I still don't get it. How can it? Stacking? Completely different (and huge) ruleset? Might just be possible to write scripts for AI for a few strategic decisions, but how are you going to tell it to take into account the completely different rules and tactics of the way ATR pieces/combats etc work?
What I have done with my A3R adaptation available at CMMODS.com (warning: it has some issues) is faithfully recreate the map at double scale (to account for no stacking), set monthly (4 week) turns instead of the default seasonal turns SC2 uses, and set country production and unit costs equivalent to A3R, including scripting for USA and USSR economic growth. Ground force pools are taken from A3R, right down to customized bitmap military icons and unit names. Air and naval units are now more like WiF. The rules are obviously SC2, so things like exploitations and bridgehead overstacking doesn't happen. But, generally, things work out over 3 monthly turns consistent with how things might work out in an A3R seasonal turn. It's not perfect, just an adaptation. There's a lot of SC2, WiF, Blitzkrieg General and ETO thrown in there besides 3R/A3R.
Might just be possible to write scripts for AI for a few strategic decisions?? Brother, modders can write event scripts and AI scripts for just about ANYTHING in SC2. Here's a sampling of what I've gotten to work with my SC2-WaW update, which will be freely available once SC2-WaW is released:
- French colonies become Vichy or Free French upon France surrender
- Possible Axis AI invasions of UK, Spain or Turkey
- Continuous Axis and Allied reinforcements to Libya and Egypt
- Possible pro-Axis or pro-Allied coups in Iraq, Syria, and elsewhere
- Barbarossa triggers based on whether USSR annexed Bessarabia or not
- Allied AI invasions of North Africa, Sicily, Italy and France
- Possible Allied AI invasions of Greece, Vichy France and raids into western Europe
- Variants! And more variants!
- etc.
I am very interested in having a decent and challenging computer opponent for both Axis and Allies, and I'm optimistic that I am getting there. I'm still trying to resolve a few issues that I am not satisfied with. I mention all this here on this CEAW forum to highlight a benchmark capability in game editor features that I assume CEAW will strive to meet or exceed in the future. Simplicity has its charms, as it was for SC1 and now CEAW, but more complexity is needed to adequately cover all that a WWII ETO grand strategy game needs to cover. I expect CEAW will mature over time, as SC has. We should look forward to that! [:)]