The Japanese have a slightly better mid-end war position with the rejection of the BB Yamato ,Musashi and CV Shinano blue prints allowing other classes of ship to be built in their place. The new ship build allows the production of "empty hulls", which upon arrival can be converted to a class of ship within the constraints of tonnage/durability stats we've allowed. There are trade off's to the system and careful analysis is needed. We've also added a couple of different ship classes.The "Option_88" mod is a PBEM only scenario.(The AI can't deal with the numerous conversions, on both sides.)
The premise of the Mod is to allow both sides more options and flexibility in ship & plane building under new economic and ground warfare constraints. This has been done in what we think is a sensible manner by not adding ships unless it is balanced by breaking up other tonnage/durability. The plane list has been somewhat simplified and the new economic multipliers and cargo modifications make for a more challenging game economically. The Allies will also have more control over production. The extended map Stacking limits and other static LCU modifiers have been applied, which will slow land combat down and hopefully give a more historical feel to China and Burma.
The IJN/A plane list has been modified, simplified and in some cases expanded to deal with the realities of "AE"-the game in hindsight, rather than "AE"-the simulator. R&D has also been made harder (my thoughts - 1. later dates 2.Single step) I haven't decided fully about this yet, but R&D is too easy as it stands and I wanted to try something new. There are also minimal "free" planes.
The Allies gain more CV's in the 'dry period' between the Wasp & Essex class CV's, through a removal of some CL class ships. On map production of supplies particularly from North America has been staged in a way to simulate going from a peace footing to a war stance. Early war production is limited and some logistical decisions will need to be made. On map aircraft production has been expanded to give the Allied player a better ability to challenge the Japanese earlier. And some convoys will add additional planes at certain times.
Some Crucial land bases have also had their VP's and raw materials increased to stimulate the player into more defensive actions.
Econ Multipliers have changed. Some Oil and Resource Centres have been relocated (not always historical to produce some other interesting theatres). Also, Cargo size reduction for most of the merchant fleet and (maybe tonnage reduction too) mean that more ships and fuel is needed to transport vital raw materials. With this additional fuel requirement, we're trying to balance the economy for that.
Other errata:
[*]Allied 4e's bombs have been rendered less accurate or powerful. Using Nemo's stick principle.
[*]Devices have proper upgrade paths.
[*]Secret blueprints from the Nazi's have been smuggled into Japan for 2 additional LB and Okha rocketry.
[*]CV aircraft loadout's have been decreased ?? I have the feeling that this is overpowered as it is ... Well we're thinking about this, but maybe with the new air combat rounds being trialled by MichaelM this might not be needed.
[*]Some Lcu's have been altered giving the Japanese a better Amphib position later into the war.
[*]Cargo ships are in line with DaBabes_C (30% reduction) but also tonnage has been reduced for more docking ability.
(Designer's notes: Based on Big_Babes_B and C with a twist of The Reluctant Admiral and AltMod thrown in. Some ideas have also been borrowed from Nemo121. Production is 'on' for this scenario)
Scenario Designers: Michael (NY59Giants), Damian (n01487477)& Eddie (sulusea) for some Art.
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I'm posting this now even though we are some time away for us to collaborate and get feedback from the forum. I'll also need some playtesters for small map economic modification when ready.




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