Empires Ablaze Mod
Posted: Mon Nov 20, 2006 8:02 am
Ok well now that RHS seems to be finalising Levels 5 and 6 I think it is almost time for me to have a run at putting my own spin on things. I am writing cause I'm interested in feedback on what others might want to see.
Basically I'm using RHS EOS as my starting point. This postulates a Japan in which the IJA and IJN work well together and in which the Japanese pay more attention to some of what was going on in Germany ( in terms of th Me-264 and 109 plus, possibly, a more speedy conversion of their Ju-88 prototypes into Q1W1s).
I am also going to rip out all of the supply sinks in-game and get rid of almost all of the "free supply" ( excepting that generated at the map edges ( Aden, CONUSA and one or two places in China and the Soviet Union), replacing it with on-map resource centres.
To compensate the Allies somewhat for these Japanese advantages I'm going to get rid of most Japanese auto-upgrades which occur. The exceptions will be that I've decided to allow auto-upgrading within a given aircraft model... so Ki-43 Is will upgrade to Ki-43 IIs but Ki-43 IIs won't auto-upgrade to anything else. I will also severely reduce the number of R&D points available at game start. These two changes should cost the Japanese about 3.5 million tons of supplies over the course of the game and will really hurt any Japanese player who tries to have hundreds of late-war fighters in production at any time.
The Japanese will also benefit from a few of the planes and technical innovations which I had a hand in adding to EOS, namely, a couple of twin-engined fighter-bombers and the early arrival of the Q1W1 (derived from Ju88s Japan had been given by Germany) as well as the HS-293 and SD 1400 ( aka Fritz X).
In return I am strengthening the Allied forces in-game by giving them an additional 4 Essex class CVs and 8 BBs ( this includes the Alaska class BCs) as well as a few DDs to act as escorts.
Starting PPs will also be boosted significantly for both sides although per diem PPs will fall below EOS norms. This is to reflect the Japanese ability to move units freely in preparation for war and the Allies prepping their own units in response.
Options under consideration:
1. Freeing up of Japanese LCU slots by combining all the Yobieki Tank Companies into a Provisional Regiment... This should free about 10 slots for other purposes. Any ideas what should go into those slots? My first thought is that one could be used to accomodate a proper parachute division following on from lessons learned by the Japanese observers of German operations in Europe.
2. I am thinking of making a single Me-264 squadron biowarfare capable so that players have the option of engaging in limited Biowarfare ( the idea would be to give these Me-264s the ability to drop uji bombs via panniers). I don't like biowarfare but I do like the idea of there being a balance of terror wherein players could bargain to ban firebombing of cities and atomic bomb attacks on cities in return for Japan not using this capability. Players who bargain biowarfare out of their games can simply upgrade or downgrade the squadron when it appears and the biowarfare capability will disappear forever.
3. Addition of any highly specialised, limited production variants which operated with known squadrons. If I know the squadron and know the time it arrived I can add the variant. I want the Allies to have some fun stuff to play around with too. The game should be fun for both sides.
4. BAT bomb for the US in the late war period. Payback's only fair. If Japan gets effective PGMs ( the HS 293 and Fritz X achieve about a 6% hit rate against manoeuvring warships and about 20% vs docked ships) then the Allies should get them also.
5. Addition of the Q1W1 using Mitsubishis in the ASW role. The reason for this addition is technical as:
a) it should be a useful plane and
b) it will allow me to create an ASW platform which uses Mitsubishis ( which by 1944 are not being used for much) and thus makes the best use of Japan's limited resources.
6. Changing of IJA plane loadouts to focus more on carying larger numbers of light bombs than a small number of 250 Kg bombs. This is to reflect the mod's thesis that the IJA drew a clear distinction between ground support and strategic planes and kept the Me-264 for strategic missions ( mounting 250 Kg bombs) while using most other planes for ground support missions ( where a larger number of smaller bombs is usually the more effective option). This will greatly reduce the lethality of these light IJA bombers ( Ki-48, 21, 49 etc) vs enemy shipping BUT given the assumptions in Empires Ablaze the IJA will be able to upgrade a few sentai to Bettys to make up the difference.
7. To represent America's greater industrial power and manpower pools any quantitative benefit I give the Japanese is going to be matched by a greater quantitative benefit to the Allies. So, if I'm considering giving Japan a Parachute division sometime in late 42 or early 43 I would also intend to give the US access to the 82nd and 101st + a few other ground divisions under the assumption that with Japan performing more formidably than historically the Americans would have diverted more resources to containing it, including raising more USMC divisions and diverting a couple of parachute divisions from North Africa.
8. I'm also going to give the Allies 2 nukes per month from mid-45 and extend the game into 1946 just so that IF players want to use nukes and allow bioweapons etc that they can take it to its logical conclusion... I think this conclusion is going to be a lot of wrecked Allied units incapable of mounting an invasion and a glow-in-the-dark Japan by the end of 1945.... perhaps necessitating a ceasefire? Might actually be interesting to play this way.
So, I'm inviting Allied players to chip in with changes they'd like. I intend to take on the increased British pilot training numbers and am particularly interested in the following areas:
i) Allied pilot experience... I must admit I'm in favour of an across the board hike in pilot experiences such that the Japanese don't fall as far as fast and so that the Allies have useful pilots ( 60 exp or higher) in 42 and 43.
ii) I have ship slots. I've weighted the slots more in favour of BBs to help out Allied bombardments and AAA but perhaps Allied players would prefer something with even more carriers - although I think the 4 added Essex class are probably sufficient.
iii) comments about additional ground units welcome. There are a few slots available for the Allies and Japanese.
iv) special variants.... I'll add pretty much anything anyone wants and can provide reasonable data for, including - absolutely essentially - which squadron they served with... If you can tell me the slot number for the squadron then it has an even higher chance of getting in. Nothing achieves success as well as making it easy for me to make the changes.
Basically I'm using RHS EOS as my starting point. This postulates a Japan in which the IJA and IJN work well together and in which the Japanese pay more attention to some of what was going on in Germany ( in terms of th Me-264 and 109 plus, possibly, a more speedy conversion of their Ju-88 prototypes into Q1W1s).
I am also going to rip out all of the supply sinks in-game and get rid of almost all of the "free supply" ( excepting that generated at the map edges ( Aden, CONUSA and one or two places in China and the Soviet Union), replacing it with on-map resource centres.
To compensate the Allies somewhat for these Japanese advantages I'm going to get rid of most Japanese auto-upgrades which occur. The exceptions will be that I've decided to allow auto-upgrading within a given aircraft model... so Ki-43 Is will upgrade to Ki-43 IIs but Ki-43 IIs won't auto-upgrade to anything else. I will also severely reduce the number of R&D points available at game start. These two changes should cost the Japanese about 3.5 million tons of supplies over the course of the game and will really hurt any Japanese player who tries to have hundreds of late-war fighters in production at any time.
The Japanese will also benefit from a few of the planes and technical innovations which I had a hand in adding to EOS, namely, a couple of twin-engined fighter-bombers and the early arrival of the Q1W1 (derived from Ju88s Japan had been given by Germany) as well as the HS-293 and SD 1400 ( aka Fritz X).
In return I am strengthening the Allied forces in-game by giving them an additional 4 Essex class CVs and 8 BBs ( this includes the Alaska class BCs) as well as a few DDs to act as escorts.
Starting PPs will also be boosted significantly for both sides although per diem PPs will fall below EOS norms. This is to reflect the Japanese ability to move units freely in preparation for war and the Allies prepping their own units in response.
Options under consideration:
1. Freeing up of Japanese LCU slots by combining all the Yobieki Tank Companies into a Provisional Regiment... This should free about 10 slots for other purposes. Any ideas what should go into those slots? My first thought is that one could be used to accomodate a proper parachute division following on from lessons learned by the Japanese observers of German operations in Europe.
2. I am thinking of making a single Me-264 squadron biowarfare capable so that players have the option of engaging in limited Biowarfare ( the idea would be to give these Me-264s the ability to drop uji bombs via panniers). I don't like biowarfare but I do like the idea of there being a balance of terror wherein players could bargain to ban firebombing of cities and atomic bomb attacks on cities in return for Japan not using this capability. Players who bargain biowarfare out of their games can simply upgrade or downgrade the squadron when it appears and the biowarfare capability will disappear forever.
3. Addition of any highly specialised, limited production variants which operated with known squadrons. If I know the squadron and know the time it arrived I can add the variant. I want the Allies to have some fun stuff to play around with too. The game should be fun for both sides.
4. BAT bomb for the US in the late war period. Payback's only fair. If Japan gets effective PGMs ( the HS 293 and Fritz X achieve about a 6% hit rate against manoeuvring warships and about 20% vs docked ships) then the Allies should get them also.
5. Addition of the Q1W1 using Mitsubishis in the ASW role. The reason for this addition is technical as:
a) it should be a useful plane and
b) it will allow me to create an ASW platform which uses Mitsubishis ( which by 1944 are not being used for much) and thus makes the best use of Japan's limited resources.
6. Changing of IJA plane loadouts to focus more on carying larger numbers of light bombs than a small number of 250 Kg bombs. This is to reflect the mod's thesis that the IJA drew a clear distinction between ground support and strategic planes and kept the Me-264 for strategic missions ( mounting 250 Kg bombs) while using most other planes for ground support missions ( where a larger number of smaller bombs is usually the more effective option). This will greatly reduce the lethality of these light IJA bombers ( Ki-48, 21, 49 etc) vs enemy shipping BUT given the assumptions in Empires Ablaze the IJA will be able to upgrade a few sentai to Bettys to make up the difference.
7. To represent America's greater industrial power and manpower pools any quantitative benefit I give the Japanese is going to be matched by a greater quantitative benefit to the Allies. So, if I'm considering giving Japan a Parachute division sometime in late 42 or early 43 I would also intend to give the US access to the 82nd and 101st + a few other ground divisions under the assumption that with Japan performing more formidably than historically the Americans would have diverted more resources to containing it, including raising more USMC divisions and diverting a couple of parachute divisions from North Africa.
8. I'm also going to give the Allies 2 nukes per month from mid-45 and extend the game into 1946 just so that IF players want to use nukes and allow bioweapons etc that they can take it to its logical conclusion... I think this conclusion is going to be a lot of wrecked Allied units incapable of mounting an invasion and a glow-in-the-dark Japan by the end of 1945.... perhaps necessitating a ceasefire? Might actually be interesting to play this way.
So, I'm inviting Allied players to chip in with changes they'd like. I intend to take on the increased British pilot training numbers and am particularly interested in the following areas:
i) Allied pilot experience... I must admit I'm in favour of an across the board hike in pilot experiences such that the Japanese don't fall as far as fast and so that the Allies have useful pilots ( 60 exp or higher) in 42 and 43.
ii) I have ship slots. I've weighted the slots more in favour of BBs to help out Allied bombardments and AAA but perhaps Allied players would prefer something with even more carriers - although I think the 4 added Essex class are probably sufficient.
iii) comments about additional ground units welcome. There are a few slots available for the Allies and Japanese.
iv) special variants.... I'll add pretty much anything anyone wants and can provide reasonable data for, including - absolutely essentially - which squadron they served with... If you can tell me the slot number for the squadron then it has an even higher chance of getting in. Nothing achieves success as well as making it easy for me to make the changes.