El Justo
Deity
here is my latest - The Vietnam War Deluxe 
this is one that i had been working on off and on for a while. now, i had tried to create such a scenario a longgggg time ago - long before i was really proficient enough to do so. however, these old versions were riddled w/ errors and quite frankly, they were garbage. anyway, my point is that this is the last of the 're-do's' for my scenarios.
scenario specs:
civs: there's only 2: North Vietnam and South Vietnam w/ the latter enjoying the benefit of autopro'd American units (more on that later)
map: for the first time ever, i'm using a map that i actually made from scratch
it covers the whole of Viet Nam and also includes chunks of eastern Laos and eastern Cambodia as well as sections of the China Sea.
victory conditions: there's a number of VPs spread over the map. some are on South Vietnamese cities, some along the border areas of the western part of South Vietnam, and others are placed along the area where the Ho Chi Minh Trail existed. in sum, there's approximately 40 VPs for each side (NV & SV) to start out with. the goal will be for the South Vietnam position to hold out and preserve itself by a certain time frame (ie occupy all VPs inside SV, rid the VC/NVA from its border sanctuaries, and amass a certain no. of actual VPs). the NVA/VC position must conquer all of the VPs w/in South Vietnam as well as amass the requisite VP total.
tech tree(s): for the first time ever, i devised 2 seperate tech trees for this scenario. by that i mean that South Vietnam has its own line of techs and North Vietnam has their own as well. this was done w/ the old "era=none" techs (aka 'dummy techs'). each civ has 34 techs each. however, the South Vietnamese line has a tech which would become unlocked around early 1969 and it's called Vietnamization. it basicly obsoletes all of the buildings that autoproduce American units. so if you're the SV position, it'll be in your interests to 'make it happen' before you lose your meal ticket. the NV techs, otoh, are designed to gradually build up it's conventional forces (ie armor) and supplement it's existing force.
city improvements/wonders: this is the bread and butter of the scenario as one of the highlights of this war was the buildup by both the South Vietnamese and the communists. and this is accomplished by requiring nearly all city imp's and wonders to have any needed resource 'within the city radius' in order to build it. now, there's five distinctive resources which will allow for these imp's/wonders: USA (allows for the US wonders which autopro' the ground units), South Vietnam (used to simulate the disparity between the urban and rural areas of South Vietnam - mainly the city imp's available - iow, the rural villages depended on a more 'agricultural' lifestyle while the urban centers of SV were significantly more industrialized), Ho Chi Minh Trail (allows for the construction of the HCM Trail city imp's and wonders - these imp's are much different from the other city imp's and they're essentially a facsimile of the buildup of the VC base areas and their infrastructure during the war), North Vietnam (placed under every city in NV - done so that these mid-grade city imp's aren't built along the HCM Trail), and finally, Vietnamese Communism (a high-end resource much like the USA one - allows for construction of the high-end city imp's which grant nice production bonuses and also are nice targets for American fighter-bombers
)
unit lines: each civ has its own line of units (like i do for all of my scenarios).
South Vietnam's foot unit line includes ARVN Infantry, Regional/Popular Force militia, Marines, Rangers, and Paratroopers (the last 3 are all autopro'd). SV can build M113s but it can not build M41 mbt's (autopro'd). all US foot units (Infantry, Marines, Airborne, and Rangers) are autopro'd as are the mechanized units (M48 mbt's). arty pieces (105's, 155's, and 175's) are all able to be built. all fighter bombers can be built (a slew of them ranging from the f100, the f105, and the f4 w/ different variants of each one [there's a seperate line for the SEAD aircraft, too] filling out the f/b line). the a-1's, and later on the f5's, can be built but the ac130's and ac47's are autopro'd. the uh-1 and ah-1 gunships are also autopro'd (all for the AI's sake). transport helos like the uh1 "slick" and the ch47 chinooks are both buildable and autopro'd (so that the AI is forced to use them but the human player can build as many as he likes). the c130 cargo planes are in their too and can carry some of your light mechanized units. lastly, and definitely not the least, the b52's are autopro'd.
as of right now, i am not including sea units in the scenario simply b/c the US had such a massive superiority in this arena that it'd be like using an anvil to kill an ant
however, i have a few ideas that i might try out before all is said and done.
the North Vietnamese line of foot units include the NVA Infantry, Viet Cong Infantry, Sappers, and Rocket Infantry (only the NVA Infantry can actually be built - the others are all autopro'd by relevant city imp's or wonders). they also have a few arty pieces (75mm, 120mm, and 130mm iirc). the mechanized units for the NVA are all autopro'd. however, the list is long: t34's, t54's, t55's, type 59's, su76's, jsu122's, btr152's, btr40's, btr50's, btr60's, type63's, and pt76 lt tanks as well as type63 lt tanks. you might be asking: why all of the autoproduction of the mechanized units in this scenario? well, armor did not play much of a role in Vietnam outside of direct fire support and infantry support. as a matter of fact, there were only a handful of instances during the entiore war (before and after direct US participation) where mechanized untis from both sides met on the battlefield. so, keeping w/ historical reality, limiting the scope of mechanized warfare for the scenario seems like the best option. the air unit line for the North Vietnames is sparse compared to the US/SV line. the MiG15, 17, 19, and 21 are all in and autoproduced. the Il28 is on there too but the rate of autoproduction will be few (the NVAF were indeed reported to have been in possession of these aircraft. however, flying them into the teeth of American air defenses was considered suicidal). so, to make up for the lack of actual air units for the North Vietnamese, this position is loaded w/ anti-aircraft artillery and SAMs (37mm, 57, 85, 100 flak and SA2 sam's). and these AA units are cheap (and, so far, the AI has built alot of them!). so beware if you're the SV/US position b/c these air defenses are lethal.
and finally - the obligatory screenies:
northern portion of South Vietnam (in I Corps) near the DMZ, Route 9 leading to Khe Sanh, and Route 1 along the coastal lowlands
a shot of the mini-map complete w/ terrain features - i must say that i'm rather proud of this map
a shot of the Iron Triangle and Parrot's Beak areas near Saigon.
i'll post more info as i find the time...

this is one that i had been working on off and on for a while. now, i had tried to create such a scenario a longgggg time ago - long before i was really proficient enough to do so. however, these old versions were riddled w/ errors and quite frankly, they were garbage. anyway, my point is that this is the last of the 're-do's' for my scenarios.
scenario specs:
civs: there's only 2: North Vietnam and South Vietnam w/ the latter enjoying the benefit of autopro'd American units (more on that later)
map: for the first time ever, i'm using a map that i actually made from scratch

victory conditions: there's a number of VPs spread over the map. some are on South Vietnamese cities, some along the border areas of the western part of South Vietnam, and others are placed along the area where the Ho Chi Minh Trail existed. in sum, there's approximately 40 VPs for each side (NV & SV) to start out with. the goal will be for the South Vietnam position to hold out and preserve itself by a certain time frame (ie occupy all VPs inside SV, rid the VC/NVA from its border sanctuaries, and amass a certain no. of actual VPs). the NVA/VC position must conquer all of the VPs w/in South Vietnam as well as amass the requisite VP total.
tech tree(s): for the first time ever, i devised 2 seperate tech trees for this scenario. by that i mean that South Vietnam has its own line of techs and North Vietnam has their own as well. this was done w/ the old "era=none" techs (aka 'dummy techs'). each civ has 34 techs each. however, the South Vietnamese line has a tech which would become unlocked around early 1969 and it's called Vietnamization. it basicly obsoletes all of the buildings that autoproduce American units. so if you're the SV position, it'll be in your interests to 'make it happen' before you lose your meal ticket. the NV techs, otoh, are designed to gradually build up it's conventional forces (ie armor) and supplement it's existing force.
city improvements/wonders: this is the bread and butter of the scenario as one of the highlights of this war was the buildup by both the South Vietnamese and the communists. and this is accomplished by requiring nearly all city imp's and wonders to have any needed resource 'within the city radius' in order to build it. now, there's five distinctive resources which will allow for these imp's/wonders: USA (allows for the US wonders which autopro' the ground units), South Vietnam (used to simulate the disparity between the urban and rural areas of South Vietnam - mainly the city imp's available - iow, the rural villages depended on a more 'agricultural' lifestyle while the urban centers of SV were significantly more industrialized), Ho Chi Minh Trail (allows for the construction of the HCM Trail city imp's and wonders - these imp's are much different from the other city imp's and they're essentially a facsimile of the buildup of the VC base areas and their infrastructure during the war), North Vietnam (placed under every city in NV - done so that these mid-grade city imp's aren't built along the HCM Trail), and finally, Vietnamese Communism (a high-end resource much like the USA one - allows for construction of the high-end city imp's which grant nice production bonuses and also are nice targets for American fighter-bombers

unit lines: each civ has its own line of units (like i do for all of my scenarios).
South Vietnam's foot unit line includes ARVN Infantry, Regional/Popular Force militia, Marines, Rangers, and Paratroopers (the last 3 are all autopro'd). SV can build M113s but it can not build M41 mbt's (autopro'd). all US foot units (Infantry, Marines, Airborne, and Rangers) are autopro'd as are the mechanized units (M48 mbt's). arty pieces (105's, 155's, and 175's) are all able to be built. all fighter bombers can be built (a slew of them ranging from the f100, the f105, and the f4 w/ different variants of each one [there's a seperate line for the SEAD aircraft, too] filling out the f/b line). the a-1's, and later on the f5's, can be built but the ac130's and ac47's are autopro'd. the uh-1 and ah-1 gunships are also autopro'd (all for the AI's sake). transport helos like the uh1 "slick" and the ch47 chinooks are both buildable and autopro'd (so that the AI is forced to use them but the human player can build as many as he likes). the c130 cargo planes are in their too and can carry some of your light mechanized units. lastly, and definitely not the least, the b52's are autopro'd.
as of right now, i am not including sea units in the scenario simply b/c the US had such a massive superiority in this arena that it'd be like using an anvil to kill an ant

the North Vietnamese line of foot units include the NVA Infantry, Viet Cong Infantry, Sappers, and Rocket Infantry (only the NVA Infantry can actually be built - the others are all autopro'd by relevant city imp's or wonders). they also have a few arty pieces (75mm, 120mm, and 130mm iirc). the mechanized units for the NVA are all autopro'd. however, the list is long: t34's, t54's, t55's, type 59's, su76's, jsu122's, btr152's, btr40's, btr50's, btr60's, type63's, and pt76 lt tanks as well as type63 lt tanks. you might be asking: why all of the autoproduction of the mechanized units in this scenario? well, armor did not play much of a role in Vietnam outside of direct fire support and infantry support. as a matter of fact, there were only a handful of instances during the entiore war (before and after direct US participation) where mechanized untis from both sides met on the battlefield. so, keeping w/ historical reality, limiting the scope of mechanized warfare for the scenario seems like the best option. the air unit line for the North Vietnames is sparse compared to the US/SV line. the MiG15, 17, 19, and 21 are all in and autoproduced. the Il28 is on there too but the rate of autoproduction will be few (the NVAF were indeed reported to have been in possession of these aircraft. however, flying them into the teeth of American air defenses was considered suicidal). so, to make up for the lack of actual air units for the North Vietnamese, this position is loaded w/ anti-aircraft artillery and SAMs (37mm, 57, 85, 100 flak and SA2 sam's). and these AA units are cheap (and, so far, the AI has built alot of them!). so beware if you're the SV/US position b/c these air defenses are lethal.
and finally - the obligatory screenies:

northern portion of South Vietnam (in I Corps) near the DMZ, Route 9 leading to Khe Sanh, and Route 1 along the coastal lowlands

a shot of the mini-map complete w/ terrain features - i must say that i'm rather proud of this map


a shot of the Iron Triangle and Parrot's Beak areas near Saigon.
i'll post more info as i find the time...