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EmuGod
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I forgot to mentio nthe garrisons before. Japan's home islands are not garrisoned, which is very unrealistic because no country would send off all its troops without leaving any home forces to defend.
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NikolajRomanov
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Germany
Feb 2003 time: 05:25
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"The turtle is moving"
I have placed the new fortress unit at certain places like Petrograd, Moscow, Berlin, Vienna and so on ...
At the moment I am trying to create events for Russian revolution (1905 and 1918). It is my intention that if the player react in a certain way revolution will happen but he also should have chance to prevent revolution.
The revolution of 1905 is easy to simulate.
I will create events with this schematic:
@IF
CITYTAKEN
city=Port Arthur
attacker=Japanese Empire
defender=Russian Empire
@THEN
TEXT
^After a long siege, the defenders of Port Arthur, starving and without ammunition
^finally give up...
^Now the Japanese are preparing to advance further into Manchuria and take the
^important city Harbin
ENDTEXT
JUSTONCE
@ENDIF
@IF
CITYTAKEN
city=Harbin
attacker=Japanese Empire
defender=Russian Empire
@THEN
TEXT
RUSSIAN GIANT LOOSES HARBIN TO JAPAN ! EUROPEAN POWERS SHOCKED !
^Harbin has fallen to the advancing Japanese ! The Russian army in far east is on the verge of total destruction. High Russian officials are concerned that The Empire may loose the war ...
^In Petrograd the people are rallying for a march to the Imperial Winter Palace, protesting against the inefficient and oppressive Tsarist regime.
ENDTEXT
-I will modify this envent so that if Harbin falls Protestors (Barbarian unit) will created at all fields arround Petrograd so that the production of the city is lowered signifficantly and perhaps it will starve. SO the player must kill Protesters to prevent Petrograd from starving (of course he can bribe protestors too simulating reforms but this should be expensive)-
@IF
UNITKILLED
unit=Protestors
attacker=Russian Empire
defender=Rebels
@THEN
TEXT
TSARIST SOLDIERS FIRE AT PROTESTORS IN PETROGRAD !
^In an event that is later called bloody sunday Tsarist Troops open fire on unarmed civiliand protesting against the Tsarist regime. This causes a great shock among the Russians. The image of the Tzar is further damaged And riots spread over the country
ENDTEXT
-This event will be modified further so that VERY STRONG Rebels are placed near some Russian citys and the Russian player should loose all of his money. Also there should be placed some new proterstors who will tirgger the creation of agin new Rebels and Protestors if they are killed ... So In the End Russia has to bribe them if it wants to survive (only problem is if protestors are stacked so that thy couldn't be bribes but I will think about that ...)
Last edited by NikolajRomanov on 18-06-2003 at 13:59
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EmuGod
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You should have more events for the fall of cities. I'd be glad to try and write some of the text for the fall of certain cities if you'd like me to.
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NikolajRomanov
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Germany
Feb 2003 time: 05:25
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Here is a new a little bit updated ver
Attachment: imp0420.zip
This has been downloaded 23 time(s).
Last edited by NikolajRomanov on 28-06-2003 at 21:19
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NikolajRomanov
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Germany
Feb 2003 time: 05:25
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unimportan due to changes
Last edited by NikolajRomanov on 26-10-2003 at 10:04
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NikolajRomanov
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Germany
Feb 2003 time: 05:25
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Unimportant due to changes
Last edited by NikolajRomanov on 26-10-2003 at 10:03
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NikolajRomanov
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Germany
Feb 2003 time: 05:25
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Due to the fact that this scenario is realy almost (why only almost ??? ) like Imperialism1870 I have decided to rework the timeframe so that the scenario lasts from 1904 to c.a1950 If I manage to finish it it should work like for example Red Front so that the players have to change rules, units and events file after a couple of turns. I have not worked on this scenario for some months zzz: but I hope in ten or twenty years it will be ready
New Ideas: vassalisation of certain countrys and Conscription
Vassalisation: If Germany manages it to conquer Istanbul it will be reinforced by Turkish Infantry every turn (or every 2nd turn and so on ) which will be created in this city.
Conscription: Conscription will work like Vassalisation with the difference that every major power generates 1-4 Infantry units "every turn". How many units you get and wether they are veteran units or not will be determined by the major power's historical military strenght and their attitude towards the military and so on ... For example the USA will get (at least during the first phase of the scenario) only 1 Infantry Unit for they realy weren't that militaristic like Germany, The British Empire, Russia or France. I will review and test this concept due to the danger of flooding the map with units : I
Fortifications: The concept of fortifications has advantages and disadvantages. The Advantage is of course that you can create fortresses in certain citys to make harder to conquer but In many scenarios I have seen that this fortifications were overpowered so that the AI ha absolutly no chance against it ... Also I don't want a human player sitting before his PC and getting mad because he isn't able to destroy that single little fortress with his 10 250mm Artillery, 10 Imperial Guard, and 30 Dreadnoughts :P. So I have given them an appropriate defense value which is as high as the attack value of the strongest regular unit (heavy artillery). So a player with heavy Artillery should be able to get rid of this crapy fortress in Port Arthur :P
If a player conquers a important city (London, New York, Berlin, Moscow etc.) he will get one veteran fortress there. Usually these citys have high production capabilitys so that they are strategical and economical important goals.
Money Concept: The Money Concept is much like the concepts of "Imperialism 1870" or "Crisis of the New World Order". You can't avoid a to loose moey each turn if you want to keep your people happy and research at least a little bit. it is balanced so that you usually loose between 300 and 500 Gold each Turn and your only way to avoid bancrupt will be trade. every nation starts with an specific amount of money which 1. simulates their economical situation and 2. is meaned for balance purposes.
Military: I favour generaly the attacker. Most Units have a attack rate which is a bit higher then the avarage defense rate Example: British Division 7a 6d, German Division 8a 6d. There is also the low HP high FP concept which is used by Kobayashi in his Star Wars Scenario which makes the fight a bit shorter ( I don't want to sit five hours before mycomputer only to see that my 100Hp 1Fp warrior has failed ) and gives weaker units a little better chance against units who are stronger (at least it seemed to me so)
Infantry units have a movement rate of 2 so that they are able to move some distance within one turn which should be 1-3 months. Cavalry has an advantage in open field due to it's even higher attack rate and it's movement rate of 3 but it is almost worthless if you want to attack a city or a fortress. It can also be used to save far-away-citys which you can not reach anymore with infantry (like the cavalry in old cowboys vs Indian films :P)
Updates will follow
quote: There is scarcely a town or school in Russia from which boys have not run away to the war. Hundreds of girls have gone off in boys' clothes and tried to pass themselves off as boys and enlist as volunteers, and several have got through, since the medical examination is only a negligible formality required in one place, forgotten in another |
quote: In the account book of the Great War the page recording the Russian losses has been ripped out. The figures are unknown. Five millions, or eight? We ourselves know not. All we know is that, at times, fighting the Russians, we had to remove the piles of enemy bodies from before our trenches, so as to get a clear field of fire against new waves of assault. |
Last edited by NikolajRomanov on 26-10-2003 at 10:10
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