Mod: MEGA Pacific - Most Realistic Yet - v3.1
Posted: Sun Dec 29, 2024 9:57 pm
Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 3.1 (August 28, 2025)
This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I used Elessar2's WaW Pacific map, ported most of the developer's SC:Pacific scripts, but have made many many enhancements for an entirely new experience. Some enhancements include building railroads/ports/airfields, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, Guerilla Bases, and many more.
This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). The majority of ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier); I did a t-o-n of research for historically accurate paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now, they are used for "building" airfields and ports! And of course, a completely redesigned technology tree with search radar, fire control, single/double/four engine aircraft, nuclear bomb tech, and much more!
This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. I have tried to incorporate unique strengths and weaknesses to each major country for historical accuracy. Units, production times, costs, reinforcements, and upgrades cost different from country to country.
For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.
-Is the AI playable? Technically yes, BUT it's like playing an 8 year old who just clicks around. It will attack and do stuff, but without any larger strategy in mind. I have not converted the AI scripts; but I do hope to do that eventually. So the AI has its base code, but it has no goals (as Japan it would not perform PH and it unloaded the Amphibs in friendly territory without invading anything).
Download and Extract the mega folder and *.cgn file to:
Documents>My Games>Strategic Command WWII - War in the Pacific>Campaigns>(Put folder and .cgn file here):
https://www.dropbox.com/scl/fi/dtk8hduk ... ltpq7&dl=0
Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 4:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting. Battalion is a cheap disposable unit for capturing islands or blocking the way.
Planes: About 100 per unit.
PLEASE READ: (updated 8/28/25)
Player notes for major changes :
Most Important Changes:
-Use an engineer to "build" railroads and any ports/airfields/fortresses with text or icon indicating the need for an engineer. Simply move an engineer next to it and a decision event will activate at the end of the turn, asking if you want to "build" the structures. With the proper research, engineers can be upgraded to de-entrench with notional flamethrowers.
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britain can send a convoy to India too. Capture Rangoon to shut down the convoy to China and force the inefficient airlift convoy.
-(NEW) Garrison is reworked as Militia and is not available to all countries.
-HQ, Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value but are very expensive.
-Destroyers lose 2 supply when attacking, Light Cruisers lose 2 when defending, and Auxiliary ships lose 2 when attacking AND defending. This mimics their limited fuel supply.
-Submarines dive chance is increased by Search Radar tech, NOT Adv Submarines. Japan starts with lower dive chances.
-Partisans are now Guerilla Base with 0 AP and a 4 range strike. They are effective at reducing morale and readiness and attacking weak units.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.
Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP, +1 shell limit to artillery style units, and +1 interception on AA.
-Tech sharing is USSR --> Communist China; US --> Great Britain and China; Great Britain --> US, British Raj, and Australia, China. British Raj and Australia do not share tech, but have half cost chits (this simulates them copying tech, not pioneering it).
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content to let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.
Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky to get accurate. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units cannot be selectively removes from the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
- Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!
Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off
4) DEI cannot sell back chits
5) No blockading Pearl Harbor on the first turn.
Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion, Regiment, and other small support units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
4) USA cannot operate aircraft directly into British Raj. It must first be operated into Australia or a Pacific Island.
5) If using these realism rules, it would be better to lower the number of days each turn represents inside the editor, perhaps to 6 or 7 per turn.
Unique Country Statistics:
Research: #/#/#/#/# %
Unique country characteristics:
USA:
5/3/3/2/2 = 15
-(NEW) National Guard: Federally trained militia. +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Sea Planes medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.
-War focus on large bombers: Strategic Bombers are quicker to produce.
-Artillery first doctrine - minimum 2 shells per turn, max 3. Cheaper to produce.
-Mass produced Fletcher Destroyer - DDs are cheaper.
-Anti-aircraft Light Cruiser (CLAA): CL's have higher base anti-air ratings
Great Britain:
4/3/3/2/1 = 13
-GB has been focused on maintaining naval supremacy over Germany and Italy. Not expecting an attack in the Pacific, it has precious few combat ready ships to spare. It is focusing on ASW against Germany, which could benefit her Allies.
-Sea Planes are short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
-Fleet Carriers have armored decks = +1 on CV defense, but -3 AP. They also have excellent defense against kamikazes.
-Limited tank designs: Upgrading more expensive.
British Raj:
3/3/2/1/1 = 10
-Begins the game focusing its industry on developing aircraft and production.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-Few dockyards = Expensive to repair ships. Ships take longer to build.
-Sea Planes are short range, good defense, excellent ASW.
Australia:
3/3/2/2/1 = 11
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-(NEW) Militia: Citizen Military Force (CMF). +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-(NEW) Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-(NEW) Special Unit: Dingo. Its the recon vehicle. Not very powerful but fast. Why not?
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-More expensive to reinforce ground units due to limited manpower.
-Sea Planes are short range, good defense, excellent ASW.
-Domestic Fighter production: cheaper to purchase and reinforce.
China:
3/2/2/1/1 = 9
-High inflation environment and limited outside supplies = upgrades are more expensive.
-Conscription: Cheaper to reinforce infantry units.
-Builds forts slower
-China focuses on Fortified Positions. Relatively cheap and quick to build.
-Only needs 4 supply to reform infantry units (Division/Corp/Cavalry).
-Has some units in Pre-Deployment que for variety placement.
-Starts the game with a 1-3 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 1-sp Corruption hit each turn. This only happens to infantry/calvary/fortified position.
USSR:
3/3/3/2/1 = 12
-(NEW) Militia: Narodnoe Opolcheniye. No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities, but I'm bringing them here as plausible.
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.
Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits
Communist China:
3/2/1/1/1 = 8
-Modern supplies are very slow to obtain: upgrades more expensive.
-Builds forts slower
-Focuses on Guerilla Bases.
-Conscripts: Reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.
Japan:
3/4/3/2/1 = 13
-(NEW) Special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-(NEW) Militia: Kokumin Giyū Sentōtai, "Volunteer Fighting Corp." Not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good. Was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-4 engine Sea Planes have extreme range and highly defensive but expensive and long to produce.
-Heavy Cruisers use torpedoes, not fire control.
-Light Cruisers have +1 naval spotting and use Torpedoes instead of Single Engine Aircraft upgrade, lower AA: -1 defense against Bombers and Carriers, +1 naval attack (Long Lance).
-Medium bombers able to be equipped with torpedoes.
-Long range artillery - Type 96 "Pistol Pete" = +1 range when upgraded. Not as strong as Allied artillery. It is expensive.
-Fortified Positions have 1 AP so you can move them to an island.
The Good:
-Special ability: Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance: Torpedo upgrades on ships give 10% (instead of 5%) per level evasion on attack and defense. Destroyers and Light Cruisers +1 naval attack.
-Long Range Submarines: base subs start +3 AP and get +4 (instead of 3) AP with upgrades; but upgrading subs is more expensive. Target warship doctrine: Without Submarine Warfare tech, Japanese subs are less effective at raiding convoys.
-Builds forts faster.
-Super Battleship 18" guns: has +1 Attack & +1 Defense compared to USA's SBB.
The Bad:
-Assembly lines are expensive to switch = upgrading aircraft is more expensive; but reinforcing single engine aircraft is cheaper.
-Japan is slow to adopt new technology/ideas, but is quicker in the 2nd year.
-Aircraft development chits are lowered due to the tug of war between Army/Navy designs.
-To increase range, Japanese aircraft skimped on armor and survivability. Most aircraft start with lower defense ratings than Allied.
-Japan is handicapped in the 4 engine aircraft area. They have little manufacturing experience with aircraft that large and are very expensive.
-Lack of ASW investment: Destroyers and CVL start with -1 attack vs submarines.
-Limited AA development: Anti-aircraft Defense tech capped at level 2 (-1).
-Strained shipyards: All ships take much longer to build. Auxiliary ships and submarines build faster than Allies.
-Limited Tank production: Tanks are more expensive to reinforce. Medium even more so. Upgrading is normal cost.
-Converted Light Carriers (unarmored and small): CVLs -1 SP/aircraft compared to Allies.
***see Change Log file in the game folder for previous version changes
****************************************************v3.1change log*********************************************************
Change log v3.1:
-(Bug) Fixed popup error about dropping the Atomic Bomb
-(Map) Brunei relabeled as British North Borneo (mdsmall)
-(Map) Revisions to Tasmania (mdsmall)
-(Map) Australia/Queensland revised to be less developed.
-(Game) Fortifications now provides +1 soft/hard/artillery/Strat Art defense bonus to most land units.
-(Game) Several pop up info boxes edited and updated.
-(Unit) Large Naval Gun base naval spotting lowered back to 1.
-(Unit) "Garrison" unit changed to "Militia," and adjustments made to all countries according to their use of citizen style militia.
-(USA) Lowered construction time for Fleet Carrier
-(USA) Some changes to mainland starting land units.
-(Australia) Starting land units, build limits, all redesigned.
-(Australia) Special unit: Can build Dingo (recon unit)
-(New Zealand) Starting units and build limits redesigned.
-(New Zealand) Militia: Manpower shortage. Militia strength max 5 points.
-(China) A few +/- changes to various Chinese units.
-(China) Added a couple more "Survivors reform at __" scripts
-(Script) Pre-war BB Colorado will now arrive either on the West Coast if Japanese ships are nearby, or deploy in California in August '42 (historical).
-(Script) Australian resources in Queensland will develop April 1, 1942.
-(Script) Redesigned all the "enemy is close" home guard activation scripts for militia units (USA, Japan, Australia, British Raj).
-(Script) Revised the creation of Japanese Home Guard (Militia). Dates, cost, and units, and available dates all changed.
-(Script) Japan no longer gets 10 garrisons or free AA units from a decision.
-(Script) Japan gets a DE to choose Fortified Position or Coastal Defense Batteries.
-(Script) Japanese shells the West Coast: if Japan has a submarine within 10 hexes of the mainland USA, USA NM will experience a one time drop of -600NM.
-(Script) Japan can now have one or two units east of Hawaii without morale penalties.
Country Changes:
-Japan special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-Australian Citizen Military Force: Australian Militia have a +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-USA National Guard: Federally trained militia: +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Japan Kokumin Giyū Sentōtai: Japanese "Volunteer Fighting Corp" was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-Japanese militia not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good.
-USSR Narodnoe Opolcheniye: No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities.
**********************************************************v3.0 change log*******************************************************
***major redesign of unit reinforcement, upgrade, and tech cost***
-(Bug) Fixed Communist China mobilization error for Kiangsu Base.
-(Bug) Fixed Permanent ice weather pattern error in Bering Sea.
-(Bug) Prewar BB Colorado, USA, arrives by script in June '42- was left out.
-(Bug) Fixed Ledo Road starting and running with China Airlift.
-(Bug) Fixed range issue for subduing Xikang Province.
-(Bug) Fixed Soviet/Japan Mobilization hexes not recognizing HQ
-(Game) Several Informational popups updated
-(Game) Fortified Position value increased. It is poor offense, but excels at defense.
-(Game) Guerilla changed to Guerilla Base and completely revamped. No longer a mobile unit, it is now meant to strike in the shadows from a distance. While not particularly powerful, it is good at reducing morale/readiness and attacking weaker units to give slight damage. It has a strike range of 4, +1 line-of-sight when placed in a Settlement or Town. It naturally has 0 AP, but when given Supply Depot it can have 2 AP. NOTE: Guerilla Bases cannot move out of their own territory.
-(Game) Readjusted national values for building a fort.
-(Game) Lowered Diplomacy chits cost to 25 (-25).
-(Game) Destroyers lose 2 supply when attacking; Light Cruisers lose 2 supply when defending to represent their limited fuel capacity. Auxiliary ships lose 2 supply when attacking or defending.
-(Game) Except for AMMtC, minor countries' unit purchase standardized to about 10%.
-(Game) Ships in/near Pearl Harbor changed around to better reflect historical set up. The Japanese CL is deleted, but a DD is given extra HP to represent the CL. USA added two Auxiliary ships.
-(Unit) All aircraft, except seaplanes, +1 AP. This is so the <6 supply units will have a full 10 AP to move around with.
-(Unit) Lowered purchase, reinforce, upgrade cost of many units.
-(Unit) Minor changes to build limits here and there.
-(Unit) Garrison now only has 2 AP (-1).
-(Unit) Units are generally cheaper to reinforce, added country specific costs to some.
-(Unit) Artillery redesigned for unique country stats.
-(Unit) Light Carriers base defense lowered to 1 (-2). Max health lowered to 8 (-2). These are cheap units, but very flimsy and had very little AA.
-(Unit) Light Cruiser redesigned into a more versatile unit. Japanese still have torpedoes, but Allied now have Single Engine Aircraft upgrade, which upgrades Naval spotting. Allied CL also -1 on initial spotting and +1 defense vs Bomber and Carrier.
-(Unit) Kamikaze stats reworked, including attack and defense against. Tried to make it more realistic so CVL and DDs are the most susceptible and battleships least.
-(Unit) Naval ship attack vs Transports standardized to base Naval attack +1
-(Unit) HQ's AA improved to defense of 1 vs all aircraft.
-(Unit) LNG and CDB: Created Naval ship defense against CDB and LNG. No longer free shots, ships can return fire.
-(Unit) Super Battleships back to one strike, but range increased to two.
-(Unit) Transports +2AP, Amphibious Transport +1AP.
-(Unit) Dive bomber attacks slightly increased.
-(Unit) Dive Bomber and Torpedo Bomber +2 (+1) strike range with each engine upgrade.
-(China) Got buffed. Several new units, pre-deployment que units, forts all added. Built limits changed. Added AA upgrades in key locations. Partisans (Guerilla Base) remapped.
-(China) Corruption/Desertion changed to affect only infantry, calvary, and fortified position, not equipment.
-(USA) Receives three CVLs at end '42.
-(USA) Gains a Torpedo Bomber on the mainland.
-(USA) Fighter and Coastal Battery added in Philippines.
-(AMMtC) Reworked all the cost of the units. In Pacific it costs 75 mpp to send Stilwell to China. Going off that, unit cost standardized to 75 more than USA's production cost.
-(AMMtC) Flying Tigers have 3.0 (+1) experience
-(Japan) Gains an SNLF on Truk
-(Japan) Gains a Torpedo Bomber (training unit).
-(Japan) Gains a Regiment in middle China.
-(Japan) Gains Fleet Carrier Taiho in production que.
-(Japan) Kamikaze now has two strikes, starting range decreased. Tech costs altered.
-(Japan) All light cruisers reevaluated for historical accuracy. Numbers and placements changed.
-(Japan) Deleted obsolete DD in Truk, added two Auxiliary ships to nearby ports.
-(Japan) Ship build times adjusted to be more historically accurate (major increases. Tried to use the fastest time they had when building a ship type minus a few months).
-(Nanjing) Gains a Regiment.
-(GB) The four PreWar British Battleships arrive by script instead of production que.
-(GB) Added an Engineer unit into the Production Que. Added some units on the mainland.
-(GB) British SeaPlane +1 attack vs subs, ASW tech lowered to +0.5.
-(BR) Bumped up the convoy limit India can send to China.
Tech:
-AntiAir lvl 1 is now researched tech for all Western nations. Japan starts with a chit in it.
-Supply Depot is now a researched tech in all countries.
-Increased max research limits for all countries.
-Logistics now provides +2 AP for Troop Transport
-Dive chance increase for a sub is now from Search Radar tech, not Advanced Subs.
-Tech Levels and chits adjusted across all countries.
-Research sharing is changed. Great Britain and USA share with everyone except Communist countries. British Raj and Australia do not share with anyone, but their costs are reduced. USSR only shares with Communist China.
-Japanese Torpedo upgrades on ships give 10% (+5%) evasion on attack and defense (Long Lance).
Script:
-(New) script that allows Japan to scrap or convert two old Pre-war Battleships.
-(New) Script asking USA if they want to build light cruisers or light carriers.
-(New) Script asking Japanese player what to do with SBB No.111 - scrap, SBB, or Fleet Carrier.
-(New) Script asking if India wants a Large Naval Gun or 2 Coastal Defense Batteries.
-Revised delivery dates of IJN Shinano, giving historical, planned delivery windows but with trigger chances.
-NG Volunteer Rifles arrive on Feb 1st (+1 turn). Increased cost to 40 MPP (+10).
-Standardized costs for engineer's "build" hexes.
-China Airlift: USA cost lowered to 80 MPP (-10) each turn.
-DE 200 (Deploying Communist Chinese Troops to the Bases) redesigned to deploy a Regiment at each base, or two Regiments near the Capital. It will affect how well the Bases function.
-Loosened the requirements to keep Chinese troops near Communist Chinese border.
-Revised Partisan (Guerilla Base) hexes and scripts, particularly in China. Generally, a partisan spawns in rural areas.
-The port can now be blockaded near Davao (Philippines) with one sea unit.
Map:
-Burma Railroad one hex longer
-Shifted Kawkareik Pass (Moulmein) one hex up.
-Added morale penalties for Japan for getting near Africa, without capturing Ceylon
-Added morale penalties for Japan for getting near Vladivostok, when not at war with USSR
- +1 Movement point cost each for crossing river and major river.
-Minor terrain changes throughout China, added mountains in Communist China.
-Added some airfield names.
-Guadalcanal enlarged with more land.
-Revised the rivers around Singapore.
This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I used Elessar2's WaW Pacific map, ported most of the developer's SC:Pacific scripts, but have made many many enhancements for an entirely new experience. Some enhancements include building railroads/ports/airfields, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, Guerilla Bases, and many more.
This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). The majority of ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier); I did a t-o-n of research for historically accurate paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now, they are used for "building" airfields and ports! And of course, a completely redesigned technology tree with search radar, fire control, single/double/four engine aircraft, nuclear bomb tech, and much more!
This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. I have tried to incorporate unique strengths and weaknesses to each major country for historical accuracy. Units, production times, costs, reinforcements, and upgrades cost different from country to country.
For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.
-Is the AI playable? Technically yes, BUT it's like playing an 8 year old who just clicks around. It will attack and do stuff, but without any larger strategy in mind. I have not converted the AI scripts; but I do hope to do that eventually. So the AI has its base code, but it has no goals (as Japan it would not perform PH and it unloaded the Amphibs in friendly territory without invading anything).
Download and Extract the mega folder and *.cgn file to:
Documents>My Games>Strategic Command WWII - War in the Pacific>Campaigns>(Put folder and .cgn file here):
https://www.dropbox.com/scl/fi/dtk8hduk ... ltpq7&dl=0
Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 4:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting. Battalion is a cheap disposable unit for capturing islands or blocking the way.
Planes: About 100 per unit.
PLEASE READ: (updated 8/28/25)
Player notes for major changes :
Most Important Changes:
-Use an engineer to "build" railroads and any ports/airfields/fortresses with text or icon indicating the need for an engineer. Simply move an engineer next to it and a decision event will activate at the end of the turn, asking if you want to "build" the structures. With the proper research, engineers can be upgraded to de-entrench with notional flamethrowers.
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britain can send a convoy to India too. Capture Rangoon to shut down the convoy to China and force the inefficient airlift convoy.
-(NEW) Garrison is reworked as Militia and is not available to all countries.
-HQ, Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value but are very expensive.
-Destroyers lose 2 supply when attacking, Light Cruisers lose 2 when defending, and Auxiliary ships lose 2 when attacking AND defending. This mimics their limited fuel supply.
-Submarines dive chance is increased by Search Radar tech, NOT Adv Submarines. Japan starts with lower dive chances.
-Partisans are now Guerilla Base with 0 AP and a 4 range strike. They are effective at reducing morale and readiness and attacking weak units.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.
Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP, +1 shell limit to artillery style units, and +1 interception on AA.
-Tech sharing is USSR --> Communist China; US --> Great Britain and China; Great Britain --> US, British Raj, and Australia, China. British Raj and Australia do not share tech, but have half cost chits (this simulates them copying tech, not pioneering it).
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content to let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.
Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky to get accurate. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units cannot be selectively removes from the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
- Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!
Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off
4) DEI cannot sell back chits
5) No blockading Pearl Harbor on the first turn.
Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion, Regiment, and other small support units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
4) USA cannot operate aircraft directly into British Raj. It must first be operated into Australia or a Pacific Island.
5) If using these realism rules, it would be better to lower the number of days each turn represents inside the editor, perhaps to 6 or 7 per turn.
Unique Country Statistics:
Research: #/#/#/#/# %
Unique country characteristics:
USA:
5/3/3/2/2 = 15
-(NEW) National Guard: Federally trained militia. +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Sea Planes medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.
-War focus on large bombers: Strategic Bombers are quicker to produce.
-Artillery first doctrine - minimum 2 shells per turn, max 3. Cheaper to produce.
-Mass produced Fletcher Destroyer - DDs are cheaper.
-Anti-aircraft Light Cruiser (CLAA): CL's have higher base anti-air ratings
Great Britain:
4/3/3/2/1 = 13
-GB has been focused on maintaining naval supremacy over Germany and Italy. Not expecting an attack in the Pacific, it has precious few combat ready ships to spare. It is focusing on ASW against Germany, which could benefit her Allies.
-Sea Planes are short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
-Fleet Carriers have armored decks = +1 on CV defense, but -3 AP. They also have excellent defense against kamikazes.
-Limited tank designs: Upgrading more expensive.
British Raj:
3/3/2/1/1 = 10
-Begins the game focusing its industry on developing aircraft and production.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-Few dockyards = Expensive to repair ships. Ships take longer to build.
-Sea Planes are short range, good defense, excellent ASW.
Australia:
3/3/2/2/1 = 11
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-(NEW) Militia: Citizen Military Force (CMF). +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-(NEW) Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-(NEW) Special Unit: Dingo. Its the recon vehicle. Not very powerful but fast. Why not?
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-More expensive to reinforce ground units due to limited manpower.
-Sea Planes are short range, good defense, excellent ASW.
-Domestic Fighter production: cheaper to purchase and reinforce.
China:
3/2/2/1/1 = 9
-High inflation environment and limited outside supplies = upgrades are more expensive.
-Conscription: Cheaper to reinforce infantry units.
-Builds forts slower
-China focuses on Fortified Positions. Relatively cheap and quick to build.
-Only needs 4 supply to reform infantry units (Division/Corp/Cavalry).
-Has some units in Pre-Deployment que for variety placement.
-Starts the game with a 1-3 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 1-sp Corruption hit each turn. This only happens to infantry/calvary/fortified position.
USSR:
3/3/3/2/1 = 12
-(NEW) Militia: Narodnoe Opolcheniye. No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities, but I'm bringing them here as plausible.
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.
Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits
Communist China:
3/2/1/1/1 = 8
-Modern supplies are very slow to obtain: upgrades more expensive.
-Builds forts slower
-Focuses on Guerilla Bases.
-Conscripts: Reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.
Japan:
3/4/3/2/1 = 13
-(NEW) Special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-(NEW) Militia: Kokumin Giyū Sentōtai, "Volunteer Fighting Corp." Not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good. Was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-4 engine Sea Planes have extreme range and highly defensive but expensive and long to produce.
-Heavy Cruisers use torpedoes, not fire control.
-Light Cruisers have +1 naval spotting and use Torpedoes instead of Single Engine Aircraft upgrade, lower AA: -1 defense against Bombers and Carriers, +1 naval attack (Long Lance).
-Medium bombers able to be equipped with torpedoes.
-Long range artillery - Type 96 "Pistol Pete" = +1 range when upgraded. Not as strong as Allied artillery. It is expensive.
-Fortified Positions have 1 AP so you can move them to an island.
The Good:
-Special ability: Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance: Torpedo upgrades on ships give 10% (instead of 5%) per level evasion on attack and defense. Destroyers and Light Cruisers +1 naval attack.
-Long Range Submarines: base subs start +3 AP and get +4 (instead of 3) AP with upgrades; but upgrading subs is more expensive. Target warship doctrine: Without Submarine Warfare tech, Japanese subs are less effective at raiding convoys.
-Builds forts faster.
-Super Battleship 18" guns: has +1 Attack & +1 Defense compared to USA's SBB.
The Bad:
-Assembly lines are expensive to switch = upgrading aircraft is more expensive; but reinforcing single engine aircraft is cheaper.
-Japan is slow to adopt new technology/ideas, but is quicker in the 2nd year.
-Aircraft development chits are lowered due to the tug of war between Army/Navy designs.
-To increase range, Japanese aircraft skimped on armor and survivability. Most aircraft start with lower defense ratings than Allied.
-Japan is handicapped in the 4 engine aircraft area. They have little manufacturing experience with aircraft that large and are very expensive.
-Lack of ASW investment: Destroyers and CVL start with -1 attack vs submarines.
-Limited AA development: Anti-aircraft Defense tech capped at level 2 (-1).
-Strained shipyards: All ships take much longer to build. Auxiliary ships and submarines build faster than Allies.
-Limited Tank production: Tanks are more expensive to reinforce. Medium even more so. Upgrading is normal cost.
-Converted Light Carriers (unarmored and small): CVLs -1 SP/aircraft compared to Allies.
***see Change Log file in the game folder for previous version changes
****************************************************v3.1change log*********************************************************
Change log v3.1:
-(Bug) Fixed popup error about dropping the Atomic Bomb
-(Map) Brunei relabeled as British North Borneo (mdsmall)
-(Map) Revisions to Tasmania (mdsmall)
-(Map) Australia/Queensland revised to be less developed.
-(Game) Fortifications now provides +1 soft/hard/artillery/Strat Art defense bonus to most land units.
-(Game) Several pop up info boxes edited and updated.
-(Unit) Large Naval Gun base naval spotting lowered back to 1.
-(Unit) "Garrison" unit changed to "Militia," and adjustments made to all countries according to their use of citizen style militia.
-(USA) Lowered construction time for Fleet Carrier
-(USA) Some changes to mainland starting land units.
-(Australia) Starting land units, build limits, all redesigned.
-(Australia) Special unit: Can build Dingo (recon unit)
-(New Zealand) Starting units and build limits redesigned.
-(New Zealand) Militia: Manpower shortage. Militia strength max 5 points.
-(China) A few +/- changes to various Chinese units.
-(China) Added a couple more "Survivors reform at __" scripts
-(Script) Pre-war BB Colorado will now arrive either on the West Coast if Japanese ships are nearby, or deploy in California in August '42 (historical).
-(Script) Australian resources in Queensland will develop April 1, 1942.
-(Script) Redesigned all the "enemy is close" home guard activation scripts for militia units (USA, Japan, Australia, British Raj).
-(Script) Revised the creation of Japanese Home Guard (Militia). Dates, cost, and units, and available dates all changed.
-(Script) Japan no longer gets 10 garrisons or free AA units from a decision.
-(Script) Japan gets a DE to choose Fortified Position or Coastal Defense Batteries.
-(Script) Japanese shells the West Coast: if Japan has a submarine within 10 hexes of the mainland USA, USA NM will experience a one time drop of -600NM.
-(Script) Japan can now have one or two units east of Hawaii without morale penalties.
Country Changes:
-Japan special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-Australian Citizen Military Force: Australian Militia have a +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-USA National Guard: Federally trained militia: +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Japan Kokumin Giyū Sentōtai: Japanese "Volunteer Fighting Corp" was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-Japanese militia not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good.
-USSR Narodnoe Opolcheniye: No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities.
**********************************************************v3.0 change log*******************************************************
***major redesign of unit reinforcement, upgrade, and tech cost***
-(Bug) Fixed Communist China mobilization error for Kiangsu Base.
-(Bug) Fixed Permanent ice weather pattern error in Bering Sea.
-(Bug) Prewar BB Colorado, USA, arrives by script in June '42- was left out.
-(Bug) Fixed Ledo Road starting and running with China Airlift.
-(Bug) Fixed range issue for subduing Xikang Province.
-(Bug) Fixed Soviet/Japan Mobilization hexes not recognizing HQ
-(Game) Several Informational popups updated
-(Game) Fortified Position value increased. It is poor offense, but excels at defense.
-(Game) Guerilla changed to Guerilla Base and completely revamped. No longer a mobile unit, it is now meant to strike in the shadows from a distance. While not particularly powerful, it is good at reducing morale/readiness and attacking weaker units to give slight damage. It has a strike range of 4, +1 line-of-sight when placed in a Settlement or Town. It naturally has 0 AP, but when given Supply Depot it can have 2 AP. NOTE: Guerilla Bases cannot move out of their own territory.
-(Game) Readjusted national values for building a fort.
-(Game) Lowered Diplomacy chits cost to 25 (-25).
-(Game) Destroyers lose 2 supply when attacking; Light Cruisers lose 2 supply when defending to represent their limited fuel capacity. Auxiliary ships lose 2 supply when attacking or defending.
-(Game) Except for AMMtC, minor countries' unit purchase standardized to about 10%.
-(Game) Ships in/near Pearl Harbor changed around to better reflect historical set up. The Japanese CL is deleted, but a DD is given extra HP to represent the CL. USA added two Auxiliary ships.
-(Unit) All aircraft, except seaplanes, +1 AP. This is so the <6 supply units will have a full 10 AP to move around with.
-(Unit) Lowered purchase, reinforce, upgrade cost of many units.
-(Unit) Minor changes to build limits here and there.
-(Unit) Garrison now only has 2 AP (-1).
-(Unit) Units are generally cheaper to reinforce, added country specific costs to some.
-(Unit) Artillery redesigned for unique country stats.
-(Unit) Light Carriers base defense lowered to 1 (-2). Max health lowered to 8 (-2). These are cheap units, but very flimsy and had very little AA.
-(Unit) Light Cruiser redesigned into a more versatile unit. Japanese still have torpedoes, but Allied now have Single Engine Aircraft upgrade, which upgrades Naval spotting. Allied CL also -1 on initial spotting and +1 defense vs Bomber and Carrier.
-(Unit) Kamikaze stats reworked, including attack and defense against. Tried to make it more realistic so CVL and DDs are the most susceptible and battleships least.
-(Unit) Naval ship attack vs Transports standardized to base Naval attack +1
-(Unit) HQ's AA improved to defense of 1 vs all aircraft.
-(Unit) LNG and CDB: Created Naval ship defense against CDB and LNG. No longer free shots, ships can return fire.
-(Unit) Super Battleships back to one strike, but range increased to two.
-(Unit) Transports +2AP, Amphibious Transport +1AP.
-(Unit) Dive bomber attacks slightly increased.
-(Unit) Dive Bomber and Torpedo Bomber +2 (+1) strike range with each engine upgrade.
-(China) Got buffed. Several new units, pre-deployment que units, forts all added. Built limits changed. Added AA upgrades in key locations. Partisans (Guerilla Base) remapped.
-(China) Corruption/Desertion changed to affect only infantry, calvary, and fortified position, not equipment.
-(USA) Receives three CVLs at end '42.
-(USA) Gains a Torpedo Bomber on the mainland.
-(USA) Fighter and Coastal Battery added in Philippines.
-(AMMtC) Reworked all the cost of the units. In Pacific it costs 75 mpp to send Stilwell to China. Going off that, unit cost standardized to 75 more than USA's production cost.
-(AMMtC) Flying Tigers have 3.0 (+1) experience
-(Japan) Gains an SNLF on Truk
-(Japan) Gains a Torpedo Bomber (training unit).
-(Japan) Gains a Regiment in middle China.
-(Japan) Gains Fleet Carrier Taiho in production que.
-(Japan) Kamikaze now has two strikes, starting range decreased. Tech costs altered.
-(Japan) All light cruisers reevaluated for historical accuracy. Numbers and placements changed.
-(Japan) Deleted obsolete DD in Truk, added two Auxiliary ships to nearby ports.
-(Japan) Ship build times adjusted to be more historically accurate (major increases. Tried to use the fastest time they had when building a ship type minus a few months).
-(Nanjing) Gains a Regiment.
-(GB) The four PreWar British Battleships arrive by script instead of production que.
-(GB) Added an Engineer unit into the Production Que. Added some units on the mainland.
-(GB) British SeaPlane +1 attack vs subs, ASW tech lowered to +0.5.
-(BR) Bumped up the convoy limit India can send to China.
Tech:
-AntiAir lvl 1 is now researched tech for all Western nations. Japan starts with a chit in it.
-Supply Depot is now a researched tech in all countries.
-Increased max research limits for all countries.
-Logistics now provides +2 AP for Troop Transport
-Dive chance increase for a sub is now from Search Radar tech, not Advanced Subs.
-Tech Levels and chits adjusted across all countries.
-Research sharing is changed. Great Britain and USA share with everyone except Communist countries. British Raj and Australia do not share with anyone, but their costs are reduced. USSR only shares with Communist China.
-Japanese Torpedo upgrades on ships give 10% (+5%) evasion on attack and defense (Long Lance).
Script:
-(New) script that allows Japan to scrap or convert two old Pre-war Battleships.
-(New) Script asking USA if they want to build light cruisers or light carriers.
-(New) Script asking Japanese player what to do with SBB No.111 - scrap, SBB, or Fleet Carrier.
-(New) Script asking if India wants a Large Naval Gun or 2 Coastal Defense Batteries.
-Revised delivery dates of IJN Shinano, giving historical, planned delivery windows but with trigger chances.
-NG Volunteer Rifles arrive on Feb 1st (+1 turn). Increased cost to 40 MPP (+10).
-Standardized costs for engineer's "build" hexes.
-China Airlift: USA cost lowered to 80 MPP (-10) each turn.
-DE 200 (Deploying Communist Chinese Troops to the Bases) redesigned to deploy a Regiment at each base, or two Regiments near the Capital. It will affect how well the Bases function.
-Loosened the requirements to keep Chinese troops near Communist Chinese border.
-Revised Partisan (Guerilla Base) hexes and scripts, particularly in China. Generally, a partisan spawns in rural areas.
-The port can now be blockaded near Davao (Philippines) with one sea unit.
Map:
-Burma Railroad one hex longer
-Shifted Kawkareik Pass (Moulmein) one hex up.
-Added morale penalties for Japan for getting near Africa, without capturing Ceylon
-Added morale penalties for Japan for getting near Vladivostok, when not at war with USSR
- +1 Movement point cost each for crossing river and major river.
-Minor terrain changes throughout China, added mountains in Communist China.
-Added some airfield names.
-Guadalcanal enlarged with more land.
-Revised the rivers around Singapore.