Elessar2
Posts: 883
Joined: 11/30/2016 Status: offline
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.805 10-1-21: --------------- First major update. LOTS of changes: 1. The Australians are now a major country (replacing Italy, tho I can't get rid of the pesky Italian flag at the moment). This will allow them to get a Lend-Lease convoy line and to focus their own tech in a different direction than the UK. 2. As a result said Lend-Lease routes have been revamped, and now run in a chain from the US down south to Australia, then around the long way to India, then to the UK (the game only allows one convoy line from one major to any one other major), with large spreads giving the Allied player a lot of flexibility in how he allocates said MPPs. Note I likely will add some alternates in case a major gets conquered and/or the source or destination ports are captured. 3. Second big change is creating the Fast Battleship unit for the US, for all of the modern battlewagons which were fast enough to keep up with the carriers (speed 20 average, tho I realize the Iowas [23] would handily beat the South Dakotas and North Carolinas [19] in a race.). The original Battleship unit will represent the prewar slow but sturdy tubs which once the war began were typically relegated to shore-bombardment duties (speed 16). This means the Alaska super-cruisers were deleted (names added to the Heavy Cruiser list fwiw), which is no big loss considering the positive consequences of the change in question. 4. Other naval tweaks to go along with the above, including also making Japanese prewar BB's slower (20 to 18), reducing regular BB Naval Attack values for both the Japanese and Americans by half a point, Dreadnoughts' movement decreased from 20 to 19, and subs' move increased to 16 (from 15). Japanese Light Carrier movement reduced from 22 to 20. 5. Revamped the US Navy's Atlantic transfers to be more historically accurate (i.e. I had neglected to get the 3 Atlantic Fleet CVs into the build queue, tho the US also gets a few more cruisers and an extra BB as well). 6. Canada can now upgrade its units based off of UK tech, and Thailand off of Japanese tech. 8. Add a Russian mine in the NE near Yakutsk, while Russian starting Mobilization reduced from 30 to 20. 9. Bumped up UK ship build limits a bit, changed UK Industrial Modifier from 25% to 35%. 10. Some map changes: * Moved the Borneo capital [Balikpapan] next to the sea (so it can be bombarded by surface ships). * Some glacier mountain hexes in W. New Guinea. * Added Christmas Island (the Indian ocean one) as a occupyable island. * And Cold Bay AK as a useable base. * New major port near San Diego * More jungle hexes on that NE Australian peninsula * Revamped some of the roads in China, repositioned an HQ and a fighter to be closer to the Japanese lines. 11. Some partisan changes: there are now some Communist China spawns, supply events in Thailand, and 2 spawn events in the Philippines. Note there are some other minor Resource events which are labeled "Communist Chinese Partisans" that happen from time to time (to both the Japanese AND the Nationalists). 12. Research sharing between all Allies, except the USSR, enabled. 13. Removed the extra DD that comes along as part of the 4 Shokaku event choice (it was originally put in to disguise the absence of the Yamato, since otherwise your opponent could see the extra ship in the graph unit totals, but he could still see the morale hit AND the Allies see the popup on their turn anyway). Japan needs all of the MPPs it can get early on before its various conquests' convoys go online. Choosing the CVs over the Yamatos now gives Japan a -5000 National Morale hit (~4%; was -1000). 14. Some minor tech tweaks: Advanced Tanks costs 140 (from 125), Japan starts with Mobility, BUT the costs to upgrade are now pretty steep. Mechs and tanks however are a bit cheaper than infantry. 15. Industial Tech now has dynamic costs depending on the benefit for a specific country (from 40 to 250), in combination with tweaks to their % bonus per level: Cost % gain MPP Gain ---------------------------------- UK 50 20% 10 USA 250 25% 90 USSR 50 15% 10 China 60 15% 12 India 50 10% 10 Aust 40 10% 8 Japan 75 20% 15 16. Deleted the extra attacks that Vanilla gives you for 1 level of Armored & Aerial Warfare for certain units (as in I had neglected to remove them-note I am using Crispy's 5 level schema, which would mean that at Level 5 these units would end up doing SIX attacks...you still get the 5% morale bonus per level however). 17. Gave Russia a Decision Event for shipping supplies to Russia via Persia, if they and Japan end up going to war. 18. Deleted 2 automatic events which reduce Chinese National Morale at the start of the scenario (carryovers from vanilla which are out of date). Cleaned up a few more which give morale bonuses (China & USSR). 19. Upgraded a couple of Japanese air units which I had overlooked. 20. Per a Crispy idea all surface ships (other than Amphibs) can no longer spot adjacent land units. 21. Tweaked some scouting & operational ranges for land-based aircraft down 1-2 hexes. Typically strike is now +2 above their scouting radius, except for strategic bombers. Japan still gets its usual +2 bonuses for Medium bombers. Fighters get the 2nd strike I originally intended.
< Message edited by Elessar2 -- 10/2/2021 12:00:54 AM >
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