Re: Icarus Mod Update - Version 6.4
Posted: Sun Aug 25, 2024 1:43 am
The following is a complete log of change to the mod Version 6.4, compared to Version 6.3 (which was last updated on July 22, 2024). See previous posts in this thread for the changes made in Version 6.2 and 6.3. A complete Explanation of Modifications for the mod can be downloaded from my DropBox folder (see link above).
Information for Players:
- A lot of "under the hood" cosmetic work has been done in this version to revise the text and the timing of information pop-ups to more closely correspond to what is happening in the game. Players should no longer receive pop-ups at the end of their turn informing them when new units have deployed for the other side. The explanations of each tech in the Research Menu now exactly reflect all of the changes made in this mod.
Unit Capabilities and Upgrades:
- The approach to German stormtroopers has been substantially revised. A completely new tech called Combined Arms, which can only be researched by Germany, is used to manage their build limits and their capacities for attack, evading combat and demoralization. While they can be built as early as 1916, they will not achieve their full capacity until level 4 in Combined Arms is reached, which will not be until sometime in 1917 or later (if Germany decides to research this tech at all). See the revised Guide to Version 6.4 posted in my Dropbox for details.
Comment: creating a dedicated tech for stormtroopers is a cleaner way to manage their development than trying to add factors for them onto other techs. Using research progression rates for this tech to determine when they appear is also a more elegant solution than imposing arbitrary build dates or using special Decision Events.
Tech Chit Maximums:
- Spying and Intelligence has a maximum of 2.
Comment: in early iterations of the mod, I raised this maximum to 3 for the UK and Germany. But for game balance reasons, I have reverted back to 2. Partly this is because Germany now has an additional tech to invest in (Combined Arms) and partly not to give the UK an added opportunity to spot German subs at sea if they can reach Level 3 in intelligence.
Building Units:
- India can build one Corps and one Detachment (rather than two Corps) above number of the Indian units that already appear through Decision Events.
- The UK Corps build limit is now set at 23, correcting for the transfer of the Canadian Corps to the ANZAC Corps build limit and the additional Corps that India can build. The UK can build 2 Marines.
- Serbia can now build one Recon Bomber (but still cannot research any aerial warfare tech).
War Weariness:
- Even though Serbia does not suffer from war weariness, they can invest MPPs to boost their morale following the same formula as other Entente Powers. They can spend 25 MPPs to boost Morale by 50 NM points on the first turn of 1917, if their National Morale is below 50%; and again, on the first turn of 1918, if their national morale is below 40%.
- The thresholds for Russia to invest in boosting National Morale, provided that the First Revolution has happened, is now 30% from February 1917 and 25% from January 1918. Unlike other powers, these scripts for Russia do not have a fixed date on which they fire (since the date of the First Revolution depends on gameplay); they can fire whenever Russian NM falls below those thresholds (i.e. they are a Type 1 event, rather than a Type 3 event).
Comment: it seemed more realist to lower this threshold, but to give the new post-Czarist Russian government more flexibility when to make these investments.
Victory Conditions:
- Warsaw has been added to the list of objectives the Central Powers must hold for a Minor Victory, along with Paris and Verdun. (Holding Warsaw is not a requirement for an Entente Minor Victory).
Comment: this was added to ensure that the Central Powers cannot win by taking a purely defensive posture towards Russia. This should not affect most games, as the Central Powers almost always push at least that far into Russia if they are to have any hope of victory.
Ottoman Empire Modifications:
- Antep has been added as an Industrial Centre for the Ottoman Empire.
Comment: this should make the Ottomans less vulnerable to Entente micro-landings along the Turkish coast to cut the rail line to Constantinople.
- The rail connection over the Bosphorus has been removed, meaning that CP units using operational movement to transfer from Europe to Asia will have to end their move in Constantinople and move the next turn to Scutari (or vice-versa) before resuming operational movement.
Comment: this will significantly slow down the Central Powers ability to "teleport" units from (say) Lithuania to Syria in one turn. Given that a rail bridge was not built over the Bosphorus until the 1960s, it is much more realistic.
- For the 1914 campaign, the chances of the Arab Revolt firing from 6 November 1915 onward are now 25% (up from 20%). For the 1916 campaign, the chances of it firing from 29 January 1916 onward are now 50% (rather than 100%).
Persia:
- The four units of the Persian Gendarmerie are now 5-strength Garrisons (rather than Detachments). If the Entente attacks Persia, there is a 50% chance for each of them to mobilize for Persia; the other 50% of the time, they do not mobilize. (If the Central Powers attack Persia, 50% of the time they mobilize for Persia, the other 50% they defect to the Ottomans). Persian Gendarmerie units only mobilize when a regular unit of either side comes within three hexes of their mobilization points.
Comment: this should make it easier, and more unpredictable, for both sides to invade Persia
Austria-Hungary:
- Austro-Hungarian naval saboteurs can now attack Entente units in the port of Tirana in Albania (giving them a comparable number of chance of a hit per turn as Italy). They can inflict a potential 1- 5 points of damage on Entente ships in the target ports (rather than 3- 5 points).
Denmark:
- If the UK decides to enhance the blockade against neutrals in April 1916 (DE-165), Denmark will also swing 5- 10% to the Central Powers. This happens only once for Denmark (compared to once a year for the Netherlands).
Comment: Denmark was a secondary target of these measures. Adding this small swing for Denmark provides an additional offset benefit to the CP if the UK decides to crush food German food imports from the Netherlands.
France:
The Fusiliers Marins which France can build through a DE now arrives as a regular Division, not as a unit of Marines.
Comment: I did not see why this emergency division should have the special capabilities of Marines. France can still build one Marine division and can receive a second one through the Gallipoli Decision Event.
Germany:
- The NM effects of the Entente blockade will only increase at the start of 1917 (rather than in 1916, 1917 and 1918). From January 1917 onward, each occupied blockade hex on the Northern Line will cost Germany 30 NM points (up from 20) and on the Distant Line 15 NM points (up from 10), for a maximum of 480 NM loss per turn if every blockade hex is covered.
- The NM benefits to Germany of declaring unrestricted naval warfare will also only increase at the start of 1917 (rather than in 1916 and 1917). Starting in 1914, Germany will receive 80 NM points for carrying out unrestricted warfare per zone; starting in 1917, this rises to 120 NM points per zone.
Comment: Play-testing showed that ratcheting up the blockade effects on Germany three times over the course of the war was too much, so I have gone back to my earlier formula. The slight increase in NM benefits to Germany of unrestricted warfare makes it easier to compare the effects of this countermeasure versus the Entente blockade: one German sub in a UK naval zone offsets the NM effects of the blockade on four hexes of the Northern line and eight on the Distant line.
- If the U.K. decides to enhance the blockade against neutrals, Germany will immediately lose the 30 NM points a turn it receives from food imports from the Netherlands. The schedule by which Germany progressively loses MPPs from food imports remains the same over 1916, 1917 and 1918.
Comment: the NM benefits to Germany of Dutch food imports are so small that it seemed simpler to eliminate them entirely if the UK decides to increase the blockade.
- The DE giving Germany the option to create a new HQ for General Falkenhayn now fires if Romania enters the war for the Entente. (German failure to capture Verdun is no longer a condition as well for this DE). Von Falkenhayn's HQ enters with one point of experience (rather than two).
India:
Can now build one corps, rather than two, over the number of units it receives through Decision Events; but it can now build one more Detachment.
Italy:
- Italian frogmen can no longer strike CP units in the port of Cetinje (if the CP captures it) and their overall chances of a strike per turn have been limited to 5%, equivalent to the chances for Austro-Hungarian saboteurs. Similarly, the range of damage they can do is now 1-5 points (rather than 3- 5 points).
Russia:
- The NM value of captured Russian towns is now 10 NM points (up from 0 in Version 6.3, but less than 12 points in the regular game).
Comment: playtesting showed that reducing the NM value of captured Russian towns to zero had too big an impact on Germany's ability to offset the blockade by capturing resources in the East.
- Additional mines have been added to the edge of the map in the Urals so that Russia's overall MPP production will not be affected by the reduction in the maximum supply capacity of Russian towns, fortified towns and cities.
Serbia:
- Can now build one Recon Bomber.
Spain:
- The DE giving the Central Powers the option to gain access to ports in Spanish North Africa will fire if Spain swings to 15% towards the Central Powers (rather than 20%). Spain will now swing 20% towards the Central Powers if Italy withdraws from the war (rather than 30%). The ceiling for Spanish mobilization for either side is now 60% (rather than 50%).
Comment: these small changes were made to encourage the CP to use diplomacy to gain access to Spanish ports, but not to risk carrying Spain over the maximum mobilization threshold if the CP achieved a sudden breakthrough with diplomacy chits already invested.
United Kingdom:
The Royal Naval Division which the U.K. can build through a Decision Event in 1914 is now a Division, not a unit of Marines. The U.K.'s build limit for Marines is now two.
Information for Players:
- A lot of "under the hood" cosmetic work has been done in this version to revise the text and the timing of information pop-ups to more closely correspond to what is happening in the game. Players should no longer receive pop-ups at the end of their turn informing them when new units have deployed for the other side. The explanations of each tech in the Research Menu now exactly reflect all of the changes made in this mod.
Unit Capabilities and Upgrades:
- The approach to German stormtroopers has been substantially revised. A completely new tech called Combined Arms, which can only be researched by Germany, is used to manage their build limits and their capacities for attack, evading combat and demoralization. While they can be built as early as 1916, they will not achieve their full capacity until level 4 in Combined Arms is reached, which will not be until sometime in 1917 or later (if Germany decides to research this tech at all). See the revised Guide to Version 6.4 posted in my Dropbox for details.
Comment: creating a dedicated tech for stormtroopers is a cleaner way to manage their development than trying to add factors for them onto other techs. Using research progression rates for this tech to determine when they appear is also a more elegant solution than imposing arbitrary build dates or using special Decision Events.
Tech Chit Maximums:
- Spying and Intelligence has a maximum of 2.
Comment: in early iterations of the mod, I raised this maximum to 3 for the UK and Germany. But for game balance reasons, I have reverted back to 2. Partly this is because Germany now has an additional tech to invest in (Combined Arms) and partly not to give the UK an added opportunity to spot German subs at sea if they can reach Level 3 in intelligence.
Building Units:
- India can build one Corps and one Detachment (rather than two Corps) above number of the Indian units that already appear through Decision Events.
- The UK Corps build limit is now set at 23, correcting for the transfer of the Canadian Corps to the ANZAC Corps build limit and the additional Corps that India can build. The UK can build 2 Marines.
- Serbia can now build one Recon Bomber (but still cannot research any aerial warfare tech).
War Weariness:
- Even though Serbia does not suffer from war weariness, they can invest MPPs to boost their morale following the same formula as other Entente Powers. They can spend 25 MPPs to boost Morale by 50 NM points on the first turn of 1917, if their National Morale is below 50%; and again, on the first turn of 1918, if their national morale is below 40%.
- The thresholds for Russia to invest in boosting National Morale, provided that the First Revolution has happened, is now 30% from February 1917 and 25% from January 1918. Unlike other powers, these scripts for Russia do not have a fixed date on which they fire (since the date of the First Revolution depends on gameplay); they can fire whenever Russian NM falls below those thresholds (i.e. they are a Type 1 event, rather than a Type 3 event).
Comment: it seemed more realist to lower this threshold, but to give the new post-Czarist Russian government more flexibility when to make these investments.
Victory Conditions:
- Warsaw has been added to the list of objectives the Central Powers must hold for a Minor Victory, along with Paris and Verdun. (Holding Warsaw is not a requirement for an Entente Minor Victory).
Comment: this was added to ensure that the Central Powers cannot win by taking a purely defensive posture towards Russia. This should not affect most games, as the Central Powers almost always push at least that far into Russia if they are to have any hope of victory.
Ottoman Empire Modifications:
- Antep has been added as an Industrial Centre for the Ottoman Empire.
Comment: this should make the Ottomans less vulnerable to Entente micro-landings along the Turkish coast to cut the rail line to Constantinople.
- The rail connection over the Bosphorus has been removed, meaning that CP units using operational movement to transfer from Europe to Asia will have to end their move in Constantinople and move the next turn to Scutari (or vice-versa) before resuming operational movement.
Comment: this will significantly slow down the Central Powers ability to "teleport" units from (say) Lithuania to Syria in one turn. Given that a rail bridge was not built over the Bosphorus until the 1960s, it is much more realistic.
- For the 1914 campaign, the chances of the Arab Revolt firing from 6 November 1915 onward are now 25% (up from 20%). For the 1916 campaign, the chances of it firing from 29 January 1916 onward are now 50% (rather than 100%).
Persia:
- The four units of the Persian Gendarmerie are now 5-strength Garrisons (rather than Detachments). If the Entente attacks Persia, there is a 50% chance for each of them to mobilize for Persia; the other 50% of the time, they do not mobilize. (If the Central Powers attack Persia, 50% of the time they mobilize for Persia, the other 50% they defect to the Ottomans). Persian Gendarmerie units only mobilize when a regular unit of either side comes within three hexes of their mobilization points.
Comment: this should make it easier, and more unpredictable, for both sides to invade Persia
Austria-Hungary:
- Austro-Hungarian naval saboteurs can now attack Entente units in the port of Tirana in Albania (giving them a comparable number of chance of a hit per turn as Italy). They can inflict a potential 1- 5 points of damage on Entente ships in the target ports (rather than 3- 5 points).
Denmark:
- If the UK decides to enhance the blockade against neutrals in April 1916 (DE-165), Denmark will also swing 5- 10% to the Central Powers. This happens only once for Denmark (compared to once a year for the Netherlands).
Comment: Denmark was a secondary target of these measures. Adding this small swing for Denmark provides an additional offset benefit to the CP if the UK decides to crush food German food imports from the Netherlands.
France:
The Fusiliers Marins which France can build through a DE now arrives as a regular Division, not as a unit of Marines.
Comment: I did not see why this emergency division should have the special capabilities of Marines. France can still build one Marine division and can receive a second one through the Gallipoli Decision Event.
Germany:
- The NM effects of the Entente blockade will only increase at the start of 1917 (rather than in 1916, 1917 and 1918). From January 1917 onward, each occupied blockade hex on the Northern Line will cost Germany 30 NM points (up from 20) and on the Distant Line 15 NM points (up from 10), for a maximum of 480 NM loss per turn if every blockade hex is covered.
- The NM benefits to Germany of declaring unrestricted naval warfare will also only increase at the start of 1917 (rather than in 1916 and 1917). Starting in 1914, Germany will receive 80 NM points for carrying out unrestricted warfare per zone; starting in 1917, this rises to 120 NM points per zone.
Comment: Play-testing showed that ratcheting up the blockade effects on Germany three times over the course of the war was too much, so I have gone back to my earlier formula. The slight increase in NM benefits to Germany of unrestricted warfare makes it easier to compare the effects of this countermeasure versus the Entente blockade: one German sub in a UK naval zone offsets the NM effects of the blockade on four hexes of the Northern line and eight on the Distant line.
- If the U.K. decides to enhance the blockade against neutrals, Germany will immediately lose the 30 NM points a turn it receives from food imports from the Netherlands. The schedule by which Germany progressively loses MPPs from food imports remains the same over 1916, 1917 and 1918.
Comment: the NM benefits to Germany of Dutch food imports are so small that it seemed simpler to eliminate them entirely if the UK decides to increase the blockade.
- The DE giving Germany the option to create a new HQ for General Falkenhayn now fires if Romania enters the war for the Entente. (German failure to capture Verdun is no longer a condition as well for this DE). Von Falkenhayn's HQ enters with one point of experience (rather than two).
India:
Can now build one corps, rather than two, over the number of units it receives through Decision Events; but it can now build one more Detachment.
Italy:
- Italian frogmen can no longer strike CP units in the port of Cetinje (if the CP captures it) and their overall chances of a strike per turn have been limited to 5%, equivalent to the chances for Austro-Hungarian saboteurs. Similarly, the range of damage they can do is now 1-5 points (rather than 3- 5 points).
Russia:
- The NM value of captured Russian towns is now 10 NM points (up from 0 in Version 6.3, but less than 12 points in the regular game).
Comment: playtesting showed that reducing the NM value of captured Russian towns to zero had too big an impact on Germany's ability to offset the blockade by capturing resources in the East.
- Additional mines have been added to the edge of the map in the Urals so that Russia's overall MPP production will not be affected by the reduction in the maximum supply capacity of Russian towns, fortified towns and cities.
Serbia:
- Can now build one Recon Bomber.
Spain:
- The DE giving the Central Powers the option to gain access to ports in Spanish North Africa will fire if Spain swings to 15% towards the Central Powers (rather than 20%). Spain will now swing 20% towards the Central Powers if Italy withdraws from the war (rather than 30%). The ceiling for Spanish mobilization for either side is now 60% (rather than 50%).
Comment: these small changes were made to encourage the CP to use diplomacy to gain access to Spanish ports, but not to risk carrying Spain over the maximum mobilization threshold if the CP achieved a sudden breakthrough with diplomacy chits already invested.
United Kingdom:
The Royal Naval Division which the U.K. can build through a Decision Event in 1914 is now a Division, not a unit of Marines. The U.K.'s build limit for Marines is now two.