WW2-Global

That is a (relatively unknown) known bug. I think it happens when a civ is occupying the airfield, but then a different civ captures a city nearby and it's culture engulfs the airfield. Nation A still has their units on it, but nation B controls the airfield by virtue of the cultural border. :crazyeye:
 
That is a (relatively unknown) known bug. I think it happens when a civ is occupying the airfield, but then a different civ captures a city nearby and it's culture engulfs the airfield. Nation A still has their units on it, but nation B controls the airfield by virtue of the cultural border. :crazyeye:

That's what I figured. Thanks!
 
Screencap of French troops holed up in the Maginot Line.

SP32-20070510-193236.jpg


On the next turn, the U.S. took Paris (after heavy casualties), Manilla, and Taiwan. The Axis and the Soviets made peace, so Italy survived.
 
1.0-1.1
Germany
Deleted all German army units replaced them with the units Germany had on may 1940.
I think army groups A & B are done right.
Norway has all the right land units I think but they may be misplaced.
I'm 99% sure the 2 Divisions in Denmark are OK.
As for Army group C the garrisons next to the Maginot Line represent it.
As for Eastern front units named some of them but left most of them unnamed.
The German reserve divisions I left unnamed and spread them out.
Added some KM ships & U boats.
As for the Luftwaffe it is the same as 1939 I just moved it around. And added a few fighters and a few air units in Norway.
Moved a few KM ships around.
Italy
Moved some units to Albania.
Great Britain
Added some RN ships and moved a few around.
Added the BEF as it was in May 1940.
USA
Added the Wasp.
Misc.
Deleted sunken ships.
Poland, Denmark, and Norway controlled by Germany.
1.2
The 2nd A.I.F. added.
Cut Novvy Port.
Tweaked north Africa.
Moved the RAN around.
Poised Japan around the Pacific.
Added Polish units in France and 1 Czech unit.
1.3
Cut the 2 southern Libyan cities.
Cut Hammerfest.
Tweaked RAN .
Poised japan around the Pacific.
Added more radar towers in Britain.
Sunk the Courageous.
Added a few more stukas.
Cut out many Japanese transports.
Replaced the 4 SFs in Hong Kong with 1 British infantry 1939.
Added El Agheila under German control.
Added Syracuse under German control.
Added US Base in UK.
Added Nuuk under US control.
Replaced the fortresses in the Maginot Line with special fortresses.
Tweaked Gibraltar & Malta.
Replaced the Italian fortresses with special fortresses.
Reduced ships AA.
Increased the 88 AA to 4.
Added walls in a few Chinese cities.

I am thinking after the next version of this 1940 "semi mod" I may try to do one that starts in 1941.
 

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@Uncle_Ted
Get the no city raze patch.
 
Yes that is the patch.
As far as I know if you have civcomplete the patch works as is.
If you installed conquests over civ3 then you need the no CD patch first.
As there is a zero tolerance policy on piracy [CFC says a NO CD patch is considered piracy] I can't tell you were to get the no CD patch.

When you find it scan it with an anti virus.
 
Hey all, I posted last week about having trouble downloading this scenario - problem was solved Friday evening and I played throughout the weekend. I started playing as Japan because it was the Conquest scenario "WWII in the Pacific" and my disatisfaction with the game limits that sent me searching for something bigger and badder (I was an Avalon Hill "Third Reich" geek in high school and college - and still am truth-be-told - as well as many of their other strategy games).

Anyway, some comments so far - my computer is a bit slow for a scenario of this size (I only have 256) but it does work. Japan starts in such a difficult situation both operationally and strategically - I mean, I don't know where anyone else's (especially the American) fleet is or exactly what it constitutes in terms of capital ships and carriers - I have only 4 of the big six carriers I need to really wreak havoc - I don't have enough air power to bear down in all the locations I need - my smaller ships routinely get caught by enemy ships and sunk while traveling between islands - I start with no, that is zero, artillery (and apparently can't make marines or bombers until I get access to rubber so I have to hoard the units I have). All I can say is that it's a good thing the Chinese units are so weak and that they lack air and artillery (it was all I could do to beat them back for the first 10 or so turns). Basically - I LOVE THIS GAME.

I started by gathering the vast majority of my fleet, including the four big carriers, and the 2 smaller ones, loaded all the stray ground-pounders in Japan into transports and headed for the chinese coast to start seizing cities down the coast line and for the Phillipines to open the route to the Dutch East Indies. I meanwhile scattered a bunch of submarines and destroyers (there are so many of them) out across the Pacific just to keep an eye on things (it took me 7 or 8 turns to get my fleet organized just off the southern tip of Japan from where it started). I then headed toward China (while my Chinese deployed forces fought off the Chinese invasions). No sooner did I start out than some of my smaller units ran into a pair of British light cruisers crossing from Canada - so I trundled out the surface battlefleet I had kept in Japan (2 BBs, the Ise and the Heii, a pair of heavy cruisers, 30 or so destroyers and half a dozen light cruisers) but the Brits spotted me and ran - I noted that they were fast enough to avoid me where I was placed except for my lights and DDs and they were too powerful for those but at about that time a couple of American BBs ran across my picket line to the South of me and started sinking my destroyers. That was the first hint I had that the US fleet was deployed and coming (I also noted that the 2 BBs were the New York and the Arkansas - which meant their deployed capital ships were more than I expected). So, I split my southern fleet, sending 4 BBs, 6 heavies, 8 lights, and another 30 destroyers with all six carriers back toward the central Pacific, leaving the rest of the fleet, without carriers, to continue down the Chinese coast-line. What followed was an enormous exchange of ships over about 8 turns throught the central Pacific. Needing intel, I was continually throwing several destroyers out to locate their ships - eventually I counted 10 BBs scattered around, four heavies and four lights, and scads of destroyers (though the BBs were out ahead and unescorted by DDs or cruisers at first). In the battles, I lost over 30 DDs and 2 lights, but only one BB, the Ise. I sank 6 of the US BBs, injuring 3 others (though they escaped), and lost track of the 10th (the New York, it eventually appeared on my coast and I pounded it with ground air until it headed for Guam and I got it with bombers from Saipan finishing it as well). I also sank over 50 DDs, 4 lights and 4 heavies. The wounded BBs escaped because while I was fighting here, they started bombing Kwajalein - so I had located their carriers - or some of them at least, and peeled off my carrier task force to go get them - that battle took several turns, but without losing anything I sank 2 more BBs and four carriers (Enterprise, Lexington, Yorktown and Saratoga).

Meanwhile, my invasion fleet took several coastal cities, uniting my controlled territory in China (including Hong Kong), then moved on to take Hanoi and Saigon - I'm now prepping for the Phillipines. This campaign also allowed me to gather my air power in China together and increase my goundpounders in China so that I've now begun a major offensive into China, so far taking three inland cities - and one additional from the PRC.

So far, I've not built any units except 1 artillery, 2 tanks, one Val and 1 Shokaku (I have 3 more Shokaku's, a Yamato-C, and a Kate on the way). I have used my construction to build workers and city improvements to increase my rate of productivity so that eventually I can begin an enormous building program to rapidly increase my force size (the cities that have built units -excepting workers- don't have any more improvements to make at this time). I expect that my production will take off like crazy in about April of 1940. I have to replace 3 Kates and 3 Nates lost in the fighting. In addition to total loss of 53 DDs, 5 lights and the Ise, I also lost 16 submarines. In return, I have so far sunk (combining the US, British, Dutch and French navies) 9 BBs, 4 carriers, 16 lights, 8 heavies, 114 DDs and 31 submarines.

I haven't kept track of groundpounder losses, though they have been minimal - nor the damage I've done on the ground, though it's been a lot of destroyed Chinese units as well as a couple British and French units.

By the way, I'm in Week 2 of 1940.

In any event, I absolutely love this game and the operational and strategic - as well as the logistical problems it sets me (and I've only begun the first game with Japan - oh the many variations available playing the others, etc., genius).

Some queries (for anyone that can or is interested in helping):

1. Fortress Troops (or whatever they're called): can they move at all? It appears from my game that they can't.

2. Why does the AI fight like an idgit with its navy? They scatter ships without cover that are just sitting ducks, they stand still and bomb Kwajalein for no apparent purpose, without moving, while I cross the Pacific to take them out because I KNOW where they are. I have set it on most aggressive - is there anything else I can do to make it "smarter" with its fleet?

3. Why does a submarine not get to target a carrier in a fleet stack? very irritating and it cost me several good subs.

4. Why are some of my cities not allowed to build certain things (e.g. some cities can build a Shokaku, others can't) while others are, though I am linked by roads, harbors and airports everywhere? As a corollary, my northen island and little island in the south can't build RRs - why? ports link everyone and I can build them in China and on the main island.

5. Does Tokyo automatically produce stuff? I've had a militia division, a marine unit and a Sally bomber just appear there.

6. What do the various city-named wonders do?

7. And that thing about clearing forests amd making RRs take much longer - that's a problem I haven't yet addressed because I'm busy just building normal roads, irrigation and mines everywhere - but I imagine that creates a whole new set of logistical problems when it takes so long to create the strategic mobility of interior lines that RRs provide. Any thoughts?

Hope this wasn't too long - I've got the zeal of the convert - this game has moved into my number one spot - within minutes of staring it.

Regards,

Kelly Whiting
 
Welcome Kelly,

I'm a long time player, read ever post, but rarely post myself.


Alot of the others are more experienced in this but I'll answer the questions I can.

1. Fortress Troops: can NOT move, same with Garrison troops. A good idea as the dumb AI will sometimes empty a city to do battle with you and not leave anyone protecting the hen house.

2. AI doesn't know what to do with navy and quite often the case they'll feed you lambs to the slaughter all day long.

5. and 6. City specific Wonders serve two main purposes: keeps AI from razing cities automatically and secondly, some Wonders auto-produce units, to provide a bit of flavor, civ specific units. Tokyo for instance, say every 12 turns, will produce a marine unit while not disrupting your regular building. I believe one of the german wonders produces a SS unit, washington DC makes a paratroop, ottawa makes British commando, johannesburg makes South African british troops, etc....

7. Railroads and clearing forests have been setup to take WAY too long as trans continental travel would become way too easy. If Germany could transfer troops from say stalingrad back to paris in one turn? Or the USA can send troops from Miami to Alaska in 1 turn. The impossibility of railroads means a bit of historical reality.
 
Hammerwise,

Thanks for your answers. My primary concern on RRs will be the difficulty of keeping a large army active in India and Persia once I get there without the ability to use RRs to ferry units forward; my secondary concern on this point is the risk of the USSR attacking me in Manchuria/Korea while my main armies are scattered from Burma to northern India and, without RRs, I won't be able to redeploy quickly to handle such an event. Very disconceting. I will attempt to create enough workers to at least construct a trunk line linking Manchuria with forward positions in Thailand/Burma and India - but it looks like that will take a LOT of workers. But there really is no choice. RRs provide enormous economy of force by strategic interior lines. You can do twice as much with half the units if you have RRs.

Query: I noted that you didn't respond to my question on the ability to construct certain things in certain cities - does anyone else know the answer? I need to figure it out so I can modify things and act appropriately. It seems like harbors and airports don't automatically provide access to all resources - or maybe there is some calculation about how many resources work for a civ? Do I need more than one source of iron for all my cities or, like in normal civ, does one source supply the whole civ?

New Query: I tired to deploy some infantry from Japan to Saipan by using my airports. I was able to send a Marine unit and a paratrooper, but then I was unable to use any of my other airports in Japan to deploy any Infantry. What is the rule on air deployment? Is it based on unit type or is it based on something else? Is there a turn limit on air deployment that I can work to increase?

Thanks for all your help.

Regards,

Kelly Whiting
 
Query: I noted that you didn't respond to my question on the ability to construct certain things in certain cities - does anyone else know the answer? I need to figure it out so I can modify things and act appropriately. It seems like harbors and airports don't automatically provide access to all resources - or maybe there is some calculation about how many resources work for a civ? Do I need more than one source of iron for all my cities or, like in normal civ, does one source supply the whole civ?

New Query: I tired to deploy some infantry from Japan to Saipan by using my airports. I was able to send a Marine unit and a paratrooper, but then I was unable to use any of my other airports in Japan to deploy any Infantry. What is the rule on air deployment? Is it based on unit type or is it based on something else? Is there a turn limit on air deployment that I can work to increase?
Air and Sea trade have been partially disabled. Only a very few cities have a wonder that allows air trade. Tokyo is one such city. Another is in China. Once you capture the one in China, your mainland and main island cities will be able to produce the exact same things. Unfortunately, there is no way to link up the smaller islands, so just have them build garrisons so that the AI will have a tough time capturing it.

Only a few units can be airlifted. The Paratroop units, obviously, though I didn't know the marine units could be... that might be a bug. Normal infantry and tanks cannot be airlifted.
 
On railroads, is it possible to shorten their infinite movement to something that could reprsent them better, just like a faster road?
Strictly for example, as I don't feel like thinking hard, what if they were adjusted to, say, 10 movement points? possible or no?
 
It will always come down to Allies vs Soviets.

You must attack the Soviets, not the Germans!

I've learned the hard way that you are right. Saving France and attacking the Germans just helped the Russians beat up on them that much faster. Soviets are really rolling now.

Here's a screenie:

SP32-20070515-120743.jpg


The only road-bumps for the Soviets are (1) the fortresses in Konigsberg and Berlin (2) a stack of 88's in Cologne, and (3) the expiration of our right-of-passage agreement. On the next few turns I was able to take the rest of Belgium, and steal Cologne after the Soviets significantly weakened it. Based on the terrain and the massive Soviet tank losses, I expect that I'll be able to take Dusseldorf, Bremen, Dortmund, and the Netherlands (and Hamburg if I'm lucky). I've also blocked the Russians off from Torino, so that should fall to me as well (I'm waiting for British bombers to weaken the Italian fortress there). I'm hoping that the Axis will make peace with the Soviets before Germany is eliminated ... if not, I'll wait until I can build up my armor in Europe, then hit the Soviets hard when they start transferring their forces to the East to beat up on Japan.

US forces in the Pacific are marching up the Chinese coast ... once I get to Tsingtao I'll probably continue into Manchuria and Korea, leaving Japan itself for later invasion.
 
One other anomaly to mention: the airfield bug also works with land forces. On the next turn I discovered there are German motorized infantry and Soviet infantry both sitting on the airfield north of Freiburg.
 
On railroads, is it possible to shorten their infinite movement to something that could reprsent them better, just like a faster road?
Strictly for example, as I don't feel like thinking hard, what if they were adjusted to, say, 10 movement points? possible or no?

Sadly no.vten chars
 
Changes in 1.4.
1.4
Added historical British India Army.
Cut Nuuk,Sosnovka,Dongola,Kindal,.
Added Asmara,Marsa Matruh,Tromsø,
Redid the Orbat in East Africa.
Added the Qattara Depression.
Cut Food bonuses Fish Game etc in Norway to limit population there.
Redid Luftwaffe ORBAT in Norway and Denmark.
Added a Fortress in Iwo Jima.
Added the Royal Indian Navy.
Redid the The Royal New Zealand Navy.
Cut Trade in Hamburg,Berlin,Oslo,Narvik,Amsterdam,Bordeaux,Marseilles,Brest,Reykjavik,Corsica,Guam,Helsinki,and Katmandu.
[To cut turn times.]
UK,France,USA, and the Low Countries can't move the first turn.

@Simon or anyone who knows
Do you know if Egypt provided troops to the CW forces if so how many?
 

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