Originally posted by Alcibiaties of Athenae
I still think you should make some techs tribe specific, so the allies don't build soviet armor, and the Soviets don't build German equipment, ect. I feel this was a giant weakness in this scenario from the begining.
I have given much thought to this. The mechanics of the Civ2 engine simply do not allow what you want in a fashion alligned with the scenario's theme.
One way to do this is to ban all negotiation - I have done this in a limited manner disallowing negotiation between either Allies or Soviets and the Germans. But as I recall, a certain gentleman was already complaining bitterly that he was not allowed as the Soviets to negotiate with the Germans.
A second way is to make all the relevant techs no-no but that would mean they can't be researched and would have to be received via events at regular intervals. That would completely kill the idea of research choice. As it is, I have built in discontinuous tech lineage so you can't research down another powers tech tree.
A third way is to make all units from one power obsolete to a single no-no tech given to all others. That would mean having a few dozen units in the build menu at the end since new units would not make old ones obsolete. I already have some limited cross obsolecence where posible (like hawker typhoon makes Ju-87 obsolete).
A more complicated way would be to have a seperate No-No tech to make each unit obsolete. Thus if Axis discovers FW190D, there will be an event to give them a ME109 Obsolete tech which the Allies and Soviets have at the beginning. Sadly, there isn't enough tech slots or event space to try this.
Also, the Soviet BT-7 should be superior to both the Pzkw II and the Stuart.
From a specs point this is true. BT-7 had a 45mm gun and was faster with about the same armour thickness. However, I have also to take into account training, support and tactics factors. The Soviets are meant to (and did) get beaten up at the beginning and I can't give them a powerful tank at the start. Let me run a few simulations and see if I can up the BT-7 stats without upsetting the scheme of things.
Another matter Kob, it takes the Soviets to long to research KV-1 in MP, they had it and T-34s in limited production in 1940.
Your scientists are already designing the T-34, you just haven't been informed. The moment your first infantry division gets killed by a german unit, you will 'discover' you can build it immediately.
Also, even though they set up factories in the urals after the German invasion, in civ it takes too long/is to expensive to simulate this, so Russia1/2/3 should all have industrial estates at start. Also, I think that it should be a capital ship in Leningrad (or at least a cruiser), and a Capital ship at Stvastapol.
The Soviet's advantage is free support and fast population growth. But it is poor and has slow research. The industrial estates cost money to upkeep and would not be effective in small cities. As time passes, the Soviets industrial might will be formidable, I have run several tests and the soviets can literally have hundreds of T-34/85 by mid game.
You Capital Ship idea makes sense. As I recall, giving the Soviets a capital ship early in the south makes the AI attack turkey. Let me try some simulations on that as well.