SMAN's World at War: World War II Scenario on Any Map

sman1975

Emperor
Joined
Aug 27, 2016
Messages
1,370
Location
Dallas, TX
Introduction: The purpose of this mod is to allow a player to recreate the dynamics of the `SMANs World at War Scenario: The War in Europe`, but on any map available. This provides an almost unlimited amount of replayability of the scenario, as each new map provides a great variety to the gaming experience, while still keeping the heart of the scenario (diplomatic relationships, unit strengths, national capabilities, etc.) in place.

The scenario uses a customized "management engine" of tailored code that will alter the behavior of the AI civs in the game. It is focused on giving those civs even more advantages than in the normal game, to provide an even more challenging contest.

The mod comes with 19 playable Civilizations, all tailored to provide a deeply immersive gaming experience along historical lines. However, you may also use any other Civilization available in the game to play alongside these 19 Civs. Any non-World at War Civ will automatically become a Major Combatant (q.v.).

The game starts with all major (i.e. playable, non-City State) Civilizations are a forced, permanent peace. No declarations of war are possible. Additionally, Civs start with a significant bonus of Gold, Culture, and Tech to help a player structure their Civ as if they were playing them in the many, many turns leading up to the war. As in most cases in the mod, if there are bonuses given, AI Civs receive a much larger bonus than human players.

On or about game turn 18, the “Main War Starts” even will occur, which will force declarations of war between many of the major Civs in the game. Supportive wars may also occur. These wars will mostly be permanent wars, and the ability to declare war will now be possible. After a few years in game time, these permanent wars will be modified so that peace treaties would then be allowed.

There are two paths to victory in the scenario. First, you can win through Domination Victory, although this is not easy with so many Civs in the game and the limited number of turns available. The most common path to victory is to have the highest game score when the maximum number of turns for the scenario is reached. Currently, there are 96 turns in the scenario, representing 8 years of historical time (January 1938 to December 1946). Whichever Civ has the best game score on game turn 96 automatically wins the game.


Major Combatants: There are seven major Civilizations in the game. They receive extra support to help ensure they dominate play.

- Axis: Germany, Japan, Italy
- Allies: United Kingdom, France
- Neutral: United States, Soviet Union

Minor Combatants: These twelve Civilizations receive less support from the game engine, and tend to be less enthusiastic in their support.

- Axis Leaning: Bulgaria, Finland, Hungary, Romania, Spain
- Allies Leaning: China, Czechoslovakia, Greece, Norway, Poland
- Neutral: Turkey, Yugoslavia

City States: There are thirteen City States in the game: Albania, Belgium, Denmark, Estonia, Holland, Iceland, Ireland, Korea, Latvia, Lithuania, Portugal, Sweden, and Switzerland.


Events: During the scenario, there are several unusual things that can occur to provide new challenges and opportunities to a player. These events can provide a fresh variety to game play, as they force players to interact with other Civs in a way they might not normally do.

These events vary in size and impact, ranging from the major declaration of war, usually occurring some time near game turn 18 (mid-1939), to smaller events, such as the U.S.A. or Spain entering the war. Other events include bond drives, industrial espionage, the ability to sue for peace, local rebellions, units spontaneously joining the war effort, the elimination of permanent war making, as well as others.

Another event to watch out for is the `Winter Warfare` event. During the winter months of December, January, and February, land units on snow, tundra, and plains tiles can experience damage if their Civ is at war or the owner of the tile they on is at war. The amount of damage varies widely based on these criteria, ranging from 4 to 16 points of damage each winter game turn.


Diplomacy: The game`s diplomacy system has been adjusted to reflect 1939-1945 political realities along historical lines. Civs generally align in the mod as they did historically, and will denounce other civs, announce friendship and defensive pacts, and even declare wars in similar ways. Modifications have been made so that often Civs will join wars if their friends are involved in that war, or if they have a particular dislike against the other Civ.

On or about game turn 6, you will `technically` meet all other Civs on the map. This is performed so that you will be able to interact with other Civs across the map. Although a bit coarse, it serves the purpose to stipulate that all of these Civs have shared the planet over the past thousand years or so, and would have had extensive contacts conducted in the past.

At the beginning of the game, Spain, Turkey, and the United States are very, very neutral. They will not join the world war, except under unique circumstances. Sometime after the main war starts, they will drop their official neutrality, and it will then be possible to declare war on them. They may also suddenly join the war without any warning whatsoever. The mod will display popup windows and notifications when these changes occur.


Reinforcements: Throughout the game, the mod awards additional units for Civs. This includes an initial tranche of land units at game start. On game turn 8, an additional `surge` of units appear, both air and sea units. This delay is necessitated by the need of cities for air units to spawn, and if a Civ is completely land-locked, there is no need to spawn a great number of ships.

In addition to the initial and surge reinforcements, periodically though the game (every 3 turns or so), additional units of all types can be spawned, if those Civs are at war with another major Civ.

In almost every case, non-human Civs received a much larger number of these `free` units. In fact, human players receive almost no units after the `surge` reinforcement event.


National Promotions: These unique promotions for each Civ demonstrate the relative efficiency of each nation's military infrastructure, covering everything from training to supply to power projection. Some countries are simply better at getting there `the fastest with the mostest.` These promotions also allow for other national proclivities to better represent how their forces match up against those of other nations.


Religions: There are no religions, per se, in the mod. However, the concept of `doctrines` has taken their place. These doctrines represent the large groupings of mainstream political thought in the mid-twentieth century. These doctrines, and their beliefs, are:

- Democracy: Faith Healers, Tithe, Feed the World, Itinerate Preachers, Glory to God
- Fascism: Craftsmen, Church Property, Guruship, Defender of the Faith, Charitable Missions
- Communism: God King, Papal Primacy, Religious Community, Religious Unity, Jesuit Education

Countries will send out Propagandists (Great Prophets), Apologists (Missionaries), and Agitators (Inquisitors). These agents will seek to spread the influence of their doctrines into neighboring countries` cities and limit the influence of other doctrines in their own lands.

All of the doctrines/religions will be created on or about game turn 2, as a religion needs a holy city to be established within the game. Additionally, all the cities in a given country will be converted to the national doctrine on both game turns 10 and 15. This helps ensure that each country will start the main war with a populace fully-behind the national war effort. These agents will be active both before and during the main war, as they seek to expand influence. A large Faith bonus will be awarded on game turn 10.


AI management: Some adjustments have been made to AI performance to help it better compete against human players in the severely restrictive environment of a short-term-focused scenario. The game`s regular AI simply isn’t designed to evolve in a total-war situation.

The normal `World at War` mod already helps in this effort by periodically upgrading AI units, if there is an upgrade available and sufficient funds are on hand. This mod also helps the AI Civs to manage the massive amount of gold bonuses received, forcing them to spend it on purchasing military buildings and units if they are hoarding too much of the resource. It also adjusts City Production queues, adding military buildings and units much more often during the game.


Required Mods: The only required mod for this scenario is the main, `SMANs World at War` mod. It must be enabled before this mod can be started.



Heavily Recommended Mods: The main optional but heavily-recommended mod that should be enabled is the `Unique Units` companion mod. This mod greatly expands the immersive qualities of the game by adding a huge number of Civ-specific units that improved the overall `toy soldier` gaming experience.

Another mod to strongly consider enabling is the `End in the World War II Era` companion mod. This will allow an extended gaming experience wholly-contained within the WW2 time frame. Playing these mods at an Epic or Marathon game speed will provide a deeply rich, historically sound game.


Other Recommended Mods: Other mods to consider adding would be the `Modern Terrain Improvements` which adds many WW2-Era improvements which means the map actually looks much more like one would expect for a WW2 scenario. `Quick Turns` is also another good mod to play on this busy map.


STEAM Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2218422391

Direct Download: https://forums.civfanatics.com/resources/smans-world-at-war-world-war-ii-scenario-on-any-map.28554/
 
Last edited:
upload_2020-9-12_13-44-54.jpeg upload_2020-9-12_13-45-8.jpeg upload_2020-9-12_13-45-22.jpeg upload_2020-9-12_13-45-35.jpeg upload_2020-9-12_13-45-49.jpeg upload_2020-9-12_13-47-36.jpeg upload_2020-9-12_13-48-4.jpeg upload_2020-9-12_13-48-28.jpeg upload_2020-9-12_14-0-9.jpeg
 
Last edited:
Update: the latest version of this mod has been uploaded to Steam. It required a major update to both the Main WAW and Unique Units mods. Please make sure you're playing with version 5 for both the Main WAW and Unique Units mods. All 3 should have a "Date Modified" of 9/24/2020 in your MODS folder. It's the only way to make sure all 3 mods are current, and provide the proper gaming experience.

Change Notes: https://steamcommunity.com/sharedfiles/filedetails/changelog/2218422391

Thanks again for your patience!!!!
 
Last edited:
@Nick - The "WAW WW2 Civ Pack" Mod is posted (without all the militia crap cluttering up the code):

Downloads:
- https://steamcommunity.com/sharedfiles/filedetails/?id=2243273955

- https://forums.civfanatics.com/resources/smans-world-at-war-ww2-scenario-civilizations-pack.28472/

Collaboration Site (all further discussion for this mod should take place here, not in this forum):
https://forums.civfanatics.com/threads/smans-world-at-war-ww2-scenario-civilizations-pack.663320/

Appreciate any feedback on the final (BETA) version.

BTW: I'll be deleting all my posts from this forum after #6 (when the discussion for the Civ Pack started). I'll repost some of the data in the Collaboration Site for the Civ Pack in the link above) - will help keep this forum more focused on the "WW2 Scenario on Any Map" mod. Would appreciate it if you'd also delete your posts here, so we can keep good info in both forums. Thanks!
 
Last edited:
Hello everyone! A new version (V1, Hotfix 3) has just been published!

Summary of Changes (V1, Hotfix 3): This hotfix was primarily a “harmonization” of various settings between this mod and the Main WAW, Unique Units, and WW2 Civ Pack mods. Cleaning up unit definitions and other technical issues which sometimes caused odd behavior in various mod combinations (e.g. if Main WAW and the WW2 Civ Pack were enabled, aircraft units from the Civ Pack mod could not attack cities. Playing the Civ Pack alone, they could.).


Specific Changes:

- Added 7 new buildings, so that every custom civ in the mod now has 2 UBs.
• Czechoslovak : Pivovar (Market replacement), Skoda Works (Factory replacement)
• Finland: Sauna (Garden replacement), Work Cabin (Workshop replacement)
• Norway: Verft (Military Base replacement), Stadsretten (Constabulary replacement)
• Romania: Malaxa Factory (Factory replacement)

- Removed all the units from this mod to the “WAW Unique Units” component mod. This was the only way to resolve a “mod-load-order” problem which caused errors whether this mod or the Main WAW mod loaded first.

- Adjusted War Bonds event - to lower amount awarded if civ is unhappy (75%), very unhappy (50%), super unhappy (25%) of the original bonus amount.

- Adjusted "tech sharing" function: the mod now remove beakers from donating civs that correspond to the amount given away. Also adjusted the donated amount, based on how the receiving civ is on the score table (lower ranking civs get more, very upper civs get almost nothing).

- Added a “Push order” for military buildings in the “ManageAICityProduction” function. This means when a city isn’t producing something supporting the war effort, there’s a chance the production will be changed to either a current infantry unit or a military-focused building.

- Lowered chance of USA entering the war – to get them to enter later. They do now, however, have a 100% chance to enter the war by Main War Start Turn + 28 turns.

- Added “UNITCOMBAT_ARCHER” to national promotion traits, so that now those promotions apply to Bazooka, Gatling Gun, Machine Gun, and Volley Gun units.

- Adjusted the arguments in the SendNotification calls for the DoForcedDenouncement and DoForcedFriendship functions, so they would work correctly.

- Fixed an error where Japan was not defined as a "MajorCiv."

- Adjusted starting bonuses: lowered Germany, raised almost everyone else. Ensured human players receive a much lower amount than AI.

- Changed the default doctrine of Finland to Democracy.

- Removed forests from tiles that are "auto-improved" early in the game.

- Fixed the "missing references" in the Scenario Cleanup file.

- Fixed error in unit overrides that prevented all the unique units for the civs in this mod from loading properly.

- Set the "debug print" setting to OFF, to lower LUA.log spam.

- Added the Main WAW mod requirement on Steam page.

- Removed all the incorrect entries for all txt keys that had a “??” replacement for a non-Latin character. Fixed other text key typos as well (e.g. Voenna Akademiya Civilopedia for Bulgaria, etc.). *


* Misc. Fixes:

- Change BUILDING_CHI_PUBLIC_SCHOOL, et al to BUILDING_WAW_CHI_PUBLIC_SCHOOL
- Fix TXT_KEY_BUILDING_CHI_PUBLIC_SCHOOL_HELP - change "ever 2 citizens" to "every 2 citizens"
- TXT_KEY_BUILDING_WAW_GRE_GENDARMERIE_HELP - "loweing" to "lowering"
- TXT_KEY_BUILDING_WAW_HUN_LEVENTE_ASSOCIATION_STRATEGY - double ?? for E in Epoque
- TXT_KEY_BUILDING_WAW_HUN_LEVENTE_ASSOCIATION_HELP - "producd" to "produced"
- TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY_PEDIA - replace "Sociedades Econ??micas de Amigos del Pa??s" with "o" and "i" for the double quotes
- TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY = replace double ?? with "o"; in TXT_KEY_BUILDING_WAW_SPA_ECONOMIC_SOCIETY_STRATEGY too
- TXT_KEY_CIVILOPEDIA_LEADER_WAW_ATATURK_TEXT_1 - replace ?? with "u"
- Fix text key: TXT_KEY_CIV5_BUILDINGS_WAW_UK_FIGHTER_FACTORY_PEDIA - extra "???"
 
Just letting you know I'm getting a bug where when I click load mods, it crashes after a couple of seconds instead of loading. Only used world at war and this mod.
 
Top Bottom