConquestProb to 0 (v10). That building I really don't want it captured so I now also set the bNeverCapture to 1!

Give me feedback on v10, for the release of 10.5 - or even 11 if I manage to do something with the Russian Revolution! :trouble:
 
EDIT: message suppressed as new version (11) released on 29 May 2015.
 
Hi all,
It seems all Unique Buildings can be captured -- other than the Madrassas (not sure if there are any around Egypt); and that is only because they are Libraries!!!
Salons are captured 2 out of 3 times (66%) while Conscription Centres 1 out of 4
Maybe all UBs should be 'non-capturable' :), especially the Conscription Centre.
Here it is worthwhile to note, without questioning the creator's original idea, that while many military buildings (barracks, drydocks, airports) can be captured, many others like theatres, libraries, universities can not.
In a military-flavored scenario one would typically expect the reverse -- Any thoughts by anyone?

PS: I will soon start testing version 10.5 -- if anyone is up for the challenge of a PBEM that'd be great :) AI starts getting boring -- even to a boring guy like me :crazyeye:
 
I already partly answered in post #464.
There are no Madrassas on the map and I doubt that they can be built.
Barracks are now at 0. I suppose I did it like that because they are needed to train infantries.
Airports are at 10% (no change - WWI specific!).
Drydocks are like BtS (66%).
Libraries and universities can now be captured at 50% chance (why not). No change for theatres. These settings were BtS.
Tell me what you think but remember that bombings were rarely massive in WWI.
 
23 May 1915: Italy ends its alliance with the Central Powers by declaring war on Austria-Hungary.

Version 11: finished a first draft of the Russian Revolution, working now on some Pedia entries that were long neglected.
 
I really like the changes as described above -- no UBs can be captured, same for barracks, drydocks and airports remain as they are now.
Looking forward to the new installment :)
isenchine, thanks for all the hard work :goodjob:
 
New version (#11) uploaded to the Database.

Changelog:

Version 11 (29 May 2015):

CIVILOPEDIA:
- New entries or updated ones (no more history of Russia for all eastern countries; no more biography of Napoleon for all western leaders! :D )

UNITS:
- Naval mines' combat strength further enhanced from 13 to 15
- Normal Infantry (at Industrialism) also gets 75 iWorkRate to build roads, fort (bug: was 0)
- Added a specific button for the Armoured Car
- Added a specific button for the Camel Gunner

PYTHON:
- Enhanced Naval Battles: now you can eventually capture a ship (5% chance only as this is 20th Century...) and loot some gold if it's a Transport!
- Ships captured in a city: adaptation of Platyping's War Machines (ships only, 10% chance), added eventual naming of ships kept + promotions Combat I to V (and corresponding level, experience), all other promotions discarded.
- Naval mines are supposed to explode when in contact with a ship so the unit "dies" whether the ship is sunk or not.
- Naval mines no longer count as "units lost" for the Revolution & Alignment computations
- The Mine Tender now becomes a Minelayer/Minesweeper and gains an attack bonus of 100% against Naval mines!
- When successful, the Minelayer/Minesweeper sweeps the enemy mine and loads it as a cargo for its own use!
- Reduced the spawning of Rebels by 2 (alternance of odd/even cities'ID and Game Turn)

RUSSIAN REVOLUTION (1st draft):
- Added a "new Civilization": Soviet Union, lead by Lenin [colour: Dark Red, like Russia in BtS). Note: playable by humans as from version 11.1.
- Imperial Russia colour changed to White, Germany to Brown (for contrast at borders), Britain to Dark Cyan
- To keep the number of players at 18: merged Denmark and Sweden (which already comprised Norway) into Scandinavia, lead by King Gustaf V of Sweden, representing also King Haakon VII of Norway and King Christian X of Denmark

- Python events linked to Russian Revolution:
- Until November 1920, per month/turn, a Soviet infantry spawns not far from Petrograd
- In the Russian "geographical rectangle", each city captured by Rebels is taken over by the Reds!
(likewise, every city built by Rebels in the same area is taken over by the Reds)
- February (March) 1917: Petrograd, the capital city of the Russian Empire, falls to the Bolsheviks!
- October (November) 1917: Petrograd and Moscow are now in the hands of the Bolsheviks!
- Treaty of Brest-Litovsk (March 1918): Peace with Russia:
to the Central Powers, Russians pay gold and hand over cities: 1 to the Germans, 1 to the Ottomans!

Conclusion: nothing is irreversible: the Reds can win over all Russia, the Rebels can throw Russia into total anarchy, Imperial Russia can still fight back and destroy the Bolsheviks and the Rebels.
 
Update: version 11.1 uploaded to the Database on 31 May 2015.

Changes:

- A few minor corrections

- USA and Soviets are now playable Civilizations!

They start with no cities, no settlers, no real army. The USA have a few representatives in the main capitals of Europe and the Bolsheviks are starting to gather an army to start the Revolution. It's different and it's fun! ;)
 
Update: version 11.2 uploaded to the Database on 2 June 2015.

- Added some units from ramzay1945 (from his "Russian Civil War (1917-1922)" Thread)

- several other small changes to discover!
 
Thanks. So you were fed up with your scenario? :D I know the feeling, when you have to test over and over your own same scenario... ;)
 
Update: version 11.3 uploaded to the Database on 5 June 2015.

- Crushed a bug where the game would wait indefinitely because a Rebel enters a city recently conquered by them but handed over to the Soviets in the meantime

- Fixed an error in the code that was causing war declared on Russia by Scandinavia instead of by Bulgaria

Sorry for the new upload but I can't stand bugs! :wallbash:


PS/Edit: Tigranes you win, no more Vassal States! :D
 
Update: version 11.4 uploaded to the Database on 12 June 2015.

- Score is now fixed at 70 and corresponds to the total number of cities to be controlled by your Team (initial number of cities = 164)

- MAP:
- reviewed the railroad network (also with reference to a post #27 by a guy named dankok8 in the Blood & Iron thread)

- 102 Broadcast Towers deleted from initial map (Eiffel Tower stays in Paris without the free Broadcast Towers and with small cultural bonus to compensate)

- now all players have Horses at the start (reviewed also some other resources - not oil)

- Introduced Steel (Iron => Steel through "Iron_Works" (Steel Mills): in 30 cities on the map, at least 1 per established player). Note: used the "Movies" font icon.

Let me know what you think.
 
Can you move the Documents folder out of the WWI_Jon_Shafer_BtS319 folder for the next release?

I found that deleting it was the reason I got the assets mismatch error at the start of our PBEM. As I usually delete or move the readme and documentation.
 
This folder contains the changelog and the current version, the Revolution mechanics explained and the Exel file with information that I'm constantly referring to when modding, so no, I will not remove it. As for moving it out of the main folder, it would simply not be practical for me and the other users.

I'm not the only one to proceed like that, it's common practice.
 
Update: version 11.5 uploaded to the Database on 23 June 2015.

- Python: suppressed the City Script Data as it was now of little use. Several parts re-written due to that. Other small improvements in the code.

- Map: added the Ottoman City of Samarra (not to be confused with Russian Samara), with the Spiral Minaret as World Wonder. :)

This might be the last version before a while as I'm now working on something else.

Feedback always appreciated!
 
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