Mod: MEGA Pacific - Most Realistic Yet - v4.0

Strategic Command WWII: War in the Pacific is a turn-based strategy game. It offers a comprehensive experience of the Pacific Theater, challenging you to achieve victory in one of history's greatest conflicts.
Nginear
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Joined: Sun Sep 04, 2022 5:29 pm
Location: 'MERICA

Mod: MEGA Pacific - Most Realistic Yet - v4.0

Post by Nginear »

Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 4.0 (April 1, 2026)

This mod is a MEGA map of the entire Pacific War to improve realism as much as practically possible. My mod focuses on recreating the advantages/disadvantages of each side, while also introducing or expanding many new concepts for airfields, ports, engineers, and air and naval battles. But first, credit to where it is due: I used Elessar2's WaW Pacific map (though heavily modified by now) and ported many of the developer's Day of Infamy scripts. However, I have made countless enhancements for an entirely new experience. Some enhancements include building railroads/ports/airfields with engineers, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all-important atom bomb, Guerilla Bases, and much much more.

This mod is designed to be naval and air intensive just like the real war! You must control airfields and ports to win tactically and strategically. I designed it to be thought provoking. The majority of ports have been removed leaving only historical refueling spots. You must watch your ships’ supply or else they will become easy targets. If you don't capture ports close to your front lines or don’t use naval construction, then your attacks will stall due to the distance to resupply and repair. Airfields are important because they add a second strike and increased naval visibility.

China has been completely reworked for realism. China had 300 divisions but was plagued with corruption and limited access to outside weapons; Japan had +/-30 divisions, but was far more effective soldier vs soldier. Dozens of hours of research were spent to make the map historically accurate for paved roads and railroad lines throughout India and Asia. There are several new units not present in Day of Infamy. In many cases, units are no longer all equal - they are tailored to the abilities of the host county. During the war, engineers were pivotal in keeping the front lines moving. They do a lot more than build forts now; they are used to "build" airfields, ports, roads, and railroads!

And what good would realism be if there wasn’t new technology and new script decisions to go with it? A completely redesigned technology tree with search radar, fire control radar, single/double/four engine aircraft, nuclear bomb, torpedoes, and much more! Over 90% of the technology slots have been amended or redesigned. Some decisions were kept, but I continually add my own. All decisions have been reevaluated to be truly impactful – there are no “duh, why would I not select yes?” Either choice for a decision is thought provoking.

The victory conditions are similar to Day of Infamy; but planning and attention to details will be needed to win. I have tried to model the historical strengths and weaknesses for each major country. Units, production times, costs, reinforcements, tech, and upgrades can vary greatly from country to country. Play to the strengths of the side you are controlling and cover your weaknesses for as long as possible!

FAQ:
-Is the AI playable?
Technically yes, BUT it's like playing an 8 year old who just clicks around. The AI has its base code, but it has no goals. It will attack and do stuff, but without any larger strategy in mind. I have not converted the AI scripts; but I do hope to do that eventually.

-How do I download?
Download from the link below and Extract the mega folder and *.cgn file to:
Documents>My Games>Strategic Command WWII - War in the Pacific>Campaigns>(Put folder and .cgn file here):
https://www.dropbox.com/scl/fi/onqdndbv ... 5kqjh&dl=0

-What’s the scale?
Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 4:1; Everything else 5:1.
Unit Scale: Regiment, Division, Small Corp, and Corp. A Corp is the ultimate unit - slower, expensive, and hard hitting. Regiment is a cheap disposable unit for capturing islands or blocking the way.
Planes: About 100 per unit, except Sea Planes.

-Why are countries so restricted in their production? Australia had a heavy cruiser, why can't I build more?
I designed a countries production to be more or less on what it could domestically produce. In the case of Australia, it did not build the heavy cruisers - they were built by UK. But it could build smaller ships. Also, researching Production will sometimes increase the limits on what machinery units can be produced.

PLEASE READ: (updated 4/01/26)
Player notes for major changes :
Important Changes to know about units:
-Use an engineer to "build" railroads and any ports/airfields/fortresses with text or icon indicating the need for an engineer. Simply move an engineer next to it and a decision event will activate at the end of the turn, asking if you want to "build" the structures. With the proper research, engineers can be upgraded to de-entrench with notional flamethrowers.
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britain can send a convoy to India too. Capture Rangoon to shut down the convoy to China and force the inefficient airlift convoy.

-Garrison is reworked as Militia and is not available to all countries.
-HQ, Regiment, and Sea Planes are not reformable. Unless indicated otherwise (see China notes), everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockaded.
-Zone of Control is controlled by escort ships (light cruiser and smaller). Battleships and Heavy Cruisers have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage an attacking unit.
-Battleships and short-range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value but they are expensive.
-To model fuel supply on smaller ships, Destroyers lose 2 supply when attacking, Light Cruisers lose 2 when defending, and Auxiliary ships lose 2 when attacking AND defending.
-Submarines dive chance is increased by Search Radar tech, NOT Adv Submarines. Japan starts with lower dive chances.
-Partisans are now Guerilla Base with 0 AP and a 4 range strike. They are effective at reducing morale and readiness and attacking weak units.
-Use a Regiment unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.

Changes to game script code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP, +1 shell limit to artillery style units, +1 interception on AA, and +1 strike to armor units.
-Tech sharing is USSR --> Communist China; US --> Great Britain and China; Great Britain --> US, British Raj, and Australia, and China. British Raj and Australia do not share tech, but have half cost chits (this simulates them copying tech, not pioneering it).
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content to let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.

Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky to get accurate. A large fleet was sent in '42, and then largely withdrawn several months later. This is hard to represent since units cannot be selectively removes from the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war and start off as such.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the mid-1943.
- Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!


Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around anywhere from an airfield. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off
4) DEI cannot sell back chits
5) No blockading Pearl Harbor on the first turn.
6) Japanese Light Cruisers can only have a maximum of two total points worth of upgrades.

Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion, Regiment, and other small support units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
4) USA cannot operate aircraft directly into British Raj. It must first be operated into Australia or a Pacific Island.
5) If using these realism rules, it would be better to lower the number of days each turn represents inside the editor, perhaps to 6 or 7 per turn.
6) The only Allied aircraft that can be in China must come from AMMtC or GB. No other outside aircraft allowed.


Unique Country Statistics:
Research % per level: #/#/#/#/#

Unique country characteristics:

USA:
4/3/3/2/2 = 14
-Super Battleship (Iowa class): The guns and armor were not as thick as the Yamato's, but the ships were the fastest battleships ever constructed. +3AP and has a firing range of two.
-Militia ("National Guard"): Federal part-time militia trained to regular army standards. Strength of 8 and +1 AP. Increased cost and production time.
-Escort Carriers (Casablanca class): A small, mass produced carrier. By the end of the war, they were being built in as little as three months. They were built to escort transport ships not the fleet. Thus, they are small, slow, and relatively expendable. In game, escort carriers will have 6sp, and light carriers will arrive with 8sp.
-Sea Planes ("PBY") medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 4 months to produce.
-Strategic bombing: Strategic Bombers are quicker to produce and replenish. It can also be upgraded with Ground Attack Weapons (fire bombing) for devastating resource attack.
-Mass production: reinforcing equipment based units and aircraft are cheaper.
-Artillery first doctrine - minimum 2 shells per turn, max 3. Cheaper to produce.
-Mass produced Fletcher Destroyer - DDs are cheaper.
-Anti-aircraft Light Cruiser (CLAA): CL's have higher base anti-air ratings
-Domestic Oil: Port Construction is significantly cheaper to research and upgrade.
-Nuclear Technology: the only nation that can research the atom bomb. Nuclear Tech increases the firepower and build limit, Four Engine upgrades increases the striking distance. Use them wisely!


Great Britain:
3/3/3/2/1 = 12
-GB has been focused on maintaining naval supremacy over Germany and Italy. Not expecting an attack in the Pacific, it has precious few combat ready ships to spare. It is focusing on ASW against Germany, which could benefit her Allies.
-Light/Escort Carriers are middle of the road size and speed with 7sp.
-Fleet Carrier had armored decks: They could not hold as many planes, but they have improved defense of 3 in Kamikaze, Bomber, and Carrier and some naval defense. Max strength of 7.
-Sea Planes are short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
-Fleet Carriers have armored decks: +1 on CV defense, but -3 AP. They also have excellent defense against kamikazes.
-Limited tank and aircraft production: reinforce % higher.


British Raj:
3/3/2/1/1 = 10
-Begins the game focusing its industry on developing aircraft and production.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-Few dockyards = Expensive to repair ships. Ships take longer to build.
-New manufacturing: equipment is more expensive to produce and replenish.
-Sea Planes are short range, good defense, excellent ASW.


Australia:
3/3/2/1/1 = 10
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-Militia ("Citizen Military Force, CMF"): +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-Tankette ("Dingo"): domestically produced a scout car called the dingo.
--Special unit: Small Corp. Australia's Corps are not full size due to limited manpower. As the war progressed, the number of active units actually decreased.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-More expensive to reinforce ground units due to limited manpower.
-Sea Planes are short range, good defense, excellent ASW.
-Domestic Fighter production: cheaper to purchase and reinforce.
-Domestic shipbuilding: they produced corvette and frigate size ships and 4 destroyers throughout the war. The shipyards could also handle repairing heavy cruiser size units.


China:
3/2/1/1/1 = 8
-China been at in active war with Japan since 1937. The country has one remaining route for outside supplies - the Burma Road. If it is cut, there is virtually no way to effectively get modern supplies into the country. It's army is numerous, but undisciplined and poorly trained.
Unique attributes:
-Special unit ability: Division and Small Corp are exempt from corruption hits. These are handpicked, loyal men but it comes at the cost of longer build times.
-Has some units in Pre-Deployment que for variety game start.

Advantages:
-Only needs 4 supply to reform Corp & Cavalry.
-Conscription: Very cheap to reinforce infantry units.
-China focuses on Fortified Positions. Relatively cheap and quick to build, but not moveable.

Disadvantages:
-Poorly trained troops: Corp is -1 attack against soft/hard/aircraft/naval units. Demoralization is only -20% instead of -30%.
-High inflation environment and limited outside supplies = upgrades and reinforcing equipment is more expensive.
-Manual labor: Builds fortifications slower.
-Starts the game with a 2-4 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 0-2 health Corruption hit each turn. This only happens to Militia, Corp, Calvary, and Fortified Position and does NOT completely destroy the unit.


USSR:
3/3/2/2/1 = 11
-Militia ("Narodnoe Opolcheniye"): No unique characteristics for Soviet militia. They were used in the eastern theater, primarily near the big cities, but I'm bringing them here as plausible.
-Special unit: Small Corp. Because the non-aggression pact was uneasy, but they couldn't spare the equipment because of the German invasion.
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.
-Equipment and tanks are cheaper to reinforce.


Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits
-Above average costs


Communist China:
3/2/1/1/1 = 8
-Modern supplies are very slow to obtain: upgrades more expensive.
-Builds forts slower
-Focuses on Guerilla Bases.
-Conscripts: Infantry reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.


Japan:
3/3/2/2/1 = 11
Unique attributes:
-Super Battleship (Yamato class): Containing the largest naval guns and armor ever designed on a battleship, they would have been truly formidable. +1 naval attack/defense compared to USA's Super Battleship. Fires at a range of 2.
-Light Carrier: Japanese light carriers were converted passenger liners and merchant ships. They were not as large as Fleet Carriers, but were faster than escort carriers.
-Kempeitai: A type of military police that often terrorized the conquered territories. Basically it takes the place of anti-partisan duties, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-Militia ("Kokumin Giyū Sentōtai," "Volunteer Fighting Corp"): Not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good. Was created in 1945 as a last defensive effort. While numerous, the units were often equipped with only swords and bamboo spears. They have +1 AP point.
-Tankette (Type 94 TK and Type 97 Te-Ke): A small highly mobile unit with good recon ability. The Japanese were fond of the little machines and continued producing them until late in the war.
-Limited Four Engine aircraft experience: Sea Planes and Strategic bombers have extreme range and highly defensive but expensive and long to produce.
-The Japanese never did fully settle on how to use Light Cruisers. They can focus on aerial surveillance, torpedo cruiser, or ASW. Each has very different affects, but the base CL is not much better than a destroyer. All have lower AA (-1) defense against Bombers and Carriers, as was the case historically. Upgrades turn in into the famous (but never saw combat) torpedo cruiser with +1 range, aircraft recon abilities, or ASW capabilities.
-Medium bombers able to be equipped with torpedoes for extra naval attack.
-Heavy Cruisers have torpedoes, not fire control.
-Long range artillery - Type 96 "Pistol Pete" = +1 range when upgraded. Not as strong as Allied artillery. It is expensive.
-Fortified Positions have 1 AP so you can move them to an island.
-Decisive Battle doctrine: All ships focus on battle, not commerce raiding. Commerce raiding is significantly reduced for all ships, especially submarines. Submarine Warfare tech will marginally improve raiding abilities of submarines, but will mainly increase Auxiliary Ship build limit.

Advantages:
-Desperation improvisation: Two Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance Torpedo: Destroyers +1 naval/carrier attack. Destroyers, Light Cruisers (when equipped) and Heavy Cruisers have base 15% evasion chance. Submarines require no upgrade of torpedo - the Type 95 did not drastically change throughout the war.
-Long range Submarines: base subs start -3 AP (coastal defense subs) but get +5 (instead of 3) AP with upgrades; upgrading subs is more expensive.
-Technologically unique Submarines: Subs can be equipped with floatplanes for improved spotting abilities as well as radar. This complements their role as scouts for the fleet.
-Fortifications build faster.
-Super Battleship 18" guns: has +1 naval attack & defense compared to USA's SBB.

Disadvantages:
-Assembly lines are expensive to switch = upgrading aircraft and tanks is more expensive but reinforcing fighters is cheaper.
-Aircraft development chits are lowered due to the tug of war between Army/Navy designs.
-To increase range, Japanese aircraft skimped on armor and survivability. Most aircraft start with lower defense ratings than Allied.
-Long range Submarines: they were larger and less mobile, as a result they have lower starting dive chances (-10%) and smaller dive increases per level (-5%).
-Lack of prewar antisubmarine investment: Destroyers and CVL start with -1 attack vs submarines.
-Limited AA development: Anti-aircraft Defense tech capped at level 2 (-1).
-Strained shipyards: All ships take much longer to build EXCEPT Auxiliary ships build faster than Allies.
-Limited tank production: All tanks are more expensive to purchase, reinforce, and upgrade. Smaller unit sizes as well.
-Limited Fuel: Port Construction is significantly more expensive to research and upgrade.



***see Change Log file in the game folder for previous version changes

****************************************************v4.0 change log*********************************************************

Change log v4.0:
House Rule Changes:
-REALISM: The only Allied aircraft that can be in China must come from AMMtC or GB. No other outside aircraft allowed.
-Japanese Light Cruisers can only have a maximum of two total points worth of upgrades.


Bugs:
-Fixed error not allowing Japanese minors to be upgraded.
-Fixed several typos in popups.
-Fixed Diplomacy chits for countries.
-DEI now declares war on Japan on the Allies first turn


Scripts:
-(Great Britain, New) Build new ports in the Bay of Bengal
-(Japan, New) decision event asking whether Japan wants to develop a new AA "San Shiki-dan / Type 3 shell" that could have dire consequences.
-(Japan, New) Decision event asking if you want to rebuild or scrap Fortress Singapore.
-(Japan) Free Indian Army formation pushed back to historical date of October 1943.
-(Japan) Shinano and NO.111 DE scripts changed to include some technology on their arrival.
-(USA) The option for the Doolittle Raid will not appear until Jan 25, 1942.
-(China) The first corruption hit is now 2-4 health points off all infantry. Elite Corps around Communist China given extra HP to balance.
-(Thailand) Receives Division by production date, no longer script.
-(Communist China) DE200 "Strengthen the Bases" now fires when CC is 65% mobilized instead of a preset date. This allows the player to evaluate more of the Japanese player's intentions.
-(Communist China) Lowered starting mobilization %, lowered Japanese near a base to 5-15%.
-Solomons and New Guinea Territory each are their own convoy to Japan.
-Added a backup convoy from Melbourne to India in case Perth is closed down.
-One unit in Johore will block land supply to Singapore.
-With Singapore in Japanese hands, the British LNG will lose 3 strength per turn.


Map:
-Moved the Capital of British Raj from Delhi to Bombay. Yes this is not historical, but I think it is necessary for balance. Delhi is just too far away to invade.
-Moved Chinese second capitol from Lanzhou to Xi'an.
-Reformed the mouth of the Yangtze river for a more natural and consistent look.
-Nanjing renamed Reorganized National Government of China. Units re-evaluated.
-(Solomons) Expanded Rabaul now a town and a fortress. Redesigned New Ireland islands.
-Tibet changed to true Neutral and road added to Lanzhou.
-Rail line between Chungking and Chengdu deleted (none existed until 1952).
-Geographic changes around Davao, Aparri, and Guadalcanal.
-Remapped the roads and rails of western Australia to historical standards.
-Remapped areas of northern Japan: towns, roads, geography, and resources.
-Broome, Australia converted into an airfield with Secondary Supply.
-Removed some roads in Indo-China.
-Added a "bridge" near Wuhan and Nanjing.
-Japanese island of Shikoku removed small port.
-Removed major port from Seoul.
-Hainan island (occupied China) redone. It lost a port and downgraded to secondary supply status. Japan got a battalion added to the island.
-Added more mountains around Communist China.
-Moved Japanese regiment from Kwajalein to Tarawa.
-Changed to small river around Singapore.


All Unit Changes:
-Infantry unit levels redesigned. Battalion is removed and sizes adapted. Now Regiment/Division/Small Corp/Corp. Small Corp is not available to most nations.
-Naval cruise increased from 1.75X to 2X. Some minor adjustments to ship AP.
-Special Forces and Paratroopers lowered to 8 health since they represent a smaller amount of troops.
-Paratroopers operational starting range lowered to 5, twin engine tech increases range by 2. They also now get a +2 range bonus when operating from an airfield.
-Minor +/- AA defense changes to Prewar/Fast/Super Battleships.
-Heavy Cruiser -1 defense against Strategic Bomber.
-Heavy Cruiser is downgraded to weak zone of control. Other land units raised or lowered based on use.
-All Battleships and Fleet Carriers have resource attack of 2 (+1). Heavy Cruiser increased from 0 to 1.
-Increased experience gain of air and naval units. Attack and defend improve by the same amount.
-Lowered cost of reinforcing most units, reevaluated others by country.
-All fighters: increased land visibility to 3 (+1)
-All carriers: base visibility is 2 land/3 sea.
-Sea Planes naval visibility lowered to 6 (-2).
-Sea Plane radar -1 naval visibility.
-Reinforce for minor countries is set to +1% over parent.
-Attack values added/increased for ships vs artillery (CB) and strategic artillery (LNG).
-Submarine starting AP changed (Allies 14, Japan 11). Japan will build coastal defense subs.
-Light Carrier +1 attack value against soft targets. Cost and time reworked for specific countries Allies focus on escort carriers, Japan focuses on light carriers with very different qualities.
-Light Tank +1 de-entrench and demoralization factor.
-Battalion now has 0 de-entrenchment, but gets +0.5 de-entrench with Infantry Weapons upgrade.
-Auxiliary Ship cost, stats, start dates, and production changed.
-Coastal Defense Battery naval attack evasion lowered to 20% (-20).
-Militia Infantry Weapons soft attack increased to 1 (+0.5) per level.
-Light Cruiser visibility stats reworked. Allies: Aircraft upgrades +1 naval sighting and lowered upgrade cost for Single Engine Aircraft. Japan: 1 land / 2 Sea per level.
-Strategic Bombers changed a up a bit. US/GB are matching and Ground Attack weapons now represent incendiary bombs (extra resource damage). Japan's Strat Bomber only gets one upgrade, but it adds quite a punch and distance.


Tech:
-Many adjustments to tech chits, costs, and % levels across all countries.
-Renamed Naval Construction to Port Construction.
-Renamed Production to Efficiency and Capacity
-Renamed Industry and Manpower to Conscription and Labor Laws
-Search Radar on carriers now gives +2 sea visibility.
-Supply Depot adds a second strike and +1AP to armored units.
-Japan loses starting chit in Search Radar, but gains a level in Advanced Tanks.
-Submarine Warfare: Rewrote description. Japan only: +2 build limit for Aux Ship, lowered raiding increases.
-GB: loses a starting chit in Production Efficiency
-USA: Production Efficiency chit lowered to max of 2 chits, max level 3. Increased discount to 10% per level.
-USA: Production Efficiency Tech is now 10% discount per level.
-USA: +1 level of Advanced Tanks.
-Logistics increases aircraft build limits for AMMtC by 0.5 per level.


Country Specific Unit Changes:
-(China) Fortified position has lower antiair defense.
-(China/Japan) Rearranged some central units.
-(China) Altered some units in the Deployment and Production que. Added XP and max health to the Corps outside CC so they will still be effective after the corruption hit.
-(Philippines) Added battalion unit in Mindanao and Aparri.
-(Japan) Malaya and Philippine invasion fleets partially redesigned based on the new unit structure.
-(Japan) No concern for commerce: Japan's navy has drastically reduced commerce raiding abilities. It can marginally be improved by Submarine Warfare.
-(Japan) Long Lance benefit changed: base 15% evasion and Destroyers +1 Naval/Carrier attack. Only +5% per level.
-(Japan) Reevaluated submarines and technology based on historical standards, including adding to production que and production delay.
-(Japan) Made several changes to their tank units.
-(Japan) Paratrooper moved to mainland and lowered to half strength to represent training.
-(Japan) Light Cruiser moved from Kurile to Bonin fleet and given torpedo upgrade.
-(Japan) Two Auxiliary Ships placed in production que.
-(Japan) CV Taiho altered to have 13 Hull strength, but arrives with no aircraft (it was heavily armored).
-(Japan) CVL Hosho lowered to 3hp/5air status to reflect poor condition.
-(Japan) Three "Air Training" aircraft units' stats changed to improve their retained air experience. These represent the last highly trained pilots produced by Japan.
-(Australia) Loses the destroyer, but gains three Auxiliary Ships in Singapore, Darwin, and Sydney.
-(Australia) Build limits of ships adjusted downwards. They only built destroyers and smaller.
-(Thailand) Army/Navy/Airforce redesigned to match historical levels.
-(GB) Armored Fleet carriers: defense increased in Kamikaze, Bomber, and Carrier to 3, and 1 in Naval defense. Max health set at 8 because they traded armor for few aircraft.
-(GB) Gained a medium bomber in Malaya.
-(GB) Removed ground units sitting in Britain.
-(British Raj) Lost the medium bomber but gained a fighter.
-(British Raj) Starting ground units altered and switched locations to be more historical.
-(British Raj) Build limits changed according to country's 1941+ industry capacity. With tech development, the industrial limits can expand.
-(USA) 3 additional Essex class carriers added to production que.
-(USA) Lowered some tech levels of Asiatic submarine fleet.
-(USA) Philippine starting aircraft numbers and tech adjusted.
-(Nepal) Units changed.
-(AMMtC) Build limits changed to focus on aircraft and small infantry units.
-(RNGoC) Military build limits adjusted based on historic levels.
-(Malaya) Switched out British Raj fighter for Great Britain fighter.


Country Characteristics Changes:
-(Tibet) completely redone. Now a true neutral with diplomacy cheaper and more effective through British Raj and China.
-(China) Poorly trained troops: -1 attack vs soft/hard/aircraft/naval.
-(China) AA upgrades are more expensive than others (+5%, equipment hard to import)
-(China) Rushed conscription: Cheaper and quicker to build Division and Corp.
-(Communist China) Dedication ideology. Units are reformable at 3 supply, cheaper and faster to reform.
-(Japan) Banzai! Fight to the last man. Cannot reform Regiment and Division units if destroyed.
-(Japan) Cruiser scouting doctrine. Fleet Carriers have only 3 (-2) sea visibility.
-(Japan) Antiquated but customizable Light Cruisers: The basic light cruiser is fairly weak, however, they can be specialized into ASW, Torpedo Cruiser, or highly effective recon. AA is only upgraded with ASW upgrade.
-(Japan) Long Lance is now +1 naval attack to destroyers and all torpedo ships have base 15% evasion. Torpedo upgrade will now only be 5% increase in evasion (same as Allies).
-(Japan) Readjusted Auxiliary Ship. Aux ships will mostly represent obsolete destroyers at the beginning of the game, and Kaibōkan ("Ocean Defense Ships") in the latter part. By 1944, Type C & D were built quick and simple for escort duties, outpacing even the USA in build time. They build quickly, but are less robust and move slower. Historically, C & D were equipped with only 2-3 guns, depth charges, and minimal AA.
-(Allies) Readjusted Auxiliary Ship. Represents a wide range of ships with flexibility in the design, cheap upgrades, but starts with only basic guns and AA. Could represent MTBs, destroyer escorts, or an ice cream ship (look it up). Better defense, AA, and +2AP compared to Japan. Cheaper to build than destroyers.
-(Australia) Readjusted Auxiliary Ship. Australia built "minesweepers" but were actually more of a multipurpose corvette. These ships provided crucial escort duties throughout the war, but were lightly armed. +1 Sub attack, -1 Naval Defense compared to default Allied.
-(British Raj) India provided millions of soldiers to the Allies but only had light manufacturing. It mostly produced small arms but could manufacture small aircraft too. Soldiers are cheap and plentiful, but advanced manufacturing has to be developed with Efficiency & Capacity Technology before India can build more complex units.
-(USA) Essex class fleet carriers arrive with increased HP, aircraft, and experience.
-(USA) Germany comes first: Most infantry units were sent to Europe. Limited ground units are available, but this number can be increased by research. Increase the effectiveness of your infantry units by island hopping combined with superior air and naval tactics.
Last edited by Nginear on Fri Apr 03, 2026 2:46 am, edited 50 times in total.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Wow!
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Elessar2 »

Hearty thumbs-up from me, for sure.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

OldCrowBalthazor wrote: Tue Dec 31, 2024 5:07 am Wow!
Old Crow...make sure you check out that "random" unit in Alaska....its just a funny easter egg I threw in there. "You'll spend the rest of your career manning a radar station in Alaska you incompetent imbecile!" Who knows, maybe he will save the day and turn the tide of the war!
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Umeu »

looks great.

I know this map is huge, but what's the reason behind keeping Long Range Amphibious Transports? I felt that their removal made WitP much more realistic compared to WaW. If they need to be kept due to map size and for example giving the US a chance to retake Hawaii if it is ever lost, then I would say LRATS should have no attack, and only be able to land without attacking. Also probably shouldn't be able to land on the same turn they cruise.

Also, do any amphibious transports take damage when they attack, or is it still a free attack?
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

Umeu wrote: Tue Dec 31, 2024 8:18 pm looks great.

I know this map is huge, but what's the reason behind keeping Long Range Amphibious Transports? I felt that their removal made WitP much more realistic compared to WaW. If they need to be kept due to map size and for example giving the US a chance to retake Hawaii if it is ever lost, then I would say LRATS should have no attack, and only be able to land without attacking. Also probably shouldn't be able to land on the same turn they cruise.

Also, do any amphibious transports take damage when they attack, or is it still a free attack?
DD Transports played an important role, more so in the early years. Their numbers are limited, so you have to use them wisely. It's mostly a realism feature, but I felt I could make them different enough to be useful in certain situations (they can return fire when naval atttacked). Most majors do not get them. This map has 12,000 more hexes than Pac, so getting a unit somewhere quick will be needed at points. But you will not be able to build 10 of them and take a mega army into Japan.

If I recall, defending against amphib comes with Inf Weapons upgrades in regular SC ( I think 0.5 each lvl). I think Division and Corp units have an inherent defense number... I'd have to double check that.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Nginear wrote: Tue Dec 31, 2024 6:32 pm
OldCrowBalthazor wrote: Tue Dec 31, 2024 5:07 am Wow!
Old Crow...make sure you check out that "random" unit in Alaska....its just a funny easter egg I threw in there. "You'll spend the rest of your career manning a radar station in Alaska you incompetent imbecile!" Who knows, maybe he will save the day and turn the tide of the war!
'IncompetentSupplyGuy HQ (USA)' lol
If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in close and tell you you never saw them and never talk about it again................. :shock:

Included an image of an original print of an Alaskan Scout. They patrolled out of Nome and the Priblof Islands. Got it from an old mentor who served during the Aleutian Campaign and further.
Happy New Years!
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Platoonist »

OldCrowBalthazor wrote: Wed Jan 01, 2025 4:24 am If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in closer and tell you you never saw them and never talk about it again................. :shock:
Given this information I'm putting you charge of the Alaska Defense Command in my next game of War in the Pacific, Admirals Edition. If you can handle glowing red disks, then the spectre of the Rising Sun in the Arctic is no stranger to you. We might have to find you a cap better befitting your new rank though. :mrgreen:

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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Platoonist wrote: Wed Jan 01, 2025 9:13 pm
OldCrowBalthazor wrote: Wed Jan 01, 2025 4:24 am If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in closer and tell you you never saw them and never talk about it again................. :shock:
Given this information I'm putting you charge of the Alaska Defense Command in my next game of War in the Pacific, Admirals Edition. If you can handle glowing red disks, then the spectre of the Rising Sun in the Arctic is no stranger to you. We might have to find you a cap better befitting your new rank though. :mrgreen:


Alaska-Defense-Command.jpg
LoL
Alas that cap was burned about 2 weeks later. I contracted Giardiasis aka Beaver Fever and had to find another use for it..you know, on the opposite end.😬
I got flown out to Anchorage as I got real sick.
The boys were ribbing me and were going about that they knew I had a different kind of beaver Fever and the whole thing was a ruse for nookie. 😁
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Digging deeper into this mod and I am really impressed.

Manchukuo:
So I like this change requiring the Japanese to maintain strong forces in Manchukuo/Manchuria. In vanilla WaW and Pacific, the meta is to move in mere garrisons into the trigger towns and move elements of what was the Kwangtung Army elsewhere into China or beyond.

Siberia: Found an anomaly (green arrow) specifying Japanese bombers can be placed there (Fiji) to interdict. Must be a duplicate because I checked an the proper location is covered.
Side note: Early in the Beta, I saw the road (The Kolyma Highway 'Road of Bones', 'Highway of Death' etc) from Magadan to Yakutsk but no mines. I asked if the Gold Mines could be placed there (The reason for the gulag build road) and Bill said he could with out impacting the balance. Could be a side show but if the Japanese did elect to go for the Soviets and try to create their planned 'Northern Prosperity Zone', well there is now a secondary objective. You never know where a Nippon rampage could go........
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

OldCrowBalthazor wrote: Sat Jan 04, 2025 12:44 am Digging deeper into this mod and I am really impressed.

Manchukuo:
So I like this change requiring the Japanese to maintain strong forces in Manchukuo/Manchuria. In vanilla WaW and Pacific, the meta is to move in mere garrisons into the trigger towns and move elements of what was the Kwangtung Army elsewhere into China or beyond.

Siberia: Found an anomaly (green arrow) specifying Japanese bombers can be placed there (Fiji) to interdict. Must be a duplicate because I checked an the proper location is covered.
Side note: Early in the Beta, I saw the road (The Kolyma Highway 'Road of Bones', 'Highway of Death' etc) from Magadan to Yakutsk but no mines. I asked if the Gold Mines could be placed there (The reason for the gulag build road) and Bill said he could with out impacting the balance. Could be a side show but if the Japanese did elect to go for the Soviets and try to create their planned 'Northern Prosperity Zone', well there is now a secondary objective. You never know where a Nippon rampage could go........

Glad you are liking it! I have made a note to delete the random script.
Admittedly, I have not done much with USSR balance outside of porting the scripts. This is partly due to this AE map not having the west portion of Russia behind China like Pac does, and partly because USSR hasn't played any role in any Pacific games I've played, hence I don't have any experience to draw from. I did port the scripts and make some geographical adjustments to keep all of the dev's ideas from Pacific.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Tanaka »

Nginear wrote: Sun Dec 29, 2024 9:57 pm Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 1.0 (December 29, 2024)

This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I combined Elessar2's WaW Pacific mod (a great mod BTW) with the Developer's Pac ideas, but have made many many enhancements. Some enhancements include building railroads, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, and many more.

This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). Most ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier), with a t-o-n of research done on the historical paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now! And of course, an all new technology tree!

This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. And when able, to focus more on the historical strengths/weaknesses of each nation. For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.

Sorry - no ported AI right now! That is an animal all on its own.

Download the zip file here (unzip and place in My Games SC:Pacific folder):
https://www.dropbox.com/scl/fi/wvzcww4h ... 6q181&dl=0

Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 3.5:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting.
Planes: About 100 per unit.

PLEASE READ:
Player notes for major changes :
Most Important Changes:
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britian can send a convoy to India too.
-HQ, Garrison, and Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.

Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP.
-Tech is 3/2/2/1/1 % per level.
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.

Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units can only be destroyed once on the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Jap heavy cruisers have torpedoes, Allies have Fire Control.
-Japs have lower fighter defense and bomber defense to represent lightly armored planes.
-Sea Planes have a 25% chance of damage evasion.
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-Australia has two partisan units waiting on LR amphib transports that can be landed anywhere. This represents the fact that many defeated units turned to guerilla warfare in the early war. They are not replaceable if destroyed.
-Communist China can build Guerillas. This represents their focus on guerilla tactics.
-Japanese Superheavy Battleship (SBB) is stronger than USA SBB (Yamato had bigger guns and more armor than Iowa). All SBB get two strikes.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
-PT Boat scripts have been updated, but are turned off. Auxiliary ships represent anything from minesweepers to old destroyers.



Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around.
3) Soft Limits off

Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion and Regiment units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia).
Wow very impressive and lots of interesting ideas here! Great work!
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Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Tanaka wrote: Tue Jan 07, 2025 1:16 am
Wow very impressive and lots of interesting ideas here! Great work!
Tanaka. Maybe this could be our next huckleberry. Soon as I down loaded this I thought of you.
Imagine the MEGA-Tsunami rampage you could unleash on me! :D

We should talk..........
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by mdsmall »

Very impressive! I like everything you are doing in this mod. Just a couple of questions:

- did you consider limiting the ability of carriers to reinforce with new aircraft outside of major ports or home ports? My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.

- do you think that ports (of any size) give too much of a defensive advantage to carriers? My understanding was that carriers could usually only launch air crew at sea. In this game, it seems standard for carriers to retreat to ports (even small forward bases) and go onto CAP until they spot a naval target at sea. As a result, a lot of the carrier action I have seen is attacking fighters vs CAP, rather than trying to bomb carriers in ports, which seems to yield limited results. Can something be done to reduce the defensive advantage of ports at least for carriers?

- why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.

I look forward to trying to mod.

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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Platoonist »

mdsmall wrote: Fri Jan 10, 2025 4:33 pm My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
New US naval aviators usually didn't get their carrier qualifications on active fleet carriers during the war. Big carriers were at a premium and admirals didn't want the newly minted nuggets crashing into their decks. Instead, the escort carrier USS Charger spent most of the war chugging around Chesapeake Bay training new pilots in landings and takeoffs. In 1942, two former paddle steamers were converted to training flattops and trained pilots at basic carrier ops at the Great Lakes Naval Station on Lake Michigan. By 1945 the aging USS Ranger and Saratoga were designated as training carriers as they couldn't accommodate the larger and more modern naval aircraft in their elevators.

Unless they were being assigned to a new naval squadron being formed at home, replacement naval aviators were usually shipped abroad as needed and sent overseas in the same manner as replacement Army or Marine pilots. By troopships, escort carriers, transport planes or by ferrying replacement aircraft to the front.

The Japanese used the small carriers Hosho and sometimes the Ryuho in the Inland Sea for pilot training. Which is likely why those two carriers survived the war.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

mdsmall wrote: Fri Jan 10, 2025 4:33 pm
- why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.

I look forward to trying to mod.

Michael
Hi Michael. I can answer the above question. It was a house-rule that Elessar and I came up with while testing for over a year his SC-WaW War in the Pacific mod. First strike carrier attacks had NO chance of doing much damage against a carrier All Fighter air capped enemy fleet. Elessar struggled to find a solution, as did I. We finally came up with this house-rule and tested it. The discussion about 'Mixed' and its merits came up, as we knew no Carrier had all fighters on board, and no dive/torpedo bombers. So after much testing, the 'Mixed' mode rule for CVs turned out to work great. First strikes in Mixed Mode could get through. Before, a first strike bombing mission against a enemy fleet that had all its CVs on Fighter Mode would get decimated, with hardly any hits at all.

I strongly urge that this house-rule be used in a multiplayer match.

btw..I am planning to do an introduction vid covering this mod. I just came here to PM Nginear to ask for some talking points, like I did for you and your brilliant Icarus Mod. :)
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

Hi Michael and thank you so much for trying the mod and asking these questions! I have not written a comprehensive "designer's notes" but taking questions is a great equivalent.
mdsmall wrote: Fri Jan 10, 2025 4:33 pm - did you consider limiting the ability of carriers to reinforce with new aircraft outside of major ports or home ports? My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
-Excellent point and one I need to clarify. My original idea for this house rule would apply to the hull only, not reinforcing aircraft crews. I did not specify this very well and will correct it. What sounds good in my head is not what others interpret! As a side note, you will notice that US aircraft carriers in the production que start with 1.0 experience (represents their better training) and Japanese with none (in place Japanese carriers start with 3.0 to represent their highly experienced crews at war's start, but limited training program).
mdsmall wrote: Fri Jan 10, 2025 4:33 pm - do you think that ports (of any size) give too much of a defensive advantage to carriers? My understanding was that carriers could usually only launch air crew at sea. In this game, it seems standard for carriers to retreat to ports (even small forward bases) and go onto CAP until they spot a naval target at sea. As a result, a lot of the carrier action I have seen is attacking fighters vs CAP, rather than trying to bomb carriers in ports, which seems to yield limited results. Can something be done to reduce the defensive advantage of ports at least for carriers?
-I recently saw a thread about this, but for the life of me and I cannot find it now. Yes, the numbers can be changed, and I think the devs agreed they would change the numbers in the patch due to the problem you mentioned. I tried to use the numbers from Pac, but there were some problems with porting things in the editor, so their may be differences sometimes.
UPDATE: The thread was on the Matrix SC:Pac Discord channel.
mdsmall wrote: Fri Jan 10, 2025 4:33 pm - why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.
-As OldCrowB mentioned, this has its basis in Elessar2's mod for WaW. Elessar determined, after discussing with the devs, there were unwritten combat rules that affected gameplay. I played an entire game against Feinder in the WaW pacific mod, and we agreed that mixed worked pretty well through out the game.
You can read Feinder's entertaining AAR here: https://www.matrixgames.com/forums/view ... 0&t=396378
You can read Elessar2's analysis of the CAP vs Mixed vs Bomber here: https://www.matrixgames.com/forums/view ... 4#p4926004 Look for the lengthy post 4th from bottom.


Let me know how the mod play goes! I am working on getting the scripts working so engineers build airfields and ports (think Guadalcanal).
Last edited by Nginear on Wed Jan 15, 2025 2:36 am, edited 1 time in total.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by jjdenver »

Ty for the mod - looks interesting. I have a few immediate questions:
1) The notes in-game that pop up on turn 1 seem to refer to some designer's notes. I looked in the mod folders and see a small player notes.txt file which seems similar to the brief notes you posted already on this thread. Is there another document or pdf with designer's notes?
2) There are many red hashed hexes on the map - a line of them south of Truk, some around Japan, and I think others - what are all of these?
3) It looks from your notes like HQ's cannot be replaced. This seems pretty harsh. Destruction of an HQ doesn't necessarily have to mean death of the one guy in charge, he can ride away in a staff car or fly out. And even if he is killed there are other commanders that will rise to succeed him. Having a nation's HQ's be permanently gone losing overall ability to provide HQ's for the rest of the war seems pretty tough. I'm saying this without playing the game at all but this just stood out to me.

Thanks again
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

Thanks for trying it! It's encouraging to see others take an interest.
jjdenver wrote: Tue Jan 14, 2025 2:57 am 1) The notes in-game that pop up on turn 1 seem to refer to some designer's notes. I looked in the mod folders and see a small player notes.txt file which seems similar to the brief notes you posted already on this thread. Is there another document or pdf with designer's notes?
I kept many of the developer's ideas and popups, editing as needed. For things that are uniquely mine, I would create a new popup (such as the atomic bomb). So you might see switches in personality from "My emperor" to "you" and references to the official SC strategy guide. The document you mentioned is the original version of what is posted in the forum and obviously not edited. When I release an updated mod, I will update those notes as well.
jjdenver wrote: Tue Jan 14, 2025 2:57 am 2) There are many red hashed hexes on the map - a line of them south of Truk, some around Japan, and I think others - what are all of these?
Good question! The sporadic red hexes around Japan were my markings for the original launch range for Doolittle to get the bomber's successfully to China (the bombers were supposed to join the fight in China). My original idea was to have two launch lines - the "oh crap, we are spotted" historical launch range; and the red line would initiate the raid + provide a medium bomber unit to China. Buuut I decided it was going to be too complex to work out the scripts and so I shelved the idea for now. BTW the launch points in this mod are the historic range, Pacific is a little beyond the historic range.
The long line of red hexes is the equator. As my mod traces has roots to Elessar2's mod, he had an extra weather zone around the equator that was more volatile. My mod does not have that specific weather affect (the porting feature was not compatible), but I kept the hexes.
jjdenver wrote: Tue Jan 14, 2025 2:57 am 3) It looks from your notes like HQ's cannot be replaced. This seems pretty harsh. Destruction of an HQ doesn't necessarily have to mean death of the one guy in charge, he can ride away in a staff car or fly out. And even if he is killed there are other commanders that will rise to succeed him. Having a nation's HQ's be permanently gone losing overall ability to provide HQ's for the rest of the war seems pretty tough. I'm saying this without playing the game at all but this just stood out to me.
I tend to think of HQs as the leader + equipment. Sure, the leader may or may not escape, but the equipment seldom does. MacArthur escaped with some staff, but everything was left behind. HQ's #1 use is for boosting supply - jeeps, trucks, fuel, food, ammo, etc. Leadership is a bonus. Part of my decision to raise the minimum supply to reform to 6+ is based off the island warfare. The limited game mechanics mix it all together - a random town in China is the same as a backwater island with a port.
However, because I do want HQs to play a bigger role, placing them at strategic operating points like Truk or Hollandia, I lowered the cost significantly from Pacific (300 down to 215).

Hope that helps and let me know about the results of your game!
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scout1
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by scout1 »

Nginear wrote: Sun Dec 29, 2024 9:57 pm Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 1.0 (December 29, 2024)

This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I combined Elessar2's WaW Pacific mod (a great mod BTW) with the Developer's Pac ideas, but have made many many enhancements. Some enhancements include building railroads, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, and many more.

This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). Most ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier), with a t-o-n of research done on the historical paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now! And of course, an all new technology tree!

This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. And when able, to focus more on the historical strengths/weaknesses of each nation. For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.

Sorry - no ported AI right now! That is an animal all on its own.

Download the zip file here (unzip and place in My Games SC:Pacific folder):
https://www.dropbox.com/scl/fi/wvzcww4h ... 6q181&dl=0

Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 3.5:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting.
Planes: About 100 per unit.

PLEASE READ: (updated 1/13/25)
Player notes for major changes :
Most Important Changes:
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britian can send a convoy to India too.
-HQ, Garrison, and Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.

Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP.
-Tech is 3/2/2/1/1 % per level.
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.

Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units can only be destroyed once on the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Jap heavy cruisers have torpedoes, Allies have Fire Control.
-Japs have lower fighter defense and bomber defense to represent lightly armored planes.
-Sea Planes have a 25% chance of damage evasion.
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-Australia has two partisan units waiting on LR amphib transports that can be landed anywhere. This represents the fact that many defeated units turned to guerilla warfare in the early war. They are not replaceable if destroyed.
-Communist China can build Guerillas. This represents their focus on guerilla tactics.
-Japanese Superheavy Battleship (SBB) is stronger than USA SBB (Yamato had bigger guns and more armor than Iowa). All SBB get two strikes.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
-PT Boat scripts have been updated, but are turned off. Auxiliary ships represent anything from minesweepers to old destroyers.
- (NEW) - Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!



Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) (NEW) - LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off

Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion and Regiment units.
3) NEW - Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
Dropbox link has a folder and a *.cgn which is ~ 42Mb ... tried the *.cgn and it indicated not a supported file type ....
what am I obviously overlooking here ?
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