Just one time boosts for taking the objectives.Durin69 wrote: Mon Mar 25, 2024 3:50 pm Do the Japanese receive a morale bonus each year they control the major objectives? Because I sense that my opponent is just amassing ships and is not visible anywhere, as he has basically no time pressure. So, contrary to the Americans aggressively engaging the Japanese at Midway and Coral Sea, my opponent is not much pressed and will wait until '44 perhaps before making his move, and when he does, it will be with dozens of carriers.
Not much the Pacific war I was hoping for. Now, perhaps I can push him to react by trying to reach Australia, but I would prefer he starts to counter me on Tarawa, Pearl Harbor, Port Moresby (I own all these islands now).
TRP - World at War Released v0.8.19
Re: TRP - World at War Released v0.8.10
Re: TRP - World at War Released v0.8.10
So what your thoughts about the situation? The ideal approach for the US, if there is no hurry, is to amass then strike. It's not what happened in history, they started with 3 CV but put them in operation immediately.
Re: TRP - World at War Released v0.8.10
I do not understand, you will have to provide more information on the situation.Durin69 wrote: Mon Mar 25, 2024 4:53 pm So what your thoughts about the situation? The ideal approach for the US, if there is no hurry, is to amass then strike. It's not what happened in history, they started with 3 CV but put them in operation immediately.
Re: TRP - World at War Released v0.8.10
Do the Japanese receive a morale bonus each year they control the major objectives? Because I sense that my opponent is just amassing ships and is not visible anywhere, as he has basically no time pressure. So, contrary to the Americans aggressively engaging the Japanese at Midway and Coral Sea, my opponent is not much pressed and will wait until '44 perhaps before making his move, and when he does, it will be with dozens of carriers.
Not much the Pacific war I was hoping for. Now, perhaps I can push him to react by trying to reach Australia, but I would prefer he starts to counter me on Tarawa, Pearl Harbor, Port Moresby (I own all these islands now).
Re: TRP - World at War Released v0.8.10
I think you are confused on history. America was not agreessive in the Pacific other than to bomb Tokyo early in the war.Durin69 wrote: Tue Mar 26, 2024 6:07 amDo the Japanese receive a morale bonus each year they control the major objectives? Because I sense that my opponent is just amassing ships and is not visible anywhere, as he has basically no time pressure. So, contrary to the Americans aggressively engaging the Japanese at Midway and Coral Sea, my opponent is not much pressed and will wait until '44 perhaps before making his move, and when he does, it will be with dozens of carriers.
Not much the Pacific war I was hoping for. Now, perhaps I can push him to react by trying to reach Australia, but I would prefer he starts to counter me on Tarawa, Pearl Harbor, Port Moresby (I own all these islands now).
Midway, was purely defensive by America and it was on good intel where the Japanese fleet was.
Battle of Coral Sea was purely defensive by American and again based on good intel.
It was the Japanese that was being Aggressive, you have to keep expanding to force the USA fleet out.
- ElvisJJonesRambo
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Re: TRP - World at War Released v0.8.10
Battle of the Coral Sea, Midway, Guadalcanal in 1942 are quite impressive based on outcome & lack of preparation. I'd call it Offensive, moving forward into the vast Pacific Ocean.
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Re: TRP - World at War Released v0.8.10
It was not an offensive, it was a defensive move to stop the Japanese from advancing.ElvisJJonesRambo wrote: Wed Mar 27, 2024 8:52 am Battle of the Coral Sea, Midway, Guadalcanal in 1942 are quite impressive based on outcome & lack of preparation. I'd call it Offensive, moving forward into the vast Pacific Ocean.
When you are on the defense their is usually little to no time to PREPARE.
When you are on the offense, you have time to PREPARE.
See the difference?
Coral Sea prevented Japan from taking Port Morseby which was their primary objective.
Battle for Midway, prevent Japan from taking Midway!
Neither of those battles did the USA have an offensive plan to take territory (again, their is a difference)
Guadalcanal, both sides were on the offense trying to take it and it was back and forth. So that is just determined by which dates you pick, who was on the offense.
Re: TRP - World at War Released v0.8.10
Yes, I agree with you, Lothos. Clearly the Japanese were still on the offensive in mid-1942 to conquer key territories. The Allies, the United States in particular, were on the defensive since Pearl Harbour.
It is known that Admiral Yamamoto claimed that the Japanese could celebrate victories for six months after Pearl Harbour, after which such victories could not be guaranteed. His estimate was strikingly accurate…
It is commonly held that after the Japanese lost the Battle of Midway, the strategic offensive in the war in the Pacific would gradually shift to the Allies.
It is known that Admiral Yamamoto claimed that the Japanese could celebrate victories for six months after Pearl Harbour, after which such victories could not be guaranteed. His estimate was strikingly accurate…
It is commonly held that after the Japanese lost the Battle of Midway, the strategic offensive in the war in the Pacific would gradually shift to the Allies.
Re: TRP - World at War Released v0.8.10
Beyond semantics, I wish to reiterate that due to the way SC handles naval combat (which can be summarized as mostly two "death balls" clashing with each other, lacking the subtleties of the Pacific War), the current reward format for national morale is ineffective. I have observed that in our PBEM game, player (including my opponent) ishesitant to risk their valuable carriers merely to delay Japanese objectives, since such delays are only temporary and offer no substantial benefits under the current system.
If the rewards were structured as ongoing income rather than a one-time lump sum, the incentive to engage and risk carriers to delay the Japanese advance would be significantly greater. As it stands, there is little to no incentive to do so, which is evident in our PBEM game. I am curious about the opinions of other PBEM players; perhaps my opponent is simply too cautious. However, I would not risk my initial carriers just to momentarily halt an objective's capture if it ultimately results in the same national morale gain for Japan.
Therefore, the lump sum reward system requires revision; a periodic gain would be more effective. Alternatively, a base lump sum with additional rewards distributed either annually every January or quarterly every three months could also improve the situation.
If the rewards were structured as ongoing income rather than a one-time lump sum, the incentive to engage and risk carriers to delay the Japanese advance would be significantly greater. As it stands, there is little to no incentive to do so, which is evident in our PBEM game. I am curious about the opinions of other PBEM players; perhaps my opponent is simply too cautious. However, I would not risk my initial carriers just to momentarily halt an objective's capture if it ultimately results in the same national morale gain for Japan.
Therefore, the lump sum reward system requires revision; a periodic gain would be more effective. Alternatively, a base lump sum with additional rewards distributed either annually every January or quarterly every three months could also improve the situation.
Re: TRP - World at War Released v0.8.11
I attached a screenshot of the new Hawaii layout
Two things
Standard house rules have been updated
########################################################################
# Recommended House Rules
# W = World
# E = Europe
# B = Both
########################################################################
- W: Communist Chinese, when entering Chinese territory, must be within 5 hexes of a Communsit Chinese hex
- W: Japanese Fleet should not attack (or be within 20 hexes) of the US west coast for 6 months after the war starts
- E: India, Malaya, Australia & New Zealand should never be invaded by the Axis
- B: Germany cannot declare war on the Low Countries till May 1940
- B: UK should not have more than 5 units in France until after September 1940
- B: Hungary units should never enter Romanian territory
- B: Romanian units should never enter Hungary/Bulgarian territory
- B: Bulgarian units should never enter Russian and Romanian territory
- B: Finland units must stay within Russia and Scandinavia
- B: Allies, no bombing or camping any of the Spanish ports that the Axis use to re-supply subs while Spain is Neutral
- B: Everyone, no camping any transport hexes including the Gibraltar pass
TRP World v0.8.11 has been released
########################
# TRP 0.8.11 World
########################
- (New) UK, CVL max lowered from 12 to 8
- (New) UK, CV max lowered from 6 to 4
- (New) USA, Oil Embargo will cause USA to loose 5 Mobilization
- (New) USA, Decision right after Oil Embargo to relocate fleet to Pearl, if you say yes USA will gain 5 Mobilization with a 10% chance the Carriers will be their upon war entry
- (New) Dutch East Indies, Garrison strength increased from 3 to 8
- (New) USA, Fleet will spawn right away when they join the war
- (New) USA, Guam will get a Strength 5 Garrison when USA joins the war
- (New) USA, spawn points for land units (when USA enters the war) in the Pacific if blocked will spawn in Portland
- (New) Philippines, will now spawn more USA forces on land plus a light cruiser and a sub in the ports when they join the war
- (New) USSR, USA, Mobilization shift for Winter War will take place at the time the Winter War starts instead of when the option is selected
- (New) France, added Partisans in Southern France
- (New) USA, Hawaii redesigned and its defenses beefed up so its not as easy for Japan to invade it right away
- (New) Gibraltar, added a second port to try and block the ability for the Axis to use two subs to supress the port so ships can go through
- (New) USSR, Murmansk and Archangelsk turned into Primary Supply
- (New) Com. China, Yulin made into Secondary Supply Source
- (New) Austrlia, alternate capital added for Perth
- (New) UK, while USA is neutral and Japan and UK are not at war they must keep 4 UK ships within 6 hexes of Singapore or USA Mobilization will decrease
- (Map) Malaya, Tooltip on the Capital will turn Red if you are violating the garrison limit
- (Map) Singapore, added Tooltip to notify player about requirement of 4 UK ships within 6 hexes
- (Map) Hex 335,137 terrain changed from clear to mountain
- (Map) Hex 340,116 terrain changed from clear to mountain
- (Map) Hex 327,137 terrain changed from clear to mountain
- (Map) Hex 327,136 terrain changed from clear to mountain
- (Map) Hex 334,135 terrain changed from clear to mountain
- (Bug) UK, fixed missing MPP text when annexing Persia decision executes
- (Bug) Italy, had Balbo HQ coming in at 10 strength when it should be 8 (like TRP Europe)
- (Bug) French Colonies, De-Gaulle changed to de Gaulle
- (Bug) Siam, connected the rail between 320,151 and 321,156
- (Bug) Hex 384,146 had wrong weather zone
- (Bug) Allies, send EXP force for Winter War text fixed to say 20% instead of 50% chance of success
- (Bug) Finland, Winter War fixed an issue if no winter war that they would not enter on Axis side
- (Bug) India, Hex 273,178 made into a Secondary Supply
- (Bug) Decision 114 fixed typo Corruna should be Corunna
- (Bug) USSR, text for Vladivostok MPP fixed to be more specific
- (Bug) Burma, capital changed name from Ragoon to Rangoon
- (Bug) Vichy France, now has Partisans if they are conquered
- (Bug) Germany, dismantle Vichy decision (638) text changed and removed Algeria due to it being able to fire with various conditions
- (Bug) Germany, dismantle Vichy decision, made it a little harder to fire if the Allies do a raid in France
Two things
Standard house rules have been updated
########################################################################
# Recommended House Rules
# W = World
# E = Europe
# B = Both
########################################################################
- W: Communist Chinese, when entering Chinese territory, must be within 5 hexes of a Communsit Chinese hex
- W: Japanese Fleet should not attack (or be within 20 hexes) of the US west coast for 6 months after the war starts
- E: India, Malaya, Australia & New Zealand should never be invaded by the Axis
- B: Germany cannot declare war on the Low Countries till May 1940
- B: UK should not have more than 5 units in France until after September 1940
- B: Hungary units should never enter Romanian territory
- B: Romanian units should never enter Hungary/Bulgarian territory
- B: Bulgarian units should never enter Russian and Romanian territory
- B: Finland units must stay within Russia and Scandinavia
- B: Allies, no bombing or camping any of the Spanish ports that the Axis use to re-supply subs while Spain is Neutral
- B: Everyone, no camping any transport hexes including the Gibraltar pass
TRP World v0.8.11 has been released
########################
# TRP 0.8.11 World
########################
- (New) UK, CVL max lowered from 12 to 8
- (New) UK, CV max lowered from 6 to 4
- (New) USA, Oil Embargo will cause USA to loose 5 Mobilization
- (New) USA, Decision right after Oil Embargo to relocate fleet to Pearl, if you say yes USA will gain 5 Mobilization with a 10% chance the Carriers will be their upon war entry
- (New) Dutch East Indies, Garrison strength increased from 3 to 8
- (New) USA, Fleet will spawn right away when they join the war
- (New) USA, Guam will get a Strength 5 Garrison when USA joins the war
- (New) USA, spawn points for land units (when USA enters the war) in the Pacific if blocked will spawn in Portland
- (New) Philippines, will now spawn more USA forces on land plus a light cruiser and a sub in the ports when they join the war
- (New) USSR, USA, Mobilization shift for Winter War will take place at the time the Winter War starts instead of when the option is selected
- (New) France, added Partisans in Southern France
- (New) USA, Hawaii redesigned and its defenses beefed up so its not as easy for Japan to invade it right away
- (New) Gibraltar, added a second port to try and block the ability for the Axis to use two subs to supress the port so ships can go through
- (New) USSR, Murmansk and Archangelsk turned into Primary Supply
- (New) Com. China, Yulin made into Secondary Supply Source
- (New) Austrlia, alternate capital added for Perth
- (New) UK, while USA is neutral and Japan and UK are not at war they must keep 4 UK ships within 6 hexes of Singapore or USA Mobilization will decrease
- (Map) Malaya, Tooltip on the Capital will turn Red if you are violating the garrison limit
- (Map) Singapore, added Tooltip to notify player about requirement of 4 UK ships within 6 hexes
- (Map) Hex 335,137 terrain changed from clear to mountain
- (Map) Hex 340,116 terrain changed from clear to mountain
- (Map) Hex 327,137 terrain changed from clear to mountain
- (Map) Hex 327,136 terrain changed from clear to mountain
- (Map) Hex 334,135 terrain changed from clear to mountain
- (Bug) UK, fixed missing MPP text when annexing Persia decision executes
- (Bug) Italy, had Balbo HQ coming in at 10 strength when it should be 8 (like TRP Europe)
- (Bug) French Colonies, De-Gaulle changed to de Gaulle
- (Bug) Siam, connected the rail between 320,151 and 321,156
- (Bug) Hex 384,146 had wrong weather zone
- (Bug) Allies, send EXP force for Winter War text fixed to say 20% instead of 50% chance of success
- (Bug) Finland, Winter War fixed an issue if no winter war that they would not enter on Axis side
- (Bug) India, Hex 273,178 made into a Secondary Supply
- (Bug) Decision 114 fixed typo Corruna should be Corunna
- (Bug) USSR, text for Vladivostok MPP fixed to be more specific
- (Bug) Burma, capital changed name from Ragoon to Rangoon
- (Bug) Vichy France, now has Partisans if they are conquered
- (Bug) Germany, dismantle Vichy decision (638) text changed and removed Algeria due to it being able to fire with various conditions
- (Bug) Germany, dismantle Vichy decision, made it a little harder to fire if the Allies do a raid in France
- Attachments
-
- SC3-WWII_World_at_War_blS94bcAKp.png (416.38 KiB) Viewed 1323 times
Re: TRP - World at War Released v0.8.11
The base game featured many islands with at least two hexes, even if it meant going beyond their real size, to improve gameplay in landing operations. In your version, representing Iwo Jima, Guam, and Midway as single hexes is another map error from a gameplay perspective (contrary to the base game, did you think they were unaware of their geography and not consider why they did that?). Pearl Harbor needs to be 6 land hexes again.
(This is a screenshot from the Steam page).
Edit: It's actually not only for landing operations; it's also for defense. It's easy in the base game to have an AA and a Maritime Bomber on an island for the Japanese. This configuration is a PITA to deal with. In your version, there is no such possibility. The more I play your version, the more I realize how weird your design choices are, sorry mate. You should have stayed with a "let's do a double-map version," and that's it.
(This is a screenshot from the Steam page).
Edit: It's actually not only for landing operations; it's also for defense. It's easy in the base game to have an AA and a Maritime Bomber on an island for the Japanese. This configuration is a PITA to deal with. In your version, there is no such possibility. The more I play your version, the more I realize how weird your design choices are, sorry mate. You should have stayed with a "let's do a double-map version," and that's it.
- Attachments
-
- multihex.jpg (114.67 KiB) Viewed 1251 times
Re: TRP - World at War Released v0.8.11
I know firsthand how difficult Lothos can be sometimes but on the other hand this isn't the right way to give feedback.Durin69 wrote: Sat Apr 06, 2024 4:44 am The base game featured many islands with at least two hexes, even if it meant going beyond their real size, to improve gameplay in landing operations. In your version, representing Iwo Jima, Guam, and Midway as single hexes is another map error from a gameplay perspective (contrary to the base game, did you think they were unaware of their geography and not consider why they did that?). Pearl Harbor needs to be 6 land hexes again.
(This is a screenshot from the Steam page).
Edit: It's actually not only for landing operations; it's also for defense. It's easy in the base game to have an AA and a Maritime Bomber on an island for the Japanese. This configuration is a PITA to deal with. In your version, there is no such possibility. The more I play your version, the more I realize how weird your design choices are, sorry mate. You should have stayed with a "let's do a double-map version," and that's it.
We all know that WaW TRP version needs more love. Some design choices that were flawed have been changed. While TRP WiE is 99% complete (maybe missing a few balancing buffs/nerfs) - TRP WaW is only at version ALPHA 0.8.11.
If you disagree with how certain elements of the game are presented you should try and explain your PoV in a constructive manner and most of the time Lothos will take it into consideration if it aligns with his PoV.
End of the day it's his mod and his vision. He isn't paid to do it. He will do whatever changes he wishes and we have the choice of playing or not playing the mod.
As for what you are proposing i don't agree with you. 1 Hex is enough for most islands (Glad he changed PH in the latest patch) because they need to be easily contested - not transformed into Fortress Singapore.
I would preffer he gives more love to India and Burma because i feel they are a bit empty (more geography and more towns,villages is what i'd like).
Re: TRP - World at War Released v0.8.11
Making Pearl that large would not make any sense for the unit size. I go to Hawaii several times a year, it is physically impossible to put 6 CORP in Hawaii!Durin69 wrote: Sat Apr 06, 2024 4:44 am The base game featured many islands with at least two hexes, even if it meant going beyond their real size, to improve gameplay in landing operations. In your version, representing Iwo Jima, Guam, and Midway as single hexes is another map error from a gameplay perspective (contrary to the base game, did you think they were unaware of their geography and not consider why they did that?). Pearl Harbor needs to be 6 land hexes again.
(This is a screenshot from the Steam page).
Edit: It's actually not only for landing operations; it's also for defense. It's easy in the base game to have an AA and a Maritime Bomber on an island for the Japanese. This configuration is a PITA to deal with. In your version, there is no such possibility. The more I play your version, the more I realize how weird your design choices are, sorry mate. You should have stayed with a "let's do a double-map version," and that's it.
Anyways, with that said, I make adjustments within the context of how important that area was to the war like Truk is 3 hexes for Japan. I made adjustments to Hawaii due to peoples feedback on how easy it was to take etc.. on the opening round.
If you disagree, you are free not to play the mod.
- Jim D Burns
- Posts: 3989
- Joined: Mon Feb 25, 2002 6:00 pm
- Location: Salida, CA.
Re: TRP - World at War Released v0.8.11
Downloaded most recent version 0.8.11 and installed it just as I had for the last version I tried 0.8.8 and it doesn't show up on the new scenario selection screen. Am I missing a step for setting things up? Pretty sure I just unzipped 0.8.8 into the /campaigns folder last time to get it working but no luck with 0.8.11, so perhaps I forgot a step to get it running. Your instructions on page 1 do not apply as my game is in C:/program files(86)/Matrix Games/ etc. There is some stuff in documents/my games, but the folders are all empty, nothing in them. I tried unzipping there anyway but still no luck.
Re: TRP - World at War Released v0.8.11
I just checked adn the zip file is correct. You should not be putting inot your campaigns folder (where the game is installed) that is not the correct place.Jim D Burns wrote: Wed Apr 10, 2024 12:46 pm Downloaded most recent version 0.8.11 and installed it just as I had for the last version I tried 0.8.8 and it doesn't show up on the new scenario selection screen. Am I missing a step for setting things up? Pretty sure I just unzipped 0.8.8 into the /campaigns folder last time to get it working but no luck with 0.8.11, so perhaps I forgot a step to get it running. Your instructions on page 1 do not apply as my game is in C:/program files(86)/Matrix Games/ etc. There is some stuff in documents/my games, but the folders are all empty, nothing in them. I tried unzipping there anyway but still no luck.
Please follow the installation instructions
It needs to be unzipped in the following folder
\Documents\My Games\Strategic Command WWII - World at War\Campaigns
- Jim D Burns
- Posts: 3989
- Joined: Mon Feb 25, 2002 6:00 pm
- Location: Salida, CA.
Re: TRP - World at War Released v0.8.11
Believe it or not, after 60+ years on the planet I do know how to read and comprehend instructions.

I figured it out, the file unzipped (I use Winrar) with the folder and .cgn file into a duplicate folder named the same as the -trp - world - 0.8.11 folder name. Once I broke them up and moved the .cgn file and core folder out of the folder with the same name, it all worked fine.
Re: TRP - World at War Released v0.8.11
Just to be clear, technically you did not follow the instructionsJim D Burns wrote: Thu Apr 11, 2024 2:19 amBelieve it or not, after 60+ years on the planet I do know how to read and comprehend instructions.![]()
I figured it out, the file unzipped (I use Winrar) with the folder and .cgn file into a duplicate folder named the same as the -trp - world - 0.8.11 folder name. Once I broke them up and moved the .cgn file and core folder out of the folder with the same name, it all worked fine.



Re: TRP - World at War Released v0.8.12
TRP World v0.8.12 has been released
This has more balance changes based off my experience playing PBEM and feedback from other players.
Also the house rules were update again as the max 5 UK units in France is no longer a house rule but actually required now and if the allies do not do it their are negative effects against Russia and the US.
########################
# TRP 0.8.12 World
########################
- (New) UK, can no longer have more than 5 units in France or USA/USSR Mobilization will decrease per turn until one of the following is true
--- USA is at war
--- USSR is at war
--- France has surrendered
--- Date past September 1st 1940
- (New) Aircraft, will be better protected from strafing attacks in Wadis, Forest, Jungle, Marsh, Hill, Mountain, High Mountain, Plateau, Bush and Bocage terrain types
- (New) Escort Carrier, cost increased from 150 to 175
- (New) Escort Carrier, build time increased from 10 months to 12
- (New) Carrier, cost decreased from 350 to 300
- (New) Carrier, upgrade costs lowered by 5%
- (New) Carrier, build time decreased from 18 months to 15
- (Map) Deleted one of the Ports in Aden
- (Map) Most Minor Countries have unique flags
- (Map) Experience icon now is just a star for all countries
- (OOB) Germany, increased base Amphib max from 1 to 2
- (OOB) New Zealand, increased Garrison max from 1 to 2
- (OOB) New Zealand, increased Infantry Division max from 0 to 1
- (OOB) New Zealand, decreased Infantry Corp max from 3 to 1
- (OOB) UK, removed Garrison from Aden (231,158)
- (Bug) USSR, added two more garrison unit names
This has more balance changes based off my experience playing PBEM and feedback from other players.
Also the house rules were update again as the max 5 UK units in France is no longer a house rule but actually required now and if the allies do not do it their are negative effects against Russia and the US.
########################
# TRP 0.8.12 World
########################
- (New) UK, can no longer have more than 5 units in France or USA/USSR Mobilization will decrease per turn until one of the following is true
--- USA is at war
--- USSR is at war
--- France has surrendered
--- Date past September 1st 1940
- (New) Aircraft, will be better protected from strafing attacks in Wadis, Forest, Jungle, Marsh, Hill, Mountain, High Mountain, Plateau, Bush and Bocage terrain types
- (New) Escort Carrier, cost increased from 150 to 175
- (New) Escort Carrier, build time increased from 10 months to 12
- (New) Carrier, cost decreased from 350 to 300
- (New) Carrier, upgrade costs lowered by 5%
- (New) Carrier, build time decreased from 18 months to 15
- (Map) Deleted one of the Ports in Aden
- (Map) Most Minor Countries have unique flags
- (Map) Experience icon now is just a star for all countries
- (OOB) Germany, increased base Amphib max from 1 to 2
- (OOB) New Zealand, increased Garrison max from 1 to 2
- (OOB) New Zealand, increased Infantry Division max from 0 to 1
- (OOB) New Zealand, decreased Infantry Corp max from 3 to 1
- (OOB) UK, removed Garrison from Aden (231,158)
- (Bug) USSR, added two more garrison unit names
Re: TRP - World at War Released v0.8.12
A good balance change on the CV/CVE 'issue'. One was just too interesting, the other not enough.
Regarding island size, you already factor not only real size, but how important the locations were during WW2. So going this way, you should take a second look at the vanilla map and see that Okinawa, for example (but not only), has 2 hexes, not one. This would make the Pacific War more interesting this way.
Regarding island size, you already factor not only real size, but how important the locations were during WW2. So going this way, you should take a second look at the vanilla map and see that Okinawa, for example (but not only), has 2 hexes, not one. This would make the Pacific War more interesting this way.
Re: TRP - World at War Released v0.8.12
I am working on a new resource but I need someone to make me a resource icon for an airfield, I need 5 of them. Not having any luck with Co-Pilot in generating a good one for me.Durin69 wrote: Mon Apr 15, 2024 8:44 am A good balance change on the CV/CVE 'issue'. One was just too interesting, the other not enough.
Regarding island size, you already factor not only real size, but how important the locations were during WW2. So going this way, you should take a second look at the vanilla map and see that Okinawa, for example (but not only), has 2 hexes, not one. This would make the Pacific War more interesting this way.
This new resource will change the dynamic of many areas as it will provide scouting abilities without the need for planes. The assumption is they have a few aircraft.