Empire V5.0 and Age Of Steel 2.0

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Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

No rush, it's not quite finished!! The links will be up in a couple of days. Still checking and tweaking...

Here is a bit of a chat again...
Empire - Read v 5.0 and Age of Steel V2.0.pdf
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帝国
This mod has been in play and received extensive play testing since 2020…. it's had 1000+ hours spent on it, it's been interminable, but I will see it finished and soon...Releasing the definitive version this week, I must...

Here is a summary of where we are now in what I hope is the final version, though I'm happy to correct any minor problems that are found along the way with a further modest patch later. In addition, there will be a further comprehensive update on the art (Sincere thanks to Viberpol, without whom this would not be possible). This will probably follow in the first quarter of next year; however, there is a massive upgrade to the art in play in the update.

So let's cut to the chase.

So what are the key differences between Empire and the standard game, and perhaps some other mods?

I will make the comments here mainly from the point of view of Japan, as they hold the strategic initiative until it is lost at an indeterminate time.

Firstly, the game does not deviate too much from the opening moves of the war in the Pacific; that is, you can still attack and should probably attack Pearl Harbour (and Manila). You should also dedicate plenty of resources to eradicating as much Allied air as possible (as they will be in short supply during the first half of 1942,shorter than stock).

There is a definite lack of technology at the start; some aircraft models and ships certainly predate (or sank prior to) the historical start of the conflict. This is entirely by design, as Empire is a game where technology is somewhat lacking at the start (think late 1940, early 41), but then accelerates throughout the game, especially in 1944 and 1945.

There are more ships at the start of the game on the map, almost all obsolete types on both sides, but perhaps slightly fewer aircraft units (certainly early war replacements). One thing we wanted to do in this mod was not to clutter the map too much, but to give players an infinite number of upgrade and build options for a wide range of aircraft and to build/upgrade and or convert ships. What I tried to do was remove the opportunity to exploit the simulation with hindsight, so that some of the upgrade paths in ships and, to an extent, aircraft are a little bit more geared towards what was historical policy, tactics, or strategy.

As regards the aircraft (and there are many more types and new art on both sides) , they all have their plus points and drawbacks, and you should carefully consider the upgrade paths which are free. Other aircraft have their own upgrade paths, but of course, they are costly to convert during the game. This is all by design.

Perhaps most intriguing of all is that Japan is able to build a completely bespoke Navy. Many of the ships depicted are items that could have been built but weren't, or designed in outline. There is just one or two completely hypothetical, usually minor ships, but they fit within the parameters of the general strategy.

You can't build everything; you have to think about what direction you want to go in and what ships you will try to get into the game quickly, and those you can live without for a long time. One important thing to remember about shipbuilding is that submarines can now be built for realistic amounts of industry. They come into the game at a very low rate of durability, but then instantly convert to the historical values. There are more Allied submarines and many more Japanese submarines to consider building.

The Allies have more ships as well, many of them being late-war types that arise substantially earlier. The Allies received a huge surge in technology and the availability of late-war aircraft during 1944 into 1945. The key is for the bombers to be able to reach Japanese industry before they have a surge in technology in early 1945, which could bring back a stalemate situation.

The database has had an extensive overhaul based on my experience and other players' experiences over a long period of time. Changes, though, are mainly tweaks; they are not revolutions. This has generally meant that aircraft have slightly higher durability, ships also have slightly more durability and are listed at more realistic average tonnages.

There is more progress on mines and mine-laying ships; there is much more progress in the availability of anti-submarine weapons on both sides.
Anti-submarine capability for Japan is much diminished in 1941 and to the end of 1942, but is slightly better than stock in 1944 onwards and much better in 1945. Allied capability has been reduced somewhat throughout because some of the weapons were overrated, which I believe was just an omission from a stock. Remember that the depth charge was a weapon little improved from World War One; it was the radar and other things that tipped the balance. Japan, therefore, retains a much more potent submarine force, especially as they obtain radar in this mod.
Perhaps most important in the DB is the update to the torpedo system in relation to its possibility of belt penetration on very well-armoured ships. Please look at the game notes to see what I've done with that. It seems to be playing out very well.

Japan and the allies have a more realistic torpedo evolution upgrade for planes and for ships( almost all historical and missing from the main game completely. The strange thing is that much of this data was available in the database but not used during revisions and patches. Japan continues to improve its torpedoes throughout the war; it is the Allies who catch up from 1944 onwards.

Kamikaze aircraft have received a substantial revision to make them a bit tougher to intercept and to make their weapons better. A detailed study of the game shows that the plane will only impact the target if one of its weapons hits. Complete revision to kamikaze OOB.

We have much more interesting progression on float planes, Patrols and scouting aircraft on both sides, but early on it benefits Japan.

All shells and bombs now have a dud rate. Some shells and bombs generally have a higher death rate than others, especially rapid-fire guns, and some of the historically known problems with some ordnance. Japan develops better medium and light calibre AA guns deployed on ships by mid-1944. It's better, but still inferior to the Allies. Allied forces have more smaller guns once the Kamikaze appears.

The number of available pilots in training, especially early in the war, has been drastically reduced, especially for Japan. Even when Japan starts to receive a reasonable level of replacements, in 1943, the quality drops very substantially; almost all arriving Japanese air groups are not carrier-trained when they arrive, which increases losses.
Japan will have to look away from the homeland for much of its resources towards Korea, China, Formosa, and the DEI and British Empire. This is a significant correction from the stock, which I think is mainly there to help the AI.

Many bases (and potential size), in remote places, have been reduced, and Malaria areas have expanded.

We have some Vichy French forces, an expansive Thai OOB, Portuguese (Goa and East Timor), and even some Polish…Then there is the U-boat (including very late was XXI U-boats) and surface elements of the Kriegsmarine… to spice things up, not too much – just enough. Chinese Partisans, warbands and coastal pirates, river gunboats, sea-going barges, Colonial Refugees, POW/forced labour, Japanese Kampeitai, Russian Volunteers in China, Thai (allied) freedom fighters, more Indian National Army (Japanese), again not too much, but they can spice things up.

Note the victory conditions allow for a very balanced outcome, in my opinion, but you don't have to play with it if you don't want to. And this game is about the journey... That goes for all the optional rules; the only one that is very important in this game is that historical research and development should be on, and PDU on. You have to play with the equipment that is available to you. This is not science fiction, though it is fiction.

I highly recommend playing 2-day turns.

More news soon, it's coming!!

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Re: Empire V5.0 and Age Of Steel 2.0

Post by btd64 »

Can't wait to have a look....GP
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Your comments and questions will be welcome
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

A further look at starting stuff...

CV loadouts I feel are more historical (goes for both sides). J CVL operate a more realistic mix, and bearing in mind the mod, we also have the A6M1 just being phased out!
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Allied start old stuff, just being phased out. But new stuff wil be in short supply for a while.
Allied CV have increased AC capacity once the F4F-4 / deck parking arrives in May or June 1942
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Sorry, a bit delayed further as my wife is ill with the big flu going on in the UK ...So I am running our small holding 24/7 ! Still finding a few minor things and tidying up spellings etc.

In the meantime, here is some Heavy Cruiser chat.

This mod exploits further development of cruisers of several types, but here are the beasts once treaty stuff is long gone.

Niitaka used the first (slow) semi-automatic 8-inch gun deployed by Japan, starting in mid 1942. The cruiser is a beast, including a very heavy TT suite, and arrives at a time when it could be useful.

The improved Des Moines is a direct reaction to this and is the best cruiser in the game. Arriving Fall 1944, will it see action - probably! It features both automatic 8-inch guns and 5-inch secondary guns, it's a monster ship. It can probably take out all older BBs as well.
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Re: Empire V5.0 and Age Of Steel 2.0

Post by btd64 »

The AAA on the USN CA seems to low. The number of 1k for the number of guns on the cruiser doesn't seem to match up....GP
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Good observation...
The number found in the ship does not really equate to the effect (as discussed before and elsewhere) - Baltimore is almost the same, but the new MK 16 5-inch guns are much better - you will see. The rating, I think, just reflects the calibre of the guns and the number, rather than effectiveness in the game, don't you think?

I did correct the upgrade for that ship and rechecked them all. See what you think. She has nearly double the 20mm installed in all ships late 44, with the arrival of the Kamikaze.
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Ignore here is the right screen, I think it's fair she does not get 6 5-inchers on the sides, as in this mod, she gets a whole extra turret of 8-inchers = 3 barrels more than IRL ?
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Re: Empire V5.0 and Age Of Steel 2.0

Post by btd64 »

Ok Michael. Can't wait to get my hands on it....GP
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Just waiting on a couple of bits of art, so adding some more Thai ship commanders this evening....

Destroyer chat- Some interesting DD in this game. How about Mogador - looks like a tough cookie, but these heavy main guns were manually loaded, leading to a probable very poor rate of fire (reflected in this mod).
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Re: Empire V5.0 and Age Of Steel 2.0

Post by GivingUpTheGhost »

Sounds great. I can't wait to see the final product. Thanks
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Just waiting on a couple more inputs... here is some of the upgraded art.
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Proper Thai captains for all warships - took ages and ages...
Note Thai ships have a mixture of equipment from Japan, the UK, and France! With upgrades, it mainly goes to Japanese.
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Hood - one of my favs. Note that some ships start this mod with historical old age and Tired Engines, etc...Hood is a prime candidate!

Thanks to Ark, especially for this art upgrade
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Yaab »

Very commendable.
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Controversial -, hope not too many are against me, I thought long and hard about this amendment-

Even though this mod is hypothetical, I have got what is supposed to be the correct aircraft loadouts for the KB for PH and the correct numbers of aircraft carried, considering the game allowances( to make it work). I even found a reference to how many TT Kaga and probably Akagi carried, as one reference gives a clear number in excess of 50 loaded on one occasion before Midway. Also corrected the 8-inchers to the correct model (wrong in stock) and the correct number, as discovered by the sub dives on the wrecks. Note, Allied CVs are trimmed back as well until F4F-4 comes in with folding wings and deck parks are widely used. So overall CV effectiveness is a little less than stock at the start, though I increased pilot quality in the core x4 KB more, but not the newer groups on Shok and Zuik.
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Re: Empire V5.0 and Age Of Steel 2.0

Post by btd64 »

When do you think you will be complete and ready to release?....GP
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Soon - with the holidays and a tidy up of work files it's interfering - plus waiting for another bit of art but soon...
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Re: Empire V5.0 and Age Of Steel 2.0

Post by Cavalry Corp »

Been doing more enhancing, like making Thailand really enter the War (most units arrive) on 25/1/42 - historical date. minor revisions all over the place...checking and more checking.

Here in the meantime is some of the extreme flexibility stuff you can now do-------

3 x CL Mogami start as that in this mod as CL - pretty good with those 15 x 6-inch guns. You can keep them as that, or you can convert them to the hybrid (retaining the 6 inchers forward),or you can convert/rebuild them to a slight compromise CA ...sporting the new (faster breach) 8-inch gun x 8 just entering service in 42 , principally on the much better Niitaka class... but it's up to you!
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