Print Story Civ4 Desert Mod
By cam (Sat Feb 25, 2006 at 07:55:58 AM EST) Civ4, Desert mod, General Cowqaas (all tags)

I was reading through simhq's archives and read an article on Civ4 that had a review on the Desert mod. What caught my attention was that it modelled the North African campaign in 1941 - I was there. Not wanting to get my arse handed to me first go, and wanting to do a bit of exploration, I started the mod on Warlord.

There are several main protaganists, the UK, the US, the Free French, the Vichy French, the Italians, the Germans, Spain and the Turks. It seems the campaign starts after the German invasion of Crete.

The land possessions at the start of the game are;

  • Germany: Greece, Macedonia and Crete.
  • Italy: Italy and Libya.
  • Vichy France: Algeria and Morocco.
  • Free France: Syria and Lebanon.
  • UK: Egypt, Sinai, Saudi Arabia, Malta and Salonika.
  • US: Gibraltar and Cairo.

Turkey and Spain were as their name suggests. I take exception to the Free French being in the game. They were not active in the theatre until Operation Torch, and even then in pretty small numbers. The Commonwealth contingent was much larger. The North African campaign could not have gone ahead in 1941 without Australia, it was the only country with troops that weren't tied up. Though that changed with the Japanese attack on Pearl Harbor.

It would probably be best to keep the UK as a force, and replace the Free French with Commonwealth or Australia. It was the Australian Imperial Force which liberated Syria and Lebanon from the Vichy French.

I chose to fight as Germany. First thing I noticed was how little culture and research play in the game. Research items are expensive and take a long time get. Germany also had the issue with Operation Barbarossa imposing upkeep penalties on maintaining forces. That was expensive - an extra 50% IIRC. So I was always running out of research money. Once I got a foothold on the African continent I had my most northern Macedonian cities pump out research and wealth.

The units are interesting, even if the tiles don't always match them. Germany gets aviation assets like the Ju87 Stuka, the Ju88 and the Bf109. The UK has the Hurricane and Wellington, while the US has the Tomahawk and B17. They have F16 and Stealth bomber icons though.

The cities have a couple of improvements, but not many. Fortifications lead to Operation Centers which helped lower the administrative cost of a city, bit like the Courthouse does in normal Civ4. There was a broadcast tower and hospital improvements. The important one was the bunker. This mod is very aviation and tank centric. In fact once the advanced combustion research item becomes available the German tanks get better, while the allied aviation assets get better.

The pick in this game is Italy. It start with a large number of cities, and a huge navy. Germany starts with no naval assets, thankfully the Italians took care of the Royal Navy and I didn't have to worry too hard about protecting my transport ships after the initial stages. Italy also moved quickly on the UK and invaded Alexandria.

The Axis targets were Suez, Damascus and Gibraltar - basically the home cities of the UK, Free French and US "nations". The Allies had similar goals with the German, Italian and Vichy cities.

After getting some sea transportation together, I started shuffling tanks across to Egypt. Slowly I started chewing up the British cities. Suez swapped hands back and forth several times as I was unable to secure it from raiding French stacks, but after I managed to move sufficient air-power to Cairo no raiding unit got close without being bombed to ineffectiveness first.

The Vichy French took the US city of Cairo while I was fighting back and forth with the French for Suez. The Italians roamed through Egypt but despite some more attacks they were unable to take any more cities. I started moving the tanks and bombers up into Syria. Damascus fell as did the other cities up to Beirut.

By this stage I had a tonne of tanks and a massive air force. It took time to muster everything to invade Salonika and then Malta. Invading Gibraltar took ages. It was faster to move tanks up the North African coastline than transport them by sea there.

In the end I had twelve bombers hitting Gibraltar daily and managed to put twelve tanks in the next square to the city. The US beat itself to ineffectiveness against my invasion force. The next wave of landing ships dumped the tanks that took the city.

The Italian Navy was now free to roam the Atlantic and apparently Operation Sealion was put back on the table. Who knew.


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Civ4 Desert Mod | 10 comments (10 topical, 0 hidden) | Trackback
cool by theantix (4.00 / 1) #1 Sat Feb 25, 2006 at 09:24:18 AM EST
I've been looking for some good scenarios after really enjoying the Civ3 scenario expansion pack.  Good to see that some civ4 ones are in play, I'll have to give this one a shot.

No Italians for you mate by cam (2.00 / 0) #4 Sat Feb 25, 2006 at 10:54:24 AM EST
You should have to start as Free French of US. They are probably the most disadvantaged by cities in that mod.

Freedom, liberty, equity and an Australian Republic

[ Parent ]
lollerskates by cam (2.00 / 0) #5 Sat Feb 25, 2006 at 10:54:44 AM EST
Free French *OR* US, not of.

Freedom, liberty, equity and an Australian Republic

[ Parent ]
cool pt 2 by theantix (4.00 / 1) #8 Sat Feb 25, 2006 at 11:28:56 AM EST
I'd generally prefer to play a strong civ on a difficult setting rather than play as a weak civ on an easy setting.  But I will take your advice about relative difficulty levels for the civs to heart.

Civ3 had some great expansion packs: the rise of Rome, fall of rome, WWII pacific, etc.  Can't wait until more high quality stuff like that is available for civ4

[ Parent ]
In that case by cam (4.00 / 1) #9 Sat Feb 25, 2006 at 12:14:42 PM EST
Go Italy! Germany is pretty untouchable in Macedonia as well if you want a strong base of production.

Freedom, liberty, equity and an Australian Republic

[ Parent ]
Civ4 bastards by ucblockhead (4.00 / 1) #2 Sat Feb 25, 2006 at 10:08:08 AM EST
Stop stealing my time!
[ucblockhead is] useless and subhuman
I successfully shelved it by cam (2.00 / 0) #6 Sat Feb 25, 2006 at 10:55:18 AM EST
until you and tix started writing diaries of your imperial adventures.

Freedom, liberty, equity and an Australian Republic

[ Parent ]
Ah yes, but you have neglected by joh3n (4.00 / 2) #3 Sat Feb 25, 2006 at 10:37:24 AM EST
The impact of operation:  god fucking damnit, civ4 isnt out for my hippy OS yet, I hate all of you.

/me grumbles


I see a flaw in your digital architecture by cam (4.00 / 1) #7 Sat Feb 25, 2006 at 10:56:55 AM EST
This mod is cleverer than I thought by cam (2.00 / 0) #10 Sat Feb 25, 2006 at 02:33:08 PM EST
I am playing the US, though it is really called "Allied Nations". The flag is half the US flag, and the other half is a blue flag with the Australian Imperial Force badge on it. I was given one air unit at the start, but havent been able to create any since. Which is frustrating. But I reckon they have limited as Au only had 3 Sqn RAAF in the initial stages. 3 Sqn ended up being the highest scoring allied squadron in the theatre. But until the article XV squadrons started appearing, that was the sum of Au's aviation assets in the region. Though IIRC no.9 Sqn operated in the mediterrainian for a while too.

I suspect I will be able to create air assets galore once the US enters the theatre with operation torch.

Freedom, liberty, equity and an Australian Republic

Civ4 Desert Mod | 10 comments (10 topical, 0 hidden) | Trackback