Mod: MEGA Pacific - Most Realistic Yet - v4.1; 8/2026
Posted: Sun Dec 29, 2024 9:57 pm
Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 4.1 (August 29, 2026)
This mod is a MEGA map of the entire Pacific War (over 12,000 more hexes than Day of Infamy) to improve realism as much as practically possible. My mod focuses on recreating the advantages/disadvantages of each side, while also introducing or expanding many new concepts for airfields, ports, engineers, and air and naval battles. But first, credit to where it is due: I used Elessar2's WaW Pacific map (though heavily modified by now) and ported many of the developer's Day of Infamy scripts. However, I have made countless enhancements for an entirely new experience. Some enhancements include building railroads/ports/airfields with engineers, corruption inside the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all-important atom bomb, Guerilla Bases, Japanese tech savy subs, historical events, and much much more.
The victory conditions are similar to Day of Infamy; but planning and attention to details will be needed to win. I have tried to model the historical strengths and weaknesses for each major country. Units, production times, costs, reinforcements, tech, and upgrades can vary greatly from country to country. Play to the strengths of the side you are controlling and cover your weaknesses for as long as possible!
This mod is designed to be naval and air intensive just like the real war! You must control airfields and ports to win tactically and strategically. I designed it to be thought provoking. The majority of ports have been removed leaving only historical refueling spots. You must watch your ships’ supply or else they will become easy targets. If you don't capture ports close to your front lines or don’t use naval construction, then your attacks will stall due to the distance to resupply and repair. Airfields are important because they add a second strike and increased naval visibility.
China has been completely reworked for realism. China had 300 divisions but was plagued with corruption and limited access to outside weapons; Japan had +/-30 divisions, but was far more effective soldier vs soldier. Dozens of hours of research were spent to make the map historically accurate for paved roads and railroad lines throughout India and Asia. There are several new units not present in Day of Infamy. In many cases, units are no longer all equal - they are tailored to the abilities of the host county. During the war, engineers were pivotal in keeping the front lines moving. They do a lot more than build forts now; they are used to "build" airfields, ports, roads, and railroads!
And what good would realism be if there wasn’t new technology and new script decisions to go with it? A completely redesigned technology tree with search radar, fire control radar, single/double/four engine aircraft, nuclear bomb, torpedoes, and much more! Over 90% of the technology slots have been amended or redesigned. Some decisions were kept, but I continually add my own. All decisions have been reevaluated to be truly impactful – there are no “duh, why would I not select yes?” Either choice for a decision is thought provoking.
FAQ:
-Is the AI playable?
Technically yes, BUT it's like playing an 8 year old who just clicks around. The AI has its base code, but it has no goals. 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.
-How do I download?
Download from the link below 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/w3witmjs ... td0y1&dl=0
-What’s the scale?
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: Regiment, Division, Small Corp, and Corp. A Corp is the ultimate unit - slower, expensive, and hard hitting. Regiment is a cheap disposable unit for capturing islands or blocking the way.
Planes: About 100 per unit, except Sea Planes.
-Why are countries so restricted in their production? Australia had a heavy cruiser, why can't I build more?
I designed a countries production to be more or less on what it could domestically produce. In the case of Australia, it did not build the heavy cruisers - they were built by UK. But it could build smaller ships. Also, researching Production will sometimes increase the limits on what machinery units can be produced.
PLEASE READ: (updated 4/01/26)
Player notes for major changes :
Important Changes to know about units:
-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.
-Garrison is reworked as Militia and is not available to all countries.
-HQ, Regiment, and Sea Planes are not reformable. Unless indicated otherwise (see China notes), 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 blockaded.
-Zone of Control is controlled by escort ships (light cruiser and smaller). Battleships and Heavy Cruisers 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 an attacking unit.
-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 they are expensive.
-To model fuel supply on smaller ships, Destroyers lose 2 supply when attacking, Light Cruisers lose 2 when defending, and Auxiliary ships lose 2 when attacking AND defending.
-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 Regiment 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 script 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, +1 interception on AA, and +1 strike to armor units.
-Tech sharing is USSR --> Communist China; US --> Great Britain and China; Great Britain --> US, British Raj, and Australia, and 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 several months later. 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 and start off as such.
-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 mid-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 anywhere from an airfield. 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.
6) Japanese Light Cruisers can only have a maximum of two total points worth of upgrades.
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.
6) The only Allied aircraft that can be in China must come from AMMtC or GB. No other outside aircraft allowed.
Unique Country Statistics:
Research % per level: #/#/#/#/#
Unique country characteristics:
USA:
4/3/3/2/2 = 14
-Super Battleship (Iowa class): The guns and armor were not as thick as the Yamato's, but the ships were the fastest battleships ever constructed. +3AP and has a firing range of two.
-Militia ("National Guard"): Federal part-time militia trained to regular army standards. Strength of 8 and +1 AP. Increased cost and production time.
-Escort Carriers (Casablanca class): A small, mass produced carrier. By the end of the war, they were being built in as little as three months. They were built to escort transport ships not the fleet. Thus, they are small, slow, and relatively expendable. In game, escort carriers will have 6sp, and light carriers will arrive with 8sp.
-Sea Planes ("PBY") medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 4 months to produce.
-Strategic bombing: Strategic Bombers are quicker to produce and replenish. It can also be upgraded with Ground Attack Weapons (fire bombing) for devastating resource attack.
-Mass production: reinforcing equipment based units and aircraft are cheaper.
-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
-Domestic Oil: Port Construction is significantly cheaper to research and upgrade.
-Nuclear Technology: the only nation that can research the atom bomb. Nuclear Tech increases the firepower and build limit, Four Engine upgrades increases the striking distance. Use them wisely!
Great Britain:
3/3/3/2/1 = 12
-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.
-Light/Escort Carriers are middle of the road size and speed with 7sp.
-Fleet Carrier had armored decks: They could not hold as many planes, but they have improved defense of 3 in Kamikaze, Bomber, and Carrier and some naval defense. Max strength of 7.
-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 and aircraft production: reinforce % higher.
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.
-New manufacturing: equipment is more expensive to produce and replenish.
-Sea Planes are short range, good defense, excellent ASW.
Australia:
3/3/2/1/1 = 10
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-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.
-Tankette ("Dingo"): domestically produced a scout car called the dingo.
--Special unit: Small Corp. Australia's Corps are not full size due to limited manpower. As the war progressed, the number of active units actually decreased.
-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.
-Domestic shipbuilding: they produced corvette and frigate size ships and 4 destroyers throughout the war. The shipyards could also handle repairing heavy cruiser size units.
China:
3/2/1/1/1 = 8
-China been at in active war with Japan since 1937. The country has one remaining route for outside supplies - the Burma Road. If it is cut, there is virtually no way to effectively get modern supplies into the country. It's army is numerous, but undisciplined and poorly trained.
Unique attributes:
-Special unit ability: Division and Small Corp are exempt from corruption hits. These are handpicked, loyal men but it comes at the cost of longer build times.
-Has some units in Pre-Deployment que for variety game start.
Advantages:
-Only needs 4 supply to reform Corp & Cavalry.
-Conscription: Very cheap to reinforce infantry units.
-China focuses on Fortified Positions. Relatively cheap and quick to build, but not moveable.
Disadvantages:
-Poorly trained troops: Corp is -1 attack against soft/hard/aircraft/naval units. Demoralization is only -20% instead of -30%.
-High inflation environment and limited outside supplies = upgrades and reinforcing equipment is more expensive.
-Manual labor: Builds fortifications slower.
-Starts the game with a 2-4 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 0-2 health Corruption hit each turn. This only happens to Militia, Corp, Calvary, and Fortified Position and does NOT completely destroy the unit.
USSR:
3/3/2/2/1 = 11
-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.
-Special unit: Small Corp. Because the non-aggression pact was uneasy, but they couldn't spare the equipment because of the German invasion.
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.
-Equipment and tanks are cheaper to reinforce.
Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits
-Above average costs
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: Infantry reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.
Japan:
3/3/2/2/1 = 11
Unique attributes:
-Super Battleship (Yamato class): Containing the largest naval guns and armor ever designed on a battleship, they would have been truly formidable. +1 naval attack/defense compared to USA's Super Battleship. Fires at a range of 2.
-Light Carrier: Japanese light carriers were converted passenger liners and merchant ships. They were not as large as Fleet Carriers, but were faster than escort carriers.
-Kempeitai: A type of military police that often terrorized the conquered territories. Basically it takes the place of anti-partisan duties, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-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 equipped with only swords and bamboo spears. They have +1 AP point.
-Tankette (Type 94 TK and Type 97 Te-Ke): A small highly mobile unit with good recon ability. The Japanese were fond of the little machines and continued producing them until late in the war.
-Limited Four Engine aircraft experience: Sea Planes and Strategic bombers have extreme range and highly defensive but expensive and long to produce.
-The Japanese never did fully settle on how to use Light Cruisers. They can focus on aerial surveillance, torpedo cruiser, or ASW. Each has very different affects, but the base CL is not much better than a destroyer. All have lower AA (-1) defense against Bombers and Carriers, as was the case historically. Upgrades turn in into the famous (but never saw combat) torpedo cruiser with +1 range, aircraft recon abilities, or ASW capabilities.
-Medium bombers able to be equipped with torpedoes for extra naval attack.
-Heavy Cruisers have torpedoes, not fire control.
-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.
-Decisive Battle doctrine: All ships focus on battle, not commerce raiding. Commerce raiding is significantly reduced for all ships, especially submarines. Submarine Warfare tech will marginally improve raiding abilities of submarines, but will mainly increase Auxiliary Ship build limit.
Advantages:
-Desperation improvisation: Two Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance Torpedo: Destroyers +1 naval/carrier attack. Destroyers, Light Cruisers (when equipped) and Heavy Cruisers have base 15% evasion chance. Submarines require no upgrade of torpedo - the Type 95 did not drastically change throughout the war.
-Long range Submarines: base subs start -3 AP (coastal defense subs) but get +5 (instead of 3) AP with upgrades; upgrading subs is more expensive.
-Technologically unique Submarines: Subs can be equipped with floatplanes for improved spotting abilities as well as radar. This complements their role as scouts for the fleet.
-Fortifications build faster.
-Super Battleship 18" guns: has +1 naval attack & defense compared to USA's SBB.
Disadvantages:
-Assembly lines are expensive to switch = upgrading aircraft and tanks is more expensive but reinforcing fighters is cheaper.
-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.
-Long range Submarines: they were larger and less mobile, as a result they have lower starting dive chances (-10%) and smaller dive increases per level (-5%).
-Lack of prewar antisubmarine 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 EXCEPT Auxiliary ships build faster than Allies.
-Limited tank production: All tanks are more expensive to purchase, reinforce, and upgrade. Smaller unit sizes as well.
-Limited Fuel: Port Construction is significantly more expensive to research and upgrade.
***see Change Log file in the game folder for previous version changes
****************************************************v4.1 change log*********************************************************
Scripts:
-(Bug) Fixed script error where allied troop morale drops before Manila is occupied.
-(Bug) Fixed double sabotage issue in Borneo.
-(Philipp) Altered so that Filipino troops on all islands are affected by morale drop when Manila falls.
-(USA) Changed Corregidor morale drop must have Japanese unit within one hex.
-(USA) Added a script where the Doolittle Raid could cause a small amount of damage to ships in Tokyo Harbor.
-(China) Lowered maximum convoy amount for India to China.
-(Austr) Adjusted the DE on creating Lark Force. Can now decide 2 militias units or 1 regiment.
-(New Zeal) Removed militia off map, they will now arrive by script the same as Australia.
-(Japan) Port defenses firing on ships standardized. Only major ports will have this scripted defense.
-(Japan) Added a script where there is a 50% chance British Borneo Troops will damage oil installations.
Map:
-Adjusted some AP movement costs on terrain.
-Truk Lagoon redesigned.
-Pearl Harbor ports are now all major ports.
-Added a port in Timor.
-Moved port at Darwin.
-Some hex and resource changes to Sumatra (DEI).
-Changed some MPP values for resources. Small ports no longer have an MPP value. Japan has lower base income, USA adjusted to keep the same approximate income.
Research:
-Production and Efficiency cost increased.
-Retitled Ground Attack Weapons to Air to Ground Weapons
-Adjusted Engineer tech for Ground Attack change.
-Australia loses one chit in Labor Laws and gains one in Production
-(Jap) Gained a level in Port Construction.
-(USA) Efficiency and Capacity lowered back to 5%.
-(Comm C) Many changes to their tech tree.
All unit changes:
-Fleet Carrier's search radar tech lowered to only +1 sea visibility and 5% evasion. No longer +1 interceptions.
-Naval cruise set at 1.75x movement.
-Adjusted port upgrade costs for all majors. Major Port is now cheaper to upgrade representing existing infrastructure, whereas small ports require a greater investment in facility upgrades.
-Anti-air unit adjusted downward to 1 range/1 interception as base attack. Supply Depot changed to Fire Control Radar will increase # of interceptions.
-Lowered tech upgrade cost of Dive Bomber and Torpedo Bomber airframes -15%. Max upgrade level increased to lvl 5.
-Paratroopers max HP lowered to 5. In the Pacific, units were usually only battalion size. Some stats changed.
-Destroyer Transport AP lowered to 20 (-2). 20% Loss evasion to land combat added.
-Tankette stats slightly changed. Tech increases for Japan and Australia slightly changed.
-Engineers get de-entrench increase from Infantry Weapons, Ground Attack swapped to Supply Depot.
-Dive Bomber Air to Ground Weapons stats increased.
Country specific changes:
-(Jap) Fighter training unit moved off the map and into the production que. It will arrive later, but with some upgrades.
-(Jap) Moved paratroopers from mainland to a Destroyer Transport outside Indochina.
-(Jap) Increased cost for single-engine airplane tech on submarines.
-(Jap) Auxiliary Ship begin build date lowered to Jan 1, 1943. Increased cost of Submarine Warfare Tech.
-(Jap) Strategic Bomber upgrades added ASW and Torpedoes.
-(Jap) Reduced starting MPPs -40.
-(DEI) Several changes to the land units.
-(USA) Alaska HQ relocated to Anchorage and rebranded with historical commander.
-(USA) Hawaii gains a division after the first turn.
-(USA) Hawaiian State Guard now only forms when a Japanese amphib is nearby.
-(USA) Removed the two divisions near Seattle.
-(USA) Reworked units that deploy for USA defense when Japanese units are near the coast.
-(USA) CVE aircraft upgrade cost increased to match others.
-(USA & GB) Max upgrade limited to lvl 2 fighters for escort carriers (historically the flight deck was not long enough to handle all aircraft).
-(USSR) Removed militia units.
-(China) Increased reinforcement costs of infantry units +1%
-(Raj) Aux ship removed and placed in production que to arrive at 5 strength December 29, 1941.
-(Aus) Australia can now build a light cruiser.
-(Aus) Increased build limits of Australian DD and CL.
-(Aus) Removed militia units from mainland, adjusted defense units forming when Japanese approach.
This mod is a MEGA map of the entire Pacific War (over 12,000 more hexes than Day of Infamy) to improve realism as much as practically possible. My mod focuses on recreating the advantages/disadvantages of each side, while also introducing or expanding many new concepts for airfields, ports, engineers, and air and naval battles. But first, credit to where it is due: I used Elessar2's WaW Pacific map (though heavily modified by now) and ported many of the developer's Day of Infamy scripts. However, I have made countless enhancements for an entirely new experience. Some enhancements include building railroads/ports/airfields with engineers, corruption inside the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all-important atom bomb, Guerilla Bases, Japanese tech savy subs, historical events, and much much more.
The victory conditions are similar to Day of Infamy; but planning and attention to details will be needed to win. I have tried to model the historical strengths and weaknesses for each major country. Units, production times, costs, reinforcements, tech, and upgrades can vary greatly from country to country. Play to the strengths of the side you are controlling and cover your weaknesses for as long as possible!
This mod is designed to be naval and air intensive just like the real war! You must control airfields and ports to win tactically and strategically. I designed it to be thought provoking. The majority of ports have been removed leaving only historical refueling spots. You must watch your ships’ supply or else they will become easy targets. If you don't capture ports close to your front lines or don’t use naval construction, then your attacks will stall due to the distance to resupply and repair. Airfields are important because they add a second strike and increased naval visibility.
China has been completely reworked for realism. China had 300 divisions but was plagued with corruption and limited access to outside weapons; Japan had +/-30 divisions, but was far more effective soldier vs soldier. Dozens of hours of research were spent to make the map historically accurate for paved roads and railroad lines throughout India and Asia. There are several new units not present in Day of Infamy. In many cases, units are no longer all equal - they are tailored to the abilities of the host county. During the war, engineers were pivotal in keeping the front lines moving. They do a lot more than build forts now; they are used to "build" airfields, ports, roads, and railroads!
And what good would realism be if there wasn’t new technology and new script decisions to go with it? A completely redesigned technology tree with search radar, fire control radar, single/double/four engine aircraft, nuclear bomb, torpedoes, and much more! Over 90% of the technology slots have been amended or redesigned. Some decisions were kept, but I continually add my own. All decisions have been reevaluated to be truly impactful – there are no “duh, why would I not select yes?” Either choice for a decision is thought provoking.
FAQ:
-Is the AI playable?
Technically yes, BUT it's like playing an 8 year old who just clicks around. The AI has its base code, but it has no goals. 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.
-How do I download?
Download from the link below 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/w3witmjs ... td0y1&dl=0
-What’s the scale?
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: Regiment, Division, Small Corp, and Corp. A Corp is the ultimate unit - slower, expensive, and hard hitting. Regiment is a cheap disposable unit for capturing islands or blocking the way.
Planes: About 100 per unit, except Sea Planes.
-Why are countries so restricted in their production? Australia had a heavy cruiser, why can't I build more?
I designed a countries production to be more or less on what it could domestically produce. In the case of Australia, it did not build the heavy cruisers - they were built by UK. But it could build smaller ships. Also, researching Production will sometimes increase the limits on what machinery units can be produced.
PLEASE READ: (updated 4/01/26)
Player notes for major changes :
Important Changes to know about units:
-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.
-Garrison is reworked as Militia and is not available to all countries.
-HQ, Regiment, and Sea Planes are not reformable. Unless indicated otherwise (see China notes), 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 blockaded.
-Zone of Control is controlled by escort ships (light cruiser and smaller). Battleships and Heavy Cruisers 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 an attacking unit.
-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 they are expensive.
-To model fuel supply on smaller ships, Destroyers lose 2 supply when attacking, Light Cruisers lose 2 when defending, and Auxiliary ships lose 2 when attacking AND defending.
-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 Regiment 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 script 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, +1 interception on AA, and +1 strike to armor units.
-Tech sharing is USSR --> Communist China; US --> Great Britain and China; Great Britain --> US, British Raj, and Australia, and 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 several months later. 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 and start off as such.
-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 mid-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 anywhere from an airfield. 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.
6) Japanese Light Cruisers can only have a maximum of two total points worth of upgrades.
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.
6) The only Allied aircraft that can be in China must come from AMMtC or GB. No other outside aircraft allowed.
Unique Country Statistics:
Research % per level: #/#/#/#/#
Unique country characteristics:
USA:
4/3/3/2/2 = 14
-Super Battleship (Iowa class): The guns and armor were not as thick as the Yamato's, but the ships were the fastest battleships ever constructed. +3AP and has a firing range of two.
-Militia ("National Guard"): Federal part-time militia trained to regular army standards. Strength of 8 and +1 AP. Increased cost and production time.
-Escort Carriers (Casablanca class): A small, mass produced carrier. By the end of the war, they were being built in as little as three months. They were built to escort transport ships not the fleet. Thus, they are small, slow, and relatively expendable. In game, escort carriers will have 6sp, and light carriers will arrive with 8sp.
-Sea Planes ("PBY") medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 4 months to produce.
-Strategic bombing: Strategic Bombers are quicker to produce and replenish. It can also be upgraded with Ground Attack Weapons (fire bombing) for devastating resource attack.
-Mass production: reinforcing equipment based units and aircraft are cheaper.
-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
-Domestic Oil: Port Construction is significantly cheaper to research and upgrade.
-Nuclear Technology: the only nation that can research the atom bomb. Nuclear Tech increases the firepower and build limit, Four Engine upgrades increases the striking distance. Use them wisely!
Great Britain:
3/3/3/2/1 = 12
-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.
-Light/Escort Carriers are middle of the road size and speed with 7sp.
-Fleet Carrier had armored decks: They could not hold as many planes, but they have improved defense of 3 in Kamikaze, Bomber, and Carrier and some naval defense. Max strength of 7.
-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 and aircraft production: reinforce % higher.
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.
-New manufacturing: equipment is more expensive to produce and replenish.
-Sea Planes are short range, good defense, excellent ASW.
Australia:
3/3/2/1/1 = 10
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-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.
-Tankette ("Dingo"): domestically produced a scout car called the dingo.
--Special unit: Small Corp. Australia's Corps are not full size due to limited manpower. As the war progressed, the number of active units actually decreased.
-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.
-Domestic shipbuilding: they produced corvette and frigate size ships and 4 destroyers throughout the war. The shipyards could also handle repairing heavy cruiser size units.
China:
3/2/1/1/1 = 8
-China been at in active war with Japan since 1937. The country has one remaining route for outside supplies - the Burma Road. If it is cut, there is virtually no way to effectively get modern supplies into the country. It's army is numerous, but undisciplined and poorly trained.
Unique attributes:
-Special unit ability: Division and Small Corp are exempt from corruption hits. These are handpicked, loyal men but it comes at the cost of longer build times.
-Has some units in Pre-Deployment que for variety game start.
Advantages:
-Only needs 4 supply to reform Corp & Cavalry.
-Conscription: Very cheap to reinforce infantry units.
-China focuses on Fortified Positions. Relatively cheap and quick to build, but not moveable.
Disadvantages:
-Poorly trained troops: Corp is -1 attack against soft/hard/aircraft/naval units. Demoralization is only -20% instead of -30%.
-High inflation environment and limited outside supplies = upgrades and reinforcing equipment is more expensive.
-Manual labor: Builds fortifications slower.
-Starts the game with a 2-4 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 0-2 health Corruption hit each turn. This only happens to Militia, Corp, Calvary, and Fortified Position and does NOT completely destroy the unit.
USSR:
3/3/2/2/1 = 11
-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.
-Special unit: Small Corp. Because the non-aggression pact was uneasy, but they couldn't spare the equipment because of the German invasion.
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.
-Equipment and tanks are cheaper to reinforce.
Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits
-Above average costs
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: Infantry reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.
Japan:
3/3/2/2/1 = 11
Unique attributes:
-Super Battleship (Yamato class): Containing the largest naval guns and armor ever designed on a battleship, they would have been truly formidable. +1 naval attack/defense compared to USA's Super Battleship. Fires at a range of 2.
-Light Carrier: Japanese light carriers were converted passenger liners and merchant ships. They were not as large as Fleet Carriers, but were faster than escort carriers.
-Kempeitai: A type of military police that often terrorized the conquered territories. Basically it takes the place of anti-partisan duties, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-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 equipped with only swords and bamboo spears. They have +1 AP point.
-Tankette (Type 94 TK and Type 97 Te-Ke): A small highly mobile unit with good recon ability. The Japanese were fond of the little machines and continued producing them until late in the war.
-Limited Four Engine aircraft experience: Sea Planes and Strategic bombers have extreme range and highly defensive but expensive and long to produce.
-The Japanese never did fully settle on how to use Light Cruisers. They can focus on aerial surveillance, torpedo cruiser, or ASW. Each has very different affects, but the base CL is not much better than a destroyer. All have lower AA (-1) defense against Bombers and Carriers, as was the case historically. Upgrades turn in into the famous (but never saw combat) torpedo cruiser with +1 range, aircraft recon abilities, or ASW capabilities.
-Medium bombers able to be equipped with torpedoes for extra naval attack.
-Heavy Cruisers have torpedoes, not fire control.
-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.
-Decisive Battle doctrine: All ships focus on battle, not commerce raiding. Commerce raiding is significantly reduced for all ships, especially submarines. Submarine Warfare tech will marginally improve raiding abilities of submarines, but will mainly increase Auxiliary Ship build limit.
Advantages:
-Desperation improvisation: Two Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance Torpedo: Destroyers +1 naval/carrier attack. Destroyers, Light Cruisers (when equipped) and Heavy Cruisers have base 15% evasion chance. Submarines require no upgrade of torpedo - the Type 95 did not drastically change throughout the war.
-Long range Submarines: base subs start -3 AP (coastal defense subs) but get +5 (instead of 3) AP with upgrades; upgrading subs is more expensive.
-Technologically unique Submarines: Subs can be equipped with floatplanes for improved spotting abilities as well as radar. This complements their role as scouts for the fleet.
-Fortifications build faster.
-Super Battleship 18" guns: has +1 naval attack & defense compared to USA's SBB.
Disadvantages:
-Assembly lines are expensive to switch = upgrading aircraft and tanks is more expensive but reinforcing fighters is cheaper.
-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.
-Long range Submarines: they were larger and less mobile, as a result they have lower starting dive chances (-10%) and smaller dive increases per level (-5%).
-Lack of prewar antisubmarine 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 EXCEPT Auxiliary ships build faster than Allies.
-Limited tank production: All tanks are more expensive to purchase, reinforce, and upgrade. Smaller unit sizes as well.
-Limited Fuel: Port Construction is significantly more expensive to research and upgrade.
***see Change Log file in the game folder for previous version changes
****************************************************v4.1 change log*********************************************************
Scripts:
-(Bug) Fixed script error where allied troop morale drops before Manila is occupied.
-(Bug) Fixed double sabotage issue in Borneo.
-(Philipp) Altered so that Filipino troops on all islands are affected by morale drop when Manila falls.
-(USA) Changed Corregidor morale drop must have Japanese unit within one hex.
-(USA) Added a script where the Doolittle Raid could cause a small amount of damage to ships in Tokyo Harbor.
-(China) Lowered maximum convoy amount for India to China.
-(Austr) Adjusted the DE on creating Lark Force. Can now decide 2 militias units or 1 regiment.
-(New Zeal) Removed militia off map, they will now arrive by script the same as Australia.
-(Japan) Port defenses firing on ships standardized. Only major ports will have this scripted defense.
-(Japan) Added a script where there is a 50% chance British Borneo Troops will damage oil installations.
Map:
-Adjusted some AP movement costs on terrain.
-Truk Lagoon redesigned.
-Pearl Harbor ports are now all major ports.
-Added a port in Timor.
-Moved port at Darwin.
-Some hex and resource changes to Sumatra (DEI).
-Changed some MPP values for resources. Small ports no longer have an MPP value. Japan has lower base income, USA adjusted to keep the same approximate income.
Research:
-Production and Efficiency cost increased.
-Retitled Ground Attack Weapons to Air to Ground Weapons
-Adjusted Engineer tech for Ground Attack change.
-Australia loses one chit in Labor Laws and gains one in Production
-(Jap) Gained a level in Port Construction.
-(USA) Efficiency and Capacity lowered back to 5%.
-(Comm C) Many changes to their tech tree.
All unit changes:
-Fleet Carrier's search radar tech lowered to only +1 sea visibility and 5% evasion. No longer +1 interceptions.
-Naval cruise set at 1.75x movement.
-Adjusted port upgrade costs for all majors. Major Port is now cheaper to upgrade representing existing infrastructure, whereas small ports require a greater investment in facility upgrades.
-Anti-air unit adjusted downward to 1 range/1 interception as base attack. Supply Depot changed to Fire Control Radar will increase # of interceptions.
-Lowered tech upgrade cost of Dive Bomber and Torpedo Bomber airframes -15%. Max upgrade level increased to lvl 5.
-Paratroopers max HP lowered to 5. In the Pacific, units were usually only battalion size. Some stats changed.
-Destroyer Transport AP lowered to 20 (-2). 20% Loss evasion to land combat added.
-Tankette stats slightly changed. Tech increases for Japan and Australia slightly changed.
-Engineers get de-entrench increase from Infantry Weapons, Ground Attack swapped to Supply Depot.
-Dive Bomber Air to Ground Weapons stats increased.
Country specific changes:
-(Jap) Fighter training unit moved off the map and into the production que. It will arrive later, but with some upgrades.
-(Jap) Moved paratroopers from mainland to a Destroyer Transport outside Indochina.
-(Jap) Increased cost for single-engine airplane tech on submarines.
-(Jap) Auxiliary Ship begin build date lowered to Jan 1, 1943. Increased cost of Submarine Warfare Tech.
-(Jap) Strategic Bomber upgrades added ASW and Torpedoes.
-(Jap) Reduced starting MPPs -40.
-(DEI) Several changes to the land units.
-(USA) Alaska HQ relocated to Anchorage and rebranded with historical commander.
-(USA) Hawaii gains a division after the first turn.
-(USA) Hawaiian State Guard now only forms when a Japanese amphib is nearby.
-(USA) Removed the two divisions near Seattle.
-(USA) Reworked units that deploy for USA defense when Japanese units are near the coast.
-(USA) CVE aircraft upgrade cost increased to match others.
-(USA & GB) Max upgrade limited to lvl 2 fighters for escort carriers (historically the flight deck was not long enough to handle all aircraft).
-(USSR) Removed militia units.
-(China) Increased reinforcement costs of infantry units +1%
-(Raj) Aux ship removed and placed in production que to arrive at 5 strength December 29, 1941.
-(Aus) Australia can now build a light cruiser.
-(Aus) Increased build limits of Australian DD and CL.
-(Aus) Removed militia units from mainland, adjusted defense units forming when Japanese approach.