WW2-Global

It's true that Canada & Australia are sovereign nations, but they are also members of the British Commonwealth. They all recognize the English monarchy. They are so closely allied that making them a single civ in this scenario makes perfect sense. Canadian & Australian troops served under British command in Europe & the North Africa campaign. In southern Asia, Australian troops also served under British command.


Maimonides,

I think you are 100% right.

Also:
If I made Canada and Australia independent Britain would
become a weak Civ.

Rocoteh
 
Do City Wonders become obsolete?

Also, if using the editor and adding Unit making ability to a wonder (I like to have a few indian/australian/Safrican cities build British Indian Infantry/ANZAC/South African Units every 15 turns, to make the British Empire stronger, but do I have to do something in the editor to make sure these wonders don't become obsolete?)

And I have played with Germany being a Stand alone country, not in alliance w/Finland/Italy/etc... but I find that the Allies go on a land grab even if I am fighting them, which leads to them running amok outside of Europe. Can the Allies win by 60% of the world and 65% of population?
 
The US is doing the same thing to me in my Japan game i just conqured Guam and going to send a fleet to take care of US aircraft carriers appears to be about 4 of them east of Kwajalein just been bombing me and nothing else and also the Japan airfield in the pacific gets ignored so far in my game atleast so far.

dferrill,

AI and naval action is fure sure a major problem with
the Civ 3 game-engine.

Rocoteh
 
Do City Wonders become obsolete?

Also, if using the editor and adding Unit making ability to a wonder (I like to have a few indian/australian/Safrican cities build British Indian Infantry/ANZAC/South African Units every 15 turns, to make the British Empire stronger, but do I have to do something in the editor to make sure these wonders don't become obsolete?)

And I have played with Germany being a Stand alone country, not in alliance w/Finland/Italy/etc... but I find that the Allies go on a land grab even if I am fighting them, which leads to them running amok outside of Europe. Can the Allies win by 60% of the world and 65% of population?

Hammerwise,

On City Wonders:

Only if you want them to become obsolete.

On victory conditions:

Yes they can.

Rocoteh
 
Thanks Rocotech!

I've read every post in all your threads, but never conversed really.

I've been a long time player, back to 1.3 or 1.4 and must thank you from the deepest of my heart for all your hard work. Have truly enjoyed playing this game as well as some of your others (WW1, Barbarossa, etc...).

Thank You!!!
 
Thanks Rocotech!

I've read every post in all your threads, but never conversed really.

I've been a long time player, back to 1.3 or 1.4 and must thank you from the deepest of my heart for all your hard work. Have truly enjoyed playing this game as well as some of your others (WW1, Barbarossa, etc...).

Thank You!!!

Hammerwise,

Thank you.

I am very glad to hear that.

The positive respons from those who play my scenarios
is one important reason to why I still work with scenario-creation.
The last week I have worked with WW3-Global.
Its an interesting project.

Rocoteh
 
Equuleus,

Thank you for the report.

Germany Emperor 2.4

"Week 43 1939.
The war in France.
We retake Verdun and wipe out the French counter attack.
We take Brest with the loss of one Panzer Division and destroy 2 French battle cruisers.

War at sea.
We sink 1 US Heavy Cruiser.We lose the Gneisenau attacking British battleships opps.
We sink 1 US Battleship with the lose of 1 U boat.

Misc.
We load 6 Infantry Divisions into a transport.We will not advance through Norway by land we will advance by sea.

French counter attack.
French Recapture Verdun again we lose 2 Infantry divisions.[The French seem to be better at counter attack this game than the last one I played.] [IMO I think they wasted the units in the attack.]"
Equuleus

Agree.
Defense should be the best way to go for France in most cases.

"Week 45 1939.
LOL I do not have a ROP with the axis minor and they still send armies to attack France.
[Romania 12 infantry divisions][Hungary 3 infantry divisions][Bulgaria 5 infantry divisions]
[I hope I can wipe out the French before the AI wastes these units.]"
Equuleus

No doubt AI will spend them fast otherwise.

"France falls.
Strasbourg falls the city is mostly destroyed by bombing
Toulouse falls.
[We will spend the next few weeks crushing the French resistance & wiping out the rest of the maginot line.]

Switzerland falls.
We take Bern with the loss of 1 panzer3 division.

War at sea.
We sink 1 US 1939 destroyer.We sink 1 British Light Cruiser Southampton class.

[At this point my next target is the Balkans. I will wait for more troops before I attack the Soviet Union.]"
Equuleus

Securing the Balkan-front sounds like good idea.

Thank you and welcome back.

Rocoteh
 
I always think back to how much time I invested (in my younger single, childless days) in the Civ 2 WW2 Scenario and just wish that that scenario could have been as good/realistic/interesting to play as WW2 Global.

I do like to tinker in the editor, as I like to spend a great deal of time developing my nation. I have played USA (being on a different continent is a bit of a slow burner), Soviets (takes a while to get built up and with such a border, inevitably get stuck fighting on every front), but mainly Germany.

EDITOR TWEAKS I USE:
I tend to remove Germany from an alliance, which allows me to pick and choose when to start wars or call for peace. It gives the ability for Germany to take all of continental europe, as well as not being subject to helping Japan.
Make a few wonders unit producing, I mainly do so for UK as their empire is so strung out, they tend to only be strong in the homeland.
Add a few fortresses to the eastern border, to dissaude Soviets from attacking too early.

(The last time I played I put all of the South American countries in the Axis and gave the USA a ton of units in SAmerica. Not only did they not raze any cities, but it made them more powerful and removed some of the minor civs right off the bat. It did result in UK/USA going for and knocking Japan off the Asian continent quickly, but I'm starting to run into the (65%land60%population) loss time, so I'll have to move into Africa sooner than I'd hoped to land grab back)

But the editor tweaking is only a "wee" branch of the tree you created. Thank you again!
 
Simon Darkshade,

I have read your comments on the naval aspects of WW2-Global
with great interest.

Will have your ideas and comments in mind for future versions
of the scenario.

Rocoteh
 
I always think back to how much time I invested (in my younger single, childless days) in the Civ 2 WW2 Scenario and just wish that that scenario could have been as good/realistic/interesting to play as WW2 Global.

I do like to tinker in the editor, as I like to spend a great deal of time developing my nation. I have played USA (being on a different continent is a bit of a slow burner), Soviets (takes a while to get built up and with such a border, inevitably get stuck fighting on every front), but mainly Germany.

EDITOR TWEAKS I USE:
I tend to remove Germany from an alliance, which allows me to pick and choose when to start wars or call for peace. It gives the ability for Germany to take all of continental europe, as well as not being subject to helping Japan.
Make a few wonders unit producing, I mainly do so for UK as their empire is so strung out, they tend to only be strong in the homeland.
Add a few fortresses to the eastern border, to dissaude Soviets from attacking too early.

(The last time I played I put all of the South American countries in the Axis and gave the USA a ton of units in SAmerica. Not only did they not raze any cities, but it made them more powerful and removed some of the minor civs right off the bat. It did result in UK/USA going for and knocking Japan off the Asian continent quickly, but I'm starting to run into the (65%land60%population) loss time, so I'll have to move into Africa sooner than I'd hoped to land grab back)

But the editor tweaking is only a "wee" branch of the tree you created. Thank you again!

Hammerwise,

Yes the what-if options should be countless if one use the editor.

Although the Civ 3 game-engine can be used for operational level
scenarios I think it always will function best at strategic level.

Rocoteh
 
Hammerwise,

Thank you.

I am very glad to hear that.

The positive respons from those who play my scenarios
is one important reason to why I still work with scenario-creation.
The last week I have worked with WW3-Global.
Its an interesting project.

Rocoteh
Thats great news to hear the community is missing a good WW3- Global scenario im sure it will be awesome.:goodjob:
 
Baldurslayer,

Thank you for the report.

"WWII Global 2.4
Germany
Deity
AI Aggression one level above normal
House rule: Arty can only be utilised against Fortifications and no further production of these units."
Baldurslayer

For sure that will make it harder to win.

"Week 1,1940
Well so far all has gone pretty much as planned (Poland 2 turns, Industrial base build-up, RN home fleet has been marginalized, looses were not much of a problem)
Once the Lowlands and Belgium had fallen the Panzers halted, waiting for the new PanzerIIIs to be produced and weathering the French tank attacks. By week 1 1940 Paris has been taken … it was no real Blitzkrieg, more of a leisure stroll.
Once again Strasbourg was the first French city to fall ... that’s the advantage of taking one's time, fortresses can be reduced methodically despite the unhistorical behaviour of attacking head on ..."
Baldurslayer

The net result seems to be realistic though.

"One thing does strike me as rather odd though, the UK has meanwhile ceased to bomb any German cities or units. Usually there is a constant stream of UK aircraft but in this game, even at the onset of the scenario there was no stream of RAF but just some little drops … Any Ideas"
Baldurslayer

Maybe AI transfered the air-units to another front for some reason.

"The RN home fleet spent their WW1 destroyers pretty much by attacking minefields."
Baldurslayer

Very frustrating.

"Is there a way to make the UK AI not continuously attack the tile west of Bremen? A couple of German infantry units can keep the bulk of the RN home fleet busy and even after the Battleships have been sunk the light Cruisers can be destroyed while in port (London) by Kriegsmarine bombardment. It just seems to be too predictable."
Baldurslayer

I will see what I can do to change this.

"Is there a way to have some sea-observation posts, analogous to the ones on land. It might make the RN more focused if they spoted the enemy better (off the Norwegian coast and the eastern English coast) and make better use of Scapa Flow"
Baldurslayer

Such sea-observation posts are not possible.

Thank you and welcome back.

Best Regards

Rocoteh
 
Rocoteh

Japan's home islands are defended too weakly.It was beyond the realm of possibility that the US could invade Japan & capture & destroy a city early in the war.Yet this is what the US AI does frequently with Hiroshima being their favorite target.Even in 1945 the US was leery of invading Japan because of the expected fierce resistance & heavy casualties.
To remedy this I suggest adding 3 special fortress to each home island city and maybe also a minefield in a hex on each side of Kochi(which also needs air trade). This will make it more realistic & also might cause the AI to focus more on capturing the Pacific cities first.
Hope this is helpful

The Dragonlord
 
Maimonides

Russia was never at war with the Allies in WWII even after they invaded Poland. That did not make the Allies happy & relations suffered but they were never at war. You can check any WWII history site or book to verify this.

The Dragonlord
 
Some ideas on Poland for the scenario.

Dear Rocoteh.

It took the Nazis 1 month to take Warsaw not 2 weeks.I think you have under powered the Polish forces.

Here are a few links about the Polish armed forces in 1939.
http://en.wikipedia.org/wiki/Opposing_forces_in_the_Polish_September_Campaign#Polish_Air_Force
http://www.schoolshistory.org.uk/EuropeatWar/polishreadinessforwar.htm
http://en.wikipedia.org/wiki/Invasion_of_Poland_%281939)
http://www.polishnavy.pl/ships/index_45.html

1.Add Polish tanks Poland had 880 tanks in September 1939.
[I think light tanks are best. BTW how many tank does 1 tank unit represent?]

2.Add new units biplane fighter & PZL P.11.http://en.wikipedia.org/wiki/PZL_P.11#Technical_description
[BTW how many planes in 1 air unit?] [Poland had 400 mostly obsolete planes in combat in September 1939.] [They need something equaling 400 fighters and bombers.] [I think they did shoot down their fair share of German planes.] [50-100 I think I am not sure though.]
3.Add Polish Artillery units.
[Poland had 4,300 guns in September 1939.] [BTW how many guns in an Artillery unit?]

4.Add 1 more Polish sub they had 5.
[BTW here is a list of Polish navy ships in 1939 with names.http://www.polishnavy.pl/ships/index_39.html BTW I think you should add the ship names for the Polish Navy.]

P.S. Riga is land locked on this map. Riga is a port city.
 
I started work on my patch and find that I am short 10 more units.
Pz2 M2A2 Hart GArtB USart Navada U boat typ XXI 203mm M-3A1Stuart [Mobile Artillery PRTO_Mech_Infantry is the vanilla
MECH INF used for Mobile Artillery?]
And the .PCX files.

P.S.
There are a few units I have but dont look that good.

1.Me-109[I have the one in Barbarossa It kind of looks weird if there is a better 1 in this scenario please send.]
2.Pz4H[I have the one in Barbarossa It kind of looks weird if there is a better 1 in this scenario please send.]
3.YAK3&Yak9[I have the ones in Barbarossa they look kind of weird if there are better units in this scenario please send.]
4.Mobile Rockets PRTO_Radar_Artillery[I have the Katusya if there is a different 1 other than Katusya in this scenario please send.]
5.Bismark& Yamato[I have an old units from 2002 if there are newer versions please send]

Please post the files to mooload.
http://www.mooload.com/new/
 
Rocoteh I think you should cut out Gao in French north Africa.
Then add Midway & Wake.
I think most players would prefer to have Wake & Midway in the game more than they care about a "hole" in the middle of the desert.
 
Rocoteh I think you should cut out Gao in French north Africa.
Then add Midway & Wake.
I think most players would prefer to have Wake & Midway in the game more than they care about a "hole" in the middle of the desert.

I agree with your statement about some holes in unimportant regions like the sahara, the amazon and the outback but I don't think there should be so many cities in the central pacific. It was a pleasant challenge to attempt asian reinforcement by transport (especially aircraft) instead of "flying" them to the Asian bases. The "bases" should reflect some population, a degree of construction ability, repair facilities, and/or resource to qualify for a city. In the Pacific this would exclude IMO Guam, Wake, Midway, Bolo, Makin, Tarawa, Pelelieu, Iwo Jima, Solomons, etc. and include 2 places in Hawaii, Truk, Rabaul, Samoa, Noumea(or Fiji,) Kwajalein, possibly Einewetak, possibly Nauru (resource.)

I think that the "bases" could be reinforced airfields (perhaps mountains with airfields) with either static units and/or artillery units with a "victory" marker.

Wake Island and Midway Island should not be given an immediate airfield but should be garrisoned with static units awaiting a "worker" to produce the necessary airfield. I would garrison Wake for example with a 2 Special Fortress Units some form of Artillery Unit with ship killing ability.

It the USA wishes to attempt to keep the connection to asia or start a springboard to assault the Western Pacific they may have to fight for it! This may encourage CV vs CV actions at the beginning of the conflict. (I was going to add this to my next play test)

Aecon!
 
An idea to limit population in the Pacific islands.
Make a new type of terrain Pacific Island witch will make 2 food per turn.
Make coast terrain produce 0 food. The Island will not grow then.
Add a resource Fish 2 for coastal areas that produce food.

This will fix the base vs cities problem.
 
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