NEW WaW Revised!!
Posted: Sat Jan 31, 2009 11:11 pm
[:D]Lots of changes add up to some Big effects[:D]
Bug Issue: In versions Prior to 1g (03/31/2009), captured resource hexes do NOT produce for their captor. I highly advise not playing prior versions!
AI improved in several ways, including better defense of its cities.
Occupied cities have more limited production abilities
Invasion of Russia plays significantly differently (more historical IMHO)
Battle for the Atlantic is a real battle now
North Africa has more significance
Naval combat gives priority to Carriers/Air & subs, not battleships
Naval & Air superiority essential for amphibious invasions now
And lots more . . . .
All changes are from WaW v33d
Many thanks to all who have given input. To Tom Weber for creating WaW, & von Altair for patching to version 33d.
For this version, special thanks to Bartheart for constant ideas, feedback & encouragement, and many of the changes. Also ideas/feedback, etc. from Mehring, GrumpyMel, british exil, 82ndTrooper, Bombur, Bebert, A900, & Lava.
AI Players Note: Do not turn Screenshots On when playing against AI. It currently causes file size bloat which AT chokes on after about 10 turns of WaW.
This has no effect at all if playing all humans.
MISC
-Decreased research speed 25%
-Occupied cities have limited production abilities
-Eliminated Victory condition of capturing Munich
-Soviet factories in Urals (created after fall of Western Soviet cities) now able to produce supply
-Increased Germany's starting pool of manpower, but reduced Germany and Japan's monthly gains.
-Increased West's monthly manpower gains. (Thanks GrumpyMel)
-Decreased slightly amount cities auto repair themselves
-Increased minimal recon needed to see partial info on enemy units
-Doubled cost for engineers to build roads & bridges
-Turn length 28 instead of 30 days, slight increase in possible weather turns
BUG FIXES
-Fixed Ship Hull Bugs (Thanks to many people's input)
-Fixed Abandon Paris Card
.........West units were being dissolved, but Paris owner wasn't changing to GE
-Found & Fixed Plymouth coast bug
.........Sea hex off NW coast of Plymouth was assigned to UK, causing US to enter war when GE ship was in that hex
-Found bug in AT anti-supply across oceans. Vic fixes it with patch you should download at
..........http://www.advancedtactics.org/AdvancedTactics_v121.zip - makes game much more fun
GAME SETTINGS OPTIONS CHANGES
-SS/Siberians automatically in game, no longer an option
-Added Landingcraft-Cargoships as option, see below for details
AI CHANGES
-AI much better at defending itself now
.....All AI controlled regimes given new special immovable City Garrison units in cities
-AI for JA & West more likely to make amphibious invasions of key areas
-If JA is AI controlled, USA fleet at Peal Harbor automatically eliminated
.....since AI doesn't usually succeed in doing this
EVENT CHANGES
-Changed Italian join Germany timing
..........Enters (and can move) before Allies have chance to attack them
-Changed Soviet Union (SU) waking
..........Wakes up prior to 1941 only if GE troops in border area exceed SU troops in border area
..........Auto wakes in January 1941, instead of whenever Paris is conquered
..........Once awake, production begins at 25% capacity and increases by 25% each 6 months. War brings it to 100% immediately
-Changed GE-SU Garrison
..........Check for garrison levels no longer begins when Paris falls. Begins whenever SU wakes up
-Changed Eastern Blitz card
..........Combat bonus for GE instead of readiness loss for SU
..........Greater rewards for GE the earlier the year they invade
..........SU gets 7 worker battalions & 7 conscript units when Blitz card played
-Added when GE conquers SU city, conquered city can only produce supply
-Changed Pacific Blitz card
..........JA gets Carrier 3 Research when plays Pacific Blitz card
-Changed German Declaration of War on Turkey
..........Wakes up Soviet Union now
SFType CHANGES - Non-NAVAL
-Coastal Artillery - New SFTType
..........Expensive, but will heavily damage enemy fleets w/in 1 hex of them
..........Very resistant to naval attacks, but vulnerable from land
-Engineers: Increased cost by 50%
-Truck & Half Track: Decreased cost 17%, HalfTrack now requires Armor II Tech not Armor I
-All Aircraft: No longer able to be upgraded
-Dive Bomber: Much stronger against surface ships
-Long Range Transports: Deleted
-Transporter: Decreased range from 10 to 8
-Artillery: Increased range to 2
-Long Range Artillery: Deleted
-All Armor
..........Increased upgrade costs to 20% of build cost
..........Increased Build & Upgrade Costs for each increasing level by 15%
-Tank Destroyers
..........Lowered build cost & Hit Points by 40%
..........Requires Guns Level 2 to build
-Heavy Tanks: Require Guns 2 to build in addition to Armor 2
-Bazookas
..........Level I not buildable
..........Level II requires Heavy Infantry III, not Heavy Infantry II
..........Level IV able to paradrop
..........Combat Defense Value decreased
..........Hide Value Increased from none to 10
..........Levels III & IV cost increased by 10%
..........Upgrade costs set at 20% of unit cost
SFType CHANGES - NAVAL: Generally enhanced the role of subs, carriers, & carrier air
-Ship Hull System in use
.....For Battleships (BB), Cruisers (CA), & Carriers (CV) you build a hull instead of the ship itself
.....Once hull is built, there's a 20% chance/turn that the hull is converted to a functioning ship (10% for BB)
.....Hulls always produce level 2 BB, CA, CV's instead of Level 1
.....Hull costs: CA:8000, CV:12000, BB:16000
-Level 1 BB, CA, CV's represent WWI era ships & cannot be upgraded
-Level 2 & 3 BB, CA, CV upgrade cost= 1/2 of hull build cost
-Naval upgrades give greater benefits than before & are more specific to that unit's purpose
-Universal upgrade benefit: Starting with Level III, ships can stay at sea 9 turns instead of 6
-Ship Speeds: "normal" speed = 16 hexes
Exceptions
......5 hexes: "Amphibious" Cargoships (game option in set-up screen)
.....20 hexes: DDII, CVIII, CV IV, BB IV, CA IV
.....33 hexes: SubmarinesI-III, DDIII, DDIV
.....50 hexes: SubmarinesIV
-Anti-Supply range & effects of submarines & Carrier Air doubled, & increase slightly as levels increase
-Battleship bombardment strength versus infantry decreased
-Cargoships now have game option to be landingcraft-cargoships
.....Optional range is now 5 hexes, enabling more realistic modeling of amphibious invasions
.....Transport and transfer abilities unchanged
-Destroyers now can transport weight 10 (infantry, engineers, etc. weigh 1 each)
-Supply requirements of all naval units reduced by 25%
-Carrier Air cost now 1500 instead of 1000
-Carrier Air I (biplanes) range decreased by 2, Carrier Air III range increased by 2 (Zeros/Vals)
-Recon value of Destroyers, Carrier Air, & Submarines increased
-Hide value of submarines increased
-Combat values of all ships changed to make carrier air stronger vs all ships & subs stronger against all but DD.
CHANGES TO WHAT UNITS START THE GAME
Naval Units at start of game more historically accurate: (mostly more BB)
.....1BB in Game=1 BB in reality or 3CAs (Heavy) in Real World
.....1CV in Game=1 CV in Real World (FleetLevel)
.....1CA in Game=3 CL (CruiserLight) in Real World
.....1DD in Game=10 DD in Real World
.....1SS in Game=10 Subs in Real World
-Added trucks to Soviet Union Far East units
-Added units to Moscow
.....2 units of 50 Rifle, 1AT, 1 InfGun, 1 Flak
.....3 trains to facilitate transfers
-Added Coastal Artillery garrisons in major port cities
-Added Italian Army to Libya, Army of Egypt to Egypt: both enter on turn Italy joins GE
-Added garrisons to Wake & Midway, strengthened Hawaiian garrisons
MAP CHANGES
-Added Quebec as Resource Center
-Changed Cairo & Tripoli to producing cities -size 2. (Thanks GrumpyMel)
-Changed Lagos from becoming Vichy to remaining in West
-Changed Kunming from city size 2 to size 4
-Added Chinese Nationalist Supply 1 hex north of Chungking
-Added Siberian Supply Resource east of Urals
-Added 2 fortresses adjacent to Moscow
-Made road between India and Soviet Union impassible
-Changed some plains hexes in Libya to big land & added road from Benghazi to Bardia
-Changed Bardia & Mersa Matruh in North Africa to fortresses instead of cities (In real world they were not ports)
-Added fortifications along Siegrfried Line next to Maginot Line (thanks Bebert)
As always, comments critical or not, are greatly appreciated.
Bug Issue: In versions Prior to 1g (03/31/2009), captured resource hexes do NOT produce for their captor. I highly advise not playing prior versions!
AI improved in several ways, including better defense of its cities.
Occupied cities have more limited production abilities
Invasion of Russia plays significantly differently (more historical IMHO)
Battle for the Atlantic is a real battle now
North Africa has more significance
Naval combat gives priority to Carriers/Air & subs, not battleships
Naval & Air superiority essential for amphibious invasions now
And lots more . . . .
All changes are from WaW v33d
Many thanks to all who have given input. To Tom Weber for creating WaW, & von Altair for patching to version 33d.
For this version, special thanks to Bartheart for constant ideas, feedback & encouragement, and many of the changes. Also ideas/feedback, etc. from Mehring, GrumpyMel, british exil, 82ndTrooper, Bombur, Bebert, A900, & Lava.
AI Players Note: Do not turn Screenshots On when playing against AI. It currently causes file size bloat which AT chokes on after about 10 turns of WaW.
This has no effect at all if playing all humans.
MISC
-Decreased research speed 25%
-Occupied cities have limited production abilities
-Eliminated Victory condition of capturing Munich
-Soviet factories in Urals (created after fall of Western Soviet cities) now able to produce supply
-Increased Germany's starting pool of manpower, but reduced Germany and Japan's monthly gains.
-Increased West's monthly manpower gains. (Thanks GrumpyMel)
-Decreased slightly amount cities auto repair themselves
-Increased minimal recon needed to see partial info on enemy units
-Doubled cost for engineers to build roads & bridges
-Turn length 28 instead of 30 days, slight increase in possible weather turns
BUG FIXES
-Fixed Ship Hull Bugs (Thanks to many people's input)
-Fixed Abandon Paris Card
.........West units were being dissolved, but Paris owner wasn't changing to GE
-Found & Fixed Plymouth coast bug
.........Sea hex off NW coast of Plymouth was assigned to UK, causing US to enter war when GE ship was in that hex
-Found bug in AT anti-supply across oceans. Vic fixes it with patch you should download at
..........http://www.advancedtactics.org/AdvancedTactics_v121.zip - makes game much more fun
GAME SETTINGS OPTIONS CHANGES
-SS/Siberians automatically in game, no longer an option
-Added Landingcraft-Cargoships as option, see below for details
AI CHANGES
-AI much better at defending itself now
.....All AI controlled regimes given new special immovable City Garrison units in cities
-AI for JA & West more likely to make amphibious invasions of key areas
-If JA is AI controlled, USA fleet at Peal Harbor automatically eliminated
.....since AI doesn't usually succeed in doing this
EVENT CHANGES
-Changed Italian join Germany timing
..........Enters (and can move) before Allies have chance to attack them
-Changed Soviet Union (SU) waking
..........Wakes up prior to 1941 only if GE troops in border area exceed SU troops in border area
..........Auto wakes in January 1941, instead of whenever Paris is conquered
..........Once awake, production begins at 25% capacity and increases by 25% each 6 months. War brings it to 100% immediately
-Changed GE-SU Garrison
..........Check for garrison levels no longer begins when Paris falls. Begins whenever SU wakes up
-Changed Eastern Blitz card
..........Combat bonus for GE instead of readiness loss for SU
..........Greater rewards for GE the earlier the year they invade
..........SU gets 7 worker battalions & 7 conscript units when Blitz card played
-Added when GE conquers SU city, conquered city can only produce supply
-Changed Pacific Blitz card
..........JA gets Carrier 3 Research when plays Pacific Blitz card
-Changed German Declaration of War on Turkey
..........Wakes up Soviet Union now
SFType CHANGES - Non-NAVAL
-Coastal Artillery - New SFTType
..........Expensive, but will heavily damage enemy fleets w/in 1 hex of them
..........Very resistant to naval attacks, but vulnerable from land
-Engineers: Increased cost by 50%
-Truck & Half Track: Decreased cost 17%, HalfTrack now requires Armor II Tech not Armor I
-All Aircraft: No longer able to be upgraded
-Dive Bomber: Much stronger against surface ships
-Long Range Transports: Deleted
-Transporter: Decreased range from 10 to 8
-Artillery: Increased range to 2
-Long Range Artillery: Deleted
-All Armor
..........Increased upgrade costs to 20% of build cost
..........Increased Build & Upgrade Costs for each increasing level by 15%
-Tank Destroyers
..........Lowered build cost & Hit Points by 40%
..........Requires Guns Level 2 to build
-Heavy Tanks: Require Guns 2 to build in addition to Armor 2
-Bazookas
..........Level I not buildable
..........Level II requires Heavy Infantry III, not Heavy Infantry II
..........Level IV able to paradrop
..........Combat Defense Value decreased
..........Hide Value Increased from none to 10
..........Levels III & IV cost increased by 10%
..........Upgrade costs set at 20% of unit cost
SFType CHANGES - NAVAL: Generally enhanced the role of subs, carriers, & carrier air
-Ship Hull System in use
.....For Battleships (BB), Cruisers (CA), & Carriers (CV) you build a hull instead of the ship itself
.....Once hull is built, there's a 20% chance/turn that the hull is converted to a functioning ship (10% for BB)
.....Hulls always produce level 2 BB, CA, CV's instead of Level 1
.....Hull costs: CA:8000, CV:12000, BB:16000
-Level 1 BB, CA, CV's represent WWI era ships & cannot be upgraded
-Level 2 & 3 BB, CA, CV upgrade cost= 1/2 of hull build cost
-Naval upgrades give greater benefits than before & are more specific to that unit's purpose
-Universal upgrade benefit: Starting with Level III, ships can stay at sea 9 turns instead of 6
-Ship Speeds: "normal" speed = 16 hexes
Exceptions
......5 hexes: "Amphibious" Cargoships (game option in set-up screen)
.....20 hexes: DDII, CVIII, CV IV, BB IV, CA IV
.....33 hexes: SubmarinesI-III, DDIII, DDIV
.....50 hexes: SubmarinesIV
-Anti-Supply range & effects of submarines & Carrier Air doubled, & increase slightly as levels increase
-Battleship bombardment strength versus infantry decreased
-Cargoships now have game option to be landingcraft-cargoships
.....Optional range is now 5 hexes, enabling more realistic modeling of amphibious invasions
.....Transport and transfer abilities unchanged
-Destroyers now can transport weight 10 (infantry, engineers, etc. weigh 1 each)
-Supply requirements of all naval units reduced by 25%
-Carrier Air cost now 1500 instead of 1000
-Carrier Air I (biplanes) range decreased by 2, Carrier Air III range increased by 2 (Zeros/Vals)
-Recon value of Destroyers, Carrier Air, & Submarines increased
-Hide value of submarines increased
-Combat values of all ships changed to make carrier air stronger vs all ships & subs stronger against all but DD.
CHANGES TO WHAT UNITS START THE GAME
Naval Units at start of game more historically accurate: (mostly more BB)
.....1BB in Game=1 BB in reality or 3CAs (Heavy) in Real World
.....1CV in Game=1 CV in Real World (FleetLevel)
.....1CA in Game=3 CL (CruiserLight) in Real World
.....1DD in Game=10 DD in Real World
.....1SS in Game=10 Subs in Real World
-Added trucks to Soviet Union Far East units
-Added units to Moscow
.....2 units of 50 Rifle, 1AT, 1 InfGun, 1 Flak
.....3 trains to facilitate transfers
-Added Coastal Artillery garrisons in major port cities
-Added Italian Army to Libya, Army of Egypt to Egypt: both enter on turn Italy joins GE
-Added garrisons to Wake & Midway, strengthened Hawaiian garrisons
MAP CHANGES
-Added Quebec as Resource Center
-Changed Cairo & Tripoli to producing cities -size 2. (Thanks GrumpyMel)
-Changed Lagos from becoming Vichy to remaining in West
-Changed Kunming from city size 2 to size 4
-Added Chinese Nationalist Supply 1 hex north of Chungking
-Added Siberian Supply Resource east of Urals
-Added 2 fortresses adjacent to Moscow
-Made road between India and Soviet Union impassible
-Changed some plains hexes in Libya to big land & added road from Benghazi to Bardia
-Changed Bardia & Mersa Matruh in North Africa to fortresses instead of cities (In real world they were not ports)
-Added fortifications along Siegrfried Line next to Maginot Line (thanks Bebert)
As always, comments critical or not, are greatly appreciated.





