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civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
09-06-2008 15:25
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A Divided Nation - Creation Thread Browse Apolyton AD-FREE


Because I don´t have many ideas of realizing my conquest scenario and making it interesting for playing, I decided to stop this project (maybe I will continue it later ) and beginning my American Civilwar scenario. It will be like my AWI scenario.

Also Fairlines units looking so amazing, so I would like to make a ACW scenario.

I will use the following civs:

Main civs:
United States of America (Union)
Confederate States of America (Rebels)
Mexican Empire

Minor civs:
Canadians or British Empire
Apache/Sioux

not for playing:
French
Spanish

For the last two ones, I´m not sure if I should replace the French for a second native tribe.

More will be following...

GhostOfDisco
Scenario League / Civ2-Creation
Prince
of Pizza
May 2001
time: 22:08
10-06-2008 13:49
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Look forward to it!

Though I must say I really don't think your AWI map is the best map to use for a Civil War scenario. Maybe a larger map that give a more detailed "view" of the divided US. I'm just thinking that with the AWI map, it won't take much for the Union to march into Richmond...

McMonkey
Scenario League / Civ2-CreationCivilization II PBEM
King
Kong
Jan 2007
time: 04:08
10-06-2008 14:38
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I think any ACW scenario would be best on a big map and should focus mainly on the main protagonists, forget about France and Britain etc...

Good idea for a scenario. I guess Nemo's game was the last one tried!?

fairline
Scenario League / Civ2-Creation
King
of the wing
Sep 2002
time: 04:08
10-06-2008 16:21
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quote:
Originally posted by GhostOfDisco
Look forward to it!

Though I must say I really don't think your AWI map is the best map to use for a Civil War scenario. Maybe a larger map that give a more detailed "view" of the divided US. I'm just thinking that with the AWI map, it won't take much for the Union to march into Richmond...


Definitely. You could almost leave out the West Coast (and Canada, come to that), and concentrate on large and detailed east coast and Mississippi areas.

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
10-06-2008 16:23
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@GhostOfDisco:
I also agree with you, my AWI map is too small for a real good ACW scenario. I´m looking for a greater map.

@McMonkey:
I´ve tried a play with Nemo´s great ACW scenario and I liked it. I will have a look how he all things managed. I would like to use all TOT abilities for realizing this project. I´m sure you all will helping me.

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
10-06-2008 16:36
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@Fairline:
I´ve a map of complete USA, but I think it´s too small when I cut off Canada, Mexico and Western USA. I´m planning also to create a Mississippi-river where ships can travel through.

Btw: I know, it´s a real stupid question but I don´t remember how I can upload the map file?

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
10-06-2008 17:25
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For the nations I will coose the following civs:

Confederate States
United States
Apache/Sioux

I´m thinking to include a civ who will represent those two states (Missouri and Kentucky) which weren´t in the Union and the Confederacy. Microprose used in their civilwar scenario a civ for these two states.

Elensar
Scenario League / Civ2-Creation
Warlord
Jan 2007
time: 04:08
10-06-2008 21:19
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Hm.

Missouri was more or less in the Union as much as any other state. Oversimplifying, but for purposes of this scenario, that would be fair. Though you could use a similar method to the one below on it.

Kentucky...a suggestion. It wasn't independent enough to be a playable faction, but this could represent how it worked well:

First: Set its cities to be defended (by zero move units) other than the cities where an initial invasion would strike. Those would be undefended. Kentucky would be unable to train any units other than more zero move units and settlers or the like.

Second: When Kentucky's neutrality is violated, somehow or another its cities join the other side.

I'm not precisely sure how best to set this up. Anyone more familar with the ToT events have an idea on how to represent "cities join" when that could go to either faction?

A couple other suggestions: Don't exagerate the distance between Washington and Richmond. The only reason Northern Virginia was a losing theater for three years is that Lee was a genius (or his opponents incompetent, or some combination of both). So while it shouldn't be -too- easy...if it was a mere matter of marching it would be ridiculously simple. To make this work right, it needs to be something other than distance keeping it hard.

Also, try not to have too many cities. Unless you do this as each turn is a week (that would be nice in any case but might be harder to do, though I'm sure its possible to make it run with each turn being a week), four years is not very long.

GhostOfDisco
Scenario League / Civ2-Creation
Prince
of Pizza
May 2001
time: 22:08
10-06-2008 23:40
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I'd personally try and leave in France and Britain, even if it's just a city or two in the "ocean" (i.e. like the "European" Civ in the CiC ACW scenario) or what is seen of Canada, etc., as their intervention could have changed the outcome of the war. (Plus the presence of foreign cities gives the CSA an opportunity for blockade running! ) Not sure just how, but I think it can be done.

Elensar
Scenario League / Civ2-Creation
Warlord
Jan 2007
time: 04:08
10-06-2008 23:46
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If this is Test of Time...I have an idea that just struck.

Use three maps.

One: Eastern Theater.

Two: Western Theater.

Three: Europe (so far as it is relevant).

This would avoid having to cram everything on one map, which particularly for representing Europe would be a great pain.

I'm not sure how well this would work in practice, but I think it would be good.

Of course, you'd need something to enter to travel between maps. Anyone who thinks this might be a good idea have a thought or three?

GhostOfDisco
Scenario League / Civ2-Creation
Prince
of Pizza
May 2001
time: 22:08
11-06-2008 00:02
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"Flip" Europe so that when they need to go right to go "west" and left to go "east" When they reach the rightmost end of the map, they are transported to the Atlantic Ocean on the Eastern Front map.
You could do the same thing for the Western Front, but then it would be reversed as well.

Though if the Western Front you're referring to is the Mississippi River and all that, rather than, say, California and New Mexico, than I'd just keep it on the same map as the Eastern Front.

Elensar
Scenario League / Civ2-Creation
Warlord
Jan 2007
time: 04:08
11-06-2008 00:07
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Good point. And lovely transport idea.

I'd say that a "go to California for the gold" would be an interesting scenario in the spirit of Lost Legions, perhaps, but bad for normal Civ style (or as close to normal Civ style as this scenario would have) games.

McMonkey
Scenario League / Civ2-CreationCivilization II PBEM
King
Kong
Jan 2007
time: 04:08
11-06-2008 00:13
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I would advocate KISS - Keep it simple Stupid

NORTH vs SOUTH

That way you can concentrate all your time and effort on making a really good simulation of the war. Foreign intervention can be represented using events (making use of flags) and could take the form of reinforcements for either side depending on how the game pans out.

This is just what I would do if I was to try to make this scenario. Multiple maps and civs means tons of work and will make it hugely complicated to get working properly!

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
11-06-2008 15:15
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Thanks for your suggestions.

I´ve found a good map of the USA. Currently I´m cutting off Western USA, North Mexico and South of Canada to concentrate completly on the North and South.

Could someone help me uploading the map file in a message

fairline
Scenario League / Civ2-Creation
King
of the wing
Sep 2002
time: 04:08
11-06-2008 16:27
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Open the map file in a map editor or in civ, press 'print screen', open your graphics editor program, paste and save as a gif or png. Attach this to your post.

If you actually want to attach the map file itself, just zip or rar it and attach to your message.

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
11-06-2008 17:53
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I can choose a file for uploading (there is a button with the german word 'Durchsuchen' ) but I can´t upload it. There is no button.

I´ve attached two images of my map I would like to use:






I think the map is great enough for the scenario. I´ve played Nemo´s ACW, he also included Europe. For me this is too much and doesn´t focused the war only in America. My idea is to add the Canadians for trading partners for both sides. Also a native tribe will be settled in the great plains.

Tiemuzhen
Settler
Feb 2004
time: 04:08
14-06-2008 17:04
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quote:
Originally posted by civ2units
For the nations I will coose the following civs:

Confederate States
United States
Apache/Sioux

I´m thinking to include a civ who will represent those two states (Missouri and Kentucky) which weren´t in the Union and the Confederacy. Microprose used in their civilwar scenario a civ for these two states.


in the microprose scen Kentucky was just Kentucky. Missouri was split between Union (St. Louis, Jefferson City) and Confederacy (Springfield, Kansas City) which is pretty much how it really was.

as for natives, i'd include Cheyenne or Comanches rather than Apaches. Apaches are not plains Indians.

as you include Mexico, have you considdered including the 'Mexican Adventure' = French intervention in Mexico?

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
17-06-2008 17:13
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Good ideas with the border states, Tiemuzhen

I´m currently reading many articles and stories about the civilwar, especially about the politican, economical and social situation before and during the war. I will see how the things will work in TOT.

No, I don´t include the Mexicans, because during the war they wasn´t important. Also this should be only a civilwar scenario with the main two civs, North and South.
The Canadians will be only trading partner and the Native indians only block the way westwards for the settlers. But they will be a playable nation.

I´ve changed them into the Sioux. Maybe I will create a event for the battle of Little Big Horn in 1876

Boco
Scenario League / Civ2-Creation
King
of underdogs
Jan 2001
time: 23:08
17-06-2008 23:51 | www
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Having just returned from Bermuda, I was thinking that St. George, Bermuda could serve as a CSA naval "base". Good trading partner, too.

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
21-06-2008 13:48
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Sounds good with the CSA naval nase. I´ve included them to my civs. So the North and the South will have trading partners.

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
21-06-2008 13:52
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What I´ve done until now:

- City improvements and wonders are ready.

- Units are to 90% ready.

- Terrain and resources are complete ready.

What I have to do:

- Writing the tech-tree. Cheyennes will become their own tech-tree.

- City placement

- Complete events

When these points are ready, I will post a playtest version of this scenario on the civ-wiki.

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
21-06-2008 15:13
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Here are the unit stats of the Union troops (same goes for the Confederate Army):

Unit stats for the Union

I think this should works very well.

Elensar
Scenario League / Civ2-Creation
Warlord
Jan 2007
time: 04:08
21-06-2008 20:50
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Other than, as a Civil War specialist (I can't say expert), being extremely leery over a "light cavalry" unit (as distinct from a normal cavalry unit) in this era, looks fairly good.

A couple other things I'd change.

One: Make infantry better on the defense, cavalry worse on the attack (than it is now). Cavalry made good raiders (Helllllllo pillaging in Civ terms), not usually so good in a stand up fights. Similarly, tweak artillery to more historical stats (I'd make horse artillery a more mobile form of light artillery, and set both at, if Infantry is 5/5, 5/3 with higher firepower. Maybe 5/4. I'm leery about making it offensively effective, but I don't want to make it useless.) Sharpshooters similarly need to be changed to reflect this. Zouaves, I'm not sure there was any significant difference in performance between them and regular infantry. I've no idea about mounted infantry. The best example I can think of it on the Union side was a crack well armed brigade, so its atypical for that alone.

Note: Heavy artillery should be left as is, assuming you mean heavy artillery in the field (such as the siege train McClellan used at Yorktown).

Two: Marines, under no circumstances whatsoever, should be more effective than regular infantry.

This is not to bash the current record of the USMC. But the Corps in the Civil War A) played a minimal role and B) was absolutely tiny. Making Marines elite units is all kinds of crazy, however awesome it may be now.

I'm not sure what the purpose of a "Color sergeant" unit is (looking at the stats). Perhaps this will be revealed with playtesting.


I don't mean to sound like an arrogant and insufferable know-it-all, but as someone more familar with the ACW than many people, I would venture to say most, I'm uncomfortable with things being wildly different than the real war.

Pity there's no way to make the AI use it properly, but I'd like to suggest giving artillery modest stats but the ability to carry "missiles". This would make having artillery highly useful, but artillery on its own would be butchered (as it should be).

Now there's a thought.

Supply train unit. Can carry missiles. Artillery would only be able to have say, two at a time (per unit), a supply train unit would be able to carry say, four. When killed, defender loses gold (have to replace those supplies) and attacker gains gold. Gold being renamed to (thousands of) dollars.

Okay, this is becoming a long post. But I suggest you don't try to get every tech and event in pre-testing (just so that we can see what we do with what's available.)

Hope to see it soon.

typhoon
Scenario League / Civ2-Creation
Warlord
of Bollocks
Jan 2003
time: 04:08
22-06-2008 07:25
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quote:
Originally posted by Elensar
Pity there's no way to make the AI use it properly, but I'd like to suggest giving artillery modest stats but the ability to carry "missiles". This would make having artillery highly useful, but artillery on its own would be butchered (as it should be).

Now there's a thought.

Supply train unit. Can carry missiles. Artillery would only be able to have say, two at a time (per unit), a supply train unit would be able to carry say, four. When killed, defender loses gold (have to replace those supplies) and attacker gains gold. Gold being renamed to (thousands of) dollars.


I don't mean to sound like an arrogant and insufferable know-it-all, but as someone more familar with Civ 2 than many people, I would venture to say that you can't flag land units to carry missiles.

Last edited by typhoon on 22-06-2008 at 07:31

Elensar
Scenario League / Civ2-Creation
Warlord
Jan 2007
time: 04:08
22-06-2008 07:28
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As I recall, you can set it to carry air units, but they won't automatically travel with it. I believe its been used to have wizards carry "spells".

No arrogance detected in your post.

Tiemuzhen
Settler
Feb 2004
time: 04:08
22-06-2008 12:06
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quote:
Originally posted by Elensar
Other than, as a Civil War specialist (I can't say expert), being extremely leery over a "light cavalry" unit (as distinct from a normal cavalry unit) in this era, looks fairly good.


Cavalry in the Civil war is always a delicate matter. basically, there are only two different types, irregardless of naming conventions, but simply based on tactical role: "Cavalry" (dragoons) which fought on horseback but more often dismounted. they were armed with sabres and firearms. and mounted infantry (often still called cavalry), which only fought dismounted and had no sabres. of course there were also oddities like the 6th pennsylvania cav which had initally lances until '63.

Elensar
Scenario League / Civ2-Creation
Warlord
Jan 2007
time: 04:08
22-06-2008 12:58
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I'm not sure about cavalry (dragoons) fighting dismounted more, but as the war dragged on, yes.

Mounted infantry...is infantry with a higher movement rate, in my opinion. That's it. Much more expensive (horses and the rest make a cavalry regiment enormously more expensive than an infantry one, and you don't save that much here) so far as Civ goes I would say.

Freak units like the 6th Pennsylvania (freaks only as long for the lances, a crack unit and well disciplined after all ) might be worth representing for say, the People's General Civil War thing...but they were, so far as I know, unique, or nearly so.

So I cannot say its particularly "delicate" unless you want to find a way to make mounted infantry being mounted troops rather than mobile foot troops.

That's my impression, at least, others may disagree.

civ2units
Civilization II Democracy Game: Red FrontScenario League / Civ2-Creation
Prince
Nov 2004
time: 04:08
22-06-2008 13:46
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quote:
Originally posted by Elensar
Other than, as a Civil War specialist (I can't say expert), being extremely leery over a "light cavalry" unit (as distinct from a normal cavalry unit) in this era, looks fairly good.


It´s good to see that you are a Civilwar specialist. It would be great, if you can help me making this scenario realistic.

quote:
A couple other things I'd change.

One: Make infantry better on the defense, cavalry worse on the attack (than it is now). Cavalry made good raiders (Helllllllo pillaging in Civ terms), not usually so good in a stand up fights. Similarly, tweak artillery to more historical stats (I'd make horse artillery a more mobile form of light artillery, and set both at, if Infantry is 5/5, 5/3 with higher firepower. Maybe 5/4. I'm leery about making it offensively effective, but I don't want to make it useless.) Sharpshooters similarly need to be changed to reflect this. Zouaves, I'm not sure there was any significant difference in performance between them and regular infantry. I've no idea about mounted infantry. The best example I can think of it on the Union side was a crack well armed brigade, so its atypical for that alone.


I will make a new stats for the main troops. I think the Zouaves were only coloured soldiers without any special skills. I didn´t find anything usefull about them until now.
Did the voluneer regiments play a main role during the war? I thought about to give especially the Southern states many of them via event. Of course, they are not so strong like their regular Infantry pendants.

quote:
Note: Heavy artillery should be left as is, assuming you mean heavy artillery in the field (such as the siege train McClellan used at Yorktown).
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