For those who are taking part in Sully's V4 PBEM test game, I will
be posting these notes over the next few days:
Typhoon of Steel - Version 4 - Scenario Notes
Introduction
1.0 Typhoon of Steel (TOS) is the title for my WW2 Pacific theater scenario for Civ III
Conquests. Version 4 features a new map which was cropped out of El Menecy's 362 by 325
world map. This map extends from Ceylon in the west to the Panama Canal Zone in the east.
There is both a short and a long version of the scenario. The short version ends in
1943 while the long game goes on to 1945. In addition, there are specific versions for
single player and multiplayer games.
Time Scale, Civilizations and Alliances
1.1 Turns represent 2 weeks in real time. The short game is 40 turns long, which covers
the period from Dec., 7, 1941 until April, 1943. The long game is 100 turns and covers
the entire conflict period. The civilizations in order of play are:
1. Japan
2. America
3. Commonwealth
4. Communist China
5. Netherlands
6. Nationalist China
The Communist Chinese are not playable, they intended for AI control only. Three far east
Russian cities are controlled by the communists, this was done to simulate Russian
support for their red allies. The Russian far east cities have very powerful but immobile
garrisons to make them very difficult for the Japanese to capture and are well equipped
with flak guns to discourage bombing. The most numerous communist unit is the guerllia
which has hiddened nationalality and can move through hills and forest like it was clear
terrain. But if you are playing Japan in the long game beware the 3 Soviet Tank Army units
which appear around turn 90.
The political situation:
Locked alliance #1 (USA, Commonwealth, China and Netherlands) at war with alliance 2.
Locked alliance #2 (Japan) at war with alliance 1 and 3.
Locked alliance #3 (Communist Chinese) at war with alliance 2.
Units Concepts
2.1 Land Units
2.10 Most types of land units in TOS come in 2 sizes, the Brigade (or regiment in the
case of US Marines) and the Division. Divisions have twice the combat strength of
brigades and have +1 hit point and a zone of control. 3 brigades equal 1 division so a
brigade is 1/3 of a divison and a division will cost 3 times as much to build.
Division sized units always have the word division in the name while brigade
sized units mostly just have the type of unit; for example, In you set your city production
list you can select to build "US Infantry" (this is a brigade unit) or a "US Infantry
Division". Some units, such as the "parachute brigade" have the word brigade in the name
as simply calling them "parachute" would sound odd.
China is an execption, it cannot build brigades only divisions.
Parachute units are brigade-size only;
Militia units are used to represent smaller detachments as well as local defense units.
2.11 Artillery and flak units represent batteries of about 100 guns.
Drafting
2.12 Drafting units produces an infantry brigade, the exception is China which can draft
division size units due to their huge population.
China
2.13 The basic Chinese infantry unit is called a division but it really represents
3 chinese divisions. During World War 2 most Chinese units were poorly trained
and equipped and a typical Chinese division had only about 5000 men compared with
12,000 to 15,000 in a Japanese Division. The Chinese infantry are also slower than
other infantry with only 1 movement point instead of 2.