El Justo
Deity
techs can't make units obsolete but that upgrade trick described above does it for us. Klyden turned me onto that one btw for AoI. that is the exact method we used for the ships in AoI...
Anthropoid said:Victory conditions for major Free World Powers:
US: have a total of 1000% of their original population (total pop count in all cities), but make their key military units cost population points to build them(something like that)
UK: amass a total of 100,000,000 gold in the bank
EU: Build four wonders, all of which can only be built after a later stage Tech, which can only be built in the following cities: Copenhagen, Oslo, Munich, Ankara, Rome, Paris, or Jerusalem
Simon Darkshade said:The PzH notion has been floating around for a number of years, but has yet to be put into actual service. 80km is doable without scramjet shells for a 155mm gun, if the results from some South African tests are correct, through RAP and base bleed, among other methods. There have been big, long range guns before, and there still are now, although the NK Koksan is over advertised. Look into Project Gunfighter for some interesting tidbits.
The Russkie follow on to their large ships was supposed to carry a dual 152mm gun, which would have been countered with a 155mm gun or an 8" Mk71, given that the development in question occurs in a Cold War framework.
There is an interesting article on proposed increased gun armament from the late 1980s/early 90s over at Tony William's website, which has pertinence to the world of this scenario.
The idea of ship guns being used for ASuW as well as nominal NGFS and strike warfare is also one that has been bubbling about, and it certainly provides a cheap, all weather method of delivering firepower without the recourse to bombers or UAVs (which have their own concommitant risks).
Ah, the world of the TCW Deluxe, where all that is good can be again!
i hope to get to that sanbox once AoI is up and running. so hold onto it for now bud...I_batman said:I emailed El Justo a naval sandbox (oxymoron??) that I am having some problems with, but progress is being made.
absolutely - there's going to be a wholesale revision i think. however, it won't be as cut & dried as the AoI naval stuff was.1. Naval units' HP tied by some mathematical formula to their tonnage. Linear or otherwise to be determined. (lot's of work with all the naval units in the game)
yes and for the MP version also.2. WP and Indo-China get a lot more pre-placed low end infantry and very low end artillery to start.
this part i'm a bit skeptical on...i mean, i envision an MP version where there's no alliance set-up at all. i'll get into this more in a bit.3. WP, Indo-China, Arab League are allied together.
precisely4. Conversely, there are no alliances at all (keep in mind this is an all-human game), but some kind of penalties come into play if there are historically inaccurate alliances created.
this is something i want to investigate - and for 2 primary reasons:5. Rail lines removed from game, and road movement increased.
this would have to be combed over pretty good i think. however, a gold rush for the commies is definitely something i had in mind dating back some time now...6. All civ's (including communist states) can only gold-rush units, and overall gold maintenance costs/unit go up.
yes - but we don't want the obsolete ones appearing in the build que any longer so we'll have to do that work-around i wrote about a few posts back.7. Navy units not upgradeable to newer classes.
i like this idea - but again - we'll have to give it a real hard look and do some comparisons, etc.8. Most naval carriers have increased air unit capacity.
yeah --sigh--this'll be a part of the revamp too i reckon.9. Most air units have increased bombard capacity. (Not an easy change due to the large number of air units in the game.)
yup - i assume it'll be part of the naval audit.10. My personal favourite, making cruise missile surface ships and cruise missile subs actually carry cruise missiles. (once again not an easy change due to all the naval classes affected by this)
yessiree. i like them and especially in conjunction w/ 'Poid's victory/wild card scenario.11. Each of the 8 civ's has its own set of victory conditions. example:
a.Indo-China must capture South Vietnam, South Korea, Taiwan, Pakistan.
b.Arab-League must capture Israel and Iran.
c.SEATO must capture North Korea, North Vietnam a couple cities in China.
d.WP must capture West Germany, France.
e.EU must capture East Germany, Baltic nations, Poland, other Eastern Bloc countries.
f. South America must capture Cuba, several African cities, Falklands.
g. U.S. must capture Cuba, all of Middle East, (Israel, Iran excepted).
h. UK I have no clue.
yes - to a certain degree - i mean, i think the ground units are all ok. but what i envision is for us to construct the TCW v2.0 SP file and then 'import' all of the rules, etc over into a new MP file.1. Full scale audit of all military units. (just too much work right now, and left for TCW 2.0)
hmm - if it is determined that some should be adjusted then by all means. but this is more of a topical issue right now.2. Editing cities and their placement. Status quo.
yes, yesYou guys already know my thoughts on this one. I'd just like to be able to sink some ships with a couple lucky hits from time to time!![]()
it's funny that you mention this b/c i gave some real hard thoughts to including some HN air units when i first released this beast. i was thinking along the lines of the Vietnam War as well. however, the AI use of this is terribly unpredicatbale i'm afraid and this is the reason why i left it on the cutting room floor.I think this would be a good idea. Along these same lines, what about the "pre-placed invisible units" scheme (forget who posted about the idea, but it was back in like page 50 or 70 of this thread) to provoke the Korean and Vietnam Wars? Might not be so applicable to an MP version.
i am in agreement w/ this. i will even go as far to say that i don't like any of the tribes to be alligned. i'll get into that at the end...Hmmm. Maybe for an SP version but for MP I don't like the idea of locked alliances, except maybe for UK and US.
i'd go even a step further and suggest that there be some sort of UN Security Council which would condemn any offending tribe. of course, the game play dynamics of it all would have to be sorted out. but i'm thinking along the lines of an embargo or sanctions....make a simple house rule: war against traditional allies will result in 25% reduction in points gained per year, for a total of 3 years after declaring war on any traditional Free World Power ally (US, UK, SEATO, EU). This would make war AMONG the traditional Western allies, extremely rare, but it would allow each nation to act more autonomously, which I think would be very good for the MP
i don't like this b/c both the Middle East and China had some issues w/ the Soviets in RL. plus, what about the ME knack for playing the Reds off against the Blues? that would be smooshed from the game if we locked them up....the need for WP to have locked allies will certainly be ameliorated dramatically.
i think he means as an 'end game' goal.Meaning occupy all the cities for one contested turn? or hold it till the end of the scenario, else for a specified period of time (e.g., one game year)?
i agree - but coming up w/ specifics will be a challlenge.If the former, what you'll get are players rapidly building up their militaries and neglecting their economies, and then a whole bunch of wars all over the globe fairly early in the game. If the latter (which I think tends to be more realistic), you will get players using a combination of strategies.
i like this idea. however, it would take a good dose of creativity to devise such a 'wild card' list. this is a good start thoughSince it is an MP game you can say whatever you want with house rules!
so how about the following as a slight alternative to the conquest objectives you list below.
Lets say there are 500 cities on the map. Each one is worth 1 basic point if it is occupied for one solid year (or maybe two). However if it is a city in a "target nation" (basically the conquest objectives you list below for each civ) then it is worth 3 points if occupied for one year.
Thus, you could just say that, each tribe can win by conquest by holding _X_ additional percentage of their original city points for one solid year (or maybe two?). The simplest way to determine the percentage for each tribe is to start from how many cities they control at start, and then use something like the list of possible "target" and "wild card" cities I list below.
Players would be responsible for keeping track of their own status with respect to their points from conquested cities, and would not have to keep everyone else in the game updated until they had actually achieved a victory condition at which point they would simply have to document that: I've held this list of cities since X date, thus giving me Y city points, I win! This would add an element of the unknown, which in concert with "wild card cities" for each tribe would make the game more unpredictable.
I'll explain how the wild cards could work in more detail below.
Target Nations
Arab-League: cities in Israel and Iran are worth 3 pts if controlled for one solid year
SEATO: cities in North Korea and North Vietnam are worth 3 pts
Indo-China: cities in Iran and Pakistan are worth 3 pts
WP: cities in W Germ and France are worth 4 pts
S. Am: cities in Cuba, and Falklands are worth 3 pts
EU: no target nations, each conquested city is worth only 1 point
US: no target nations, each conquested city is worth only 1 point
UK no target nations each conquested city is worth only 1 point
Wild cards: at the beginning of each game, someone who is not playing randomly picks a number of the wild card nations in the list of possibles for each tribe that has them, sends each player and email to let him/her know what their wild card nations are for that game. These could be determined at random. These do not change during the course of the game, and the player must save a copy of the email to document what their wild card cities are. They do not have to reveal what their wild card targets are until they declare victory (further augmenting the intriguing and the unknown which make MP games so much fun).
Wild Cards are also worth 3 points for each year they are held
Arab-League: Turkey, Greece or India (2 of 3 possible in any given game)
SEATO: Siberia, Manchukuo, Indonesia (2 of 3 possible )
WP: Scandinavia, Turkey, Alaska, Japan, Manchukuo (3 of 5 possible )
Indo-China: Iran, Kazak/Afghanistan area, SEATO, Hawaii (3 of 4 possible)
S. Am.: Texas, Australia, Pacific territories of SEATO (not sure what is on the map), South Africa (3 of 4 possible)
EU: no wild card nations
US: no wild card nations
UK no wild card nations
yes, i like it. seems reasonable enough.I would strongly recommend that EU, UK and US be somewhat discouraged from conquering using the skewed conquer values I describe above.. Instead, in the basic lay out you've provided, they should have to achieve a certain level of gold and/or pop, and/or build a certain wonder to win. This, in combination with a locked alliance between US-UK, and a strong discouragement to go to war between anyone in the traditional SEATO-EU-US-UK alliance (by imposing a hefty 25% penalty on all city points controlled for three years following declaration of war on any traditional Free World Power), would create a dynamic more like real world history, in which the FWPs would share an interest in containing the aggression of others, but would also have an interest in NOT necessarily helping each other economically.
Victory conditions for major Free World Powers:
US: have a total of 1000% of their original population (total pop count in all cities), but make their key military units cost population points to build them(something like that)
UK: amass a total of 100,000,000 gold in the bank
EU: Build four wonders, all of which can only be built after a later stage Tech, which can only be built in the following cities: Copenhagen, Oslo, Munich, Ankara, Rome, Paris, or Jerusalem
heh - sounds like post traumatic stress syndrome has begun to sink inMoff Jerjerrod said:Hi guys!
Looks like a lot of thought and work has gone into the next version! Good job boys I can't wait.
I thought I'd share with you some of my thoughts on the victory conditions discussed above. These are just my thoughts and opinions so do with them what you will.
Speaking from experience it sounds like these holding of cities and assigning points to them make it quite obvious to those involved that there is going to be nothing but non stop rockem sockem war. If this is the flavor/atmosphere that is intended with this scenario so be it. Just make sure that in the scenario desciption it is made clear to those considering joining a MP game.
These conditions of couse are fine for SP as most people love beating up on the AI but consider warning those who are looking for a friendly build 'em up MP game that this might not be what they want.
El Justo said:'wicked hahd core'![]()
El Justo said:. . . i propose, at least for the MP game, to introduce a format similar to the one i implemented into AoI and that is the 'raw material' units (ie the 'flag units'). by all this i mean that i would at least like to investigate the viability of introducing a system which awards points for returning certain unbuilable and spawned units back to one's capital. now, the TCW format for this would most likely be predicated around natural resources like uranium, oil, aluminum, plutonium maybe, uranium, steel, titanium, etc, etc. the kicker would be that these 'flag units' would need to be shipped back to one's capital (think of the stock c3c scenario The Middle Ages) in order to receive either gold or VPs for safely returning the little buggers. this system has been a tremendous success imo for the new AoI. so what i'm thinking is to try and translate this into TCW (at least the MP file) and see if it's able to be done or not.
Anthropoid said:The other thing is, much like the actual number of victory points, amount of Pop increase, gp held, etc., necessary for the various victory conditions, there would necessarily be quite a bit of playtest work to pin down how many of these each tribe should have, where to put them, how frequently they should generate and what gp value they should render. The key principle being: they should not necessarily just be "gravy" that provides excess gp, but perhaps even be "necessary" to allow economies to flourish?
In any event, whether they are simply bonus economy or critical, they give a reason for navies besides protecting troop transports.
hi man o' warman o' war said:I'm not sure if anyone has any ideas about how this would be possable, but I wish that forteresses were far more useful in civ games. From my concise but comprehensive historical knowledge, military fortifications have played a major role in conflict untill very recently. I haven't used the civ3 engine extensively in a while, but is it possable to improve stats of certain improvments? Giving airbases AA ability, or improving fort's statistics would be cool, as long as it was kept reasonable.
yes 'Poid. that is the general gist of it all. ideally, one would have to ship these goods back home in order to receive the bonuses. the units are indeed autoproduced. however, for TCW, there are some quandries that we may run into if we are to implement a system which is even remotely close to the one we used for AoI.Anthropoid said:I think this is a terrific idea and strongly encourage it. Just to clarify: this would require that various tribes own a scarce number of cities at various remote spots (specifically overseas) which auto-produce flag units. One potential constraint here is: are there enough cities, and where do you put them? Suppose US gets 2 of these overseas trade cities, where do you put them to appropriately simulate overseas US trade? If US gets 2 does that mean UK gets 3 or 4? What about China, do they get ANY?
The other thing is, much like the actual number of victory points, amount of Pop increase, gp held, etc., necessary for the various victory conditions, there would necessarily be quite a bit of playtest work to pin down how many of these each tribe should have, where to put them, how frequently they should generate and what gp value they should render. The key principle being: they should not necessarily just be "gravy" that provides excess gp, but perhaps even be "necessary" to allow economies to flourish?
In any event, whether they are simply bonus economy or critical, they give a reason for navies besides protecting troop transports.
El Justo said:I write about all of this simply to shed light on my points of reference wrt possible TCW dynamics and the process of implementing these flag units for VPs. and it's clear that this theory would work only really for the MP game and not the SP one. i mean, sure, it could work in the SP mode but there's the chance of the non-historical confrontations. i guess it's up to the tastes of the player but this is not something that is all that appealing to me in SP mode. an all human endeavor is much, much more enticing though.