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Leonidas
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quote: Originally posted by Patine
Those certainly sound like good ideas, Leonidas. Thanks for your support. Now I only have a few Soviet cities and units to place (they were the last player dealt with in that regard), then I need to acquire good graphics for US and Japanese landing barges (separately), then place initial ones of those, then do the events, and it's ready for playtest! This is the last chance for ideas to make the beta, at least. |
My pleasure
In addition to the Jap player losing gold through merchant ship losses, you could also do the following:
Have certain locations become very valuable (in terms of gold aquired) to force the Jap player to attack them (as Japan did historically).
So, capturing certain key cities deep in China, in India, the Dutch East Indies, Burma, Malaya, the PI, US possessions, certain islands, etc by Japan would yield a certain amount of gold.
This would help represent the reason why Japan went to war in the first place: to acquire valuable resources...
Cheers!
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Leonidas
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quote: Originally posted by Patine
You know, I think I could probably do the whole US war effort as events-generated units, with US and Australian cities just having very formidable garrisons. Does anyone think this might be foolish (or actually a good idea)? |
I would have the US and Australian cities generating units anyways.
However, I would restrict what they build. In other words, for the major US cities give them almost all the major improvements, and have them pump out BBs, Marines, DDs, submarines, etc.
For Australia you want their cities pumping out infantry, DDs, cruisers, arty, etc. just in case the Japanese player decides to invade it...
In addition to this, use events to generate the huge number of units you will need for the USA to take the offensive.
The USA should have a huge production ability and should be VERY aggressive on the attack after June, 1942. It should be a pressure-cooker for Japan (as it was historically).
Last edited by Leonidas on 17-02-2005 at 03:02
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Leonidas
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Patine:
Also consider a certain amount of randomization for some events:
1) The Soviet entry into the Pacific War - make this a random date of entry sometime after May, 1945.
2) The USA use of the Atomic Bomb - make this a random event to come into effect sometime after April, 1945.
3) Random USA aid to China via gold, planes (the Flying Tigers), etc...
4) Have the USA ALWAYS generating units on random turns throughout the Pacific (such as BBs, subs, long-range bombers (B-29s), Marines in landing craft, etc). This is besides the event-generated island invasion forces.
5) Certain USA units killed should generate NEW units to appear.
6) Perhaps have the USA initial point of attack occur on a random date and place. IE the Jap player will never really know WHERE or WHEN the US initial counterattack will come from.
Don't worry about getting everything perfect the first go around, as much of it will need to be tweaked through playtesting.
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Leonidas
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Also make some locations absolutely vital for Japan to hold such as the island of Saipan.
If the US should take Saipan, then this would generate a large number of B-29s to appear on the island. They would also be in range to bomb all other Japanese islands and the Japanese mainland.
Saipan would then continue to generate B-29s as long as the USA holds the island...
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Leonidas
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quote: Originally posted by Patine
Great ideas, Leonidas! However, even with the ToT events capacity, I think I'm going to need multiple events files. Any ideas on what month/year to divide them at? |
Events One: Dec/41-Dec/42
Events Two: Jan/43-Dec/44
Events Three: Jan/45-Dec/48?
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Leonidas
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quote: Originally posted by Patine
Well, '47 or '48, probably. Anyway, I think the division is sound. Thanks a lot! I'll post the beta here when it's ready, and then anyone who wants can take a crack at it and offer criticisms and suggestions. |
Excellent.
I would also suggest (if you haven't done it already) is to check out Harlan Thompson's Pacific War scenario and see how he placed all the initial units (as well as some of the events he used).
This will help you with placing all those initial units on the map.
Cheers!
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Leonidas
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quote: Originally posted by Patine
Where can I find this scen? |
It will save you lots of time. Adjust the placement as your requirements dictate.
Harlan made two Pacific War scenarios:
"World War II: Pacific Theater"
and
"World War II in China: the Forgotten War"
They can be found here:
http://www.civfanatics.com/civ2scenmod2.shtml
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AGRICOLA
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Canadian bush & Florida
Feb 2003 time: 00:16
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The large role played by Japanese shipping losses in the eventual outcome of the war cannot be argued. To have any chance at all. a player should be forced to try to get freights back to Japan. There may be a way that events and the right units could duplicate the historic perils of the voyage home.
For this to work, most of the following conditions would need to be satisfied:
1. Freights cannot be built. They are created by events in SE Asian cities and are highly lucrative if delivered to Japan. This would be exactly what Captain Nemo does in Red Front 1.4 .
2. The only cities that freights can be delivered to are ones in Japan. If necessary, make this a house rule.
3. There cannot be a land route from Malaysia to northern China and then a short sea voyage to Japan. If a land route cannot be avoided, eliminate RR's and make freights Mv = 1 so that it takes forever to move them by land.
4. Japanese aircraft cannot be stacked with ships. Also, no chaining of freighters, but give them enough range so that they can get to Japan in 2 or 3 turns (months).
However, I am not at all certain if AI controlled US subs by themselves are adequate to seriously damage a convoy system set up by a good player because there are ways to use aircraft to protect a convoy without stacking with aircraft. Also, AI controlled subs themselves tend to stack and/or cluster, thus reducing their area coverage.
I would suggest trying the following:
1. Introduce two Mv=1 naval units, Torpedo 1 and Torpedo 2, and make them both without a visible icon (i.e. almost impossible to detect, even with the CHEAT mode). This idea is based on what Captain Nemo did in his Normandy scen where he had 2 units with the following specs.
Floating Mines, nil, 2, 0.,0,10a,80d, 9h,9f, 8,0, 2, no, 000000000000000 (Visible)
Beach mines, nil, 2, 1.,0, 8a,6d, 1h,2f, 1,0, 2, no, 001100000000000 (Invisible)
I would make them both invisible and change the Floating Mine Mv=0 to Mv=1. I'm hoping that with Mv=1, these units will not wander too far away from where they are spawned.
2. The one is strong enough to sink any any Japanese ship. Make the other strong enough to only damage a
vessel some of the time. Players would have some interesting choices in how to cope with these units. They could perhaps try to use low cost aircraft or ships to explode any mines/torpedoes in the path of a convoy. Also, they would have the problem of dealing with damaged ships that slow down the convoy.
3. Give freighters A>0 so that there is not the usual warning popup about an A=0 unit attacking another unit. Consequently, Japanese freighters could be sunk both during the AI's and players' turns. Surprise!
I don't suppose there is any way to get a popup "Submarine Torpedo Attack!!" whenever one of the US torpedo units either attacks or is attacked.
4. Spawn the units every turn, using TOT's ability to spawn multiple units at random locations, especially choke points such as the Formose Strait. As long as more are spawned than destroyed, there should be a gradual increase in the difficulty of getting convoys to Japan and in moving the freighters back south.
5. Give some consideration to making ocean terrain stackable so that a whole convoy is not sunk by a single torpedo attack.
Together with an appropriate number and distribution of US subs and other naval and air units, the above should make an interesting gauntlet for players
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Patine
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Edmonton, Canada
Mar 2002 time: 22:16
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Sorry. Asked a dumb question without fully reading AGRICOLA's post. Never mind. Deleted
Last edited by Patine on 18-02-2005 at 10:09
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Leonidas
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Just a few additional comments/suggestions:
* It should be rememberd that the Japanese had about 6 months to one year to "run wild" in the Pacific without too much opposition.
* If the convoy system proves to be a bit too complicated, then just setup the convoy system for the Jap player so it makes runs to the Jap mainland, and then simply have US subs spawn near/along the route of the convoy ships. There should be a few US subs at the beginning of the scenario (scattered throughout the Pacific, but mainly at PI and Hawaii). Then as the scenario progresses, progressively have more and more subs be spawned/built.
* 2 or 3 US infantry units should appear in Australia on random dates in the latter half of 1942. This was done to historically help safeguard Australia.
* US pressure/forces should increase gradually (as it was done historically) against the Japanese player by late 1942 and then into 1943 and beyond. More and more BBs, CAs, subs, planes (especially the long-range B-29 and fighters), marines, arty, etc... should make their appearance...
* Historically, the Allies sent aid to China along the Burmese Road. If possible perhaps have a well guarded city located on the "Burmese Road". If this city is captured by the Japanese then this aid (in the form of gold and fighters) to China will stop. If it is re-captured by the Allies, aid will once again flow through to China.
Cheers!
Last edited by Leonidas on 19-02-2005 at 02:54
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Leonidas
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Patine:
Here is an invaluable resource.
This will be valuable for checking on monthly activities in the Pacific War and for gathering info for any events you might need to use.
This is the United States Naval Chronology of World War II and has been complied in the Naval History Division of the office of Naval Operations, Navy Department, as a reference volume for official and general use. The starting point is September 1, 1939, the date marking the opening of World War II hostilities.
Find it here:
http://www.ibiblio.org/pha/chr/chrface.html
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Leonidas
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quote: Originally posted by Patine
Thanks a lot for the suggestions! I've got to reread everything on this thread (all twelve pages worth) to get my events files straight (and to give proper credit to everyone who gave ideas, for the right ideas to their sources {Yoda talk there, I know. Please forgive that}). I'll start the first file tomorrow. Tonight, I'm going to read the thread and refer to all the macrolanguage terms in the ToT manual. |
There's a lot here to digest.
Take your time - there is no rush.
This is a big scenario and is going to require lots of time and effort...
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Leonidas
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The units are looking very good.
One minor point:
The Yamato looks quite small. Is there another unit graphic of the Yamato that looks bigger?
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All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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