This map is a conglomeration of maps and ideas presented on this forum. The map base I used was the Domination map as I found it had the best detail vs playability for a world conquest map. I did a lot of editing on it to better align borders and cities with the modern world.
The units are mostly from Cold War 1965. I really like his use of nukes and conventional weapons.
There are two sides, the Nato Alliance and the Russo-Sino-Arab Alliance. Not every country in the world fits easily into two sides but I thought this would make for the best WWIII scenario. The cold war finally plays out because of unrest in the middle east and unprovoked attacks by the DPRK. Israel and the U.S. Persian Gulf fleet are wiped out by Iran in round 1! Ouch it's WW3!
Nato Alliance: NATO (includes most of Europe), U.S., India, Japan, SEATO (Australia and Phillipines), and Brazil
Russo-Sino-Arab Alliance: Russia, China, Arab League (Iran, Pakistan, Syria, Jordan), DPRK, Bolivarian Alliance (Venezuela, Bolivia, Equador), and Indonesia (mostly to balance SEATO)
I certainly want to improve the playablility so any suggestions are appreciated. I know some of the units and prices need to be tweaked. Some countries are obviously not fun to play alone so I suggest playing an entire side.
I tried to make the game as realistic to real world numbers as possibe. For the most part countries value is based on their GDP. Cities with factories are way more important to conquer than wastelands. Units represent fractions of units from the Wiki on current military numbers. 1 Infantry = 50,000 men, 1 tank = 500 tanks, etc... I found the statistics fascinating when I did the research. I didn't include reserve army units as they are reserves, not active duty units ready to go at the outset of the nuclear apocalyspe. I may add them later as militia nonmovement units.
The Russo-Sino-Arab Alliance has a lot of firepower but NATO and US have lots of income and valuable cities. I can win easily on both sides versus the AI. When I play the Moore AI against itself it runs for 50 turns with NATO usually gaining the long term advantage.
The DPRK has a huge army but no money to buy anything new. Japan has no army but lots of money.
The transporting of troops needs to be tweaked. I believe that all units should be paratrooped in the modern world so I let tanks and all men be paradropped. I maybe want to tweak this so only marines can be para-dropped into combat and let all other units be para-transported during non-combat.
I played with the rockets and icbms but still not quite right. I need to figure out how to make rockets have a combat move and a different non-combat move. A rocket should not be able to fly itself to it's destination!
Re: Post here to request having your map on the Map Repository
I got 3 errors when opening your map:
SAXParseException: game: Britannia: Pre_Roman_4_Nation_Alliance, line: 491, column: 15, error: The content of element type "map" must match "((grid|territory)+,connection*,remove-connection*)".
SAXParseException: game: Britannia: Pre_Roman_4_Nation_Alliance, line: 599, column: 28, error: The content of element type "sequence" must match "(step)+".
SAXParseException: game: Britannia: Pre_Roman_4_Nation_Alliance, line: 1194, column: 27, error: The content of element type "attatchmentList" must match "(attatchment)+".
I made a minor fix for WilfredOwen's Roman Invasion map. Some of the units in the units folders had different names than in the XML, causing the game to crash.
basicaly its a mod to speed up and simplify the original mod,
changes all over the xml like unit placemtns, turnorder (kept pbem in mind) capitals productions units etc
it has already been playtested and so far no bugs found, funrate is good though it might need some finetuning after various games but i dont think that will happen too soon, i would say atleast 2-3 months
DESCRIPTION: Pacific_Theater_Solo_Challenge version 3.7 by Zim Xero for TripleA 126.96.36.199
Single-player variant of the WW2 Pacific conflict using a modded map created by
Triple_Elk, iron__cross, and ComradeKev. Convoy routes and zones were replaced with valued
sea zones. This map features AI interactivity, a unique technology system, nontraditional
unit statistics, resources, a 'quick to learn-hard to master' play style, and built-in
difficulty selection. Designed for challenging human play as Japan versus the AI.
[the existing screenshot should be adequate]
'thats the way it is' makes it neither desireable nor inevitable
Roman Invasion causes errors, please check again Santa.
I only get the errors when the file is zipped, and have no idea what's causing them, especially since I didn't change anything in the XML.
I've looked at all of the sections the error message mentions and cannot find anything wrong with them