[SCENARIO] The Cold War (TCW) Unofficial update by Lionic

Anyone who is willing to playtest a new version TCW is welcome to contact me. Much of the civilopedia data is still missing, balance would likely require further tweaking, but the scenario itself and the features I wanted to include should be totally playable.
 
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new eras.png

New units. new tech tree, new version.
 
Version 1.6.1.2 is now available, download link is also added to Post 1.

Once more I would like to Delta_Strife for all that he has done to make all these new units possible!

Change log:

Small map only:
Renamed Rangpur to Bangladesh, made it a coastal city and Victory point, reassigned it to Pakistan;
Removed preplaced Modern Japanese Infantry;
Small map is no longer supported except for urgent bug fixes;

Huge map:
Further tweaking of a huge map;
Added a new 4-era tech tree. The 4 eras are 1950's, 1960's, 1970's and 1980's. The first two eras use black-and-white tech icons;
Renamed Warsaw Pact to USSR;
Merged Greece to Spain-Portugal;
Added Gulf States--a ProWestern Arabian power;
More cities became Victory Points;
Merged Cuba and Central Africa into Anticolonial Movement;
Added Warsaw Pact--a coalition of East European powers ruled by the Communist governments allied with Soviet Union;
"Clear Damage" costs 1;
Castro's Cuba reduces Corruption and requires Anti-Colonial movement;
FARC HQ requires Anti-Colonial and is controlled by Colombian Guerillas;
Music Television doubles the Happiness of Natl Television Station;
Scandinavia is neutral;
Norway is a part of West Germany-Lowlands;
Col-Peru-Venez is now called Neutrals;
Chile belongs to Neutrals;
Peru belongs to Argentina;
Neutrals are no longer part of the Blue;
Colombia belongs to Central America;
Austria is neutral;
Morocco, Libya and Tunisia are neutral;
Removed North Africa civ;
Added Low Countries civ which is composed of all W German-Lowlands cities that did not belong to Western Germany itself plus Norway;
W Germ-Lowlands is now simply West Germany;
Availability of existing units reworked based on the new civs;
Mossad Intel Agency, British SIS Agency and British Special Ops require Democracy to function;
Added Wonder Splash for ICBM Plant;
Yugoslavia and Neutrals form a new alliance;
Removed air defense buildings (SAM battery and Air Force Base--found them to be too effective);
Added North Vietnamese Air Force wonder--produces MiG-17s for North Vietnam;
Added Air Defense Command small wonder--produces Flak batteries;
Stealth attack is disabled for submarines;
All nuclear submarines have at least +1HP bonus and require their Home resource (UK, USA etc.) to be built;
Helicopters now act as highly mobile (all as roads) land units. Dedicated gunships act as offensive units, transport helicopters as defensive ones;
Non-naval aircraft may not land on carriers;
Added new, merged or deleted some existing resources;
Nerfed Battleships;
All Jets have at least +1HP, the most advanced ones have +2;
Dutch Barracks are gone;
Added Allied Administration Germany wonder to boost early Western German defense;
Market District no longer increases Luxury Trade;
Added Supermarket--increases Luxury Trade for Democratic civs;
Added Shopping Mall--increases Luxury Trade for Monarchy civs (Gulf States);
Added Fertility wonder--acts as a Longevity wonder in classic Civ3;
Chinese Secret Police HQ reduces War Weariness in all cities;

Unit list increased by 187, plus reworked many of the existing ones;
 
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Known issues:
- Civilopedia entries are still incomplete;
- Some units are probably not as cost-effective as others available to the same civ at the same time;
- Some sides are definitely weaker than the others and I have no idea how to strengthen them based on their real world situation in 1950's;
- City limit has been reached, populating empty areas in Africa and South America would require deleting some of the existing citites;
 
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Lionic, great that you are still working on the update of TCW. :)

When starting the new update I had a confusion in the labels text. Have you created the update with the steam version of Civ complete ?

TCW-Labels.jpg


May be you should consider to include a version of the standard techtrees with enlarged start of some of the arrows in it, so gaps of arrows starting not in techboxes (as per example by the tech WWII Equipment in your screenshot) triggered by different sizes of those techboxes due to their contents, can be avoided.

This said, I still like the alternative huge map concept (11.06.2007) from the TCW Fifties scenario at the former SOC site much more than the older TCWFifties map of that scenario. So the TCWFifties map has some more place for the wars in Korea and Vietnam, the concept map has a much better placement of cities in central Europe - and in my eyes this was the most import hotspot of the cold war. So the 11.06.2007 map is only a concept without any real placement of starting units, I attache here the biq, so it is not lost during the decades.
Spoiler :

TCWFifties-alternative.jpg

 

Attachments

Hey Civinator! I am using the GOG build. Do those issues arise from the long name of some Civs? I could not think of shorter names for Anticolonial Movement (a combination of old Cuba+Central Africa civs) or Spain-Portugal-Greece.
I have made one of my earlier attempts to create "A Cold War of my dream" using the world map you've provided (it's the same as WWII global with some different city placement, isn't is?)--I might try and convert it to my current rules set should there be demand for it--it seems some people prefer a smaller maps for quicker games. City limit always causes empty areas somewhere i.e. in Africa.
I am sorry that my tech tree is not neat. I will try to draw something better in the future.
 
Hey Civinator! I am using the GOG build. Do those issues arise from the long name of some Civs? I could not think of shorter names for Anticolonial Movement (a combination of old Cuba+Central Africa civs) or Spain-Portugal-Greece.
I have not noticed that Anticolonial Movement is a civ. In that case the issues arise from too long names of civs.
I have made one of my earlier attempts to create "A Cold War of my dream" using the world map you've provided (it's the same as WWII global with some different city placement, isn't is?)
Yes, it is.
I will try to draw something better in the future.
This can be fixed very easily. Enlarge the tech arrows at the start so they meet the conditions if only one item is placed in that techbox. Now if that techbox for some civs contains 2, 3, 4, 5 or 6 items, the box is simply growing along that arrow.

Tech Arrow.jpg
 
Merry Christmas to fellow Civfanatics! Version 1.6.3 of TCW is up. I call it an experimental version because it finally includes features from Flintlock's patch (C3XR20) not all of which were tested properly. You need to download the main version 1.6.12 available in Post 1, then you need to download the version 1.6.3 from the link below.

 
New in version 1.6.3
- Chance to intercept Stealth mission is now 15%;
- Railroad movement is limited to 15 per turn (Flintlock patch required);
- Trespassing is disallowed (Flintlock patch required);
- Moving after airdrop is allowed (Flintlock patch required);
- Defensive retreat on the water is allowed (Flintlock patch required);
- Allowed player to opt-out of Stealth attacks (Flintlock patch required);
- Bombardment stealth attack enabled (Flintlock patch required);
- ignore_king_ability_for_defense_priority is set to true (Flintlock patch required);
- docked-vs-land bombardment is enabled (Flintlock patch required);
- show_total_city_count is set to true (Flintlock patch required);
- preventing a game from placing pollution in impassable tiles is enabled (Flintlock patch required);
- all MLRS-like units will have PTW-like targeting (Flintlock patch required);
- era-specific leader names for some civilizations (Flintlock patch required);
- North Korean Infantry is airliftable;
- Coal is now Bonus resource;
- Added Electricity strategic resource--it is created by various Power Plant buildings and required to build most modern buildings (Flintlock patch required);
- Power Plants do not require Factory or any other improvement to be built;
- Solar Plant produces one happy face (cleaner environment);
- Chinese Secret Police requires China;
- Intifada requires Syria;
- Added Power Plant (Coal Plant from vanilla Civ3)--it produces Electricity, Pollutions and some Production. Unlike the classic Civ3 it is now supposed to be one of the first buildings to be built in any city;
- Nuclear Plant produces Electricity for all network, other Power Plants--only for their location;
- Added Mysore Class Cruiser for India. Only one ship of this class may be built (Flintlock patch required);
- Added Zeven Provincien Class Cruiser for Netherlands. Only two ships of this class may be built (Flintlock patch required);
- Tu-16 uses bombs for ground attack animation;
- Added Heavy Tank Factory small wonder. Allows building heavy tanks in the city where it has been built (Flintlock patch required);
- MiG-15bis (Cuba) is available earlier;
- IS-3 now requires Heavy Factory;
- Added T-10 Heavy Tank (requires Heavy Factory);
- Added Conqueror Heavy Tank (requires Heavy Factory);
- Removed WMD Program from Iceland;
- Midway class is not buildable, but all three carriers of the class are placed on the map;
- Essex class is not upgradeable;
- Oriskany class is available from the start. Slightly nerfed the class;
- Forrestal class requires Naval Aviation. Slightly nerfed the class;
- Saab B-18 may not intercept any more;
- Added Modern Infantry tech to 1970s tech tree, it is now required for modern infantry units;
- Central America may not operate M-48;
- Tribal class is now stronger and not buildable. All destroyers of this class that survived to 1950 are on the map;
- Brazil may not build carriers any more (the only naval plane that was based on it during Cold War is Grumman Tracker and it is not currently included in the game);
- Uruguay is neutral;
- Brooklyn Class CL are now buildable, two may be built for Brazil, Argentina and Neutrals. Preplaced cruisers of this class removed from map;
- Added M43 Heavy Tank (requires Heavy Factory);
- M-47 MBT (French) requires Main Battle Tanks;
- Added AMX-50 French Heavy Tank (requires Heavy Factory);
- Added T-33 Trainer (Cuba);
- Reworked Le Corse, Surcouf and Duperre classes of French navy;
- Iowa Class BB is now buildable however it's number is limited to 2;
- Modernized Iowa is now buildable however it's number is limited to 4;
- Mothballed Iowas removed from map;
- Centurion MK3 is available for South Africa;
- Added Centurion MK5;
- Renamed Centurion MK 7 to Centurion MK 7/1, available to UK only;
- Centurion MK 9 is available to UK only;
- Moved Bushehr one tile;
 
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