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Art of War
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oh, Exile, you really need an aircraft carrier unit...i've got biplanes and monoplanes flitting around my continent with nothing to do, and no way to get to Europe if (when) WW1 breaks out....
note: if you are wanting to keep it totally historical, the british DID have the cv hms furious in 1917..
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germanos
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behind a firm ****, Rotterdam, NL
Apr 2002 time: 06:30
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Exile:
I hope you have editted the Civpedia in regard to the mining of deserts or the irrigation of mountains: contradictionary to the civpedia, they cannot be mined resp. irrigated.
[absurd mode]
Maybe a zeppelin fulfilling the role of an aircraft-carrier would be nice? When I build my first zeppelin, I did some research on the net on US zeppelins, and it proved the US experimented with them :drool:
(however, that was well after the Great War)
[/absurd mode]
seriously though, a 'mustard gas' unit could be fitting, if it's designed for the end of the scenario.
The 'problem' with trade has allready been mentioned, allthough in future games 'Free Trade' agreements will be less frequent/unconditional.
In any case, I have found that few players read the 'readme' files comming with scenario's, while I have spelled them out to see what it meant.
Trade IS very important in your scenario, and it gives a nice edge to this scenario.
I have no experience in scenario-building, but the way you discribe the problem with AI tech-aquisition, it seems that the roles of Mfg.Goods vs. Raw Materials should be swapped (meaning that humans should have the 'caravan' unit, and the AI the 'Freight' unit.)
Alternatively (or additionally), the cost (shields) for the Trade-unit should be greatly increased.
Given the vast amounts of $$ that can be made by trade, units in general could be made more expensive, or at least the intervals between them, thus decreasing the benefit of 'incremental buying'. Possibly by increasing the value of each 'row' of shields?
I'll try to think of a good unit, but at the moment, the US armed forces lack nothing 
Germanos (USA at CFC)
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Art of War
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yeah, the MG has saved my cities many times.
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Galvatron
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of the Decepticons
Aug 2002 time: 23:30
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I would suggest you dump some of the Barb-units. You have filled 6 slots with units all with the same purpose: To distract the players and spread chaos, as much as I like the surprising raids (I always love the thrill) too much unitspace used for my taste.
You could delete the Native horse, the war party on horse, the rebellious guy in the last row (looks arabic) and the elephant. This way you would get 4 slots which you can use for the main powers, for things like the gas, which I strongly support. You could use the Negros for the surprise-attacks. They could even take over the role of the elephant, let them spread all over the place to distract players.
And plz, plz, keep the MG. Besides the cool sound which some mentioned before , this weapon was the stunning technology in the late 19/early 20th century. The breakthrough in warfare. Before the MG, the attack was the superior tactic, after the MG the defence position got the advantage, the generals had to scrap all their knowledge and began from 0. Unfortunately they didn't adapt the tactic to the technology and we all know the outcome (Verdun anyone, all the slaughter in WWI due to wrong tactics). And the MG saved my cities, many, many,many times.
The same goes for the gas, a breakthrough in modern warfare, a must in a scen which shows all the technological development in 19/20th cent.
Oh and a very,very good idea to update your scen. Of course you put much work into it and AoW as well as the Imperialism scens were excellent created with all the historical event for uprisings, the government-trade concept and much more but the only weakpoint of your scens where the graphics. They’re looking a little bit old fashioned to me. With a more fresh and colourfull look your scen will be perfect.
Thanks for putting all the work into it and your sharing with the community.
PS: You’re the only guy I know with such a huuge Readme So much historical background, tips for every civ and all the descriptions. As far as I know only Henrik and Patient English were putting so much work into the Readme like you 
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Exile
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of the Benighted Realms
Sep 2000 time: 23:30
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First, thanks, Galvatron. 
Next, this is what I need to know! AFAIKnew, no one ever used the Machine Gun unit! I thought it was a waste of time. Does anyone use the Ocean Liner? French Cavalry? Battlecruisers? Armored cruisers? What are the relative merits of the Steam Yacht compared to the Steamer? Which one gets built more often by players? I can think of a dozen more questions. Gimme your opinions.
Latest news; the barbs are a lot tougher, more cities now have coastal defenses, and there are some cities that are now not coastal. Some terrains have been changed. I'm looking for a new jungle tile. Any suggestions? The steamships are now a little more expensive, except for the Ironclad, which is now a lot more expensive. All the other ships are now a lot more expensive, except for the transports. I may increase the costs on ground units too. I'm still testing.
Also; I've got tech paradigm at 10. Can it go higher?
About barbs; As it is, I've got Arabs, Persians, Berbers, Afghans, Africans, Chinese, Native American, and several dozen central Asian ethnics all lumped under one "barbarian" umbrella. The different units give the thing flavor.
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Art of War
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maybe beef up the ironclad.
Carrier is a must. (I love Carriers, though...so i'm biased)
Ocean Liner isn't really needed.
The "Light Artillery" unit isn't really needed, since it has the same attack as field artillery..
I personally would keep the battleship unit, just because dreadnoughts didn't appear until 1910. Maybe find a battleship unit that doesn't have all it's guns along a center line...
Last edited by Art of War on 29-08-2003 at 08:56
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Art of War
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i think you can crank up the tech paradigm to 20 or 30...
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Art of War
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sorry for the continual post, but the Battlecruiser shouldn't be as powerful as the Battleship. It should be about equal offensive, 3/4 of the defense of a battleship, and maybe two more movement points, ie:
Battlecruiser
Offensive:
14
Defensive:
9
Movement:
15
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Exile
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of the Benighted Realms
Sep 2000 time: 23:30
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29-08-2003 19:32
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#51
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A brief aside on "essential" and "ditch it."
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Support Apolyton
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Curt,
Thanks for the input. I appreciate it. I'd suggest to you that you're thinking in narrow terms. For example, I never use the Machine Gun unit. I always build and use the Highlanders, small transports, and the Expedition (if I'm playing Britain, US, or France). I'm thinking about doing away with the large transport. In my mind, it's redundant.
It's all in how each individual plays the scenario--a matter of personal style and taste. Like it or not, it seems that whatever I change, it's going to disappoint someone. In the final analysis, the person to please is myself. Especially if I happen to be a perfectionist. 
To all those naval warfare experts,
About predreadnought battleships, dreadnoughts, and battlecruisers (not to mention armored cruisers); My Jane's book on Battleships (I forget the exact title). Read. Learn. Don't make me have to go get a quote. 
Then, for some units, there is the matter of atmosphere. I realised in playtesting that, simply because I didn't ever want to use a given unit or purchase a specific wonder or improvement, that didn't mean that someone else wouldn't find a unique use for it or enjoy playing with it. The African stuff gives the scenario a touch of flavor that I was seeking when finishing it up. If it fits the period, and it functions properly, leave it alone--someone else probably enjoys it.
I am thinking about keeping the Machine Gun unit since so many people seem to like it. Any thoughts about ditching the large transport?
The input I really need now is the "use patterns" by players (I REALLY watch the pbems, but they just don't convey enough information of the detailed sort). I'd like to know if the units are well-balanced--should a given unit be more or less powerful? The unit mix is not going to change much. What will make the scenario better, and consequently more FUN, is to create better relationships between the various elements of the game. While preserving the flavor of the period.
For example; the Steam Warship, by itself, and not a veteran, has a small chance of successfully attacking a coastal city. If it's a veteran, it's just the opposite; there is only a small chance of the attack not succeeding. However, if the city has defenses, there is very little chance that a single Steam Warship will win the battle, veteran or not. I NEED information like this. This is the kind of info that allows me to tweak for best results.
Keep the feedback coming. Right now, I'm finished with everything. I'm waiting on some unit graphics and looking for a new jungle tile. That's it, and I'll kick the new version out the door.

Last edited by Exile on 29-08-2003 at 19:38
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Art of War
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where can I get an editor for ToT?
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