This a modification scenario of the Typhoon of Steel Scenario made by eric_A.
https://forums.civfanatics.com/members/eric_a.36821/
https://forums.civfanatics.com/threads/typhoon-of-steel-ww2-in-the-pacific-version-4.171616/
I remember that scenario fondly. I prefer to play ONLY historical scenarios in all Civ games. I want there to be as little room as possible for alternative historical outcomes. If you hold a similar viewpoint then this scenario is for you!
I modified several scenarios posted on here over the last 12 years or so to my liking but this is the only one worth posting. I spent countless weeks editing the scenario and then DEBUG testing it. I also did a lot of research on land and air division compositions and where the troops were located during the war. I'd say about 80% of Japanese Divisions are located near their historical spots.
A Brief overview of what scenario is about. Every tweak is designed to make the scenario more historically accurate:
1) There are several units in the original scenario that I made sure some nations can't build. Going into detail would take too much time but I will give a few examples:
-Not too many B-17's were used in the Pacific; that's why the U.S. can't build those
-Some of the Japanese late war improved aircraft was only experimental. Plus, only a few upgraded planes were built.
-Japan cannot build any super battleships because only Yamato and Musashi have been built.
-Japan cannot build ASW Destroyers because Japan sucked at anti-submarine warfare
-No one can build Marines or Parachute Divisions. The U.S. also cannot build Infantry and armor divisions. More on that later
2) Japanese Destroyers and Light Cruisers (same units) have no AA defenses. Similarly, the U.S. 4 stack destroyers have no AA defense either. This is to make sure that the Pearl Harbor attack is successful and to make sure that the U.S. Navy is more superior.
3) On average, most Japanese warships are just slightly weaker than U.S. ships. For instance, the U.S. aircraft carrier has air defense of 2 instead of 1 and it has better defense and higher HP.
4) The bulk of the British Navy did not see much action in the Pacific but there are some units that participated in the Okinawa landings and the navy would have participated in Operation Downfall. The UK aircraft carriers are very hard to sink because they had extra armor plating on their decks in WW2.
5) Only the U.S. can create A-Bombs and they get them auto produced by the Manhattan Project wonder that only the U.S. can build. However, I have never seen the U.S. drop the A-bomb in this scenario. You'd have to play as the U.S. if you want to drop any A-Bombs
6)This should be pretty controversial: The U.S. cannot build any Marine or Infantry units. That's right. I created all of the historical units that participated in the Pacific. It should be more than enough. There were only 6 Marine Divisions and they have exceedingly high HP and attack/defense values. I was thinking about breaking down the Marine Divisions into historical regiments but decided against that. Think about this: The U.S. troops did take casualties in the Pacific but no divisions have ever been completely wiped out. So every HP cell you lose is about 500 men or so. Also, Japan has no Battlefield Medicine. This is to make sure that some of the stranded Japanese units on the Philippines (after the U.S. retakes it) cannot get resupplied.
Infantry Divisions have Regiments/Brigades. Initially, I ONLY wanted to play the scenario with divisions as historical units to reduce unit management time. However, after numerous testruns I saw that Americans run out of soldiers by the time they get to the Philipines because they'd leave units guarding other conquered locations. There is a workaround that. Marines and U.S. Infantry can now "enslave" and create defense brigades sometimes when they are victorious. These units are the ones that the U.S. leaves guarding islands more often than not while using offensive units for further conquest.
7) Japan CANNOT advance any further into China's mainland. That's right. Japan's occupying troops are now blocked by impassable mountains. This is to decrease unit management time and prevent you from wasting your time in China when you are more interested in fighting the Yankees, right?
However, the Chinese can pass because there are some roads leading out of Chinese territory that are built on mountain tiles. You can try to bombard those as Japan, of course, but it would take too much time. Plus you need all the planes you can get for Burma and the Solomons.
8) In order for Japan to avoid its regiments from being annihilated by the U.S. Navy and Aerial bombardment, Japan has night infiltration units that are invisible to most U.S. units. This is to ensure that once the U.S. lands, you can conduct suicidal charges if that fits your fancy.
9) Japanese and U.S. Infantry units are amphibious. However, you will only have a handful of Japanese Divisions that you can load onto transports - they are based in Tokyo (one will take Hong Kong and there are a couple in Thailand). About 95% of ALL of Japanese Divisions and Regiments cannot be transported and are locked onto the area they are occupying.
I called these units "Home Defense Divisions". This is to make sure that the Japan Empire does not expand beyond its historical borders and that it defends every inch of land that it can. Also, this will save you a lot of headache from having to determine which units to load onto which transport. The first couple of turns will take you about 20 minutes to complete because of all the management. But at around 10th turn, most of your action should be confined to the Solomons and defending Burma from the incoming British 14th Army. Also, no one can produce armies. There is one more defensive Australian Army on Rabaul - that is to make sure that you cannot take it as Japan.
Finally, I believe that Japan has only used about 18 divisions against the U.S. in the entire war.
10) Japan cannot produce SNLF units because it only had a few such divisions during the war. Japan starts off the game with only four such units. Make the best of them. Same goes for one Parachute Brigade based near Saigon.
11) Ocean tiles are IMPASSABLE. I create the tiles in such a way to make the U.S. take a more historic approach towards the invasion of Japan. That is, the route goes via the Solomon Islands/New Guinea/the Gilberts and so on. Coast tiles cost 2 movement. This is to make sure that the U.S. doesn't blitz from the Solomons to the Philipines in a couple of turns. Sea tiles impose no movement cost. Mountains and deserts are impassable.
12) A Japanese infantry division/regiment stands practically no chance against a full HP'ed U.S. regiment - just like in real war. Every time you manage to destroy a U.S. regiment as Japan, you should feel a huge sense of accomplishment because the U.S. cannot replace that regiment. It can only reinforce existing once.
This is a war of attrition and you can try to win as Japan because you CAN produce land divisions; although they are quite costly and cost 2 population. If you are playing as Japan, you want to destroy as many U.S. land units before they reach the Home Islands. Just presume that the U.S. would have sued for peace had it lost all its Marines and Infantry troops....
13) The Commonwealth has locked PT boats with a defense of 1 throughout Indonesia. This is to make sure that most of the action takes place North of New Guinea. The amount of these PT boats ensures that Japanese Navy doesn't get bogged down in Indonesia. It's also to make sure the U.S. doesn't go South of New Guinea.
14) I set up Pearl Harbor attack in such a way that both Navies do not meet for at least the next 12-14 turns. The Japanese Navy attacks the ships that were sunk/damaged in real life and then retreats. You'll know what I mean when you look at the BIQ file. The locked Japanese planes (that you cannot rebase) that are involved in Pearl Harbor attack are stronger than the ones you produce subsequently.
15) I STILL cannot figure out to prevent the AI from rebasing its carrier aircraft. I honestly don't know how the AI does it. When I do a test run I cannot rebase my locked aircraft, yet the AI somehow does it anyway. I wanted to make sure that Japan keeps its planes on its aircraft carriers and that it doesn't rebase all of them to Canton or something.
16) The reason why some islands have cities on them is to make sure that the U.S. invades them. If you just have an airfield, the U.S. will just bypass the islands. Which isn't to say that the U.S. didn't island hop in general. I guess you could make the case for Truk, but Japan needs that island for rebasing planes and for repairing ships.
17) Japan is already prepared for Operation Downfall. The Home Islands already contain historical divisions that cannot be transported off of the island. I marked them as "wheeled" units which Japan cannot transport. Only the U.S. can because it has Invasion Fleets. Also, it is REALLY hard to destroy an Invasion Fleet because they have high HP and high defense. After all, I don't believe Japan was able to sink too many U.S. transport ships during the war. I know the U.S. sank quite a few, though.
18) The U.S. does not build Sherman Brigades but those (along with Parachute Brigades) are produced automatically by Wonders. The U.S. does not build any offensive units. I made it so that the U.S. only builds ships and aircraft. So don't get happy when you manage to shoot down a P-38 unit - the U.S. probably has 5 more coming to replace it.
19) Don't be put off by Japan's Gold Resources on the Islands. It's to make sure you can sustain your Home Defense Army when you've lost your colonies.
20) Japan has no oil on the Islands. You have to extract oil from Indonesia. Once Java, Borneo, and Sumatra are retaken, you are screwed. BUT WAIT! You can build Kamikazes that don't require oil (although they cost 1 population). So defend those Indonesia Islands to the death. However, there is one oil resource in Manchuria but it would take you a while to build a road there because you can no longer spam workers.
21) I replaced Communist China with the USSR. All they do is quietly sit and auto produce tank armies that will pulverize Japan if war is declared. The workaround is that the USSR has no contact with the allies until the U.S. approaches Vladivostok close enough. The USSR only has contact with Japan. Also, diplomats and military alliances are only enabled when Naval Aviation II is researched... I know.
22) Sea trade is controlled by Commercial Docks that only a handful of cities/islands have. So don't expect to be building Zeros on Truk.
23) YOU CANNOT RUSH UNITS or BUILDINGS in this scenario. Again, this is to make sure that you take great care insofar as which units you want to build. Afterall, time is against Japan in this scenario. This is also to make sure that Japan's AI does not build Battleships on Iwo Jima... This is also to make sure that if a B-29 takes out your Harbor, you REALLY feel the loss and don't just rush production.
24) The Min/Max Research rate is 25 turns. You may want to edit that if you want. I think having the same research rate in my scenarios ensures that no nation can advance too much ahead. This research rate makes sure that the U.S. can't build advanced air units until 25 turns into the game.
There is a LOT more to say about this scenario and I will probably keep editing this post.
-------------------------------------------------------------------------------------------
So how do you win as Japan? well. I usually rush to the Solomons. Forget about India and forget about Tarawa and Kwajalein. You can't defend those islands. Plus, there is little room to maneuver there. Indonesia will fall within the first few turns - I made sure of that.
I then build an airfield on Guadalcanal, build as many planes as possible and spread them throughout the Solomons. In this scenario, I made sure that EVERY unit you build takes time. After all, you can't just spam Infantry Divisions at a whim. Oh, and you can't just DRAFT Units. There is NO draft in the scenario. And there is no Mobilization of production because my shield cost kept getting messed up over and over again. I want to make sure that you invest into every single unit and that you feel the loss every time you Zero squadron gets shot down or your Battleship gets sunk.
What do I do then? I stack. And stack and stack ships. What you want to do is bomb U.S. Navy just enough to make sure that a carrier is available for your BB to pulverize.
The scenario is designed for the U.S. Navy to be 1-2 turns ahead of its Invasion Fleet. So don't count on taking out much of the Invasion fleet until you deal with the Navy first.
I highly recommend using alternative terrain packs for the scenario. Ares De Borg's terrain pack is my favorite.
There is little doubt that I will keep updating the scenario for myself. There is always something to tweak.
Please let me know if you encounter any problems. Or if you think that an edit of something is appropriate.
I recommend playing with the no raze patch to make sure the AI doesn't raze cities. I know it messes up the UI but its worth it.
I also recommend playing without any saving/loading.
I know that may be tough to do because we have no free will but I think playing like that is a lot more immersive in a historical scenario.




LINK TO THE MAIN FILES
1) https://www.mediafire.com/?5zgp8cbwq878cam
Login is
civilizationstrategygame@gmail.com
password:
civilization3
OR
2) https://ufile.io/9b233
https://forums.civfanatics.com/members/eric_a.36821/
https://forums.civfanatics.com/threads/typhoon-of-steel-ww2-in-the-pacific-version-4.171616/
I remember that scenario fondly. I prefer to play ONLY historical scenarios in all Civ games. I want there to be as little room as possible for alternative historical outcomes. If you hold a similar viewpoint then this scenario is for you!
I modified several scenarios posted on here over the last 12 years or so to my liking but this is the only one worth posting. I spent countless weeks editing the scenario and then DEBUG testing it. I also did a lot of research on land and air division compositions and where the troops were located during the war. I'd say about 80% of Japanese Divisions are located near their historical spots.
A Brief overview of what scenario is about. Every tweak is designed to make the scenario more historically accurate:
1) There are several units in the original scenario that I made sure some nations can't build. Going into detail would take too much time but I will give a few examples:
-Not too many B-17's were used in the Pacific; that's why the U.S. can't build those
-Some of the Japanese late war improved aircraft was only experimental. Plus, only a few upgraded planes were built.
-Japan cannot build any super battleships because only Yamato and Musashi have been built.
-Japan cannot build ASW Destroyers because Japan sucked at anti-submarine warfare
-No one can build Marines or Parachute Divisions. The U.S. also cannot build Infantry and armor divisions. More on that later
2) Japanese Destroyers and Light Cruisers (same units) have no AA defenses. Similarly, the U.S. 4 stack destroyers have no AA defense either. This is to make sure that the Pearl Harbor attack is successful and to make sure that the U.S. Navy is more superior.
3) On average, most Japanese warships are just slightly weaker than U.S. ships. For instance, the U.S. aircraft carrier has air defense of 2 instead of 1 and it has better defense and higher HP.
4) The bulk of the British Navy did not see much action in the Pacific but there are some units that participated in the Okinawa landings and the navy would have participated in Operation Downfall. The UK aircraft carriers are very hard to sink because they had extra armor plating on their decks in WW2.
5) Only the U.S. can create A-Bombs and they get them auto produced by the Manhattan Project wonder that only the U.S. can build. However, I have never seen the U.S. drop the A-bomb in this scenario. You'd have to play as the U.S. if you want to drop any A-Bombs
6)This should be pretty controversial: The U.S. cannot build any Marine or Infantry units. That's right. I created all of the historical units that participated in the Pacific. It should be more than enough. There were only 6 Marine Divisions and they have exceedingly high HP and attack/defense values. I was thinking about breaking down the Marine Divisions into historical regiments but decided against that. Think about this: The U.S. troops did take casualties in the Pacific but no divisions have ever been completely wiped out. So every HP cell you lose is about 500 men or so. Also, Japan has no Battlefield Medicine. This is to make sure that some of the stranded Japanese units on the Philippines (after the U.S. retakes it) cannot get resupplied.
Infantry Divisions have Regiments/Brigades. Initially, I ONLY wanted to play the scenario with divisions as historical units to reduce unit management time. However, after numerous testruns I saw that Americans run out of soldiers by the time they get to the Philipines because they'd leave units guarding other conquered locations. There is a workaround that. Marines and U.S. Infantry can now "enslave" and create defense brigades sometimes when they are victorious. These units are the ones that the U.S. leaves guarding islands more often than not while using offensive units for further conquest.
7) Japan CANNOT advance any further into China's mainland. That's right. Japan's occupying troops are now blocked by impassable mountains. This is to decrease unit management time and prevent you from wasting your time in China when you are more interested in fighting the Yankees, right?
However, the Chinese can pass because there are some roads leading out of Chinese territory that are built on mountain tiles. You can try to bombard those as Japan, of course, but it would take too much time. Plus you need all the planes you can get for Burma and the Solomons.
8) In order for Japan to avoid its regiments from being annihilated by the U.S. Navy and Aerial bombardment, Japan has night infiltration units that are invisible to most U.S. units. This is to ensure that once the U.S. lands, you can conduct suicidal charges if that fits your fancy.
9) Japanese and U.S. Infantry units are amphibious. However, you will only have a handful of Japanese Divisions that you can load onto transports - they are based in Tokyo (one will take Hong Kong and there are a couple in Thailand). About 95% of ALL of Japanese Divisions and Regiments cannot be transported and are locked onto the area they are occupying.
I called these units "Home Defense Divisions". This is to make sure that the Japan Empire does not expand beyond its historical borders and that it defends every inch of land that it can. Also, this will save you a lot of headache from having to determine which units to load onto which transport. The first couple of turns will take you about 20 minutes to complete because of all the management. But at around 10th turn, most of your action should be confined to the Solomons and defending Burma from the incoming British 14th Army. Also, no one can produce armies. There is one more defensive Australian Army on Rabaul - that is to make sure that you cannot take it as Japan.
Finally, I believe that Japan has only used about 18 divisions against the U.S. in the entire war.
10) Japan cannot produce SNLF units because it only had a few such divisions during the war. Japan starts off the game with only four such units. Make the best of them. Same goes for one Parachute Brigade based near Saigon.
11) Ocean tiles are IMPASSABLE. I create the tiles in such a way to make the U.S. take a more historic approach towards the invasion of Japan. That is, the route goes via the Solomon Islands/New Guinea/the Gilberts and so on. Coast tiles cost 2 movement. This is to make sure that the U.S. doesn't blitz from the Solomons to the Philipines in a couple of turns. Sea tiles impose no movement cost. Mountains and deserts are impassable.
12) A Japanese infantry division/regiment stands practically no chance against a full HP'ed U.S. regiment - just like in real war. Every time you manage to destroy a U.S. regiment as Japan, you should feel a huge sense of accomplishment because the U.S. cannot replace that regiment. It can only reinforce existing once.
This is a war of attrition and you can try to win as Japan because you CAN produce land divisions; although they are quite costly and cost 2 population. If you are playing as Japan, you want to destroy as many U.S. land units before they reach the Home Islands. Just presume that the U.S. would have sued for peace had it lost all its Marines and Infantry troops....
13) The Commonwealth has locked PT boats with a defense of 1 throughout Indonesia. This is to make sure that most of the action takes place North of New Guinea. The amount of these PT boats ensures that Japanese Navy doesn't get bogged down in Indonesia. It's also to make sure the U.S. doesn't go South of New Guinea.
14) I set up Pearl Harbor attack in such a way that both Navies do not meet for at least the next 12-14 turns. The Japanese Navy attacks the ships that were sunk/damaged in real life and then retreats. You'll know what I mean when you look at the BIQ file. The locked Japanese planes (that you cannot rebase) that are involved in Pearl Harbor attack are stronger than the ones you produce subsequently.
15) I STILL cannot figure out to prevent the AI from rebasing its carrier aircraft. I honestly don't know how the AI does it. When I do a test run I cannot rebase my locked aircraft, yet the AI somehow does it anyway. I wanted to make sure that Japan keeps its planes on its aircraft carriers and that it doesn't rebase all of them to Canton or something.
16) The reason why some islands have cities on them is to make sure that the U.S. invades them. If you just have an airfield, the U.S. will just bypass the islands. Which isn't to say that the U.S. didn't island hop in general. I guess you could make the case for Truk, but Japan needs that island for rebasing planes and for repairing ships.
17) Japan is already prepared for Operation Downfall. The Home Islands already contain historical divisions that cannot be transported off of the island. I marked them as "wheeled" units which Japan cannot transport. Only the U.S. can because it has Invasion Fleets. Also, it is REALLY hard to destroy an Invasion Fleet because they have high HP and high defense. After all, I don't believe Japan was able to sink too many U.S. transport ships during the war. I know the U.S. sank quite a few, though.
18) The U.S. does not build Sherman Brigades but those (along with Parachute Brigades) are produced automatically by Wonders. The U.S. does not build any offensive units. I made it so that the U.S. only builds ships and aircraft. So don't get happy when you manage to shoot down a P-38 unit - the U.S. probably has 5 more coming to replace it.
19) Don't be put off by Japan's Gold Resources on the Islands. It's to make sure you can sustain your Home Defense Army when you've lost your colonies.
20) Japan has no oil on the Islands. You have to extract oil from Indonesia. Once Java, Borneo, and Sumatra are retaken, you are screwed. BUT WAIT! You can build Kamikazes that don't require oil (although they cost 1 population). So defend those Indonesia Islands to the death. However, there is one oil resource in Manchuria but it would take you a while to build a road there because you can no longer spam workers.
21) I replaced Communist China with the USSR. All they do is quietly sit and auto produce tank armies that will pulverize Japan if war is declared. The workaround is that the USSR has no contact with the allies until the U.S. approaches Vladivostok close enough. The USSR only has contact with Japan. Also, diplomats and military alliances are only enabled when Naval Aviation II is researched... I know.
22) Sea trade is controlled by Commercial Docks that only a handful of cities/islands have. So don't expect to be building Zeros on Truk.
23) YOU CANNOT RUSH UNITS or BUILDINGS in this scenario. Again, this is to make sure that you take great care insofar as which units you want to build. Afterall, time is against Japan in this scenario. This is also to make sure that Japan's AI does not build Battleships on Iwo Jima... This is also to make sure that if a B-29 takes out your Harbor, you REALLY feel the loss and don't just rush production.
24) The Min/Max Research rate is 25 turns. You may want to edit that if you want. I think having the same research rate in my scenarios ensures that no nation can advance too much ahead. This research rate makes sure that the U.S. can't build advanced air units until 25 turns into the game.
There is a LOT more to say about this scenario and I will probably keep editing this post.
-------------------------------------------------------------------------------------------
So how do you win as Japan? well. I usually rush to the Solomons. Forget about India and forget about Tarawa and Kwajalein. You can't defend those islands. Plus, there is little room to maneuver there. Indonesia will fall within the first few turns - I made sure of that.
I then build an airfield on Guadalcanal, build as many planes as possible and spread them throughout the Solomons. In this scenario, I made sure that EVERY unit you build takes time. After all, you can't just spam Infantry Divisions at a whim. Oh, and you can't just DRAFT Units. There is NO draft in the scenario. And there is no Mobilization of production because my shield cost kept getting messed up over and over again. I want to make sure that you invest into every single unit and that you feel the loss every time you Zero squadron gets shot down or your Battleship gets sunk.
What do I do then? I stack. And stack and stack ships. What you want to do is bomb U.S. Navy just enough to make sure that a carrier is available for your BB to pulverize.
The scenario is designed for the U.S. Navy to be 1-2 turns ahead of its Invasion Fleet. So don't count on taking out much of the Invasion fleet until you deal with the Navy first.
I highly recommend using alternative terrain packs for the scenario. Ares De Borg's terrain pack is my favorite.
There is little doubt that I will keep updating the scenario for myself. There is always something to tweak.
Please let me know if you encounter any problems. Or if you think that an edit of something is appropriate.
I recommend playing with the no raze patch to make sure the AI doesn't raze cities. I know it messes up the UI but its worth it.
I also recommend playing without any saving/loading.
I know that may be tough to do because we have no free will but I think playing like that is a lot more immersive in a historical scenario.




LINK TO THE MAIN FILES
1) https://www.mediafire.com/?5zgp8cbwq878cam
Login is
civilizationstrategygame@gmail.com
password:
civilization3
OR
2) https://ufile.io/9b233
Attachments
Last edited: