WW2-Global

Roco,

Hmm... Is it possible then to have a great wonder that increases the size of Munich EVERY turn? Then wouldn't it go UP and then starve it down again? That would keep the city at least where it is for population...

As far as Turkey, well maybe have them in a locked alliance with the Axis then BUT without a MPP? Is that even possible? That way Turkey won't be dragged into the conflict unless someone attacks them but affords them a measure of protection from the Soviet player. Soviets would still take Persia though.
 
Adler,

Thank you for the report.

Yes, the deal with Japan is really a good one.

"All specialists are scientists and all cities can grow now" Adler.

That sounds like a good strategy! Its really a problem that AI not
can avoid starvation when there are enough tiles such as in the
case with Stuttgart and Munich.

"My cavalry division makes the final assault and takes the Polish capital. With the new RoP with Hungary I could use my units south of Warsaw. There are two Panzer. Perhaps I can take Danzig, too..." Adler

I have had some thoughts on making Poland controlled by France
since Germany under human control will occupy it in 2 weeks (in most cases).
For Germany under AI control it will take some weeks more.
On the other hand: Hungary will be integrated into Germany in version 1.4,
and thus there are already a "surplus" Civ.

One can argue that it could be used to make Canada and Australia
independent. However I do not think its a good idea. They were both
parts of the British Empire. Even if not London "ruled" Canada and
Australia, their foreign pocicy did not differ from Britain itself.

"BTW, why is Zagreb the Yougoslavian capital???"

A bug. Thank you for reporting it.

Have you decided if to invade England first or to strike East when
you have occupied France?


Thank you and welcome back.

Rocoteh
 
Yeah, I rescind my previous vote about making WWIII-Global instead of a big map for WWII-Global. This scenario seems so far along in development that you may as well take it to it's next logical step rather than starting from scratch... Besides there's already that World 2004 scenario out there if someone REALLY wants to play in the modern world.

And no, I didn't notice when Leningrad's culture took over the Mannerheim line. It wasn't too long though since my Soviet game was over by week 30, 1940.

Playtesting the Argentines just to watch how the AI handles the German in Europe... Germany razed Brussels and Amsterdam. :aargh:

What needs to be done to place all wonders in all cities? I tried to add a few (Hammerfest, etc) but when I tried to load the scenario I immediately got a .bmp error. Honestly, I've never fooled around with the editor much. If you'd like, I can take your original map and take the time to just put wonders in ALL cities and then send you map to save you the tedious work BUT I'd need to know what to do to avoid the .bmp error. I named the wonder, made sure it was clicked as 'wonder' and then placed it in the city. What am I missing that makes it give an error?
 
KristiB said:
Roco,

Hmm... Is it possible then to have a great wonder that increases the size of Munich EVERY turn? Then wouldn't it go UP and then starve it down again? That would keep the city at least where it is for population...

As far as Turkey, well maybe have them in a locked alliance with the Axis then BUT without a MPP? Is that even possible? That way Turkey won't be dragged into the conflict unless someone attacks them but affords them a measure of protection from the Soviet player. Soviets would still take Persia though.

KristiB,

No such Great Wonder is possible.

On Turkey: The game-engine does not permit a such solution.
One could of course hope for a last Conquest-patch from Firaxis
but I guess the chance for that is not great....

Rocoteh
 
Adler17 said:
The best solution for the Munich problem is still a bigger map!

Adler

Adler,

Agree! I have decided to complete the WW2-Global 362x326 project.
No target date yet.

Rocoteh
 
I also started a playtest with Argentina. I'm not sure what my final goals should be, but i'll see how it goes. So far i figured it could be possible to conquer all South America and then who knows? The whole world ? :)

I have built many workers in the first turns, then turned my attention to infrastructure. Temples, marketplaces, banks ,then factories and coal plants were built. Bought iron and coal from soviets, set science slider to 0, made on citizen a scientist in Buenos Aires (by the way the name appears Buenos Aries in the scenario - a minor bug) and wait for the money to come.

Having noticed that the only ground new units allowed from discoveries are flamethrowers i went for light land 1940. The offensive force would consist of countless artillery units, some tanks and cheap flamethrowers when they become available. Hopefully some MGL's would appear for creating armies. I don't think i'll be building many air units, except for some reconnaisance ones. Also i'll build some HMG, as tanks are considered better defenders than infantry when sitting in the same stack!
I'll guess this is so due to increased HP's.

Naval wise i don't think i'll be able to raise a powerful fleet (BB's can't be built) but i'll do my best. The 2 existing battleships could be enough for escorts, provided that a massive air support in terms of carriers is present. For now the mission of navy is to stay alive and gain as much experience as possible from weaker nearby enemies.

Speaking of enemies, the first obvious target is Chile and i already started the campaign after a decent ground army has been raised (about 4-5 tanks, 10 artillery pieces and 6-7 infantry for defense of key positions and military police). Our fleet prevailed and one of our BB is elite while the other is veteran. I only lost a destroyer and a coastal defense ship (strangely enough it lost attacking a submarine). Also all our tanks are elite units now (it's good they have blitz ability) and hopefully a MGL will appear soon enough.

Production is pretty good now with all cities nearly at maximum. Money are used for rush building and trades right now.

As for the other parts of the world thing were happening alright, lots of wars going on, but i don't have time right now to watch them. Still i noticed lots of small nations declaring war to larger ones but peace was signed soon enough to prevent extinction.
The germans appear to have made good progress, taking Paris and Brest.

More to follow soon.
 
KristiB.,

"Yeah, I rescind my previous vote about making WWIII-Global instead of a big map for WWII-Global. This scenario seems so far along in development that you may as well take it to it's next logical step rather than starting from scratch... Besides there's already that World 2004 scenario out there if someone REALLY wants to play in the modern world"
KristiB.

Yes, in fact its 95% I will complete WW3-Global

On World 2004:

I have not downloaded World 2004, but I saw a map of it that
someone have uploaded here at CFC.

Out of that map I can draw the conclusion that the producers of
that scenario have goals that in most cases differs from the goals
I have for WW3-Global.

"And no, I didn't notice when Leningrad's culture took over the Mannerheim line. It wasn't too long though since my Soviet game was over by week 30, 1940.

Playtesting the Argentines just to watch how the AI handles the German in Europe... Germany razed Brussels and Amsterdam.

What needs to be done to place all wonders in all cities? I tried to add a few (Hammerfest, etc) but when I tried to load the scenario I immediately got a .bmp error. Honestly, I've never fooled around with the editor much. If you'd like, I can take your original map and take the time to just put wonders in ALL cities and then send you map to save you the tedious work BUT I'd need to know what to do to avoid the .bmp error. I named the wonder, made sure it was clicked as 'wonder' and then placed it in the city. What am I missing that makes it give an error" KristiB.

On Leningrad: I will find a solution.
I really appreciate if you want to help me with very tedious work of
placing wonders in all cities. Its probably best to wait some days
though to see if the theory really is correct.
The reason to why you get an error-message is probably that you
have to write a Civilopedia entry. As you can see I use:
BLDG_United_Nations for all wonders.

Rocoteh
 
mircea74,

"I also started a playtest with Argentina. I'm not sure what my final goals should be, but i'll see how it goes. So far i figured it could be possible to conquer all South America and then who knows? The whole world ?"
mircea74

This will really be interesting to follow. To conquer South America
should be possible.

"by the way the name appears Buenos Aries in the scenario - a minor bug"

I have fixed the bug now. Thank you for reporting it.

"Having noticed that the only ground new units allowed from discoveries are flamethrowers i went for light land 1940. The offensive force would consist of countless artillery units, some tanks and cheap flamethrowers when they become available. Hopefully some MGL's would appear for creating armies. I don't think i'll be building many air units, except for some reconnaisance ones"
mircea74

It sounds like a good strategy.

"Naval wise i don't think i'll be able to raise a powerful fleet (BB's can't be built) but i'll do my best. The 2 existing battleships could be enough for escorts, provided that a massive air support in terms of carriers is present. For now the mission of navy is to stay alive and gain as much experience as possible from weaker nearby enemies."mircea74

Agree. Ground forces should have priority.

"Speaking of enemies, the first obvious target is Chile "mircea74

Yes its hard to see a better alternative.

Thank you for the report and welcome back.

Rocoteh
 
eric_A said:
What DrNick is describing about carrier air being able to sink large ships is
exactly the reason I introduced the hit point reduced "capital ship" concept
into my TOS scenario. I also made the AA factor for all of the basic type
destroyers 0. There is a tech called fire control systems which allows
construction of an advanced destroyer, which has AA. The old destroyers
can be upgraded.

I gave the torpedo bombers a lower defence factor than dive bombers so
they die a lot faster.

As far as the AI and carriers, what I have seen in my TOS scenario is
after the attack on Pearl, they fly off all their bombers to land bases and
park the carriers for the rest of the war.

eric_A

Thank you for your comment.

I think what you mention here is very interesting, and I will consider
to change the AA-values for destroyers and bring in an Post-1939
destroyer into the scenario.

I will also probably change the stats for carrier based bombers
and torpedo-bombers.

Welcome back.

Rocoteh
 
ComradeDavo said:
Been playing lots lately :)
Nice idea with teh wonders Rocoteh :goodjob:

Couple of suggestions for Japan -

Add special fortress units to the home islands cities to prevent US marines storming in and taking them. I lost Osaka (razed) to the US about half hour ago on turn 15.....lost my stomach for that game now! I have decided to add 2 special fortress units to each city on the Japanese main island (so Osaka, Tokyo etc) to prevent this happening in future whether I am playing Japanese or not.

Japanese infrantry movement should be increased to 2, because the Japanese troops were very efficent at the jungle warfare of Asia and the pacific.


I read somewhere that Turkey was sympathetic to the Axis cause during world war 2, only declaring war when it was sure that Germany had lost. Maybe I am wrong. At any rate a locked allaince would see them wiped out pretty swiftly me thinks.

ComradeDavo,

Thank you,

Very good idea on Japan home cities! I will implement in version 1.4.

On Japanese infantry: I will consider your idea on this.

Yes you are right on Turkey. I will probably avoid a unhistorical solution.

Welcome back.

Rocoteh
 
Shouldn't Saigon be a coastal city?

Edit: When will you add Attu, Kiska and Dutch Harbor?
 
Note to all players of this scenario: I am not sure that the tech advances that show units in the box on the tech tree page are the only ones that give units. I was playing Italy and saw that some advances had what seemed certain to be Italian air units, but there was no picture in the box. I am at a loss as to how to figure out whether any particular country gets new units with each tech. Some, like panzergrenadier are obvious, but others are much less so. I know if Rocoteh was to try and list which countries get a unit in the pedia entry for it, it would take him a very long time. I'd try and maybe do that for him but I have no idea which countries get what. :( Especially ones like Turkey,etc.

Rocoteh: I don't think Turkey needs to be protected from Soviets. In Multiplayer version this may be an issue to look at;in the single player version Turkey is pretty tough;I don't remember ever seeing a Turkish city fall....all those mountains. :rolleyes:

Turkey update: Week 46,1939- Port Suez(NE of Khartoum, on the red sea) razed. Germans take,don't raze lublin(wonder city).
Week 47- Interesting! Italian army of 21 Inf.,2 Marine,6 artillery,and two flak shows up near Bucharest and helps defend the Romanians! :eek: They were near Belgrade when G. took it,last I saw. They use the 6 artillery to visciously bombard Soviets, including destroying a RR tile imp. Djibouti razed(that happens almost every game).
Week 48- Yenan falls, not razed(Wonder city?). I notice the Italian divisions that are listed as mountain units that they started the game with are still regular infantry,not the new Italian Mtn. infantry;an oversight? Bloody battles between Odessa and Bucharest,they trade marines and armor units. Italian artilllery in this stack will continue to bombard every turn that I see. I have a good vantage point now on the oil hill in Romania. ;) A great show! Plus I am showing Turkey's bias towards the Axis by protecting their oil from the Soviets. :mischief:
Week 50- Alexandrovsk razed.
Week 1,1940- Big turn for events. Riga, Lvov, Minsk razed! UK city NW of Mayale razed. Chungking falls to Japan, La Coruna to France;think both of these are Wonder cities. Soviets make peace with axis.
Week 2- Sian taken by Japan
Week 3- Round 2, this time Soviets DW on Japan instead of the other way around.
Week 4- Brazil DW on US??? I see a greek worker clean up pollution near Athens! Sadly,two turns later it becomes polluted again. :crazyeye:
Week 5- Mut(Egypt) falls to Italy. Kiev to Germany. Chengtu to China; Japan is doing rather well in this game too. More reports later.

I notice the MRD is well in hand;I've seen the Axis take several out, and only Petsamo has been taken by Soviets so far. Soviets have lost plenty in Eastern Europe. Those three cities in the Baltic states area being razed on one turn was a shock! :eek: I don't think they were Wonder cities though. Also, I think they were size 1 when they were taken. AI cites near their combat fronts tend to shirnk rapidly(conscription?).

My infrastructure is coming along nicely. Factory and Hydro plant complete in Ankara, Iron works six turns away. Looks to be about 164 shields/turn at my current configuration for other cites with the tiles. Debating whether i should build the Manufaturing plant as well. Not sure what that will add really, I am losing track of the multiples. :lol:

I don't know if the 1-15-0 Special Fort Infantry would be enough to stop the US Marines in Japan, I never looked at their stats before;you mean they were HIGHER?! :eek: Wow, they look nasty! I don't think I like Japan getting 2 move Infantry;wouldn't that by default give them retreat/blitz? I think just giving them the jungle move for less/free? would be more appropriate. Japan's Infantry was not big on retreating anyway, right?

I am thinking if you want less HMG built, then up the cost a bit more and see if you can find the break point where the AI decides to build/not build it. I know as Turkey I plan on buying some no matter what since my best defender is the combat engineer otherwise. :p

Dropping the AA from starting destroyers/light cruisers would go a long way towards making air more viable/deadly vs. navy. You just need to figure out when to put the more advanced versions in time-wise. Maybe make an earlier version for the Allied major players? Like DD 1940 and DD 1941 for others.

I think it is good you left regular Infantry with amphibious;it will help the AI, and using regular Infantry in such assaults will be costly for sure. How many marines did the Soviets start with? I have seen I think like 3-5 so far of Soviets near Odessa. Not sure if they started with those, or if they are building them. I will keep an eye on it.

Edit: I've just had an odd thought;I notice a lot more workers running around in AI countries early on, in v. 1.2 there seemed to be very few. Could the increased costs of the buildings be causing the AI to build more workers?
 
I´ll try to invade the British first, but I need transports before I can do so. However I still fear the Soviets could strike first. Most units will be in the west... However IF I can do I will invade Britain first. Then I have a free back in the East. I still have to see. Like Moltke once said: A plan does not survive contact with the enemy!

Adler
 
Looking for some help from people playing to help me confirm that the wonders are indeed working to avoid razing and here's what I'm hoping people will look for...

Early in the game, Hammerfest is almost ALWAYS attacked and, from the games I've played, it's ALWAYS razed. Can you guys check to see if that has held true in your games as well? Send me a PM here with a note if it surved in your scenario if you would please. :) Thanks
 
P.S.Y.C.H.O. said:
Shouldn't Saigon be a coastal city?

Edit: When will you add Attu, Kiska and Dutch Harbor?

P.S.Y.C.H.O.,

On this scale its reasonable to count it as a coastal city.
I will change it in version 1.4.

I will probably add Attu, Kiska and Dutch Harbor in 1.4.
That part of the Pacific War is missing now.

Rocoteh
 
Adler17 said:
I´ll try to invade the British first, but I need transports before I can do so. However I still fear the Soviets could strike first. Most units will be in the west... However IF I can do I will invade Britain first. Then I have a free back in the East. I still have to see. Like Moltke once said: A plan does not survive contact with the enemy!

Adler

Adler,

That is for sure true!

Rocoteh
 
KristiB said:
Looking for some help from people playing to help me confirm that the wonders are indeed working to avoid razing and here's what I'm hoping people will look for...

Early in the game, Hammerfest is almost ALWAYS attacked and, from the games I've played, it's ALWAYS razed. Can you guys check to see if that has held true in your games as well? Send me a PM here with a note if it surved in your scenario if you would please. :) Thanks

Please also report it here in the WW2-Global thread!

Rocoteh
 
Ok, I can confirm that the wonders do NOT prevent auto-razing at population 1...

I took Roco's Barbarossa scenario (faster loading times for a test), emptied a city that the AI would attack, reduced it population 1, added a great wonder, and then watched the AI raze it anyways. I also attacked it myself playing the Germans and it also 'made' me raze it.

At any rate, I have a WWII-Global map now with wonders in ALL cities and will be playtesting that today to watch to see if they prevent, or at least cut down, on the AI razing cities.
 
Sasebo,

"Rocoteh: I don't think Turkey needs to be protected from Soviets. In Multiplayer version this may be an issue to look at;in the single player version Turkey is pretty tough;I don't remember ever seeing a Turkish city fall....all those mountains. " Sasebo

That is good news since I want to avoid having Turkey in an
locked alliance.

"Week 47- Interesting! Italian army of 21 Inf.,2 Marine,6 artillery,and two flak shows up near Bucharest and helps defend the Romanians! They were near Belgrade when G. took it,last I saw. They use the 6 artillery to visciously bombard Soviets, including destroying a RR tile imp." Sasebo

A surprise!

"Week 48- Yenan falls, not razed(Wonder city?). I notice the Italian divisions that are listed as mountain units that they started the game with are still regular infantry,not the new Italian Mtn. infantry;an oversight?"

Yenan is not a Wonder city. I had plans to give the Italian Mountain
infantry special move cap.. Will probably implement it in version 1.4.

"Week 1,1940- Big turn for events. Riga, Lvov, Minsk razed! UK city NW of Mayale razed. Chungking falls to Japan, La Coruna to France;think both of these are Wonder cities. Soviets make peace with axis." Sasebo

That is very bad news, since Lvov is a Wonder-city!

"I notice the MRD is well in hand;I've seen the Axis take several out, and only Petsamo has been taken by Soviets so far. Soviets have lost plenty in Eastern Europe. Those three cities in the Baltic states area being razed on one turn was a shock! I don't think they were Wonder cities though. Also, I think they were size 1 when they were taken. AI cites near their combat fronts tend to shirnk rapidly(conscription?)." Sasebo

On the razing: Yes I agree its very disturbing that AI act like this.
Worst is of course the razing of Lvov!

"AI cites near their combat fronts tend to shirnk rapidly(conscription?)."
Sasebo

I think you are right.

"I don't know if the 1-15-0 Special Fort Infantry would be enough to stop the US Marines in Japan, I never looked at their stats before;you mean they were HIGHER?! Wow, they look nasty! I don't think I like Japan getting 2 move Infantry;wouldn't that by default give them retreat/blitz? I think just giving them the jungle move for less/free? would be more appropriate. Japan's Infantry was not big on retreating anyway, right?" Sasebo

I will analyse this subject more.

"Dropping the AA from starting destroyers/light cruisers would go a long way towards making air more viable/deadly vs. navy. You just need to figure out when to put the more advanced versions in time-wise. Maybe make an earlier version for the Allied major players?" Sasebo

Yes it should be a way to go.

"I think it is good you left regular Infantry with amphibious;it will help the AI, and using regular Infantry in such assaults will be costly for sure. How many marines did the Soviets start with? I have seen I think like 3-5 so far of Soviets near Odessa. Not sure if they started with those, or if they are building them. I will keep an eye on it." Sasebo

The above mentioned was my thought.
Soviet start with no marines so the units you observed have all been built.

"Edit: I've just had an odd thought;I notice a lot more workers running around in AI countries early on, in v. 1.2 there seemed to be very few. Could the increased costs of the buildings be causing the AI to build more workers? "
Sasebo

Its possible. I would not rule it out.

Thank you and welcome back.

Rocoteh
 
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