World War II: Pacific Theatre in progress - Recruiting a modder (maps in thread)

harmonic42

Chieftain
Joined
Oct 7, 2010
Messages
23
I am a huge World War 2 fanatic and history buff, and I've been creating a map of the Pacific Theater with as much attention to historical details as possible. I built the map (from Dehli to Montreal) from scratch, and have completed the city placement, buildings, names, tech levels, policies, and cultural borders. Still working on tile improvements.

The only problem is... I am unable to make any sense of the modding tools, and I am looking for a fellow WW2 buff to join me on this project and create the ruleset needed to establish true historical accuracy and gameplay balance. (Of course, a lot of that depends on official patches fixing a series of AI and balance issues with the game proper...)

There are only 2 playable civilizations, the Japanese Empire and the USA, but that might be extended to the British Empire, as they did have a sizable presence there. The free Chinese, the Dutch East Indies, the USSR, and Latin America are also included as non-playable or city state civilizations. (Their presence in the pacific theatre was too insiginificant to justify a playable civilization.)

As you can see from this image:
ww2pac.png

The smaller window is the political map from November 1941.


CIVILIZATIONS:

In addition to Tokyo, Kure, Okinawa, and Sapporo, Japan has fully incorporated cities: Seoul, Taipei, and Bangkok, and puppet cities: Peking, Mukden, Shanghai, Nanking, Wuhan, Hanoi, and Saigon. Their empire also includes a number of island bases in the Pacific, including Iwo Jima, Marcus, Saipan, Palau, Truk, Marshall Islands, and Tarawa.

The USA has several large and highly productive cities: Washington DC, New York, Chicago, Minneapolis, Houston, New Orleans, Miami, Denver, Seattle, San Fransisco, Los Angeles. Its Pacific bases include Hawaii, Dutch Harbor, Attu, Palmyra, and Midway. It also has puppet cities: Guam, Manila, Davao, Panama, and Wake Island.

The English Empire includes all of its imperial holdings in India, Sri Lanka, Malaysia, Brunei, Singapore, and Hong Kong. It also encompasses some of the minor island nations near Australia for simplicity's sake, such as Guadalcanal, Espiritu Santo, and Fiji. I have included all of Canada, Australia, Port Moresby, and New Zealand into the English Empire, even though this is not historically accurate, as Australia and Canada were independent nations at this point. However, for gameplay reasons, I feel it is not necessary to separate the English and Australian or Canadian forces.

The Chinese have little remaining (true to history) but 3 cities, Chungking, Chengdu, and Kunming. They also have scattered territory that hampers the continuity of the Japanese imperial holdings in mainland China.

While the USSR was very powerful, it did not have a strong presence in the Pacific. It did field a strong enough ground army to make any Japanese aggression a foolish pursuit, however, it had practically no naval presence, and no interest in declaring war on Japan until much later. Therefore, the USSR only has 3 cities, Irkutsk, Khabarovsk, and Vladivostok.

The Dutch East Indies include the major cities in Indonesia, which will hold a good amount of oil resources. The Latin American city state is indended only to fill that space, and includes Mexico City, Lima, and Santiago.

OVERALL:
True to history, the Japanese Empire has a very difficult battle in store, facing the huge industrial capacity of the US. However, it will begin with a superior navy and air force than the allies, and much of Southeast Asia will lay ripe for Japanese conquest in the beginning. With only a small amount of industrial capacity, Japan needs to preserve its military, as it will be much more difficult to replenish lost units nearly as fast as the Americans can. To balance the staggering difference in productivity, I have given the Japanese Empire cultural policies in the Autocracy tree, populism and such, but not fascism or total war. That combined with Bushido makes their units pretty fearsome!

--------------
MODS NEEDED:

-Turns to progress in months, beginning in December, 1941. (Maybe even half-months)
-Technology needs to be very slow-going, so that the US will be able to discover atomic bombs by mid 1945 given a strong emphasis on science.
-Ship movement is wacky. Destroyers should have 5 movement, carriers 4, subs 3, battleships 4.
-Diplomacy: Japan starts at war with the allies (USA, England, Dutch, Chinese) while the USSR and Latin America are neutral to everyone. The only diplomatic conditions that should be able to change are those between the USSR and Japan/USA.
-Removal of +2 ship movement from English
-No settlers, purchasing tiles or cultural expansion
-No wonders allowed besides Manhattan Project, Pentagon (Both built during WW2 but after 1941)
-Victory conditions: The capture of Tokyo for the allies, capture of Hawaii + Delhi + Sydney + Chungking for Japan

I welcome other ideas. Modders, please rise to the occasion, this could be a very fun scenario!
 
Wow, I've been looking forward to map like this can't wait xD

btw does the U.S start at war with Japan?
 
For now, yes. I suppose it could start not at war quite yet, and let the Pearl Harbor attack trigger a war, but it just seems easier to just start with them at war. But none of it will be possible without the help of a modder. I miss the good old days when the world builder actually gave you the scenario options, rather than having to mess around with programming languages. :(
 
Wow! With any luck this'll be like that Civ3 Conquests scenario that dealt with the War in the Pacific. I loved that one. One thing, though...

harmonic42 said:
The Chinese have little remaining (true to history) but 3 cities, Chungking, Chengdu, and Kunming. They also have scattered territory that hampers the continuity of the Japanese imperial holdings in mainland China.
Actually, the Japanese holdings were focused around the eastern coast and some isolated spots on the southeast.

Spoiler :
Japanese_Occupation_-_Map.jpg

The Republic of China still had a considerable measure of control over the country, and then there were some other warlord-ruled territories, like the Guangxi Clique to the south. Not to mention a tiny communist China led by Mao Zedong. Those small players could be city-states, but I think it'd be interesting to play as the Chinese nationalists.

I'll see if I can make the time to help this scenario some. I have some experience with XML modding (I could easily change unit speeds and create entirely new ones), but I've never meddled with the details of scenario-crafting (like time-scale and specific victory conditions), nor created tech trees from scratch.
 
Um, I don't want to commit to anything, but could I make a tech tree design for you? I created one for a personal mod I'm doing, and I think I did a great job formatting it. I could make one for you if you'd like.
 
Looks like a fantastic map, a great start to a WW2 pacific mod :thumbsup:
 
Later on than 1940, the Japanese made greater inroads into China, having control over most of its major productive cities. Most of the land-based fighting from 1942 to 1945 took place in the chungking area. I suppose Xian could be added to the free chinese cities. While the Japanese controlled areas were geographically not huge, they were the core of the Chinese population, except for the sezchuan area and pockets of resistance in the SEern highlands. Keep it mind, the land war in Asia was mostly a stalemate, and the Japanese cities in china will be puppets, so I want to keep the circumstances as close to that as possible, of course, a human player could easily break the stalemate. I suppose I could make China playable too.

As far as tech trees, don't really need a custom tree. It's fine the way it is, allowing for extended wars going into more advanced military technology. I just thought it would be accurate to have technology accumulate pretty slowly, to keep the same military equipment around throughout the historical war period (through 1945 at least) The important thing is to try and balance production times, research times, etc. It took Japan what... 2 years to build Yamato? So it would be important to balance production times to keep things accurate... how it was pretty crucial for the Japanese not to lose their powerful pre-battle of midway navy.

So yeah, if anyone wants to join in on the project and make it a team effort, my email is harmonic42@gmail.com. I can pass the map file around and see what people think, maybe if someone has some more advanced ideas, such as separating japanese and american units even. I mean, they did field very different military machines in the war after all. For example, the default Civ5 Zero will have a great advantage in this scenario, but in reality, the A6M series reisen fighter lost its edge pretty quickly with the advent of the F4U Corsair and especially the F6 Hellcat. There were better Japanese fighters in blueprints that never got made, such as the much larger, Corsair-inspired A7M Reppu. Also, early on, the Japanese surface naval power was far superior to that of anyone else in the Pacific, and was only slightly surpassed later on with the proliferation of American-made ships such as the South Dakota class BB, the Baltimore and Cleveland Cruisers, the Essex carriers, fletcher DD's, etc

Does anyone think the map should be bigger? I would hate to have to redo the cities >_< But it seems a bit small at 99x60, especially considering the immense speed of destroyers in Civ5.
 
You might want to play that Civ3 Conquests scenario I mentioned if you get the chance. Came with the expansion itself, and may be a good source of ideas. The turn scale was month-based, it had some custom buildings and units (with custom graphics, but that may be too much for a first version) and an entirely unique tech tree.

The Hearts of Iron series might be another nice source of ideas, particularly for a potential focused tech tree.

Off the top of my head, you could have a number of progressive technologies that grant consecutive levels of free promotions, which immediately boost the combat effectiveness of unit types upon breakthrough: there could be Infantry, Armour, Artillery, Naval and Air branches, for instance (I believe Civ5 by default has these unit classes). There could also be other technologies that increase industrial efficiency and/or unlock new, custom buildings.

As for the AI, yes, it all depends on patches, but I wonder if it's possible to have a scenario somehow guide particular AI players down vaguely-defined courses of action. Like, for example, point Japan at China, Southeast Asia and Pearl Harbor, to begin with. I don't know if the Civ3C scenario did this, or if it was just a carefully designed context with the standard AI thrown in.
 
One thing I would recommend is lessening the Japanese 'win' scenario to, say, Hawaii or Brisbane, maybe San Francisco if you want a stretch. They weren't really interested in conquering the continental USA.
 
Could be something like... Delhi, Chungking, Hawaii, Sydney for Japan. :) Let's face it, historically it's hard to imagine a scenario in which Japan comes out victorious, but I do understand the need to balance for gameplay reasons.
 
It is pretty possible. If the carriers at Pearl Harbor didn't go out for various exercises, they would also be heavily damaged (affording some resistance to Japan, of course) and would take weeks, if not months, to raise from the bay like the damaged battleships were.

If they didn't crack the code, or even if they changed the code once after war started, they would have no Idea the alaskan attack was a feignt and would have hit Hawaii.

Without carriers, they can sweep the now nonexistant battle of the Coral Sea.

:( Oh well. Possiblities.
 
Yes, there is a ton of speculation, but with an American GDP being literally 10 times higher than the Japanese GDP, better military and industrial technology, no oil constraints, and a vengeful populace, it is generally agreed that Japan was doomed regardless of how the war turned out.

As much as I'd love to theorize, the subject of the thread is getting modders interested in this project. ;)
 
Make Nationalist China a playable nation, give it a few city states that the Communists can take away. (warlord supporters)
Chinese City states of independent people.
Communists Chinese under Russian Sphere of influence, but make it so Russia won't protect it.
 
Hmmm, not really looking to focus on communist China, nor wanting to add too many different civilizations, when having one all-encompassing chinese civilization will suffice. Much like Canada and Australia are part of the English civilization.
 
You're probably aware of this site, but there's the link anyway. It can prove to be a great source of information.

It also has an article about Japan's grim economic realities in relation with its foe on the other side of the Pacific. According to said study, the United States had:
- Nearly twice the population of Japan.
- Seventeen times Japan's national income.
- Five times more steel production.
- Seven times more coal production.
- Eighty (80) times the automobile production.
But I digress. For the purposes of gameplay, the difference shouldn't be anywhere near this drastic. A Japanese player would naturally have it harder than an American one, but not brutally so. Likewise, playing as the US shouldn't be, comparatively, a walk in the park either. This isn't to say it was a walk in the park in real life, of course, given the war still went on for almost four years after Pearl Harbor.
 
Heh, yeah. The economic and industrial disparity was insanely skewed in favor of the US. However, the US did have Germany to deal with as well, and that will be taken into account. Also, for a short while, Japan's Navy was the dominating force in the pacific, before the US started caring enough to build a new, modern one of its own. So, at least the Japanese player will start with a very experienced and powerful navy/air force, and a sizable amount of troops in China. Plenty of time to beat up on its weak neighbors before America gets rolling.
 
I would like to help, harmonic. I'll start testing with game speeds and start dates. :)

EDIT:
Getting it to progress by month was pretty easy, (12 turns gets you a year), but I just to actually display the month now. Start year is easily set in the scenario editor, but it doesn't seem like that game suports smaller increments than one month. :(
Changing the speed of research (indeed everything) can be done with the same settings that determine game speed, but you'd need to play with the numbers to get it right.
Ship speeds are simple xml edits. (And you're thinking Battleship and Carrier speed 4, Destroyer speed 5?)
 
Thanks for your help!

I'm thinking Destroyer 6, carrier 5, sub 5, battleship 4.

Oh, while we're at it, should probably nullify the English's civ bonus. They performed ridiculously poorly in the naval battles of the pacific theater and should probably not get such a huge advantage of +2 movement for all ships.

I've encountered a couple other problems. In previous civs, you could take a normal save game, save as scenario, and bam, there's your scenario. But not here... and there are several things that happen on turn 1 that need to happen before the scenario begins, such as trade routes, diplomatic ties, and contact with city states. Not to mention, if you place the porcelain tower where it needs to be (in Nanking under japanese control) it pops them a free great scientist. >_<
 
Well, you'd better update your first post with those additions.

Also, how are we going to compile all this? I can send you the mod components, I guess...

Oh, while we're at it, should probably nullify the English's civ bonus. They performed ridiculously poorly in the naval battles of the pacific theater and should probably not get such a huge advantage of +2 movement for all ships.

I'd imagine that we'd need to change the civs leaders to accurate ones: FDR, Winston Churchill, Tojo, Chang Kai Sheck, etc, and ideas for leader traits for each.
 
If you think about it, a lot of things need to be changed.

- Japan's trait is quite accurate even in the period of the scenario, but the United States' UA would have to be tweaked or remade completely (maybe to reflect its superior economy and industry). Great Britain probably needs a new trait as well.
- Cultural borders would have to be frozen as they'd represent political boundaries: civs would only be able to expand through the conquest of cities. Similarly, founding new cities wouldn't be possible (no settlers).
- Civ5's modularity is hurtful in this case, as the scenario needs to dispose of a lot of content that doesn't fit its scope. If there's going to be a custom tech tree, the old one needs to go. Same with, say, building lists: the player needn't worry about very basic stuff like temples, theatres or libraries. There may need to be a host of special buildings unique to this scenario, to reflect the focused nature of it. Say it covers from November 1941 to January 1947: that's only 74 turns, so every aspect of the scenario has to be mindful of that.
 
Back
Top Bottom