1900 Diplomacy (Full Version)

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tweber -> 1900 Diplomacy (2/28/2010 11:12:58 PM)

I just posted a new Diplomacy scenario that:

- Has reworked R&D to include tactical R&D (better units), strategic R&D (better production and intelligence) and diplomatic R&D (sway minors to your side or encourage colonial revolts)

- Has a Prologue (mini-scenario) that sets your combat and movement modifiers (so a good general can make the Chinese a crack army)

- Has a mobilization mechanism that has not yet been modelled

- Has variants for WWI or WWII technology (though Prologue is designed for WWII tech)

I tried alot of new ideas out on this one and hope you enjoy. Requires the RealMod for graphics.





tweber -> RE: 1900 Diplomacy (2/28/2010 11:14:19 PM)

Here is the description and a screenshot of the strategic map:

1. Regimes.
a. There are 9 Great Powers (UK, Germany, France, Italy, Russia, Austria-Hungary, Ottoman Empire, China and Japan). These regimes are playable by a human player. There are 8 Minor Countries (Serbia, Romania, Bulgaria, Greece, Spain, Denmark, Sweden, BeNeLux). India and Siam are 2 additional minors that may become active under certain conditions.
b. Great Powers have a production multiple. The multiples are as following: (1) UK and Germany – 1.25; (2) Italy, Austria, France, Japan – 1; (3) Russia – 0.8 and (4) China – 0.5. Production multiples of regimes can be increase through strategic research. In general, production multiples of sites occupied by other peoples is 0.5. This can also be raised through strategic research
c. Entangling alliances. If this variant is chosen, Germany and Austria will go to war against Russia and France if either is attacked (and vice versa). Great Britain will also automatically go to war against any country that attacks BeNeLux.
d. Japanese Aggression. If Japan is AI, there is a 10% chance per round that Japan will attack Russia or China if not at war. Once at war, there is a 10% chance per round that Japan will end the war.
e. Balkan Strife. There is a 10% chance per round that the 4 Minor Balkan states will go to war. Once at war, there is a 10% chance per round that the war will end. There is also a 25% chance for Austria and Russia and a 50% chance for Turkey that they will be drawn into the conflict and be at war with the minors (not each other). This can be avoided by playing diplomatic research.
2. Units and items
a. Supply and political points are treated differently. When a European Great Power is at war with another European Great Power (or China and Japan go to war), they mobilize. Prior to mobilization, supply is expensive (10 production points) and political points are cheap (500 production points). After mobilization, the cost of supply goes down by a factor of 5 and the cost of political points goes up by a factor of 5 (2 and 2500 respectively). This represents the shift of a country from a consumer economy to a military economy
b. The standard unit set is used with some additions (cavalry and naval air). There is a variant that allows for WWII units (most tanks, naval air and CV, most planes)
3. Research
a. There are three broad categories of research: (1) Strategic, (2) Tactical, (3) Diplomatic
b. Strategic research allows players to change scenario rules for themselves. They include:
i. Increase own people production
ii. Gentle occupation. Increases other people production
iii. Radar. Improves recon
iv. Amphibious Doctrine. Removes amphibious landing penalty
v. Anti – partisan ops. Eliminates partisan arrivals. Partisans have a 1% per non-plain or urban hex to arrive in occupied areas. Partisans do not impact AI players
vi. Industrial espionage. Gives a chance to steal research from regimes at war
vii. Espionage and code breaking. Gives a chance to steal recon from enemies at war
viii. Coalition. Other people combat modifier 100% vs 80%
ix. Better training. You get free experience up to 25% vs 10%
x. Sabotage. You have a chance to damage production centers of nations at war
c. Diplomatic research allows players to influence minors. There are 4 levels. Once the 4th level is researched, the minor joins the side of the major. Note that level 1 research is disabled for all regimes once a single regime reaches level 2 research. Also, the diplomatic research between a Great Power and a minor is cancelled if they are ever at war.
d. Players can also play research to influence independence movements in India (vs Great Britain) and Greater Siam (vs France). These raise the number of VP that Great Britain and France respectively must maintain to hold onto these colonies.
e. Arab revolt. If played, Arabia goes to war against the Ottomans.
f. AI Great Power declares war on your enemies
4. Mobilization
a. Mobilization is triggered with a European Great Power goes to war with another European Great Power (or China and Japan goes to war). Mobilization impacts supple and production point costs. Mobilization also brings reinforcements to Great Power production cities according to this schedule: (1) first 3 stages – infantry division; (2) fourth stage – artillery division
b. Mobilization reinforcements do not arrive in capitals (that is the standing army). Great Britain starts with a large fleet and has limited mobilization
c. AI Great Powers in Europe mobilize automatically when the first European Great Power mobilizes
5. Standing army
a. Each Great Power starts with a standing army in it’s capital. The standing army is either fixed or is the survivors of the Prologue.
6. Prologue
a. If the Prologue is selected, each Great Power fights a mini-scenario before the start of the campaign. The results of the Prologue influence the effectiveness of units during the big scenario.
b. Net kills (kills minus loses) determines the combat modifier of your people. If you achieve 1000 power points of net kills, you modifier is 90%. It increases by 1% for each 25 power points of additional net kills
c. Hexes captured determines your land move cost modifier. If you leave only 200 hexes (of roughly 550) uncaptured, your move cost modifier is 60%. It increases by 1% for every 5 additional hexes not captured
d. Your core army survivors are transferred as well as political points and supply. The supply is available at the mobilization rate (vs the pre-mobilization rate) so this is a good chance to stock up
e. The Prologue is designed for play with WWII technology selected. Recommend using this variant if you are playing with the Prologue


[image]local://upfiles/25598/6AAED4E1CF2B422BAE0132D383E7ABED.jpg[/image]




tweber -> RE: 1900 Diplomacy (2/28/2010 11:15:20 PM)

Here is the Prologue map. It is designed to be hard. Each regime gets a chance to play.



[image]local://upfiles/25598/0D972CF7567447709B132106B0B13C88.jpg[/image]




Bombur -> RE: 1900 Diplomacy (3/1/2010 12:15:16 AM)

Great scenario, very complex.




Jeffrey H. -> RE: 1900 Diplomacy (3/1/2010 2:24:13 AM)


quote:

ORIGINAL: tweber

Here is the Prologue map. It is designed to be hard. Each regime gets a chance to play.



[image]local://upfiles/25598/0D972CF7567447709B132106B0B13C88.jpg[/image]



?????




tweber -> RE: 1900 Diplomacy (3/1/2010 6:51:54 AM)

Hi Jeffrey,

The second map that you see is a variant.  If chosen, each side fights a small battle.  After all 9 regimes fight the battle, the game returns to the big map.  The scores from the battle (e.g., net kills and hexes captured) give you a combat and movement modifier for the big scenario.  So, if you do well on the Prologue battle, your army will be much more effective on the Diplomacy map.

Player's scores are visible so you should adjust you diplomacy accordingly.  The mechanism used to jump between the maps is the same used in the 6th Army Campaign. 




Widell -> RE: 1900 Diplomacy (3/1/2010 8:41:55 PM)

[&o]




ghoward -> RE: 1900 Diplomacy (3/5/2010 4:39:30 AM)

tom
I have run through about 20 turns of this and have confusion (a familiar state) could you explain:

how mobilization works

rogue powers (the powers don't seem to do anything after they declare war : mobilize?)

entangling alliances (where do I find that aust-hun will follow Germany to war if germany declares war: who is allied with who?)

were you thinking world circa 1905 with this? Was the ww2 set your default model? I have only thought of it as the ww1 world,and just used that set.
thanks




tweber -> RE: 1900 Diplomacy (3/5/2010 8:55:36 AM)


quote:

ORIGINAL: barerabbit

tom
I have run through about 20 turns of this and have confusion (a familiar state) could you explain:

how mobilization works



When an European power goes to war with another European power (or China goes to war with Japan or vice versa), mobilization occurs.

Supply goes decreases 5x and pp cost increases 5x (you can maintain a large army now but research is much harder)
Over the next 4 turns, your researves arrive. In the first 3 turns, 1 infantry unit arrives at each production location. In the 4th turn, 1 artillery unit arrives.
Note that a regime next to a mobilized regime is now really at risk of getting overwhelmed

quote:


rogue powers (the powers don't seem to do anything after they declare war : mobilize?)



Little bug here. The all AI regimes should go to war with all non-AI regimes. I will fix and update
quote:



entangling alliances (where do I find that aust-hun will follow Germany to war if germany declares war: who is allied with who?)



There is an event that handles this. If either of Ge or Au is at war with Fr or Ru, then Ge and Au will be at war with Fr and Ru.


quote:



were you thinking world circa 1905 with this? Was the ww2 set your default model? I have only thought of it as the ww1 world,and just used that set.
thanks


The start up is roughly pre - ww1. However, the variant allows you to use WWII technology. I did not adjust countries / add countries for a WWII option but that could be done. The prologue is really designed for ww2 weapons.




ghoward -> RE: 1900 Diplomacy (3/6/2010 12:19:00 AM)

thanks for the response, I have another rogue power question

If rouge powers and entangling alliances are both selected and both austria and france are AI when the AI powers go rouge and france declares war on Germany (you) does Austria declare on Germany because it is a rogue AI or on France because of entangling alliances?

I see a mobilization value on the strategic map page. Seems to start at about 3 and at some trigger starts to incerase at about 10 to 20 per turn. I have seen them up around 200 for countries that dont appear to be at war with anybody. What triggers this and what dose it portend when your neighbor's mobilization number starts to increase.

If you turn rogue off, will the AI declare war? Individually or in historically recognizable groups?

is the armored train a combat unit?

BTW this looks to be a really interesting scenario. Thanks




tweber -> RE: 1900 Diplomacy (3/6/2010 11:08:43 AM)


quote:

ORIGINAL: barerabbit

thanks for the response, I have another rogue power question

If rouge powers and entangling alliances are both selected and both austria and france are AI when the AI powers go rouge and france declares war on Germany (you) does Austria declare on Germany because it is a rogue AI or on France because of entangling alliances?


If you have Austria as an AI, it will declare war on Germany when it goes rogue. If playing both the Rogue AI and the Entangling Alliances variants, you might have a side your playing have both regimes as human (e.g., Germany / Austria or France / Russia)
quote:



I see a mobilization value on the strategic map page. Seems to start at about 3 and at some trigger starts to incerase at about 10 to 20 per turn. I have seen them up around 200 for countries that dont appear to be at war with anybody. What triggers this and what dose it portend when your neighbor's mobilization number starts to increase.


I built this off the WAW file and that is due to manpower which was relabeled and not used. I uploaded a new version of the game that hides this regime variable.
quote:



If you turn rogue off, will the AI declare war? Individually or in historically recognizable groups?


AI only declares war if the Rogue AI variant selected.
quote:




is the armored train a combat unit?



Yes, it is a tank on rails basically
quote:




BTW this looks to be a really interesting scenario. Thanks


Thanks. I uploaded a new version that fixes the rogue AI bug and a few other things I found.




ghoward -> RE: 1900 Diplomacy (3/7/2010 1:27:46 AM)

I downloaded the new version and noticed that turn 1 AI takes about 4 minutes on my laptop with ww2 tech turned off, but about 25 minutes with it turned on. Other settings were entangle and rouge on, prolouge off ge and au human all others AI. I dont know if I ever ran the AI with ww2 on with the original version, so I dont know if this is new or not




tweber -> RE: 1900 Diplomacy (3/28/2010 10:10:46 AM)

Caught a bug where China and Japan were not mobilizing.  Fixed and reposted to the scenario bank.




ernieschwitz -> RE: 1900 Diplomacy (4/6/2010 9:35:31 PM)

Found a bug in the game. When carriers move and have naval air on them, it gets turned into Divebombers on the next turn. I have no idea why, but it makes the fleet unable to move, which is annoying. Also found another bug: When exchanging technology between two players, no pps are deducted.

Other than that, i΄ve found this scenario to be great fun :)




tweber -> RE: 1900 Diplomacy (4/6/2010 11:05:07 PM)

Hi Ernieschwitz,

Thanks for the catches.  Posted a new file that should have these fixed.





ernieschwitz -> RE: 1900 Diplomacy (4/6/2010 11:28:49 PM)

No problem :)

Incidently, you might want to make a new loc-type: Fort with Port, a fortress with port and airbase allowances. Then place them in the hexes containing Gibraltar (making the mediterannian accessible from the West) and Malta.

Thanks for the quick fixes. :)




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