TANAKA MOD 10.0: EVENTS, TECHNOLOGY, AND BREAKTHROUGHS!
Mud movement has been increased by 1 as it was causing too many on road off road issues.
Most CSA Arms Manufactures and Industries added:
https://en.wikipedia.org/wiki/List_of_C ... ufacturers
Selling the cotton event now costs 35,000 morale points for CSA immediately and they gain 2000 MPP's over 10 turns. A further 5000 morale points will be lost when the price of cotton inevitably falls.
Traveling loop events adjusted and re-balanced. Return loop for CSA from Fort Worth TX to San Antonio TX added.
AI researching re-balancing and improvement.
Field Artillery and Siege Artillery can now attack naval units.
CSS Arkansas arrives: June 1862 Berwick, LA
CSS Palmetto State arrives: October 1862 Charleston, SC
CSS Chicora arrives: November 1862 Charleston, SC
CSS Atlanta arrives: November 1862 Savannah, GA
CSS Charleston arrives: September 1863 Charleston, SC
CSS Tennessee arrives: February 1864 Mobile, AL
CSS Columbia arrives: March 1864 Charleston, SC
Mobility tech added: Each new level of Mobility increases the horse and wagon transport which increases the Action Points of Field and Siege Artillery and HQ and Infantry by 1.
Confederate ships in port at Cape Hatteras NC or Beaufort SC are now sent to New Berne NC or Savannah GA when the Union takes over these ports by event instead of being deleted. Thank you once again mdsmall for your help with events!
Many event decisions and AI event decision choices have been re-balanced with some increased costs.
Infantry no longer have scouting only cavalry, rangers, Indians, and partisans. Partisans also now have 20% evasion.
Marines now have an attack and movement bonus over rivers representing the use of pontoons and barges.
Technology changes:
Submarines upgraded with Buoyancy Tanks have a 20% chance of diving to evade combat when attacked.
Each new level of Fort Modernization increases the Land and Naval Attack and Defense values of Forts by +0.5.
Each new level of Infantry Equipment increases the Land Attack by +0.5 and Defense values of Infantry units by +1.
Each new level of Skirmishers increases the Demoralization values of Infantry units by +5%.
Each new level of Scouts increases the Land Spotting range of all Cavalry, Ranger, Indian, and Partisan units by 1.
Each new level of Heavy Mortars improves Siege Artillery and Railroad Batteries, by increasing their Fort Attack values by +0.5, their resource attack values by +0.5, their naval attack values by +0.5, their De-entrenchment values by +0.5, and their Demoralization value by 5%.
Each new level of Corps Organization increases the Build Limit of Corps by 4.
Each new level of Leadership increases the Command Rating of HQs by 1.
Each new level of Infantry Tactics increases the Artillery Defense values of infantry units by +0.5. All infantry units receive +10% Unit Morale, and +0.5 De-entrenchment.
Each new level of Cavalry Tactics increases the Artillery Defense values of cavalry units by +0.5. All cavalry units also receive +10% Unit Morale, and +0.5 De-entrenchment.
Each new level of Experimental Submarines increases the Naval Attack values of Submarines by 1, and Build Limits of Submarines by 1.
Each new level of Armored Trains increases the Land Attack and Defense values of Armored Trains by +0.5, and their Action Points by 1.
Each new level of Naval Engines increases the Action Points of all naval units and all types of Transports by 1.
Ports upgraded with Lighthouses have their Naval Spotting Range increased by 1.
Each new level of Ironclads increases the Naval and Sub Defense values of ironclad warships by +0.5.
Each new level of Mobility increases the horse and wagon transport which increases the Action Points of Field and Siege Artillery and HQ and Infantry by 1.
Each new level of Naval Weapons increases the Naval and Fort Attack values of warships by +0.5. All ships also receive +0.5 Land Attack and +5% Demoralization.
Each new level of Amphibious Warfare increases the Amphibious Transport build limit by 1 (and Long Range by 1), and Action Points by 1 of both types of Amphibious Transport. Marines also receive +0.5 to their Land and Naval Attack and Defense values, and +3 Build Limit.
Each new level of Cavalry Equipment increases the Land Attack by 1 and Defense values of Cavalry Units by +0.5.
Each new level of Field Artillery improves Field Artillery, by increasing their Land Attack values by +0.5, their naval attack by +0.5, their De-entrenchment value by +0.5, and their Demoralization value by 5%.
Each new level of Logistics decreases the cost of Rail Movement and embarking units of all Transports by 10%. It also increases the Build Limit of Transports by 1, and the Action Points of Transports and Armored Trains and Railroad Batteries by 1. Additionally, the level of Logistics tech is equal to the Minimum Supply Distribution of HQs.
Each new level of Naval Tactics increases the MPP loss by 1 inflicted by raiding ships. All naval units also receive +10% Unit Morale. It also allows only the Confederacy to build defensive Naval Mines. Each level increases the Confederate defensive Naval Mine Build Limit by 1 per level.