WW2-Global

Tomislav said:
Hello everyone
First, pardon me on my bad english.

This is my first post here. I am also fascinated with the WW2. I think that some of the regular (or better say elite :D ) posters here are real masters in knowledge.

Rocoteh, I think you might find this interesting: Civ4 - SCENARIO: WW2 - the European Front by gerbilmuncher. There is also another one scenario from yesterday...

I didn't download your scenario, due to my bad internet connection, but it is obvious that this is great job! I just wanted to suport your great work. :goodjob:

Greetings from Croatia

Tomislav,

No problem with your english.

On the Civ 4 scenario: I have noticed it.

Thank you for the positive words. I hope you will download WW2-Global
later on.

Rocoteh
 
Bob1475 wrote: "... I think some consideration should be made for eliminating artillery or handling it like marines and paratroopers i.e. limited automatic production. ... Taking away artillery would truly the balance the game. For your consideration."

Well my 2 cents on the issue of artillery: If - a big IF that is- if you want to touch the artillery issue again, I would suggest the following: Do not eliminate artillery units and don't make them auto-production either, but instead take away the lethal land bombardment of artillery. THAT would stop players from moving about with nothing but huge stacks of guns and rockets, blasting everything in sight. At the same time, it would also be more accurate historically, because in real life artillery is devastating, but as WWI showed, rarely ever able to really destroy an entire unit for good. In gameplay terms, you could still weaken considerably any opposing units by artillery bombardment, but you would need to bring along some real fighting units to move in for the kill, to "put some boots on the ground". The elimination of artillery would also be bad for the reason that it would result in the Fortress unit to become all but invincible.

So, artillery should be kept in the game as it is, but maybe without lethal land bombardment.


On a sidenote: I was just considering giving up my current 2.1, Demigod, Germany game, week 40, 1942, having conquered practically all of Europe, the British Isles, all of Africa an the Middle East, when all of a sudden - the Norwegians attacked! They had secretly moved a stack of almost 150 Infantry (!) :eek: all the way around the baltic sea, to strike at German held Riga. Now, THAT was quite a slugfest :) So I guess I will continue this game a little bit longer... maybe the Russians will get off their a**** after this.

(By the way, without artillery such a massed stack attack would again be somewhat unfair to the human player, I think.)

On the razing of - protected - Astrakhan (by the Italians in my game): Maybe Stalingrad has too much culture? Because the Russian borders remain more or less the same even after the elimination of Astrachan...

circumpolar
 
Bob1475,

Thank you for the report.

"It is now January 1, 1944, an appropriate time to review the year’s opearations. As 1942 ended we had landed our forces at Saint Johns as a first step in our conquest of North America. Saint John’s was secured in a week and withstood marine counterattacks.

Upon further review of the map we decided to land our first huge wave at Wolf Bay. The plan was that with no railway and large area of control the Allies would present themselves in a “killing field” for our rockets and the Luftwaffe. While we expected large counterattacks we had landed 120 units and fortified all but the rockets. Waves of allied bombers easily destroyed our fighters before they could go to air superiority. Our flak units did respectfully but our continuously reinforced fighters served as suicide protection for the bombers (It was not for 6 weeks until the Navy released carriers from convoy duty to help protect our landing!). The Allies came on with approximately 150 units about 1/3 British and the remainder American. As they entered our zone we attacked with bombers with primary purpose of damaging as many as possible until we built up our bomber force. Eventually some came close enough for our rockets. At one point we were killing 30-40 units per week with our only casualties being fighters."
Bob1475

This must have been very massive battles! Winning a sustained overseas
campaign like this is for sure not easy.

"In January the Japanese declared war on the Russians, probably because we had earlier drive the British out of Asia. We proceeded to race the Japanese across Siberia in order to stop them from razing more cities. We won the races. Also, in week 9 the Finns declared peace with the Swedes but only after we had taken 3 or 4 cities. We also continued our advance in Africa but these fronts were side-shows to the convoys across the Atlantic."
Bob1475

I wish I could protect all cities with wonders.

"Eventually we made a second landing on the North American continent at Halifax. Now the Allied forces were split but with no railroad to Halifax we did not face significant opposition other than more waves of bombers. Eventually we moved forwarded very cautiously and took Augusta, built our Hidden Palace and gradually moved forward with both wings. The Northern wing stayed on the Canadian side and the Southern wing moved down the Atlantic coast. Eventually our reinforcements opened a central wing. Counterattacks were fierce but our forces were overpowering."
Bob1475

A very good strategy!

"In week 22 the Greeks foolishly declared war and we eliminated them easily. Week 25 brought the Russians to the table and we accepted peace with them down to 5 cities.

In December the Turks declared war and we will eliminate them early in 1944."
Bob1475

AI often declares war without any logic reason.

"Currently we hold the entire North American East coast – Miami through Wolf Bay. Our Northern force has taken Regina and is advancing on Calgary. Our Southern force is splitting and wheeling west. Our central force has split a few times taking Omaha, St. Louis, Little Rock and Nashville. Essentially the Americans have been destroyed but it will take a few months to wrap up the continent and longer to get to Alaska."
Bob1475

Agree. There will probably not be anymore serious counterattacks from AI.

"In the Pacific the Japanese have eliminated the Dutch and have attacked Australia. We know they held Cooktown for a few weeks but right now the continent is all blue. We fear we may have to finish the job for them."
Bob1475

Yes, I think you are right.

"Our goal is total world domination by the end of 1945. We will pick off the European and Asian neutrals one at a time after the Americans are done and of course the Southern Group will attack Mexico.

It will all take time but it is clear that the world will be German/Finnish/Japanese/Italian in the end."
Bob1475

World domination late 1945 should be possible I think.
The Allies seems not to have much power left!

"Rocoteh - Reflections on the scenario.

You have done a masterful job and I have enjoyed being a small part of making recommendations. I don't know if there will be a 2.2 but I think some consideration should be made for eliminating artillery or handling it like marines and paratroopers i.e. limited automatic production."
Bob1475

Thank you.
There will be a version 2.2.

"We all know that the way to win militarily in C3C was artillery and the mobile rocket unit is overpowering with two shots at 25 attack value. The AI simply does not build or if they have them do not use artillery units as part of the attack (fixed in CIV 4). Unfortunately taking artillery out of the game is not historically correct but then again having artillery ratios of 100 to 1 is not exactly historic either.

Taking away artillery would truly the balance the game. For your consideration."
Bob1475

I do not plan to remove artillery from the scenario.
However its clear that drastic changes must be made with regard
to Mobile Rockets.

Thank you and welcome back.

Rocoteh
 
circumpolar,

"Well my 2 cents on the issue of artillery: If - a big IF that is- if you want to touch the artillery issue again, I would suggest the following: Do not eliminate artillery units and don't make them auto-production either, but instead take away the lethal land bombardment of artillery. THAT would stop players from moving about with nothing but huge stacks of guns and rockets, blasting everything in sight. At the same time, it would also be more accurate historically, because in real life artillery is devastating, but as WWI showed, rarely ever able to really destroy an entire unit for good. In gameplay terms, you could still weaken considerably any opposing units by artillery bombardment, but you would need to bring along some real fighting units to move in for the kill, to "put some boots on the ground". The elimination of artillery would also be bad for the reason that it would result in the Fortress unit to become all but invincible.

So, artillery should be kept in the game as it is, but maybe without lethal land bombardment"
circumpolar

I think its a good idea. Many playtest-reports supports such a change
you propose.
No decision yet, but its possible this change will be implemented in
version 2.2.

"On a sidenote: I was just considering giving up my current 2.1, Demigod, Germany game, week 40, 1942, having conquered practically all of Europe, the British Isles, all of Africa an the Middle East, when all of a sudden - the Norwegians attacked! They had secretly moved a stack of almost 150 Infantry (!) all the way around the baltic sea, to strike at German held Riga. Now, THAT was quite a slugfest So I guess I will continue this game a little bit longer... maybe the Russians will get off their a**** after this."
circumpolar

I will look over Norways production-capacity!

"On the razing of - protected - Astrakhan (by the Italians in my game): Maybe Stalingrad has too much culture? Because the Russian borders remain more or less the same even after the elimination of Astrachan..."
circumpolar

I will check it out.


Rocoteh
 
Anthropoid,

Thank you for the report.

"Definitely an excellent scenario. One of the very best I've seen. The balance in production/sci unit costs, unit strengths, map size, etc., are about as close to perfect as you can get I think with this game engine."
Anthropoid

Thank you.
I am glad to hear that.

"As of Week 5 or 8 of 1941, here was the status: Germany took Poland, and France and that was all. Germany took Birmingham from UK twice but I kept helping them take it back with bombers from Ireland. Italy did not expand into Africa or anywhere at all. Japan seems to have been pretty much held in check entirely in SE Asia by the British. British have extinguished the Thai, Russias declared war on Norway. Most of the other minor power issues have gone pretty much along the lines of actual history."
Anthropoid

In version 2.2 Sealion is much tougher for Germany.

"As is always the case, the AI does not cope well with an extensive navy. By about early 1940 I was starting to island hop and sent a bombardment fleet to reduce Japan to rubble. Sent them again in late 1940, and most of the damage had been fixed but not all. They still did not have all their cities rail linked. I'm not sure what happened to the Japanese carriers, but he sent four BBs around the Cape of Good Hope and up the Atlantic to try to sneak attack me that way in late 1940 I think it was! I now have about six carriers in Atlantic, a couple extra CAs, and of course lots of recons and B-25 in Ireland, but otherwise pretty much just the starting naval force. Germany sank about two CAs, and one BB in Atlantic (Bismarck was quite an annoying opponent for quite a while there!)."
Anthropoid

Agree. The way AI handle naval forces is a real problem.
The only AI strategy seems to be: "spend the naval forces as
fast as possible."

"My recommendations: Might be good to have 3 or 4 _slightly_ different versions of the .biq. One for "USA Human," one for "Germany Human," one for "Japan Human," etc., with each one having skewed starting forces for the AI in each case, so that, for example in my case, the Germans could take a larger bite of Russia, and Italy could take North Africa or something along those lines."
Anthropoid

I once had a special AI-version, but interest was very limited.

"Awesome scenario! Great job"

Thank you. I think the huge map was a real step forward.

Thank you and welcome back.

Rocoteh
 
I've played this scenario with the USA and Russia, I've started other games, but didn't finish them.

What are some good small civilizations that can be fun to use after a while? Preferably not in an alliance.

Thanks in advance!
 
Britain 2.1, ‘Sid’, 1942 Week 3

It is early 42 and things are finally contained (roughly) on the Middle Eastern Front. I now occupy all of the southern-most Soviet cities from the Turkish to the Communist Chinese borders and am building fortifications in the hills and mountains to maintain my hold. Since I am still at war with the Soviet, it takes a tremendous amount of material to fight off the seemingly endless waves of armour and infantry. Near the homeland, I had to create a “Arctic Fleet” to combat a number of Soviet invasion fleets protected by C2 BBs!

Seemingly true to history (though for different reasons), I have dedicated only 10% of my production output to combating the Japanese in the East. In spite of the lesser effort, I have made steady gains. When my “Grand Pacific Fleet” reached Manilla, I finally turned the tables against the Yamato BBs—they are down to 10 now. My ground forces occupy all of southern China up to Shanghai.

I have done very little in Europe. I knocked out Italy by taking its two remaining cities on the southern peninsula. My attempt to move north to Bologna was rebuffed by the Soviets. I have done nothing to the Germans except maintain my naval supremacy over them.

With the Middle East in sufficient control, I intend to build up forces for a European operation. I am furiously building Comets and Churchills in the UK and Canada. Where to attack. . . ? From Southern Italy, from Spain/Gibraltar, or by sea? I do intend to send a small invasion force to occupy Finland’s north-western-most coastal city to serve as a forward base against would-be Soviet invasion fleets. Since 10% seems to be sufficient to beat back the Japanese I will continue with that level of effort.

One observation, one supporting comment, and one question:

Observation: Unlike past WWII global games I’ve played, neither the Allies nor the Axis can seem to establish a lasting peace with the Soviets. Every time one member negotiates a treaty, another member brings the group back to war the next turn. This iteration occurred 3-4 times for the Allies and the Axis in 41. Probably just another “irrational AI” fact we all have to deal with. . .

Supporting Comment: I agree that negating the “Lethal Land Bombardment” feature on artillery units is a good idea. It would hopefully encourage a more “combined arms” approach.

Question: Why are there fewer cities in the Pacific Theatre in the larger map than in the smaller one? I know that there is a maximum number of cities allowed for this map. I was just curious about the rationale for editing out so many Pacific cities. Was it frustration over how the AI handles amphibious operations?
 
Despair888: Turkey and Spain are right in the middle of things, and could have joined either side;both make a nice 'what-if' scenario to play. Argentina/Brazil could be fun, but you would be far from the main action for quite a while. China on the smaller map was loads of fun,but they are tied in to an alllaince, The turns will go quicker with the little civs, but you don't get a lot of variety in your units, and it takes a loooong time to where you can be even a minor player. Not that they are not fun, just be aware they take longer to get going, and will be at a disadvantage vs. the major powers.

On that note, taking away lethal artillery will hurt the true minors pretty badly I think. Italy can get by with good air power and fair to average tanks and sea power, but the other minors will be very hard pressed to do much I think. I am for the non-lethal land bombard for artillery, but I have to tell you it won't really change things for players. I use light artillery for at least 80% of the units I build(I use sets of 4 regular and 1 heavy) and not having the heavy would not be that big a deal. Even non-lethal land bombard for air units will just force you to adjust your amounts of tanks upwards a bit, but it won't be a drastic change.

I don't think you should take away lethal sea bombard at all, thats just my two cents. It is really rare that you get to fire on ships with artillery anyway. Usually if there are ships around there is a tranport somewhere nearby, and I want my artillery IN the nearest city, not chasing ships along the coast.

Akrasia: I've yet to see the Allies getting into it with Soviets in my game yet, but it is only mid 1941 for me. UK did declare on Soviets, but no one else joined in, and they declared peace a few turns later. Though the 40+ tank divisions they sent past Meshad scared the hell out of me to be sure. The UK was heading North too, but I killed them before they could meet and get into it. I also killed the 5 subs I saw south of the Channel that I am sure are what caused the DOW in the first place.

If that is the case with the Pacific cities, we don't need to change a thing. I want to hear other people's reports, but so far from what I've seen the AI has done far better in the Pacific with 2.1 then it has in any other version.

Rocoteh: Speaking of that, I think you might want to note Thailand is still around; I suspect their neutrality is part of why Japan is concentrating so heavily on amphibious operations. Definitely better then when they were allied with the axis.

I also want to note that the force pools the various countries are showing on the intelligence screen look a lot better balanced then on other versions. With the elite types being auto-produced, all the AI seem to be building healthy amounts of Infantry and good amounts of armor, even some artillery. Well, Germany seems to build 88s to Infantry at a 2-1 margin, but that is liveable. If they only used infantry their PzIIIg would be the top defender in their cities, which would not be good! The US builds US marines, but at best they were about 20% of the total infantry; are they being auto-produced? I no longer look at the spy report and shake my head, these are decently balanced land and air forces this time around.

Suggestion: US, and possibly Italy and Japan might get a better performance if you gave them an auto-produced Transport at whatever interval you think works. UK seems to build enough, Japan will too if they are doing OK at sea, but Italy and especially the US need more 'prompting'. My Italy game is very fun now, but with over 400 ground units the US with 2 transports is simply not pulling their weight. With the distances they need to cover the US really needs this I think. Heck, maybe even one on each coast.:rolleyes:

One other thing. The AI seems to have a real lack of motivation to build barracks. Eventually they get around to it, but it is sad to see so many regular units show up on the front. Maybe you could consider placing more of them at start? For such a quick project, it makes a big difference.

Once again, thank you for such a wonderful scenario, and all your hard work keeping up with it. This is entirely a different beast then the inital versions you started with. Such an amazing amount of refinement, and it shows.:goodjob:
 
Despair888 said:
I've played this scenario with the USA and Russia, I've started other games, but didn't finish them.

What are some good small civilizations that can be fun to use after a while? Preferably not in an alliance.

Thanks in advance!

Despair888,

Argentina, Brazil and Turkey should all be interesting to play.
Of course it will be very hard though.

Rocoteh
 
Akrasia,

Thank you for the report.

"It is early 42 and things are finally contained (roughly) on the Middle Eastern Front. I now occupy all of the southern-most Soviet cities from the Turkish to the Communist Chinese borders and am building fortifications in the hills and mountains to maintain my hold. Since I am still at war with the Soviet, it takes a tremendous amount of material to fight off the seemingly endless waves of armour and infantry. Near the homeland, I had to create a “Arctic Fleet” to combat a number of Soviet invasion fleets protected by C2 BBs!"
Akrasia

This playtest is really unusual. Very interesting.

"Seemingly true to history (though for different reasons), I have dedicated only 10% of my production output to combating the Japanese in the East. In spite of the lesser effort, I have made steady gains. When my “Grand Pacific Fleet” reached Manilla, I finally turned the tables against the Yamato BBs—they are down to 10 now. My ground forces occupy all of southern China up to Shanghai"
Akrasia

A very good result with regard to that.

"With the Middle East in sufficient control, I intend to build up forces for a European operation. I am furiously building Comets and Churchills in the UK and Canada. Where to attack. . . ? From Southern Italy, from Spain/Gibraltar, or by sea? I do intend to send a small invasion force to occupy Finland’s north-western-most coastal city to serve as a forward base against would-be Soviet invasion fleets. Since 10% seems to be sufficient to beat back the Japanese I will continue with that level of effort."
Akrasia

I would choose Spain/Gibraltar.

One observation, one supporting comment, and one question:

"Observation: Unlike past WWII global games I’ve played, neither the Allies nor the Axis can seem to establish a lasting peace with the Soviets. Every time one member negotiates a treaty, another member brings the group back to war the next turn. This iteration occurred 3-4 times for the Allies and the Axis in 41. Probably just another “irrational AI” fact we all have to deal with. . ."
Akrasia

Its frustrating but will be hard to change I think.

"Supporting Comment: I agree that negating the “Lethal Land Bombardment” feature on artillery units is a good idea. It would hopefully encourage a more “combined arms” approach."
Akrasia

This change have now been done in version 2.2.

"Question: Why are there fewer cities in the Pacific Theatre in the larger map than in the smaller one? I know that there is a maximum number of cities allowed for this map. I was just curious about the rationale for editing out so many Pacific cities. Was it frustration over how the AI handles amphibious operations?"
Akrasia

The 512 cities limit was a great problem.
You are right: The Pacific cities had low priority due to the fact that
its almost impossible to force AI to fight a Pacific campaign that reminds
of the historical one.

Thank you and welcome back.

Rocoteh
 
Hello folks. I am back. My homework was a good one. I hope that at least. I mean I have written that what the corrector wanted to hear. Otherwise I would have problems. Anyway writing over 120 pages in 4 weeks and hundreds of footnotes is enough. However I have now to prepare on the3 exam classworks in 2 1/2 weeks so I won´t have that much time to follow the discussion and play the game. So this is unfortunately not more than a life sign. But perhaps someone could sum up what happened here within the 4 weeks I was away.

Adler
 
Sasebo,

Thank you for your coments.

"On that note, taking away lethal artillery will hurt the true minors pretty badly I think. Italy can get by with good air power and fair to average tanks and sea power, but the other minors will be very hard pressed to do much I think. I am for the non-lethal land bombard for artillery, but I have to tell you it won't really change things for players. I use light artillery for at least 80% of the units I build(I use sets of 4 regular and 1 heavy) and not having the heavy would not be that big a deal. Even non-lethal land bombard for air units will just force you to adjust your amounts of tanks upwards a bit, but it won't be a drastic change."
Sasebo

Its possible you are right. Playtest-reports on version 2.2 will
(in the future) show how much impact the change has.

"I don't think you should take away lethal sea bombard at all, thats just my two cents. It is really rare that you get to fire on ships with artillery anyway. Usually if there are ships around there is a tranport somewhere nearby, and I want my artillery IN the nearest city, not chasing ships along the coast."
Sasebo

I have no plan to to remove lethal sea bombard from ships.

"If that is the case with the Pacific cities, we don't need to change a thing. I want to hear other people's reports, but so far from what I've seen the AI has done far better in the Pacific with 2.1 then it has in any other version."
Sasebo

That is positive.

"Rocoteh: Speaking of that, I think you might want to note Thailand is still around; I suspect their neutrality is part of why Japan is concentrating so heavily on amphibious operations. Definitely better then when they were allied with the axis."
Sasebo

Yes, and it is also more realistic.

"I also want to note that the force pools the various countries are showing on the intelligence screen look a lot better balanced then on other versions. With the elite types being auto-produced, all the AI seem to be building healthy amounts of Infantry and good amounts of armor, even some artillery. Well, Germany seems to build 88s to Infantry at a 2-1 margin, but that is liveable. If they only used infantry their PzIIIg would be the top defender in their cities, which would not be good! The US builds US marines, but at best they were about 20% of the total infantry; are they being auto-produced? I no longer look at the spy report and shake my head, these are decently balanced land and air forces this time around"
Sasebo

Its very positive to hear that since I have worked to create a better
balance in AI-production.
With regard to U.S. Marines they are not auto-produced.

"Suggestion: US, and possibly Italy and Japan might get a better performance if you gave them an auto-produced Transport at whatever interval you think works. UK seems to build enough, Japan will too if they are doing OK at sea, but Italy and especially the US need more 'prompting'. My Italy game is very fun now, but with over 400 ground units the US with 2 transports is simply not pulling their weight. With the distances they need to cover the US really needs this I think. Heck, maybe even one on each coast."
Sasebo

Its a good idea. I will consider it with regard to version 2.2.

"One other thing. The AI seems to have a real lack of motivation to build barracks. Eventually they get around to it, but it is sad to see so many regular units show up on the front. Maybe you could consider placing more of them at start? For such a quick project, it makes a big difference."
Sasebo

OK I will look it over.

"Once again, thank you for such a wonderful scenario, and all your hard work keeping up with it. This is entirely a different beast then the inital versions you started with. Such an amazing amount of refinement, and it shows."
Sasebo

Thank you!
I also think the huge map is a major improvement when one compare
it with the old versions.

Thank you and welcome back.

Rocoteh
 
Adler17 said:
Hello folks. I am back. My homework was a good one. I hope that at least. I mean I have written that what the corrector wanted to hear. Otherwise I would have problems. Anyway writing over 120 pages in 4 weeks and hundreds of footnotes is enough. However I have now to prepare on the3 exam classworks in 2 1/2 weeks so I won´t have that much time to follow the discussion and play the game. So this is unfortunately not more than a life sign. But perhaps someone could sum up what happened here within the 4 weeks I was away.

Adler

Adler,

Welcome back!
Its good to see you here again.

I hope you will find time to write reports and comments again
when the exam classworks have been completed.

Rocoteh
 
Akrasia - I think your UK game is very interesting. The key is always Soviet Russia and I think you should continue your focus on them. The Germans will not move out of Europe and are unlikely to effectively attack your home islands. The Americans will continue to pressure the Japanese so I would retain a passive defense against the Axis until the Soviets are well contained. Do not accept peace with them! Continue to drive and take their cities for time is against you if you let them develop and unfortunately they stay away from the Germans.

If you defeat the Russians you will have the Germans trapped and the Japanese in a sandwich between you and the American. Key is a long RR from Africa to the Russian front. In addition another Russian Front in the Pacific will help bring your Canadians into the action (assuming the US keeps the Japanese navy busy).

Rocoteh - If the consensus is non-lethal artillery bombardment then I would think you might want to leave the rockets as is. I would keep air bombardment lethal - AI handles this OK and there are defenses.

Quite a credit to you that we are all still here!!
 
Rocoteh - After trying to "clear wetlands" for a few years I have checked the editor and see that under marsh there is no worker action. Unfortunately the "clear wetlands' option button still appears when a worker is on a marsh.

If it is your intent to not allow clearing of marshes please let me know and I will include it in my little guide to WW2-Global
 
Bob1475,

"Rocoteh - If the consensus is non-lethal artillery bombardment then I would think you might want to leave the rockets as is. I would keep air bombardment lethal - AI handles this OK and there are defenses."
Bob1475

Those air units that now have lethal bombard will have that in
version 2.2 also.
With regard to artillery-type units they will all be non-lethal with the
possible exception of rockets and Soviet Artillery Corps.

Soviet Artillery Corps had an important role in the Destruction of
Army Group Center in the summer of 1944.
During 4 weeks of fighting 400 000 German soldiers were killed.
30 German divisions had been totally destroyed.


"Quite a credit to you that we are all still here!!"
Bob1475

Yes!
Its now 13 months since WW2-Global was launched.

"Rocoteh - After trying to "clear wetlands" for a few years I have checked the editor and see that under marsh there is no worker action. Unfortunately the "clear wetlands' option button still appears when a worker is on a marsh.

If it is your intent to not allow clearing of marshes please let me know and I will include it in my little guide to WW2-Global"
Bob1475

With regard to the time-scale of this scenario clearing of marshes
would not be realistic. Each tile represent huge areas.

Rocoteh
 
With respect to the startup settings in which all the alliance members are at war with each other, some possible ideas for a better balance between realism and game play.

I’m thinking of experimenting with TWO slightly different version of the mod:

(1) Allied & non-aligned human player version. This would be identical to the current version, except that
(a) US would NOT be in a locked alliance with anyone,
(b) there would be a mechanisms to insure that the Axis declare war on her almost inevitable by about late 1941 (see below), and several settings to discourage any AI from attacking US, or her attacking any AI (c through i following)
(c) US would have PLENTY of special fortress units right from the start, as well as
(d) exorbitantly high unit maintenance cost because of being a “Federal Republic” government at start, a situation which can be ameliorated with a government that comes available to US from a Tech that cannot possibly be reached until late 1941 (Air 1941?) that has similar unit maintenance to the other Democracies, and allows mobilization
(e) all offensive military units (or at least the early ones) are reset to require a special resource “Arms Race” which requires one of the existing governments to reveal it, copies of this resource are put under key strategic cities, but US cannot “see” the resource until it gets to Tech Air 1941, which allows it to change to one of the existing governments
(f) US is SOLE supplier of strategic resources which are CRITICAL to her allies war-fighting (e.g., rubber and iron?)
(g) allies are sole sources of strategic resources that are critical for US in her buildup to war (see below for details of ideas)
(h) flavors are set to create a lack of animosity b/w US and all non-Axis powers (with possible exceptions of Spain, Sweden, etc.), but high animosity between allied powers and Axis
(i) Aggressiveness set to absolute minimum for all non-Axis powers. There would be a house rule that US CANNOT declare war on ANYONE, ever, but can only fight wars when they are declared on her, and the allied powers can NEVER declare war on US.

(2) Version for Axis Human Player. This would be identical to number (1) above except EXCLUDING sub-items (b), and (c ). This will make US entry into the war a questionable event (as it was right up until Pearl, and Axis declarations in Dec 11), and make Axis strategy in this regard up to the human.

Surtur devised a scheme for using invisible units to create wars.

I turned the invisible flag for submarines off and there was no war for years.
There is also a possibility to make the AI start wars when you want it to. Just create an invisible, immobile unit owned by "South-East-Asia" for example in North Korea. After several turns the China AI will attack this unit and will start the war.
This could be a chance to trigger wars. For example give North Vietnam later in the game the possibility to build invisible scouts with low attack and defense stats. Maybe they will walk in the South Vietnam territory and the AI will then "accidentally" attack that scout and start a vietnam war. I didnt test that but this would be a very interesting idea to trigger wars in scenarios.

http://forums.civfanatics.com/showthread.php?p=3092260&highlight=surtur#post3092260

Perhaps this could be used to prompt the entry of the various nations into WWII without starting off with everyone in the locked alliances as they currently are. I've just been reading Calvocoressi's "Total War" and some observations from this (which you guys are probably amply familiar with).

The Axis alliance was pretty much formed up and solid by 1937, so Japan-Italy-Germany-Finland alliance at start is fine. However, Japan also had altered its agreement with Germany so that it would not necessarily be drawn into a war with USSR by the letter of their agreement. I notice that Japan does NOT start out at war with USSR, and that it did not startup for the first 10 or 20 turns so I'm not sure how you worked this out, but you guys seem to have this well in hand.

So, the main issue is US participation in war too early, as well as the problem that, US NOT being in locked alliance could result in US-AI player declaring war on its historical allies prior to war being instigated with the Axis. Ideas for possible solutions:

As we all know, Japan declared war on US in Dec 7 1941, and the Nazis and Italians Dec 11 1941. Basically, to reflect the strategic vagaries of the war in an SP game: If the human is playing USA, it should be the OPTION of the US player to declare war whenever they choose, on whomever they choose, except their allies, aka house rule, and mechanisms to STRONGLY discourage allies from declaring war on US.

The complications come in when the human is playing any other position. Entry of the US into the war should be delayed at least until end of 1941, maybe longer, depending on the vagaries of the game play. I realize that you have tried to more-or-less represent this eventuality by having the US be severely underbuilt as far as land forces, and production capacity for land forces, and indeed this seems to be accurate based on my read of history. Unfortunatley, the US naval and air force holdings at start are ALSO, highly realistic (which BTW, AWESOME job!). The result being that, fierce naval battles between US and Axis in both Atlantic and Pacific ensue in 1939! Not realistic, and indeed unbalancing of the entire US role in the war (whether as human playing US, or human playing others) because this results in two years of naval battles that ultimately decide the outcome of the entire war if human is playing either US, Japan, or Germany. This happens because these nations have the capacity to determine who controls the seas, thus either knocking US out of the war (when human plays Japan or Germany), or giving the US a big early advantage when human played. The typical outcomes most likely being:

(A) when human plays US, he/she wears down the Axis naval presence methodically bw/ 1939 and 1940, resulting in more or less total domination of the Atlantic and Pacific long before the US was actually historically engaged in the war at all. For the Atlantic, this might not be too unrealistic. The Battle of the Atlantic was essentially "over" by late 1940/mid 1941 but in reality, it was the Brits who won this Battle (though true, largely using US machinery and thanks in large part to US provided material and cash). For the Pacific it is unrealistic. The naval situation in the Pacific took a major turning point in 1941 with Pearl, another major turning point in 1942 with Midway and yet more turning points later. But it was by any means a sure thing until probably 1943 (?). In my game as US, I was able to start island hopping in early 1940, when in fact, the first amphib operations of US forces in the Pacific were not until mid to late 1942.

(B) when human player plays Japan, or Germany, the result is essentially the reverse of (A). The human can wear down the US navy to a mere shadow of its actual self, thus knocking the US out of the war before it ever has a chance to get into it.

(C) If the human player plays Italy, Britain, or USSR, etc., then the effect may be more realistic because the human does not have control over the engagements between US navy and her main adversaries, and thus, the AI vs. AI naval engagements simply result in a net stalemate with respect to US naval control. Thus, whether or not the US is knocked out of the war, or not determined by the human exploiting the AIs naval stupidity, and more by whatever random factors regulate AI-vs-AI encounters.

First, to insure that the Axis declare war on US by about late 1941: Use Surtur's "invisible unit" scheme. Give US one size 1 city in Japanese territory that is absolutely surrounded by japan culture, and has virtually nil opportunity to grow because it is totally enclosed by Japan culture. Put enough strong defenders in it that Japan has no hope of taking it out without major weaponry (some sort that becomes available in mid to late 1941 depending on rate of Tech advance). Say for example, 3 Special Fortress and one "Super Special Fortress" (ADM: 0:20:1)?

This bogus US town should probably be a coastal town in China, IIRC, there was from the early 19th century a major US missionary and trade presence in one or more small port towns in China, a US attempt to replicate Britain's Hong Kong, but never really succeeded so smashingly. Make up one additional unit "Expatriate" or something like that, that has ADM: 1:3:1, and is set to "explore" for AI strategy. Do not give it capture or load or anthing else that will allow it to do anything except roam around China causing problems, once it has been built. Make it dependent on a fake resource "Sino-US Mission" that is set under that town, the only one tile on the entire map that has that bogus resource. Make the Expatriate also dependent on a Tech that the US should get in about mid 1940 or thereabouts. It is roughly 120 turns from game start until approximate period of US entry into the war. If this town produces 1 shield per turn, then it won't be able to produce much in the way of culture expanding structures, or units. The only potential problem I foresee is that:

(a) Japan-AI will declare war on US automatically, and annex the town
(b) US-AI will build a ton of infantry in the Sino-American town. However as I recall the cost for infantry is about 100, so this should not be a problem?

One potential solution to (a) is to put one bogus structure in that town ("Mission" that has an exorbitant maintenance cost, but produces no culture. If the town can NEVER produce any culture or grow beyond 1, then it will be razed once the Japanese eventually have the power to take the town, and when they declare war on US and attack it. This would require that all the culture bearing structures be linked to a resource that all tribes have in all their locations, but which is NOT available to the Sino-US town. Not sure if this is possible or not . . .

Here is the ideal outcome: US starts off NOT at war with anyone and not in a Locked Alliance with anyone (more on how to potentially avert problems from this below). She is underdeveloped and has virtually no units to speak of, except her extensive navy, and ample immobile city and border defenders. She has this one city in China that is entirely useless, except that it will eventually allow construction of an "Expatriate" unit that will allow her to get into war with Japan, and thus the entire Axis. Note, surrounding Japanese culture levels might need to be slightly upped to insure that this place does not expand its culture but stays surrounded by Japanese culture (taking over cities by culture expansion is currently turned off right?).

Japan has better things to do than declare war on US, simply to bang its head against tough units to try to capture a useless town with a high maintenance cost structure in it. The Sino-US Mission resource allows _ONLY_ US to build the Expatriate unit, so the town is effectively useless to Japan, and because it has a high maintenance cost, maybe Japn will never attack it, until such time as it poses a tactical threat because US moves air units into it? Once the US gets the Air 1941 Tech, it can build the expatriate unit in the Sino-American town, it starts cranking out these invisible units (the cost only 1 shield) and naturally given what we know about the AI's propensity to roam around, it sends these out to roam around China, Japan bumps into one of these: boom, war between US and Japan starting sometime around 1941. With this annoying rear area town in its Chinese territories held by an opponent, Japan shifts a bunch of its firepower to the area, reduces it to rubble and takes it!

Now, how to deal with the US NOT being in a locked alliance with France, US, and Soviets, a less predictable, and potentially much more problematic issue.

The AI declares war for three reasons: (i) animosity; (ii) perceived threat; (iii) perceived opportunity for gains. Various settings in the game afford an opportunity to tweak these dynamics for those games where the human is not playing the US, including: flavors, governments, trade relations, and starting units.

So, returning to hash out the other details of how to make war between US and her allies as unlikely as possible in the Allied Human Player version but, without locked alliance: (a) US is NOT in a locked alliance with anyone, (b) the invisible unit mechanisms described above to insure that the Axis declare war on her almost inevitable by about late 1941 (see below), and several settings to discourage any AI from attacking US, or her attacking any AI (c through i following):

(c) US would have PLENTY of special fortress units right from the start, say for example, 2 in every coastal city, plus one on every single border tile?

[remember (b) and (c ) are NOT set for the Axis Human Player version].

(d) US starts as a “Federal Republic” which has an exorbitantly high unit maintenance cost and does not reveal the strategic resource “Arms Race,” a situation which can be ameliorated with a government that comes available to US from a Tech that cannot possibly be reached until late 1941 (Air 1941?). This tech makes Democracy available to US, which reveals the “Arms Race” resource under some of US cities, and facilitates her entry into the war offensively;

(e) all offensive military units are reset to require a special resource “Arms Race” which requires one of the existing governments to reveal it (Democracy, Fascism, Communism Monarchy, or Republic), copies of this resource are put under key strategic cities (e.g., Moscow, London, Berlin, Tokyo, Washington, San Franciso, basically all the cities that you have on the list as being house rules for winning). In 1939, US cannot “see” the resource until it gets to Tech Air 1941, which allows it to change to Democracy, get the Arms Race resource and start building offensive units

(f) US is SOLE supplier of strategic resources which are CRITICAL to her allies war-fighting. I have not examined all the editor and the map to see exactly what could be done here, but I’m sure you guys may have immediate ideas. Say for example GB, China, & France have no Iron, or Rubber. They need US to provide these, and low and behold! The US just happens to have 3 extra (maybe 4) of these lying around! This will also prompt the Axis AI to try to do blockades between Washington and allied capitals. This could also create some other interesting wrinkles. The Spanish Civil War was won by the Fascists largely because Brits and French were more lukewarm about supplying the leftists (which were largely commies) than were the Soviets. The result during WWII being that Spain was distinctly neutral throughout the war, being a fascist government that provided iron ore, and ports to Germany, but also did not enter into the fracas against France or GB (esp Gibraltor). I think it should be possible using my scheme to set Spain to be a more strategically complex puzzle, and thus, to ALSO make playing Spain a more interesting puzzle for a human player. Spain should be a Fascism, but Flavored with Soviets. Soviets should supply Spain with something, and Spain should supply Soviets with something they need . . . bit I digress . . .

(g) allies are sole sources of strategic resources that are critical for US in her buildup to war. US needs to build granaries, marketplaces, libraries, temples, cathedrals, factories, offshore platforms, barracks, etc. There are a lot of “bonus resources” in the game that could easily be reset to be strategic, and still provide their “bonuses” just the same. Select 2 or 3 of these which are absent from US at present, make sure EVERYONE except US has at least one of each of these new “Domestic Strategic Resources,” and that GB, France, China each have AT LEAST one extra copy of one of these (all in their most remote territories, and thus, not vulnerable to being captured by Axis), and voila, a state of interdependence is set up between US and her allies. US supplies GB, France, and China with iron and rubber so that they can fight the Axis, they supply her with resources so she can buildup: Specifically (e.g.,) Everyone except US has ONE whale resource. GB has ONE extra whale somewhere in Canada. Whales are required to build Factories, so US had better be buddies with GB (esp since US starts with zero offensive ability, and cannot build offensive until Air 1941. Everyone except US has ONE tropical fruit (or perhaps some other resource that occurs in grasslands, jungles and the like. Tropical Fruit is necessary to build the Manufacturing Plant, and France has one extra Tropical Fruit to provide to US from one of its remote colonial territories that will take the Axis AI many many turns to get to and knock out. Depending on just how reliant you wanted to make the allies, you could alter 3 or 4 or 6 resources to make even more complicated webs of interdependency between US and her allies.

(h) flavors are set to create a lack of animosity b/w US and all non-Axis powers (with possible exceptions of Spain, Sweden, etc.), but high animosity between allied powers and Axis. Actually what could be quite interesting here is if, Axis are Flavor One, Allies and MOST non-aligned nations (e.g., C. Am., Persia, Balkans, Sweden, Norway, Brazil, etc.) are Flavor Two, communist sympathizing nations are Flavor 3 (e.g., USSR, Spain, China), and perhaps even some remainder of wild cards are Flavor 4 else perhaps to represent pro-Fascist movements Flavor One (e.g., Argentina, Turkey, Bolivia)

(i) Aggressiveness set to absolute minimum for all non-Axis powers. There would be a house rule that US CANNOT declare war on ANYONE, ever, but can only fight wars when they are declared on her, and the allied powers can NEVER declare war on US
 
This scenario is so awesome. I love it. I dled 2.1, and started up a Diety or Sid game as Japan. Definitely COOL :) If only it was not so incredibly complicated that it requires TOTAL concentration and attention to detail on EVERY move, and thus when I try to play it for hours on end, I inevitably start making mistakes and getting messed up :) I have a couple questions about the 2.1.

Has trade been brought back into it? The turn times seem a LOT longer than in the 2.0 version? If yes, was there a overall reason recognized to have the trade back in, because it almost painfully slow now it seems?

What happened to all the Pacific Islands? Carolines, Solomons, Iwo Jima, so many other islands which were strategically critical in the Pacific war seem to have been taken out in 2.0?
 
My 2.1 plays extremely fast. I don't think the U.S. have rubber? They should definately though.

I don't think the trading was changed at all. I agree with most of what you said, only problem is perfecting it to where stuff occurs when it should.

Iwo Jima and other cities were taken out in the Pacific because the AI is not able to handle Naval wars very well, especially the one in the Pacific.
 
ADDIT: Feb 3, 2006: I have deleted the draft "Axis Human Player" version from this post, and posted a newer version, with additional changes, and some debugging/editing done, about four or five posts below this one.

ADDIT: left out a line about Whales: I should have noted that I reset the advanced production enhancement structures
Hydro, Coal and Manufact Plant as well as Offshore Platform to require whales.

I note that I reset it to be strategic, and then adjusted all of its locations, but I also, set Hydro, Coal, and Manufacturing Plant to require whales.

Thanks for that response about trade and the Pacific Islands Despair888. I'm not sure I like the lack of islands in Pacific, but I can understand why it was done. Basically, this gives the US only about two targets to go for before moving in on Japan, and that doesn't seem very fun for playing US? Anyway, a different issue, I am digressing from the purpose of this post . . .

Because the changes I dreamed up (detailed in my previous post) are less inclusive for the Axis Player version (and may not even work if they do not result in no war b/w US and allies), I have tried to get the Axis Player Version all set up first. If it works (i.e., allies do no declare war on each other) I'll make the additional changes (sub-items b and c I think it is) for the Allied Player version.

I'm totally burnt out on Civ for a while (after spending basically all day on this), so I may not play test it for a while. If any of you guys have any interest to play test it, please do, and maybe post saying which tribe you are going to try (either Japan, Italy, Germany, or Finland).

Changes to WW2 Global to create "Axis Player Version"
Feb 4 2006

(a)
Removed US from Locked Alliance 1.

(d)
Reset US start govt to Fed Republic, which has ZERO
military allotment, high war weary, Problem corruption
and is otherwise identical to Democracy.

Reset Democracy to require Air 1941 (hopefully the Fascists & Commies
will not switch to it! when they get this Tech)

(e) Decided not to alter strategic resource requirements for offensive units for now. If it does not work, may resort to this.

(f & g)
In order to insure US-allied relations altered the map distributions of whales, saltpeter and oil.

First whales-for-oil to create UK-US bond.

Reset Whale resource to be strategic. Deleted whales from all tiles,
reset several different land terrains to be able to have whales
then put one whale under every nations capital (except Washington, Switzerland, Thailand and Afghanistan), and gave
England one extra one in Toronto.

Thus, everyone except UK has ONE whale except US, Switzerland, Thailand and Afghanistan, who have NONE, and UK who has several, but
only two available in London at start (one under Toronto, one under London).

Switerland, Thailand an Afghan have no trade routes with UK, but US DOES have a trade route, between Washington and either
Toronto or London and needs whales to build advanced
production structcures and can only get them from UK. UK in turn has no access to oil in British Isle

Removed all oil from all UK holdings. Deleted France's single source of oil and gave Sweden one additional. Deleted three road tiles near Batavia, Surabaya, and Palembang so that Neth will have only ONE oil availalble at startup.

Added Delhi Wonder, and made Delhi, Bombay, and Calcutta wonders air transporters (instead of having oil in India). This way, as long
as UK holds either Canberra, London, Bombay, Delhi, Calcutta, or Cairo, she will be able to build oil making units in any of the cities
connected to these places as long as US trades her oil. Similarly, France will be able to get oil as long as she has Bomako, Marseille, or
Paris.

Oil availability
Argentina: 0
Chile: 0
Brazil: 0
Boliva: 2 (both unconnected at start)
Colombia-Venezeula: 3 (all connected at start)
Mexico: 0
US: 5 in Texas (all connected) 2 in Alaska unconnected
UK: 0
France: 0
Spain: 0
Portugal: 0
none in Africa except the one for Italy
Italy: 1 south of Tripoli
Turkey: 0
Sweden: 2
Norway: 0
Note, Norway has one alum, one saltpeter, and 1 fur near Trondheim, thus Nazis should want it, and attack it.
Sweden has three connected irons, and 2 connected oils, thus may be able to buy off Nazis and stay neutral (as they actually did)
Finland: 0
Turkey: 0
Persia: 0
India: 0 (but as long as it has either Delhi, Bombay, or Calcutta, can have oil in India)
Thaland: 0
Australia: 0 (but can get it through Canberra)
New Zealand: 0
New Guinea: 0
Borneo: 0
Malaysia: 0
Sumatara: 4 (but only 1 initially connected to Padang and to global trade network)
Java: 2 (both initially unconnected)
Timor: 0
Russia: 13 total 9 connected; 4 across north (unconnected), 1 near Bratsk (connected), 2 near Aralsk (connected), 2 near Astrachan (connected)
4 near Baku (connected)

In order for my scheme to work, US needs to be THE ONLY tribe that can provide oil to France and UK (at least at startup to allow warm
relations that avert war to initiate)

Thus, I disconnected Astrakhan from Grozny (-4 from
road network), I disconnected Stalingrad from Astrakhan (-2 from network), and I disconnected Karaganda from Alma-Ata (-2 from network)
leaving only the one near Bratsk initially connected to the Russian road network into Moscow.

China: 1
Com China: 0
Japan: 1 connected on main island (deleted other one on far north island where no cities can ever exist)

In order to insure US-allied relations, SECOND saltpeter-for-oil to create France-US bond.

Reset Research Laboratory, Hospital, & Research Plant to require Saltpeter.

Removed Saltpeter from the entire planet, then added one to:
Canada b/w Thunder Bay and Cochran under a road (with Wonders in Toronto, London, Canberra, and Calcutta,
this will provided saltpeter to most of British Empire: England, India, and Australia)
added Belfast Wonder to Belfast (allows air trade)

two outside Bamako (one for the French, one for the Americans)
[created the Bamako Wonder which allows air trade] this will provide saltpeter to France and French African holdings that get connected to Bamako by road.

added one outside Pretoria for RSA

one under Singapore

one outside Bagdad, and also set the Cairo wonder to have Air Transport
(w/o one of their own saltpeter this makes British holdings in N. Africa very strategically important for Italians)

I set Cairo to have Air Transport so that Italy can get saltpeter to the peninsula by conquering N. Africa, Egypt, and Iraq
only and not have to have a land route through Turkey. One potential problem is that this will give England more than one
saltpeter in London, which MIGHT result in US not needing France's second saltpeter and US-France war. As a potential
remedy to this, I took away some of the road tiles between Cairo and Bagdad. Thus, London will at start have ONLY one
saltpeter, and HOPEFULLy, when human is not playing US or France, these two AI nations will immediately establish
trade in saltpeter, and oil, thus cementing their bond.

outside Santiago for Chile

b/w Asuncion, Curitba, and Porto Allegre for Brazil

outside Lima for Peru

outside Mexico City
potential problem is that any of these might cause US to declare war on C. Am, Chile,or Peru or Brazil . . . thus I reset Alliance 4 to be: Mexico, Chile, Peru, US and Brazil (but left out Venezuela and Argentina as
possible Nazi or Commie sympathizing states).

Reset Alliance 3 to be Communist China and at war with Alliance 2. Soviets no longer have an alliance of their own
which should not be a big deal since they did not start out at war with anyone anyway, and the Axis will need to take
territory from them in order to win a Domination win anyway, so AI-AI war between Alliance 2 and them seems inevitable
anyway? Alliance 1 remains the same except US is not in it.

This leaves the following as unaligned:
Afghanistan (has iron, uran, horse, incense, sheep, pig cattle, all unconnected)
Argentina (4 iron, 3 sheep, 2 cattle, 1 whale, 2pig, 3 iron, 1gem, 1horse, 1spice, 1 coal, 1 gold)
Colombia-Venezeula (3 oil, 1 whale, 2 pig, 3 cow, 1 incense, 1 gold, 1 rubber)
Denmark (1 whale, 2 pig, 1 sheep)
Greece (3 wine, 1 pig, 1 whale)
Norway (2 pig, 1 sheep, 1 whale, 1 alum, 1 salt, 1 fur)
Portugal (1 whale, 1 horse,3 pig, 1 sheep, 1 saltpeter, 1 iron)
Spain (8 pigs, 1 iron, 4 wine, 1 coal, 3 sheep, 1 whale, 1 gold)
Sweden (1 whale, 4 iron, 1 coal, 1 fur, 7 pigs, 3 sheep, 1 saltpeter, 1 oil, 1 horse)
Switzerland (2 alum, 2 sheep)
Thailand (1 rubber, 2 sheep)
Turkey (1 whale, 1 cow, 1 tobacco, 9 sheep, 1 oil, 1 horse)
Yugoslavia (1 salt, 1 whale, 2 wine, 2 sheep)

Did not give any saltpeter to Venezuela or Argentina (to faciliate either Fascists or Communists creating relationships with
these S. Am. nations)

Russia has one saltpeter north of Sverdlovsk, and one west of Brest Litovsk, and one saltpeter near Irkutsk that is initially unlinked
and one whale under Moscow

New Zealdn has one saltpeter b/w ChristChurch and Dunedin, and one b/w Auckland and Wellington, thus New Zealand can develope economically on its own, but cannot ever get industrialized beyond having a factory.

Persia has one saltpeter b/w Estafan and Ahvaz (for Persia to have one source of its own, and possibly a lure for Soviets)

one outside Lissabon (for Portugese)

one saltpeter outside Belgrade (makes Balkans important for Germans or Italians)

one west of Warsaw (makes Poland critical for Germans)

I put one saltpeter on the main Japanese Island b/w Nagoya, and Kyoto, one on Hokkaido north of Sapporo, and one near Canton
thus, linking up all of Coastal China will allow Japanese to build the advanced growth structures in Chinese mainland holdings

So that leaves the following without any saltpeter at start up:
USA (needs to trade w/ France from Bomaka)
Germany (needs to take Yugo, or Poland, Sweden, Norway, or West Russia to be able to build Hospital, etc.)
Italy (needs to take Belgrade else Bagdad to have saltpeter, and if the latter also needs to control all b/w Cairo and Bagdad)

Spain (may be able to get USSR or Germany, whoever controls Brest-Litovsk to trade an extra one)
Venezuela (odd man out, maybe can Germany or someone to trade?)
Argentina (odd man out, maybe can get Germany to trade with it)
China needs to retake Canton
Communist China (would need to trade with USSR for saltpeter)

Going through my list one last time as I edit this post, I realize the one change I did not make that might be appropriate is to unconnect all of Venezuela's oil except perhaps 1 tile. Thus, the ONLY tribe that will have a spare oil for UK and France will be US. I have already zipped and uploaded the file though, so if you think that this might foil proper game play you'll want to reset this in the editor fo the .biq I have attached.
 
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