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- Jan 24, 2011
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- 4,818
The Cold War
Hello all,
Not to get too far ahead of myself (I still have Over the Reich to finish), but I have been involved in a multiplayer match of Eivind’s “First Strike” for several months now, and it has inspired me to consider building my own Cold War scenario. I think it makes for an extremely interesting time period for a multiplayer scenario, and allows a few different sorts of players to join (the warmonger, the nation builder, the trader, etc).
Whereas Eivind’s scenario covers 1975--1989 (and Academia’s “Iron Curtain” covers 1964--1975), I propose to start my scenario in 1947, just as President Truman has announced the Truman Doctrine, and just before the Marshall Plan begins. The scenario will end in 1989. Though this is an extremely long timeframe, it is possible with ToT’s extra units.
The Nations
The USA
- ONLY has cities in the United States, Hawaii, and Alaska.
- Largest navy at game start, and has jet fighters (F-80).
- Majority of units are far from home, in Europe, Japan, and China, costing support shields.
- Has nuclear monopoly, but this will be extremely short-lived, and unlikely to prove decisive.
- Has access to many indigenous aircraft and tanks for sale to the world market or production at home.
The Capitalists
- Western Europe, Japan, Nationalist China
- Should not necessarily be taken to mean the nation is “capitalistic.”
- Does NOT include W. European colonies.
- Having been ravaged by WW2, most cities are missing most improvements and need rehab.
- Very minimal defenses, so relies on American forces for protection from the Soviets.
- Ideally played by individual, but can be played by American player in a pinch.
- Has access to some indigenous aircraft and tanks for sale to the world market or production at home.
The USSR
- Up in the air as to whether they will also control Eastern Europe.
- Largest army at game start, and soon to research a better jet fighter (MiG-15).
- Has access to many indigenous aircraft and tanks for sale to the world market or production at home.
- Many, but not all, cities ravaged by WW2, and these will require rebuilding.
- Must join the nuclear club as soon as possible for MAD’s protection.
The Socialists
- Starting Base TBD, but very few cities at start.
- Should not be construed that every nation represented will actually be socialists.
- Access to very few indigenous units, most being various “revolutionaries.”
- Gains most units via events depending on flags (see proxy war section).
- *Could* be played by independent player, but might be better for Soviet player to start.
The People’s Republic of China
- Begins the scenario embroiled in a civil war against “Capitalist” forces being supported by the U.S. military.
- Has access to several indigenous tanks for sale to the world market or production at home, but will largely rely on imported aircraft.
- Has access—eventually—to a better freight unit (along with India).
- Starts scenario with very large forces.
- Huge population, agrarian economy that must be industrialized and built-up.
India
- Four months away from Independence!
- Will soon be drawn into a war with Pakistan.
- Huge population, but largely agrarian and will need industrialization.
- Major internal problems to be dealt with at first.
- Has access to few indigenous aircraft and tanks for sale to the world market or production at home.
- Will have to source majority of aircraft and tanks from world market (has only one indigenous tank and one indigenous aircraft, neither of which are available for some time).
Brazil
- Alone on South American Continent, with plenty of neighbors ripe for the picking.
- Has access to few indigenous aircraft and tanks for sale to the world market or production at home.
- Will have to source majority of aircraft and tanks from world market (has only one indigenous tank and one indigenous aircraft, neither of which are available for some time).
- Definitely begins the scenario as a minor nation, but with good diplomacy, could eventually become a major player.
The Non-Aligned (Barbarians)
- This civ will play a much greater role in this scenario than in First Strike. The majority of minor nations on the planet will begin as non-aligned, and it will be up to the different players to carve up as much of the globe as possible.
- The Soviets and Americans can only absorb such a city if they already share a border with it. If not, and it is overseas, they must turn it over to the Capitalists or Socialist civilizations.
There will be two major elements this scenario will revolve around: proxy wars and arms deals.
Proxy Wars
This should take First Strike’s proxy war system a step further. Whereas in First Strike, the lines are fairly clearly drawn from the start, I want to represent how no one knew exactly which places were going to fall to Communism (and indeed represent the plausibility of “Domino Theory”. The beginning of this scenario will very much be a race to grab as much of the planet as possible.
There will be some sort of proxy war rule system, but I haven’t determined exactly what that is yet. I’m leaning toward a situation where you start with a certain limit of units, but can then escalate things as time goes on.
Further, I intend to use ToT’s flag system to check what nations are under what bloc’s influence, and then have rebels for the other bloc show up. Some places will constantly be at war no matter who is in control. Others will merely suffer revolts until the preferred (historical outcome) ruler controls the land.
Arms Deals
The majority of weapon systems are produced by the USA and Soviet Union. A moderate amount come from Western Europe, but very few are indigenous to China, India, or Brazil. This should create a fun side-game whereby there will be bidding wars and various production orders. Indeed, the economy of some nations might come to revolve around such things.
Some techs will be tradable, allowing some aircraft and tanks to be license-built.
The price of these deals will be up to the players to work out for themselves, and this should help build alliances and a network of intrigue. Always fun in MP!
The two major problems I foresee with my design plan are:
1. Only one civ starts with nuclear weapons; and
2. The U.S. is definitely in a much better position for trade.
I hope that by giving the Soviets a majority of units at the start, and the U.S. only minimal nuclear arms, this shouldn’t be a game-killer (although the Soviet player will no doubt feel immense pressure to level the playing field). At any rate, it will make for an interesting early-game choice (The Soviets might be able to take Western Europe, but can they hold it? Or, the US may be able to destroy a few dozen units, but can they thwart the rest?)
IIRC, Eivind himself initially had NATO split between Western Europe and the U.S., but decided that the trade advantage was too great, and thus combined them into one civ. I am going to try and avoid doing this, because I feel it imbalances the production aspects of the scenario. Instead, I will have Western Europe be a fairly lousy place to trade with at first, as it will feature next to no useful trade-increasing improvements, or technologies. Once it is built up, it will no doubt be a powerhouse, but that is assuming it survives that long. Further, by the time it is rebuilt, the socialists may very well have large holdings across the globe.
Anyway, that is pretty much what I have so far. Over the Reich continues to take priority, but I don’t anticipate it taking many more man hours (when those hours will come is another story), so my mind is already starting to think of the next project
Hello all,
Not to get too far ahead of myself (I still have Over the Reich to finish), but I have been involved in a multiplayer match of Eivind’s “First Strike” for several months now, and it has inspired me to consider building my own Cold War scenario. I think it makes for an extremely interesting time period for a multiplayer scenario, and allows a few different sorts of players to join (the warmonger, the nation builder, the trader, etc).
Whereas Eivind’s scenario covers 1975--1989 (and Academia’s “Iron Curtain” covers 1964--1975), I propose to start my scenario in 1947, just as President Truman has announced the Truman Doctrine, and just before the Marshall Plan begins. The scenario will end in 1989. Though this is an extremely long timeframe, it is possible with ToT’s extra units.
The Nations
Spoiler :
The USA
- ONLY has cities in the United States, Hawaii, and Alaska.
- Largest navy at game start, and has jet fighters (F-80).
- Majority of units are far from home, in Europe, Japan, and China, costing support shields.
- Has nuclear monopoly, but this will be extremely short-lived, and unlikely to prove decisive.
- Has access to many indigenous aircraft and tanks for sale to the world market or production at home.
The Capitalists
- Western Europe, Japan, Nationalist China
- Should not necessarily be taken to mean the nation is “capitalistic.”
- Does NOT include W. European colonies.
- Having been ravaged by WW2, most cities are missing most improvements and need rehab.
- Very minimal defenses, so relies on American forces for protection from the Soviets.
- Ideally played by individual, but can be played by American player in a pinch.
- Has access to some indigenous aircraft and tanks for sale to the world market or production at home.
The USSR
- Up in the air as to whether they will also control Eastern Europe.
- Largest army at game start, and soon to research a better jet fighter (MiG-15).
- Has access to many indigenous aircraft and tanks for sale to the world market or production at home.
- Many, but not all, cities ravaged by WW2, and these will require rebuilding.
- Must join the nuclear club as soon as possible for MAD’s protection.
The Socialists
- Starting Base TBD, but very few cities at start.
- Should not be construed that every nation represented will actually be socialists.
- Access to very few indigenous units, most being various “revolutionaries.”
- Gains most units via events depending on flags (see proxy war section).
- *Could* be played by independent player, but might be better for Soviet player to start.
The People’s Republic of China
- Begins the scenario embroiled in a civil war against “Capitalist” forces being supported by the U.S. military.
- Has access to several indigenous tanks for sale to the world market or production at home, but will largely rely on imported aircraft.
- Has access—eventually—to a better freight unit (along with India).
- Starts scenario with very large forces.
- Huge population, agrarian economy that must be industrialized and built-up.
India
- Four months away from Independence!
- Will soon be drawn into a war with Pakistan.
- Huge population, but largely agrarian and will need industrialization.
- Major internal problems to be dealt with at first.
- Has access to few indigenous aircraft and tanks for sale to the world market or production at home.
- Will have to source majority of aircraft and tanks from world market (has only one indigenous tank and one indigenous aircraft, neither of which are available for some time).
Brazil
- Alone on South American Continent, with plenty of neighbors ripe for the picking.
- Has access to few indigenous aircraft and tanks for sale to the world market or production at home.
- Will have to source majority of aircraft and tanks from world market (has only one indigenous tank and one indigenous aircraft, neither of which are available for some time).
- Definitely begins the scenario as a minor nation, but with good diplomacy, could eventually become a major player.
The Non-Aligned (Barbarians)
- This civ will play a much greater role in this scenario than in First Strike. The majority of minor nations on the planet will begin as non-aligned, and it will be up to the different players to carve up as much of the globe as possible.
- The Soviets and Americans can only absorb such a city if they already share a border with it. If not, and it is overseas, they must turn it over to the Capitalists or Socialist civilizations.
There will be two major elements this scenario will revolve around: proxy wars and arms deals.
Spoiler :
Proxy Wars
This should take First Strike’s proxy war system a step further. Whereas in First Strike, the lines are fairly clearly drawn from the start, I want to represent how no one knew exactly which places were going to fall to Communism (and indeed represent the plausibility of “Domino Theory”. The beginning of this scenario will very much be a race to grab as much of the planet as possible.
There will be some sort of proxy war rule system, but I haven’t determined exactly what that is yet. I’m leaning toward a situation where you start with a certain limit of units, but can then escalate things as time goes on.
Further, I intend to use ToT’s flag system to check what nations are under what bloc’s influence, and then have rebels for the other bloc show up. Some places will constantly be at war no matter who is in control. Others will merely suffer revolts until the preferred (historical outcome) ruler controls the land.
Arms Deals
The majority of weapon systems are produced by the USA and Soviet Union. A moderate amount come from Western Europe, but very few are indigenous to China, India, or Brazil. This should create a fun side-game whereby there will be bidding wars and various production orders. Indeed, the economy of some nations might come to revolve around such things.
Some techs will be tradable, allowing some aircraft and tanks to be license-built.
The price of these deals will be up to the players to work out for themselves, and this should help build alliances and a network of intrigue. Always fun in MP!
The two major problems I foresee with my design plan are:
1. Only one civ starts with nuclear weapons; and
2. The U.S. is definitely in a much better position for trade.
I hope that by giving the Soviets a majority of units at the start, and the U.S. only minimal nuclear arms, this shouldn’t be a game-killer (although the Soviet player will no doubt feel immense pressure to level the playing field). At any rate, it will make for an interesting early-game choice (The Soviets might be able to take Western Europe, but can they hold it? Or, the US may be able to destroy a few dozen units, but can they thwart the rest?)
IIRC, Eivind himself initially had NATO split between Western Europe and the U.S., but decided that the trade advantage was too great, and thus combined them into one civ. I am going to try and avoid doing this, because I feel it imbalances the production aspects of the scenario. Instead, I will have Western Europe be a fairly lousy place to trade with at first, as it will feature next to no useful trade-increasing improvements, or technologies. Once it is built up, it will no doubt be a powerhouse, but that is assuming it survives that long. Further, by the time it is rebuilt, the socialists may very well have large holdings across the globe.
Anyway, that is pretty much what I have so far. Over the Reich continues to take priority, but I don’t anticipate it taking many more man hours (when those hours will come is another story), so my mind is already starting to think of the next project