Arc-Lite
Former Scenario Editor
WWIII MODIFICATION TO STALIN006's SCENARIO, "WW3 FINAL"
This is basically Stalin006's scenario with some modification. The tweeks I have been looking for but can't find in other scenarios. Credit should be given to Marla Singer for the quality map. Here is a modified explanation of the scenario:
Jan 1 2006-The old world order is about to end and the Russian Federation has regained its former military glory. Japan has re-armed, the Arab Nations control most of the oil and the European Union has created a large and powerful military. China, with its new economic growth, is on the verge of becomming a superpower. The world is ready for a new world war. Marla's Singer World map was used with permision. Scenario created by Jose F. Perez JR. July 2002 Bryan TX USA. Modified by Jason G. Grigsby (Arc-Lite) KY USA, November, 2002.
TO PLAY THIS:
Put the bic file in (At least with my system)
C:\Program Files\Infogrames Interactive\Civilization III\Scenarios folder.
Load the game, select start scenario and choose the game! CAUTION! it does take about 1 minute and 3 seconds to load the scenario on my AMD 1.5ghz system. After the initial load up it's a breeze. I have play tested the file and so far it has not crashed. If you want to change the starting player (Default is USA) Just go in to the editor and choose the Civ you would like to play and check them as player 1. Please only choose a Civ that has been mentioned in this post.
Version 1.1 is available (11-27-02)
The following units', Defense, movement, bombard, operational ranges, rate of fire, and Hit points have all/or partially been changed. (See the NEW readme for exact changes)
Battleship, Aegis, Sub, Nuclear Sub, & Privateer.
Stealth fighter & Bomber, Jet fighter, Fighter, Bomber, F-15, & Helicopter.
Modern Armor, Mech. Infantry, Tank, Marine, Paratroop, Infantry, Rifleman.
Explorer, Armies/Leaders, & Cruise missle.
Naval Units
Battleship & Aegis - Can carry a cruise missle.
Nuclear Sub & Sub - Can carry nuclear or cruise missles.
Privateer - Can carry cruise missles. NO BLITZ OPTION, the extra movement point if for getting the hell outta there.
Missle Units
ICBM and Tactical Nukes cost more
Army/Leaders - Changed to a +6 HP bonus.
Technology
I added extra time to research Integrated Defense and Genetics. AS far as I know even by todays standards were not terribly close to a cancer cure or deployable missle shield.
Version 1.0 (11-22-02)
UNIT CHANGES (UPGRADED)
Armies - 1 allowed per city. Armies have a 3 hp bonus. Armies can "Blitz" (attack 1 time per movement point) each turn. Armies needed a kick in the pants. I'm tired of one army needed to defeat 1 mech infanrty in a metropolis. Hopefully this will make them more devastating.
Fighters, Bombers, Stealth Fighters, Stealth Bombers, Cruise Missles, Have lethal land and sea bombard.
Artillery and Radar Artillery, have lethal land and sea bombard and expanded operational ranges.
Battleships - have lethal land and sea bombard, added operational range, zone of control, and "Blitz" option on.
Aegis Cruisers - have added operational range, zone of control, and "Blitz" option on.
Nuclear Subs can transport 2 missles.
Modern Armor and Mech. Infantry - Can Blitz.
Armies, Workers, Artillery (all), Armor (all), Missle units, Leaders, Infantry units (all) CAN BE AIRLIFTED.
Cruise Missles - have lethal land and sea bombard. Added operational range.
Alot of the civilization units will start off at veteran or elite status depending upon their locations. I always hated 2-3 hp units.
Stealth Bomber chance for being intercepted reduced from 5% to 1%. Tired of seeing WW2 fighter shooting it down.
Chance of non stealth interception reduced from 50% to 40%. Tired of seeing WW2 fighter shooting down my F-15.
CIVILIZATIONS:
Have been tweaked, I hope for the better. My goal was not to necessarily have "Balance" it was to be similar to real life. For example the United States probably could not be defeated by most nations militarily. The sides are not balanced there are a few main powers. IMO (As it has not been play tested by me for decades) I would assume that the big four are USA, China, Russian Federation, And European Union. They are followed by a second tier of nations Neutrals, Japan, Arab Nations, & India.
China - Goal was to make them a near superpower from the start. I also added resources to attempt to boost population to insanely high numbers. They have about a billion people after all. Current leader name Wu Jintao added.
India - Goal was to make their population reflect it's true to life level. Added resources to achieve this. Their forces still a bit weak but I can't figure out how to activate the button that will allow you to add units. Current leader name Atal Bihari Vajpayee (Hope this is right have seen different spellings).
Russian Federation - Goal was to make them a near superpower from the start. Made improvements to infrastructure. Real leader name Vladamir V. Putin added.
Arab Nations - Sticking with Stalin006's idea, I allowed Saddam Hussein to remain in power although I don't see it happening in real life in 2006. Arab Nations are technologically a bit behind the other nations. Need work on making infrastructure adequate.
United States - The worlds only superpower. Needs very little work. Technologically superior (Unless your playing emperor level.) Real leader name George W. Bush added.
Neutrals - Far to powerful in Stalin006's version of WWIII (IMO). They are far behind in the technology race. Sticking with Stalin006's idea, Vincente Fox will remain in power.
European Union - Goal was to make them a near superpower from the start. Sticking with Stalin006's idea, Tony Blair will remain in charge. Trying to figure out how to make the leader head now.
Japan - Has been given the resources it needs to be competitive. Rubber, Uranium, & aluminum added. They only have 3 (powerhouse) cities but they can now build modern units. Real leader name Junichiro Koizumi added.
The Neutrals lost Seoul to the USA. The Arab Nations lost Kuwait to the USA. The Neutrals lost "Habana" renamed to "Havana" to China. (China kinda took over Russia's old bases when they moved out)
Each nation should have Battlefied Medicine, Wallstreet, The Pentagon, Universal Suffrage, Military Academy, Great Lighthouse, & Intelligence agency.
Several have the Ironworks & Forbidden Palace improvements.
Plus Stalin006's wonders remain mostly in place from the original scenario.
IMPROVEMENTS AND WONDER CHANGES:
Battlefield Medicine, +1 happy person all cities. (Cmon thats alot soldiers not coming home in a body bag.)
Strategic Missle Defense, + 1 happy person all cities. (Hey the nuke might not kill us after all.)
Cure for Cancer, + 3 happy faces all cities. AND + 1 happy face in the city it was created.
Manhatten Project, + 2 unhappy faces in the city it is built.
Universal Suffrage - Police station in every city.
Police Station - Reduce corruption and War weariness. + 1 happy face in the city it is built.
Airport, + 1 unhappy face city it is built.
Mass Transit, + 1 happy face in city it is built.
Hospital, + 1 happy face city it is built.
Nuclear Plant, + 4 unhappy faces in the city built.
Coal Plant, + 1 unhappy face in the city it is built.
Manufacturing plant, + 1 unhappy face in the city it is built.
Marketplace, + 1 happy face city it is built.
Pollution caused by buildings/ wonders lowered by about 50 %.
GOVERNMENT CHANGES:
All governments tweaked, the main thing changed was hom many units you get for free in your towns and cities. Made communism a bit more competitive big increase in free units. Made despotism better than what it was. Republic and democracy got slight increase in free units. Workers work harder.
MISC:
Icons changed to reflect what they should be for most/if not all military units.
Icons changed to reflect what they should be for ALL resources.
Accelerated production rule in effect.
WORK NOT FINISHED, I CAN'T FIGURE IT OUT. (Hey up until 2 days ago all I did was play the game!)
I would have really loved to add leaderheads to this game after reading this post:
http://forums.civfanatics.com/showthread.php?s=&threadid=27561
I downloaded a good quality photo of each leader in this scenario. Let me take a second to say this was not easy. There is a lot of crap out there. But alas, my limited intelligence and experience, didn't allow for this possibiltiy to be implemented in to the scenario. Here is what went wrong. I have a jpeg of each leader. I also have it in the bitmap form. I don't know how to convert these pictures in to the required .pcx or .flc files to BEGIN the process of doing the leaderheads. I hope someone will follow through with this goal and make it a reality.
Don't know how to change the wonder and city improvement building icons most of which aren't accurate.
Couldn't figure how to add army units to the scenario. I think I solved this by giving the AI a heck of alot of units in the emperor and deity levels.
FINAL THOUGHT:
The higher the AI intelligence the more offensive and defensive bonus units they get. Regent level its 2 extra of both units. Monarch level its 6 extra of both units. + 2 workers. Emperor levels its 8 exra of both units, 2 workers and 2 armies. Deity level is 12 of both exra units, 4 workers and 3 armies.
I want to thank Stalin006 for allowing me to post this scenario. This is my first attempt at modifying a scenario. I would like to know if the effort was worth it if you could spare a moment and give me some feedback. Thanks, and I hope you enjoy it.
This is basically Stalin006's scenario with some modification. The tweeks I have been looking for but can't find in other scenarios. Credit should be given to Marla Singer for the quality map. Here is a modified explanation of the scenario:
Jan 1 2006-The old world order is about to end and the Russian Federation has regained its former military glory. Japan has re-armed, the Arab Nations control most of the oil and the European Union has created a large and powerful military. China, with its new economic growth, is on the verge of becomming a superpower. The world is ready for a new world war. Marla's Singer World map was used with permision. Scenario created by Jose F. Perez JR. July 2002 Bryan TX USA. Modified by Jason G. Grigsby (Arc-Lite) KY USA, November, 2002.
TO PLAY THIS:
Put the bic file in (At least with my system)
C:\Program Files\Infogrames Interactive\Civilization III\Scenarios folder.
Load the game, select start scenario and choose the game! CAUTION! it does take about 1 minute and 3 seconds to load the scenario on my AMD 1.5ghz system. After the initial load up it's a breeze. I have play tested the file and so far it has not crashed. If you want to change the starting player (Default is USA) Just go in to the editor and choose the Civ you would like to play and check them as player 1. Please only choose a Civ that has been mentioned in this post.
Version 1.1 is available (11-27-02)
The following units', Defense, movement, bombard, operational ranges, rate of fire, and Hit points have all/or partially been changed. (See the NEW readme for exact changes)
Battleship, Aegis, Sub, Nuclear Sub, & Privateer.
Stealth fighter & Bomber, Jet fighter, Fighter, Bomber, F-15, & Helicopter.
Modern Armor, Mech. Infantry, Tank, Marine, Paratroop, Infantry, Rifleman.
Explorer, Armies/Leaders, & Cruise missle.
Naval Units
Battleship & Aegis - Can carry a cruise missle.
Nuclear Sub & Sub - Can carry nuclear or cruise missles.
Privateer - Can carry cruise missles. NO BLITZ OPTION, the extra movement point if for getting the hell outta there.
Missle Units
ICBM and Tactical Nukes cost more
Army/Leaders - Changed to a +6 HP bonus.
Technology
I added extra time to research Integrated Defense and Genetics. AS far as I know even by todays standards were not terribly close to a cancer cure or deployable missle shield.
Version 1.0 (11-22-02)
UNIT CHANGES (UPGRADED)
Armies - 1 allowed per city. Armies have a 3 hp bonus. Armies can "Blitz" (attack 1 time per movement point) each turn. Armies needed a kick in the pants. I'm tired of one army needed to defeat 1 mech infanrty in a metropolis. Hopefully this will make them more devastating.
Fighters, Bombers, Stealth Fighters, Stealth Bombers, Cruise Missles, Have lethal land and sea bombard.
Artillery and Radar Artillery, have lethal land and sea bombard and expanded operational ranges.
Battleships - have lethal land and sea bombard, added operational range, zone of control, and "Blitz" option on.
Aegis Cruisers - have added operational range, zone of control, and "Blitz" option on.
Nuclear Subs can transport 2 missles.
Modern Armor and Mech. Infantry - Can Blitz.
Armies, Workers, Artillery (all), Armor (all), Missle units, Leaders, Infantry units (all) CAN BE AIRLIFTED.
Cruise Missles - have lethal land and sea bombard. Added operational range.
Alot of the civilization units will start off at veteran or elite status depending upon their locations. I always hated 2-3 hp units.
Stealth Bomber chance for being intercepted reduced from 5% to 1%. Tired of seeing WW2 fighter shooting it down.
Chance of non stealth interception reduced from 50% to 40%. Tired of seeing WW2 fighter shooting down my F-15.
CIVILIZATIONS:
Have been tweaked, I hope for the better. My goal was not to necessarily have "Balance" it was to be similar to real life. For example the United States probably could not be defeated by most nations militarily. The sides are not balanced there are a few main powers. IMO (As it has not been play tested by me for decades) I would assume that the big four are USA, China, Russian Federation, And European Union. They are followed by a second tier of nations Neutrals, Japan, Arab Nations, & India.
China - Goal was to make them a near superpower from the start. I also added resources to attempt to boost population to insanely high numbers. They have about a billion people after all. Current leader name Wu Jintao added.
India - Goal was to make their population reflect it's true to life level. Added resources to achieve this. Their forces still a bit weak but I can't figure out how to activate the button that will allow you to add units. Current leader name Atal Bihari Vajpayee (Hope this is right have seen different spellings).
Russian Federation - Goal was to make them a near superpower from the start. Made improvements to infrastructure. Real leader name Vladamir V. Putin added.
Arab Nations - Sticking with Stalin006's idea, I allowed Saddam Hussein to remain in power although I don't see it happening in real life in 2006. Arab Nations are technologically a bit behind the other nations. Need work on making infrastructure adequate.
United States - The worlds only superpower. Needs very little work. Technologically superior (Unless your playing emperor level.) Real leader name George W. Bush added.
Neutrals - Far to powerful in Stalin006's version of WWIII (IMO). They are far behind in the technology race. Sticking with Stalin006's idea, Vincente Fox will remain in power.
European Union - Goal was to make them a near superpower from the start. Sticking with Stalin006's idea, Tony Blair will remain in charge. Trying to figure out how to make the leader head now.
Japan - Has been given the resources it needs to be competitive. Rubber, Uranium, & aluminum added. They only have 3 (powerhouse) cities but they can now build modern units. Real leader name Junichiro Koizumi added.
The Neutrals lost Seoul to the USA. The Arab Nations lost Kuwait to the USA. The Neutrals lost "Habana" renamed to "Havana" to China. (China kinda took over Russia's old bases when they moved out)
Each nation should have Battlefied Medicine, Wallstreet, The Pentagon, Universal Suffrage, Military Academy, Great Lighthouse, & Intelligence agency.
Several have the Ironworks & Forbidden Palace improvements.
Plus Stalin006's wonders remain mostly in place from the original scenario.
IMPROVEMENTS AND WONDER CHANGES:
Battlefield Medicine, +1 happy person all cities. (Cmon thats alot soldiers not coming home in a body bag.)
Strategic Missle Defense, + 1 happy person all cities. (Hey the nuke might not kill us after all.)
Cure for Cancer, + 3 happy faces all cities. AND + 1 happy face in the city it was created.
Manhatten Project, + 2 unhappy faces in the city it is built.
Universal Suffrage - Police station in every city.
Police Station - Reduce corruption and War weariness. + 1 happy face in the city it is built.
Airport, + 1 unhappy face city it is built.
Mass Transit, + 1 happy face in city it is built.
Hospital, + 1 happy face city it is built.
Nuclear Plant, + 4 unhappy faces in the city built.
Coal Plant, + 1 unhappy face in the city it is built.
Manufacturing plant, + 1 unhappy face in the city it is built.
Marketplace, + 1 happy face city it is built.
Pollution caused by buildings/ wonders lowered by about 50 %.
GOVERNMENT CHANGES:
All governments tweaked, the main thing changed was hom many units you get for free in your towns and cities. Made communism a bit more competitive big increase in free units. Made despotism better than what it was. Republic and democracy got slight increase in free units. Workers work harder.
MISC:
Icons changed to reflect what they should be for most/if not all military units.
Icons changed to reflect what they should be for ALL resources.
Accelerated production rule in effect.
WORK NOT FINISHED, I CAN'T FIGURE IT OUT. (Hey up until 2 days ago all I did was play the game!)
I would have really loved to add leaderheads to this game after reading this post:
http://forums.civfanatics.com/showthread.php?s=&threadid=27561
I downloaded a good quality photo of each leader in this scenario. Let me take a second to say this was not easy. There is a lot of crap out there. But alas, my limited intelligence and experience, didn't allow for this possibiltiy to be implemented in to the scenario. Here is what went wrong. I have a jpeg of each leader. I also have it in the bitmap form. I don't know how to convert these pictures in to the required .pcx or .flc files to BEGIN the process of doing the leaderheads. I hope someone will follow through with this goal and make it a reality.
Don't know how to change the wonder and city improvement building icons most of which aren't accurate.
Couldn't figure how to add army units to the scenario. I think I solved this by giving the AI a heck of alot of units in the emperor and deity levels.
FINAL THOUGHT:
The higher the AI intelligence the more offensive and defensive bonus units they get. Regent level its 2 extra of both units. Monarch level its 6 extra of both units. + 2 workers. Emperor levels its 8 exra of both units, 2 workers and 2 armies. Deity level is 12 of both exra units, 4 workers and 3 armies.
I want to thank Stalin006 for allowing me to post this scenario. This is my first attempt at modifying a scenario. I would like to know if the effort was worth it if you could spare a moment and give me some feedback. Thanks, and I hope you enjoy it.
