Feinder wrote: Wed Nov 08, 2023 2:00 amI was going to bombard that Coastal Gun just south of Tokyo, but evidently, I'm not allowed to. Oh well.
Please elaborate. In the previous build I tried giving coastal guns a large ZOC penalty, but of course it only applied to land units not ships, and people couldn't move land units adjacent to the things until they were knocked below 5 strength (by air natch). Could you move ships next to them but not fire, or couldn't even move adjacent to them in the first place?
Good news-
SIPRES is working on adding counter set 10 to his counters here for me (originally used for
Crispy's Fall Weiss scenarios), so I'll be able to switch Russia to red from the current grey German ones.
Congrats on your victory
Feinder. I'll be switching work from 20K to this for the remainder of the month.
And the end of game feedback is definitely appreciated Nginear. [I also appreciate you hunting down some more bugs in the main code for the devs to squash.

] Just a few quick notes:
Yeah I hadn't worked much on the victory conditions-frankly I needed more full games to draw on, but you guys' is only the 2nd that I am aware of. The first would likely have been a minor Japanese victory-they held Chungking and Tokyo at the end IIRC.
I remain deeply puzzled by your reports that Chinese conquests never gave you a single cent-this will have to be playtested, alas (or territory given to Japan in the editor then tested). If there is a bug in the core code that may explain it; I've never seen such in any vanilla or even user-mod games.
I appreciate the perspective on single island defense-I made the changes there (bombardment et al.) precisely because I was worried that they would prove to be too tough to crack. The outcomes you witnessed seemed historical, however; several of these invasions got a lot of press for how bloody they were, but most were over pretty quickly. There really isn't any capability in the code for two units to keep on slugging it out for several turns on end for control of such an isle. Iwo Jima took 5 weeks, which would be 3 turns in the scenario. Okinawa
The Chinese counteroffensive is again due to engine limitations; in SC a country just keeps on getting MPPs whether it is using them in an active campaign, or not [There is an AAR for one of
Lothos' scenarios going on where Vichy France has been made a major, and has a very healthy army despite a very low income-but in 2-3 years that can all add up.] My best bet would be to lower China's base builds and force them to invest in Army Mobilization if they want to go on the offensive; since there is a lag in that (or any) tech, they won't be able to build up very quickly, even at 3 chits (and can they afford to spring for those 3 chits if you go quiet for awhile, but then go all-in again?).
OK, I'll switch
some partisan spawn hexes to event ones, maybe delete some spawns in the south more like. But as said I am wary of taking away too many of those, because that was the situation the IJA faced-any time they abandoned an area a warlord would pop up. Warlords aren't doable in the base code of course so I have to make do with partisans.
I'll just note the other AAR had Japan manage to conquer a solid chunk of China, through Chungking as I said at the very least, so he managed to find sufficient garrisons, or simply let the partisans spawn then tied them up (they can't spawn again if they control a hex). Japan may simply have to allow the little buggers to pop up in certain non-key areas if they are determined to take out Chiang (if not Mao), which again is what happened.
I have toyed with giving Japan a more "pie in the sky" setup, specifically with ships. A guy named
John 3rd in the Grigsby WitP-AE forums has devised several IJN mods which give them a LOT more naval assets, but historically they are ultimately fantasies (fun as they may be). My extra carrier DE at the start of the game was designed to give Japan a
realistic shot a more useful lineup, but there's no way they could get extra carriers AND battleships. I could still devise something like that if there is interest, however.
As I said in my scenario thread, I tried making Rockets into Nukes, but hardcoded algorithms prevented them from doing much damage even upgraded (plus the things can't be loaded onto transports, requiring DE's in any event). I'm not sure a Blimp will be any better since unlike Rockets they don't attack resources. I could phase 2-3 DE's for the nukes, allowing the Allied player to terminate the Manhattan Project at each juncture. But the entire effort WAS hugely expensive, and could have arguably been used for other purposes. I'll just note that the game would have ended a turn or two earlier if he had gone for nukes.
Again, giving balance to units when there's all these tech levels floating around can be very tricky. 3 levels of ground attack via Naval Weapons, even @ +0.5 per level, can indeed add up. I can just give them a base of 1, no tech increases, or revert to vanilla's starting values of zero across the board (again I felt they needed punch vs. island garrisons).
I have tried to provide a LOT more specific detail than vanilla does for each tech, but yeah those pesky 1/2 points aren't visible in-game otherwise, sigh... [note those are the vanilla values, tech too] I would have thought that an all-in on China would have meant an automatic investment in ground attack, however.
I'll check the Burma Road/Hump incomes-I thought there already was a penalty for the latter.
The only way then to prioritize Lend-Lease to Oz/India would be to pork their base incomes further. I felt during my games as the Allies that I cut them off at their peril (their base incomes seemed pretty low to me), because it would be too late to restart the convoys if there was a massive push for either, so better safe than sorry. Again I am reluctant to make drastic changes based on just one data point here...
There is inherently a cost-benefit tradeoff for ANY island conquests. Japan needs a sizable-enough perimeter to delay the Allies' counteroffensive, but each "ring" they take simply means more units to defend them, farther distances for her navy to sail to defend them, etc. Income is a secondary consideration at best, and indeed leaving the Solomons alone is a viable alternative.
Militias since they are emergency units arguably should spawn with upgrades, if just for playability purposes. I can beef up Coastal Guns here and there (maybe give them 1 movement point so they are transportable by ship?).
Counter/hex size vs. CAP/intercept distances are again a game engine limitation, only amenable by expanding the map (if it weren't for my work on 20K I would be far into crafting an expanded halved-scale Pacific map by now most likely). Usually range was increased by larger drop tanks.
Kamis were already on my list.
Forts: Note I have long wanted cities/towns/etc. to be fortifiable by engineers, but the devs so far have disagreed with me. Certainly key hexes can be made fortified towns. The time frame can indeed be lowered.
I think I'll stick with the current PH/Kido Butai setup, since the 3rd strike was a major point of contention for the IJN, fearing that any nearby US carriers could come in afterwards and ding them up (and there are indeed 3 of them running around nearby).
I have indeed toyed with Naval Weapons vs. the heavies, but there are other techs which go into that other than just gun caliber (delayed fuses, optics, etc.)-Radar tech can be made to improve their attack, perhaps by removing one level of NW. Just don't want the Iowas to become easy meat for a few cruisers. There are always tradeoffs if not unintended consequences (c.f. Murphy's Law).
Thank you again, gentlemen. I'll provide a preliminary changelog in the scenario thread once I have a chance to take a look at things this weekend.