WW II December 1941

but if you only increase the maintenance cost for the american-only units, the other civs shouldnt be affected, right?
 
mmm... tech research seems to go too quickly for US, taking into account that i can put it at 100% and still make money.
i know it´s the superpowerful industrial USA, but can you try balancing that? maybe increasing the maintenance per unit /incremental cost per new unit built of the same type?
doesnt seem to be fair for the other civs, under the current circumstances.

yup im on turn 35 as the germans and the usa have 3 more techs than i do... usa should not have rocketry before germany... theusa also has a ridiculous amount of resources i mean 35 corn??

oh its 1944 and the world is at peace :king::king::king::king:

it takes way to many turns to build stuff other than tanks so i made peace so i could grow my cities a bit... 20 turns for a battleship 15 turns for a submarine.. 388 turns for a goodsfactory.. 22 turns for a cinema.. 19 turns for airbase.. i mean its ok.. but makes it almost impossible to build a navy. and i think the axis nations should be locked in together as teammates same with the allies... and war should be locked aswell.

enabling vasals would be cool.. aswell
 
tech tree is going to adapted. With more choises , like germany can build v1 rockets, they already have blitzkrieg etc.
As for team up for axis; it makes them too strong. And it's not very realistic, as it turned out too be. It was not a solid team ;)
As for locked war, i'll make 2 maps, you can choose. I would love to see germany conquered and then it would advance into wwIII. That's why i did not lock war/peace. The world evolves a bit more. Soviets have to protect their japanese border, it would become to easy too trow everything into the war with nazi germany. They did in the real war but only because they knew japan did not want to go to war with su.

For the future i want to make a 1944 or 1945 scenario.
 
ok, i´m carrying out a d-day style invasion of france, and it seems that my troops dont suffer a "movement in enemy territory" penalty? not sure how to call that, but i noticed in other scenarios that when you are moving in enemy land, the unit movement is reduced. i really like that feature
any thoughts on that?
 
ok, i´m carrying out a d-day style invasion of france, and it seems that my troops dont suffer a "movement in enemy territory" penalty? not sure how to call that, but i noticed in other scenarios that when you are moving in enemy land, the unit movement is reduced. i really like that feature
any thoughts on that?

Because all the units u build have the exp upgrade unit can use enemy roads looks like ^ with a * under it

i know my units all have this aswell.

instead of a 44 or 45 scenario i would rather play a 1938/39 scenario with an expanded tech tree.. that leads into the years of 2000. with advanced techs and units.

you are correct about the axis as japan did not attack russia as germany had wanted them to...

maybe making italy germany's vassal?
united kingdom has many vassals so it seems fair

and realistic turns to make buildings.. perhaps make it 4 turns per month like julyweek1 julyweek2 julyweek3 julyweek4 so each year would be 48 turns. then it would make sense if things cost 22 turns to build stuff. or 2 turns per month resulting in 24 turns per year.
 
Because all the units u build have the exp upgrade unit can use enemy roads looks like ^ with a * under it
good point, i´ll check that

maybe making italy germany's vassal?
mmm... not sure about italy, but what about romania and other minor axis allies?
 
All land units have the promotion commando. It came with the original 1914 mod from dacubz. Personally i like the idea. You can advance normally, even in enemy territory. So the base movement of a unit stays pure.
The counter part is that it takes more movement points in all plots than normal. Forrests and hills also have really negative inpact on movement. Therefore roads, railways and highways become more important, but not that cheap to build.
Ex: At the start germany has a few cities surrounded by soviet culture and not that many good roads. So you need good logistics to keep the war going. On top of that healing is hard, you need clinics/hospitals, wich are rare in occupied territory, so medics and ambulances are important, but also rare.
So advancing with large stacks of units without support is foolish.


"Gentlemen, the officer who doesn't know his communications and supply as well as his tactics is totally useless."
- Gen. George S. Patton, USA
 
All land units have the promotion commando. It came with the original 1914 mod from dacubz. Personally i like the idea. You can advance normally, even in enemy territory. So the base movement of a unit stays pure.
The counter part is that it takes more movement points in all plots than normal. Forrests and hills also have really negative inpact on movement. Therefore roads, railways and highways become more important, but not that cheap to build.
Ex: At the start germany has a few cities surrounded by soviet culture and not that many good roads. So you need good logistics to keep the war going. On top of that healing is hard, you need clinics/hospitals, wich are rare in occupied territory, so medics and ambulances are important, but also rare.
So advancing with large stacks of units without support is foolish.


"Gentlemen, the officer who doesn't know his communications and supply as well as his tactics is totally useless."
- Gen. George S. Patton, USA
ok, that sounds pretty convincing, hehe. i´ll have to make further tests
in any case, this new version has been really fun so far
 
sorry2baked:

The reason i chose a 1941 scenario is that all cards are on the table. If i make an earlier scenario i would have to make for example japan declare war in 1941. Simple fact is that i don't know how. A 1938 scenario would be very interesting, i agree.

oh yea i understand how do u make people declare war.. i guess you would have to take a look at Road to War mod i believe they have it like that
 
and realistic turns to make buildings.. perhaps make it 4 turns per month like julyweek1 julyweek2 julyweek3 julyweek4 so each year would be 48 turns. then it would make sense if things cost 22 turns to build stuff. or 2 turns per month resulting in 24 turns per year.

Yes, i was thinking about that. But it would have consequences for the tech tree. But i am already planning on a revision of the tech tree so that can be fixed. It would probably be more realistic. Good plan! :thumbsup:
 
Yes, i was thinking about that. But it would have consequences for the tech tree. But i am already planning on a revision of the tech tree so that can be fixed. It would probably be more realistic. Good plan! :thumbsup:

Ya for sure the techs are affected but its way more fun when ur getting new techs every 4-8 turns.. rather than 10-20 turns
 
Civ4ScreenShot0023.JPG

Started working on the tech tree. Progress slow because lack of time, and having a lot of ideas when working on it :D
 
Here is a sugestion for u: at the start of the scenario no ship having ability to see invisible subs and nations would have to discover a tech that would allow them to see subs.

This was in a civ III scenario and it worked well. So I became very keen on the idea.
 
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