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1939 More "historical" and diversity in units mod is up.


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Historical in the sense of USA MPPs. Here is the readme:

IMHO the Axis MAJOR victory should be to still have both countries in the war by Aug 31st 1945 (the new end game I have set). At which time the Axis can achieve victory through a peace settlement or armistice (that being a MINOR victory). The date was chosen because any longer and the Axis would never win but if the Axis player does not make crucial errors (a la Hitler) then the possibility to achieve victory is possible.

So the changes are (comments in Italic)

Changes made to this mod:

1- Game now ends August 31, 1945.

Victory scripts changed due to change of end date.

; Axis Major Victory

{

#NAME= Axis Major Victory (Berlin, Rome, Warsaw, Prague, Munich)

#POPUP= AXIS MAJOR VICTORY, Allies agree to peace treaty to end the bloodshed.

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 1

#DATE= 1945/08/31

; Axis control -> Berlin, Prague, Munich, Warsaw, Rome

#MAP_POSITION= 84,16

#MAP_POSITION= 86,18

#MAP_POSITION= 81,18

#MAP_POSITION= 95,15

#MAP_POSITION= 83,24

}

; Axis Minor Victory

{

#NAME= Axis Minor Victory (Berlin, Warsaw, Prague, Munich)

#POPUP= AXIS MINOR VICTORY, Germany successfully achieves armistice with the Allies.

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 1

#DATE= 1945/08/31

; Axis control -> Berlin, Prague, Munich, Warsaw

#MAP_POSITION= 84,16

#MAP_POSITION= 86,18

#MAP_POSITION= 81,18

#MAP_POSITION= 95,15

}

; Allied Major Victory

{

#NAME= Allied Major Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.)

#POPUP= ALLIED MAJOR VICTORY, unconditional surrender from the Axis powers.

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 2

#DATE= 1939/09/03

; Allies control -> Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.

#MAP_POSITION= 84,16

#MAP_POSITION= 83,24

#MAP_POSITION= 95,15

#MAP_POSITION= 68,19

#MAP_POSITION= 61,13

#MAP_POSITION= 112,10

#MAP_POSITION= 2,23

}

; Allied Minor Victory

{

#NAME= Allied Minor Victory (Rome, Warsaw, Paris, London, Moscow, Washington D.C.)

#POPUP= ALLIED Minor VICTORY

#FLAG= 1

#TYPE= 1

#TRIGGER= 100

#ALIGNMENT= 2

#DATE= 1945/08/31

; Allies control -> Rome, Warsaw, Paris, London, Moscow, Washington D.C.

#MAP_POSITION= 83,24

#MAP_POSITION= 95,15

#MAP_POSITION= 68,19

#MAP_POSITION= 61,13

#MAP_POSITION= 112,10

#MAP_POSITION= 2,23

}

The current game has it that Germany can actually conquer Russia and beat the Allies, that is simply a historical impossibility, manpower issues would have prevented Germany from pushing past the Urals and so USSR would have remained either neutral or simply rebuilt far away. USSR and USA were heavily outproducing Germany, as well as UK itself in 1940. With the changes I've made Germany should have to go on the defensive eventually and so the victory conditions and time had to change to give the possibility at achieving victory for the Axis, in a different manner

2- Urals are rebuilt once any resource other than the first four Eastern most cities are taken (Riga, Minsk, Kiev, Odessa).

Urals were rebuilt with materials used from the eastern industries. If the Axis do not take more than the first four cities, the Urals will not be rebuilt

3- Max chits per category has been reduced to 1 chit for L3 or less and 3 chits for L5-4 techs.

The curve on getting tech advancements is more progressive overall it also makes Intelligence tech more attractive

4- Rockets are a nice unit but the problem is they are only usefull at level 2 or above. To make them more appealing I've made the starting combat data equal to tech level 2 for everyone. Maximum tech is now 3 with a cost of 100mpps. Russia and German initial chit in Rockets is now removed.

5- Paratroopers/Engineer/Rockets now have the same cost as armies.

Those units are now the same price as Armies but overall attack, defense or movement is lower than armies but this is compensated by each of their own special abilities. They do tend to make more of an appearance in the game

6- India, NZ, HQ and South African unit arrive at end of October 1941 unless triggered to arrive earlier, The 8th Army was formed around October (with India, NZ and SA) and saw action in Novermber 41 as a unit. The Australian unit is the same as the default campaign since they went back to Australian in December of 1941 to defend versus Japan.

7- Siberian transfer is now only 1 HQ (3 experience), 1 tank, 1 rocket and 1 airfleet all of which are at strength of 1 and they arrive once any of the following cities are taken; Archangel,Vologda, Moscow, Leningrad, Smolensk, Karhkov or Rostov.

This is the more realistic approach, the transfer of troops was very minimum and was not what saved Russia (Zhukov's memoirs attest to that) Total troops in Siberia was very low, the biggest battle vs. Japan was with less than 60 000 troops and the Siberian Elites were transfered from withinthose troops. Battle:http://en.wikipedia.org/wiki/Battle_of_Halhin_Gol. Russia outproducing Germany is what saved them, due in part to lend lease providing them with 75% of all its logistical support equipement.

8- USA's industrial increments are now 100% instead of 20% BUT starting industry modifier is now 0% instead of 80%. This means until USA receives its first IT hit, it will make 0 mpps. At maximum USA will make 900mpps.

USA outproduced Germany/Italy by 50+% (even with taking into account production that went to the PTO.

9- Germany has FULL scorched earth and max occupational efficiency of 50%

Simply simulating the mass destruction of infrastructure by the Allies or by Germany itself.

10- Submarine cost has been reduced to 100mpp from 200.

It makes the naval conflict very active and very real.

11- ASW cost down to 50mpps.

This is the counter to the lower cost subs but if the player does not invest, he can get into trouble

12- Port defense bonus vs. subs has been raised from 2 to 6.

The ram the ports tactic in the game have shown that ports need a hefty boost in their defensive capabilities, attacking ports with subs was not done often, simply because it was a death sentence, they were a few successfull attemps but no massive attacks as mines, nets and patrols were much too dangerous for submarines to risk getting sunk

13- Engineers for USA have a +2 to tank attack and UK engineers also have a plus +2 but retain the cost of 200mpps.

This is simply to add the possibility of unused units in the default scenario to make an appearence. UK engineers still cost 200mpps this is because they do appear in Egypt and can used their fortification ability as well as the tank attack bonus, once (if) it dies, purchasing it for DDay makes it attractive because of the tank bonus

14- Bombers have been given a +2 to strategic attack.

After testing 4-5 possible bomber strategies it was obvious that the cost was simply not worth the effort in purchasing more as they take too much damage vs. targets with no AA. Now they take damage but can dish out a little more which make the cost of doing a bombing campaign a possible alternative strategy by all countries, even USSR can use them effectively for defensive purposes.

[ February 25, 2007, 01:25 PM: Message edited by: Blashy ]

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