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Old July 1, 2003, 21:00   #1
StrategicKingMi
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Civ 2, Civil War Style Presented by The King
Once again, I have achieved a new Civ2 high. I have developed a scenerio based loosely on The American Civil War. The unique part of this scenerio is the extranous rules not part of a normal civ game.
I built a board, resembling the East coast of the U.S. all the way to the Rockies . The great American rivers are represented by 1 square oceans to allow river warfare which was such a huge part of The Civil War.
I have created 26 era specfic units for play in this game. The most unique is the Armies ( Lee's Northern Virgina, Army of the Potomac, Army of the Cumberland, Shermans army, etc) these are extremely tough units with different af,df,hp,fp,m, and costs. The neat thing is that you can only have 1 of each of the 9 armies in play at any one time. The North has 4 armies at start, can build a 5th on turn 5 and a 6th on turn 10. The South has 3.
One of thoose extranous rules is the movement rules.
The North is allowed 30 movement points.
The South is allotted movement points based on the value of the citys they control with a max of 25.
For instance it costs 3 to move an army, 1 to move a normal unit, 2 to move a calvery, 2 or 4 to fortify a unit, double for sea movement, triple for an invasion, 3 to build a fort ect. This demonstrates the advantage The North had throughout the war in resources.
There is 160 pts of citys on the board(2 for a town, 3 for a city and 5 for a major city)(I have made 3 unique tiles to identify them easily) When the North holds 120 pts. worth the game ends. If The South holds both Washington DC and New York at the same time, the game ends in a glorious Southern victory.
The South scores victory points in the following way:
2 for each turn they survive
1 pt for each north city point they take paid only once/city
20 pts for taking either NY or DC
10 pts each turn either NY or DC is held
Add up the VPs and thats the Southern score.
Now you CAN accurately compare your abilities to others by both Southern pts scored/game and Southern pts allowed per/game.
The game is designed to be played in less then 3 hours.
I have attached an early draft of the board.
I need 2 things, feed back and play testers.
(more to come)
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Old July 1, 2003, 22:01   #2
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The units

Unit AF DF HP FP MOVE COST MAX#
----------------- --- --- --- --- ---- --- ----------
North Rifle 5 4 2 1 4 30 20
North Musket 3 2 2 1 4 20 --
South Rifle 6 4 2 1 4 30 12
South Musket 4 2 2 1 4 20 --
Calvery 8 3 2 2 6 50 N-10 S-7
Canon 10 2 2 2 3 40 N-7 S-5
General Lee A. 8 4 14 4 4 200
StoneWall A. 6 5 10 3 4 100
Hood A. 7 3 8 3 4 80
Grant A. 6 4 10 3 3 150
Western A. 5 4 8 3 3 100
Potomac A. 4 4 10 3 3 80
Cumberland A. 6 3 8 3 3 80
Sheridian A. 5 5 8 3 3 80
Sherman A. 7 3 10 4 4 200
Inidian 5 2 1 2 5 ---- S-10
Texans 6 4 2 2 4 ---- S-6
River Clad 4 4 4 4 6 80 N-6 S-4
River Transport 0 2 1 1 8 30 N-6 S-3
River Gunboat 6 2 2 4 6 40 N-4 S-2
Ocean Clad 4 4 4 4 8 60 N-8 S-5
Ocean Transport 0 2 2 1 12 40 N-6
Frigate 4 3 2 3 8 40 N-8 S-4
Sub 10 2 1 4 5 S-2
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Old July 1, 2003, 22:07   #3
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Sounds interesting, I'll playtest that
Sounds like you took inspiration from that boardgame I cant remember the name from.

How are you going to build the movement points into civ?
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Old July 1, 2003, 22:11   #4
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The Mississippi River Campaign
To recreate the value to the North and importance to the South, if the North captures and holds all the Miss. port citys (New Orleans,Baton Rouge, Vicksburg, Memphis and St. Louis) the South can not move any units west of the Mississippi. furthermore, the South can only expend a max of 3 mfs per port they own west of the Miss.
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Old July 2, 2003, 00:32   #5
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sounds great strat....
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Old July 2, 2003, 08:13   #6
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Different from your traditional chest puffing.
But it does sound interesting. Will be curious to read the reaction of testers. Heck maybe even try it myself.
Doesn't sound anywhere near as tedious as your last endeavor.
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Old July 2, 2003, 09:11   #7
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The South is set up to lose from the very beging of the game. But they have to be tough and stick it out no matter how few movements they get each turn and the fact that city after city is falling to the North.
The North, on the other hand, has to take chances and cant dilly dally. Every turn delay in ending the game is 2 more VPs for the South.
Early in the game, The Lee Army is very tough and must threating attacks to the East on DC and then up towards Phili or west towards Harrisburg or Pittsburg. If you do a good job, you can tie down huge forces protecting these areas to prevent Southern VPs.
The North has to wear down Lees army and trap it between 2 armys and kill it.
Out West, the Union must fight down the Mississippi and protect the Plains citys from Texan and Indian raids.
The North can also surge an army south like Shermans march to the sea.
Lots of different things to do and their is no caravans and a min. of micromanagement, no sci and no unhappiness. Just movement, combat and a min of production.
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Old July 2, 2003, 09:21   #8
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I'm waiting for his twin to show up.
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Old July 2, 2003, 10:20   #9
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Mine or his
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Old July 2, 2003, 16:26   #10
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sounds more like an AAR has me intrigued
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Old July 2, 2003, 19:18   #11
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Originally posted by War4ever
sounds more like an AAR has me intrigued
OK, I'm stupid, AAR?
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Old July 3, 2003, 05:43   #12
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I presume this is set up to be played as 2x2x king?
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Old July 3, 2003, 08:49   #13
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He did movement completely different so I don't think that applies.
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Old July 3, 2003, 09:31   #14
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Rah is right. It is not 2 x production. Most citys are already maxed out supporting units and have 0 shields left. if you read the unit description above, MP stands for movement points and every unit has been assigned its own movement rate that is not 2 x. Further, this is not a game about happiness, caravan trading, city micro management or anything like that. In fact, an extra rule is that when you take an enemy city you cant produce anything from that city symbolizing the damage to the city and the unwillingness of the people to join the enemy army and the short period of time each turn represents. Thus king setting has nothing to do with this game.
Its simply a combat and movement game that, again, is designed to be over in 3 hours or less and with either a south win or a score established.
I am working fevorishly to finish this game by Independence day, but expect o be finished and ready to play test by the 6th or 7th, this weekend.
The game will take some book keeping to expend the movement factors. But , a paper in front of you with all the movement factor costs and another paper to record all movement factors expended, when you reach the limit your turn is over wont be to cumbersome, just take a turn or two to get used to. ( this is the way we used to do it back in the board game era!)
Any definite play testers this weekend?
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Old July 3, 2003, 09:38   #15
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Quote:
Originally posted by StrategicKingMi
( this is the way we used to do it back in the board game era!)
Yep. But by making comments like that, people are going to group you with us Old Foggies that talk about the golden age of board games.

Computers to keep track of all the tedious crap was the best thing that happened to gaming.

This does look interesting, but I'm not sure when I'll be able to make some time for it, But your 3 hours or less concept makes it quite a bit more probable.
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Old July 3, 2003, 09:56   #16
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Wow having read the movement material again I see this must have been a huge undertaking. I hope your testing goes well.
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Old July 3, 2003, 10:05   #17
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I am one of them old foggies! I have grown up with Avalon Hill games such as D-Day, Russian Campaign, Rise and Decline of the 3RD Reich, Civilization, Panzer Leader and of course Civil War which this game is loosely based on and definitely inspired by.
If you can figure out away to make the computer keep track of everything, that would be great, but not being a computer programer, I am doing the best I can to produce an interesting, fast paced game with a min. of bookkeeping using what I have to work with.
3 hours is based on turns taking less then 6 mins round trip, thats 10 turns an hour ( each turn you will move maybe 10-15 units). In 30 turns, the game should end.
On turn 10, that 6th North army will pop up on the board and be largely unchallenged. And the Lee army should be cornered and killed by at the very latest turn 20 leaving all the North forces to mop up taking citys to end the game in about 10 turns.
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Old July 3, 2003, 10:17   #18
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Just updating my account with a new sign.
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Old July 3, 2003, 10:27   #19
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Growing up with a twin brother that also gamed, I swear we had almost every single Avalon Hill game. The funny thing was that our favorite was Tactic II since it was designed to be even, unlike most historical battles. The original instructions for Jutland recommended a gym or similar large open area for optimal gaming.
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Old July 3, 2003, 10:47   #20
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You want a nightmare of bookkeeping and indepth gaming Rah?
At MichconGamefest in the mid 80's I played a game of The Longest Day with 4 other players, which is , by far, the most complexed, indepth and tedious game Avalon Hill every produced. Lasted on, and off the entire weekend.
You know what AH game would be awsome for the computer? Sink the Bismark. The thing easy, It is such a simple game, it should be so easy to program, but kids today are just into these games that demand physical dexterity rather then a little thinking and strategy.
Funny, I always had a field across the street where I could amply demonstrate that ability.
***Sheading a tear for the youthes of today*****
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Old July 3, 2003, 21:37   #21
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*WHEW* Just finished the map, download it and tell me what you think, it looks cool to me....
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Old July 4, 2003, 17:55   #22
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Not used to using scenarios, do you have to do anything special ?
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Old July 4, 2003, 17:59   #23
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i thought you were the 8 time gameleague champion strat
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Old July 4, 2003, 18:02   #24
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Hmmm, I did too, Nice catch.

I guess that why he put the "It's true" tag under it.
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Old July 4, 2003, 18:04   #25
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Strat all that boasting and now we find out its not true, shame on you....

the scenario sounds kewl, i hope to dl it this weekend
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Old July 4, 2003, 18:09   #26
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I probably will after my 'after golf nap' tomorrow. I'm actually surprised that I find this interesting since it's been so long since I played a scenario.
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Old July 4, 2003, 18:20   #27
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Quote:
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i thought you were the 8 time gameleague champion strat
Hmm, I thought his sig said 8 times yesterday, and 8 is the number he always claims. Maybe Ming changed it for a laugh.
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Old July 4, 2003, 19:54   #28
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Old July 4, 2003, 23:23   #29
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He's not the only one that could have changed it.
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Old July 5, 2003, 06:18   #30
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Are you admitting it?
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