WW2-Global

I was thinking maybe a fortify bonus for ships would represent them, ya know, like being prepared for an attack? I don't know...
 
Lost one coastal sub sinking the Polish fleet.

Bombarded Danzig with 2 Predreadnaughts and 3 floatilla. Captured city with two infantry. Set production to Temple then Police Station.

Bombed Polish Infantry south of Radom to 1 HP - destroyed it with an infantry. Bombed Radom defenders to 1 HP each with Heinkels then destroyed them with Stukas. Took city with Panzer II. Set production to Temple then Police Station.

Destroyed Polish Cavalry north of Radom with Infantry.

Bombed Warsaw with remaining planes - destroying Polish airforce and weakening defenses. Tried to take Warsaw with tanks and motorized infantry. Came up just short -- maybe one or two defenders left. Lost 2 Panzer II and 1 Light Division in the assault.

Paradropped unit onto horse/plains north of Warsaw. Used artillary to soften forces around Warsaw. Destroyed all but three units around Warsaw -- lost 3 Inf.

Invaded Belgum with 7 Infantry - sitting outside Brussels.

Invaded Holland with 5 Infantry - sitting between Amsterdam and Rotterdam.

Fortified positions along Russian and French fronts. Set Me-109s to air superiority.

Moved sub fleets and sea raiders on the Atlantic closer to home.

Deployed German home fleet near Copenhagen in preparation for the invasion of Denmark.

Set cities to producing Infantry, Panzer IIIs and Workers. Set Balkan cities to producing Cathedrals to widen our influence in the region faster.

Turn 2 tomorrow.
 

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WVCivnut said:
Lost 2 Panzer II and 1 Panzer I in the assault.


Set cities to producing Infantry, Panzer IIs and Workers.
I am rather intrigued, how are Panzer Is implemented (So far I have never run across them) and how can one produce Panzer IIs?

Perhaps you refer to the "light divisions" as the panzer Is and the production of Panzer IIs was just a typo meaning Panzer IIIs?

Btw, I like your aggressiveness, my advances are usually much more careful (one at a time :( ), looking forward to your next turn
 
Panzer I = Light Divison sorry

And yes I made a typo - should have been Panzer IIIs being produced.

Best defense is a good offense - I always say.
 
WVCivnut said:
Panzer I = Light Divison sorry

And yes I made a typo - should have been Panzer IIIs being produced.

Best defense is a good offense - I always say.
Sorry, I must sound like these "know it all"s, that was not my intention - just pure curiosity.

All the best
 
Between turns:

Made RoPs with Sweden and Norway.

Poland -- attacked my positions and lost one cav and one infantry.

France -- attacked with planes, they lost three to my flak, little damage to my forces. French tanks and infantry assault our defensive lines and were repulsed. No loses for the German's, many for the French.

England -- bombing runs near the Low Land countries, two planes were shot down by German flak.

Italy -- they declared war on Yugoslavia.

Soviets -- declared war on Finland. They attacked the German lines. Germany lost 2 infantry, Soviets lost 3 infantry and 2 tanks. Their planes bombed away but did little damage. The German (Romanian) Black Sea fleet was sunk.

Turn 2:

Builds -- 5 workers, 3 Cathedrals and 2 Temples. Cathedral cities are now building Colosseums -- others are producing Infantry. Set research to Land/Air 1940. 40 turns at current rate but I noticed that at 100% science I can achieve it in 38 turns - that is different from before.

Bombed Warsaw to soften it up -- captured it with tanks. Poland eliminated.

Destroyed roads leading into former Poland to slow down the Soviets. Destroyed two Soviet tanks with Stukas.

Moved damaged units into cities with baracks for repair. Transfered planes to the French front for the upcoming assault and to Bucharest to fight off the Soviets in the south. Transfered infantry to the southern front and west to France.

Built radar towers north of Dusseldorf and north of Warsaw.

Captured Rotterdam with infantry - no losses. Rotterdam set to produce Temple then Police Station.

Declared war on Denmark. Destroyed two subs to pave way for BBs. Denmarks navy is sunk in port by the German Baltic Fleet. Copenhagen is captured by marine assault. Denmark eliminated. Copenhagen set to produce Temple then Police Station.

Turn 3 later.
 
Between turns:
Turkey -- declared war on Greece.

France -- attacked with planes, they lost five to my flak, little damage to my forces. No attack from French ground forces. Licking their wounds I would imagine.

England -- bombing runs near the Low Land countries, two planes were shot down by German flak.

Italy -- Invasion of Yugoslavia didn't look like it was going well.

Soviets -- they lost 2 planes to German interceptors. In the ground assault, Germany lost 2 Balkan infantry and 1 Security Div, Soviets lost 2 infantry and 2 tanks. Their planes bombed away but did little damage, 1 shot down by CAP.

No changes observed in Asia as of yet.

Turn 3:
Amsterdam falls to German combined arms. Germany loses 2 brave infantry divisions. Amsterdam is set to produce a Temple then a Police Station.

Germany counter attacks the invading Russian forces and fortifies the lines. Four Soviet tanks, 2 motorized inf and 4 Russian inf are destroyed. The airforce in the Balkan's destroys Soviets roads leading to Odessa and weekens invaders.

Baltic fleet sinks several Soviets ships.

Many troops are relaxing and healing this turn. Next turn we push into Belgium.

Turn 4 later.
 
Civinator said:
Rocoteh, thank you for the new version of this great scenario of WW 2. :clap:

Civinator,

Thank you.

My next project will be a new MP-version of WW2-Global.
Comments, on (for example) which Civs that should be included
are welcome.
As I think most of you know there can only be 8 Civs in a multiplayer
version of CIV 3.

Rocoteh
 
Dunedein said:
First of all, great scenario!

The only thing is, do Battleships really need those few extra attack points, because this makes it so that in a Battleship on Battleship clash, the attacker almost always wins.

I have lost FOUR battleships due to this. In every instance, the AI hid their battleship, then popped it out, sunk my battleship, then ran behind a minefield or into a city! It has gotten me peeved enough to dig my nails into my desk.

Four battleships! Four!

Dunedein,

Its possible that I will make a large test in the future to see
how different stats turns out with regard to battleships.


Rocoteh
 
Between turns:
Turkey -- Moved troops into Greece.

Sweden -- Massive attack on Soviet navy, many losses on both sides.

France -- Lost 4 planes to flak and CAP. The French tanks tried to attack our fortified lines -- all retreated with 1 HP.

England -- Lost 1 plane to flak. They sank 2 of my Atlantic subs. British infantry tried a desperate amphibious assault on Amsterdam -- all six infantry died against my 88. The Royal Navy seems fixated on bombing my sea mines -- to no effect.

Italy -- The war with Yugoslavia goes badly -- Yugoslavian troops are actually on Italian soil now.

Soviets -- Counter attack on the Swedish Navy, all are killed that I can see. Twenty or so planes bomb my cities, 1 plane is shot down by CAP, little damage to my units but I did loose one of my new Cathedrals :cry: Soviet ground forces destroy one Balkan Inf and advance on Iasi with 14 Inf, 1 Tank, and 1 Cav.

German Builds -- 3 Panzer IIIs and 5 Infantry.

Turn 4:
The British left a carrier convoy off my coast undefended -- German subs pounce. One carrier and 3 destroyers sunk.

Brussles, Namur and Antwerp fall to German combined arms. Production set to Temple then Police Station. One Light Division lost.

Liepaja captured by German Infantry. 3 Russian Inf, 1 Garrison, 1 Tank, 5 planes, and a BB are destroyed. No losses for Germany.

The German airforce bombarded the invading Russian units near Iasi. The city is reinforced and a radar tower is built.
 

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WVCivnut,

Thank you for the very interesting reports.
After reading them I have decided to make two changes with
regard to version 2.4:

1. Favorite government for Soviet will be fascism.
Note that (as pointed out by ozymandias), this will make Soviet more
positive versus Civs with fascist-government.
Thus the risk for an early (unrealistic) Soviet declaration of war versus
the Axis can be reduced.
The so called Winter War between Soviet and Finland can not be
simulated in a good way within the Civ 3 game-engine.

2. The Finnish submarines will be replaced with Light Coastal Flotilla
to avoid war caused by "the submarine bug".

With the early Soviet attack I guess the coming turns will be a real
challenge!

I am really looking forward to follow this playtest.

Rocoteh
 
Rocoteh said:
1. Favorite government for Soviet will be fascism.
Note that (as pointed out by ozymandias), this will make Soviet more
positive versus Civs with fascist-government.
Thus the risk for an early (unrealistic) Soviet declaration of war versus
the Axis can be reduced.
The so called Winter War between Soviet and Finland can not be
simulated in a good way within the Civ 3 game-engine.

2. The Finnish submarines will be replaced with Light Coastal Flotilla
to avoid war caused by "the submarine bug".

Rocoteh

1. Wouldn't this change make them more favorable to the Axis and more inclined to attack the Allies? I think item 2 will solve the early German/Soviet war problem. I vote against this change.

2. I agree that making this change will help. How about Spain also? They seem to get into many early wars - especially with France which distracts them from the German front.

On the MP version -- I'm really looking forward to playing it. Thanks for working on that. :goodjob: My thoughts on country breakdown:
Germany - Germany, Italy and Findland
USSR
America
Great Britain
France
China
Japan
Independants - all other countries. It might be benificial to cut down on the number of cities and units held by the Independants to reduce their value. Especially in South America and Africa. It might be best to make them unplayable.

Another option would be to make China controlled by America (like in Axis & Allies) with Chinese specific units buildable only in China and maybe a couple of auto producers for Flying Tigers and such. Then the Independants could be broke down into Minor Allies and Minor Axis countries.
 
1. Wouldn't this change make them more favorable to the Axis and more inclined to attack the Allies? I think item 2 will solve the early German/Soviet war problem. I vote against this change.

Hi, i agree too. Btw, i gave the Su on turn one wines for a RoP (+ got 700 gold + 6 gold per turn out of this deal) No early war for me. :)
 
Emerentius said:
Hi, i agree too. Btw, i gave the Su on turn one wines for a RoP (+ got 700 gold + 6 gold per turn out of this deal) No early war for me. :)
Well, as far as I know Stalin was actually quite fond of Hitler and the international Pariahs of that time (Soviet Union and Germany) were on the short and medium term close allies. The western Allies were seriously contemplating to declare war on the Soviets in order to side with the Finns in the winter war, thus I do think such a change (favourite gov=fascism) might very well represent the situation at the beginning of WW2.

All the best
 
Baldurslayer said:
Well, as far as I know Stalin was actually quite fond of Hitler and the international Pariahs of that time (Soviet Union and Germany) were on the short and medium term close allies. The western Allies were seriously contemplating to declare war on the Soviets in order to side with the Finns in the winter war, thus I do think such a change (favourite gov=fascism) might very well represent the situation at the beginning of WW2.

All the best

We could be living in a very different world if Hitler had not made the decision to invade the Soviet Union.
 
WVCivnut said:
On the MP version -- I'm really looking forward to playing it. Thanks for working on that. :goodjob: My thoughts on country breakdown:
Germany - Germany, Italy and Findland
USSR
America
Great Britain
France
China
Japan
Independants - all other countries. It might be benificial to cut down on the number of cities and units held by the Independants to reduce their value. Especially in South America and Africa. It might be best to make them unplayable.

Another option would be to make China controlled by America (like in Axis & Allies) with Chinese specific units buildable only in China and maybe a couple of auto producers for Flying Tigers and such. Then the Independants could be broke down into Minor Allies and Minor Axis countries.

I have not played the 2.3 yet, so I can make no intelligent comments about the specific merging of the civ's.
But I can give some insight about how the 8 man TCW PBEM is going, and how it relates to making this into a multiplayer game.

First and foremost, I would recommend absolutely no AI civ's, no matter how difficult it becomes to merge the civ's, or how unrealistic the 8 human civ's become (ie. China/U.S).
Since the AI is so badly designed, we all know how much a human player could prey upon the AI civ's.

Second, and this one is sure to be controversial, is to have no preset alliances. This suggestion was made for future editions of TCW, and I think it has a lot of merit. Asssuming you have a human-only game, then you can have house rules that disallow things like U.S. allying with the Axis, but by having no alliances, real human politics becomes more important. Imagine the human leader of the Allies cajoling the human U.S leader to enter the war in 1939.

Third, with a human only MP game, you can turn on all trade, and limit the placement of scarce resources more.

I have a 4th suggestion, that is more game specific to the Allies, U.S and Soviet Union.
Forgive me if it already exists, but as I said I have not had time to play this and 2.2 as much as I would like, though I think it would only make sense for a human only MP game.:
Create a significant new tech branch called Lend-Lease, but has value to only the Allies and Soviet Union. It would have to be 2-4 techs long, to make the commitment to it somewhat painful for the U.S. Now, upon research of say the 2nd tech, this allows for the discovery of a new resource called Allied Lend-Lease, found only in the U.S mainland. This resource would be required for a wonder (or wonders) that only the Allies could build in the U.K. This wonder, or wonders, would then pump out units that would emulate the historical Lend-Lease of 1940/1941.
Once the resource is available, the U.S. would have to trade it to the U.K. to make it worth anything to anybody.
A Tech further along in the same branch would release a resource that would do the same thing for the Soviets.

Now, in a perfect civ world, it would be set that only the U.S. could go down this tech branch. And since the U.S. human player would have to commit a significant amount of research time to this tech branch, and it does him no good specifically, he could make the decision not to proceed.
This would hurt the U.K. and the Soviets. Once again, real human politics would be required to convince the U.S. to sacrifice.
Historically, a lot of U.S. isolationists did not want to enter any Lend-Lease with the U.K. or the Soviets so this would emulate that debate.

Lastly, I want to let you know that although an 8 man PBEM (which I assume is the ultimate goal for an WW2-Global MP) is great fun, it is slow-going. In the TCW 8 man PBEM, we have had a total of nine really great, dedicated players over a period of almost 13 months, and we have managed to get through something like 50 plus complete turns. That is 400+ touches/email fowarding.
And that is with a tremendously dedicated group. So any MP game for this scenario, will be very slow.
 
Between turns:
Turkey -- Greece and Turkey are trading infantry. Nothing major.

Sweden -- Sub vs Sub warfare with the Soviets

France -- They seem to like attacking Italy at the moment.

England -- They lost one bomber to flak over Holland. Bombed away at my sea mines again. GB declared war on Norway due to the sub bug.

Italy -- Their getting demolished by Yugoslavia, I don't think they have any tanks left.

Soviets -- Russia lost 5 bombers to my flak and CAP. The attack on Iasi was repulsed handily. Soviet losses at 7 Inf, 1 Cav, and 1 Tank.

German Units Builds -- 5 Infantry, 2 Panzer IIIs, and 2 workers.

Turn 5
German airforces bombed in French territory. 4 French CAP are shot down by the tough German bombers. Germany looses 1 Do-17 and 1 Heinkel. German ground troops move into French territory between Lille and Verdun. New radar tower is built to support the next leg of conquest.

Near Iasi, German bombers shoot down 5 Russian CAP - loosing none. Destroyed 2 Motorized Inf, 3 Tank, 4 Inf -- lost 2 Infantry and 1 Light Divsion.

The Scharnhorst and Gneisenau go into action against the Brits and sink the Valiant and Royal Oak, both limp back to port for repairs. Another weak stack with a carrier (Courageous) trails the BBs and they are sunk by coastal subs.

Planted spys in France and the USA. Failed on USSR and Britain.
France USA
Infantry 111 63
Tanks 11 0
Fighters 5 20
Bombers 8 27
BBs 2 15
Carriers 0 5
 

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