Mod: MEGA Pacific - Most Realistic Yet - v3.1
Mod: MEGA Pacific - Most Realistic Yet - v3.1
Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 3.1 (August 28, 2025)
This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I used Elessar2's WaW Pacific map, ported most of the developer's SC:Pacific scripts, but have made many many enhancements for an entirely new experience. Some enhancements include building railroads/ports/airfields, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, Guerilla Bases, and many more.
This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). The majority of ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier); I did a t-o-n of research for historically accurate paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now, they are used for "building" airfields and ports! And of course, a completely redesigned technology tree with search radar, fire control, single/double/four engine aircraft, nuclear bomb tech, and much more!
This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. I have tried to incorporate unique strengths and weaknesses to each major country for historical accuracy. Units, production times, costs, reinforcements, and upgrades cost different from country to country.
For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.
-Is the AI playable? Technically yes, BUT it's like playing an 8 year old who just clicks around. It will attack and do stuff, but without any larger strategy in mind. I have not converted the AI scripts; but I do hope to do that eventually. So the AI has its base code, but it has no goals (as Japan it would not perform PH and it unloaded the Amphibs in friendly territory without invading anything).
Download and Extract the mega folder and *.cgn file to:
Documents>My Games>Strategic Command WWII - War in the Pacific>Campaigns>(Put folder and .cgn file here):
https://www.dropbox.com/scl/fi/dtk8hduk ... ltpq7&dl=0
Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 4:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting. Battalion is a cheap disposable unit for capturing islands or blocking the way.
Planes: About 100 per unit.
PLEASE READ: (updated 8/28/25)
Player notes for major changes :
Most Important Changes:
-Use an engineer to "build" railroads and any ports/airfields/fortresses with text or icon indicating the need for an engineer. Simply move an engineer next to it and a decision event will activate at the end of the turn, asking if you want to "build" the structures. With the proper research, engineers can be upgraded to de-entrench with notional flamethrowers.
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britain can send a convoy to India too. Capture Rangoon to shut down the convoy to China and force the inefficient airlift convoy.
-(NEW) Garrison is reworked as Militia and is not available to all countries.
-HQ, Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value but are very expensive.
-Destroyers lose 2 supply when attacking, Light Cruisers lose 2 when defending, and Auxiliary ships lose 2 when attacking AND defending. This mimics their limited fuel supply.
-Submarines dive chance is increased by Search Radar tech, NOT Adv Submarines. Japan starts with lower dive chances.
-Partisans are now Guerilla Base with 0 AP and a 4 range strike. They are effective at reducing morale and readiness and attacking weak units.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.
Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP, +1 shell limit to artillery style units, and +1 interception on AA.
-Tech sharing is USSR --> Communist China; US --> Great Britain and China; Great Britain --> US, British Raj, and Australia, China. British Raj and Australia do not share tech, but have half cost chits (this simulates them copying tech, not pioneering it).
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content to let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.
Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky to get accurate. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units cannot be selectively removes from the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
- Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!
Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off
4) DEI cannot sell back chits
5) No blockading Pearl Harbor on the first turn.
Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion, Regiment, and other small support units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
4) USA cannot operate aircraft directly into British Raj. It must first be operated into Australia or a Pacific Island.
5) If using these realism rules, it would be better to lower the number of days each turn represents inside the editor, perhaps to 6 or 7 per turn.
Unique Country Statistics:
Research: #/#/#/#/# %
Unique country characteristics:
USA:
5/3/3/2/2 = 15
-(NEW) National Guard: Federally trained militia. +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Sea Planes medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.
-War focus on large bombers: Strategic Bombers are quicker to produce.
-Artillery first doctrine - minimum 2 shells per turn, max 3. Cheaper to produce.
-Mass produced Fletcher Destroyer - DDs are cheaper.
-Anti-aircraft Light Cruiser (CLAA): CL's have higher base anti-air ratings
Great Britain:
4/3/3/2/1 = 13
-GB has been focused on maintaining naval supremacy over Germany and Italy. Not expecting an attack in the Pacific, it has precious few combat ready ships to spare. It is focusing on ASW against Germany, which could benefit her Allies.
-Sea Planes are short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
-Fleet Carriers have armored decks = +1 on CV defense, but -3 AP. They also have excellent defense against kamikazes.
-Limited tank designs: Upgrading more expensive.
British Raj:
3/3/2/1/1 = 10
-Begins the game focusing its industry on developing aircraft and production.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-Few dockyards = Expensive to repair ships. Ships take longer to build.
-Sea Planes are short range, good defense, excellent ASW.
Australia:
3/3/2/2/1 = 11
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-(NEW) Militia: Citizen Military Force (CMF). +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-(NEW) Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-(NEW) Special Unit: Dingo. Its the recon vehicle. Not very powerful but fast. Why not?
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-More expensive to reinforce ground units due to limited manpower.
-Sea Planes are short range, good defense, excellent ASW.
-Domestic Fighter production: cheaper to purchase and reinforce.
China:
3/2/2/1/1 = 9
-High inflation environment and limited outside supplies = upgrades are more expensive.
-Conscription: Cheaper to reinforce infantry units.
-Builds forts slower
-China focuses on Fortified Positions. Relatively cheap and quick to build.
-Only needs 4 supply to reform infantry units (Division/Corp/Cavalry).
-Has some units in Pre-Deployment que for variety placement.
-Starts the game with a 1-3 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 1-sp Corruption hit each turn. This only happens to infantry/calvary/fortified position.
USSR:
3/3/3/2/1 = 12
-(NEW) Militia: Narodnoe Opolcheniye. No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities, but I'm bringing them here as plausible.
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.
Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits
Communist China:
3/2/1/1/1 = 8
-Modern supplies are very slow to obtain: upgrades more expensive.
-Builds forts slower
-Focuses on Guerilla Bases.
-Conscripts: Reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.
Japan:
3/4/3/2/1 = 13
-(NEW) Special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-(NEW) Militia: Kokumin Giyū Sentōtai, "Volunteer Fighting Corp." Not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good. Was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-4 engine Sea Planes have extreme range and highly defensive but expensive and long to produce.
-Heavy Cruisers use torpedoes, not fire control.
-Light Cruisers have +1 naval spotting and use Torpedoes instead of Single Engine Aircraft upgrade, lower AA: -1 defense against Bombers and Carriers, +1 naval attack (Long Lance).
-Medium bombers able to be equipped with torpedoes.
-Long range artillery - Type 96 "Pistol Pete" = +1 range when upgraded. Not as strong as Allied artillery. It is expensive.
-Fortified Positions have 1 AP so you can move them to an island.
The Good:
-Special ability: Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance: Torpedo upgrades on ships give 10% (instead of 5%) per level evasion on attack and defense. Destroyers and Light Cruisers +1 naval attack.
-Long Range Submarines: base subs start +3 AP and get +4 (instead of 3) AP with upgrades; but upgrading subs is more expensive. Target warship doctrine: Without Submarine Warfare tech, Japanese subs are less effective at raiding convoys.
-Builds forts faster.
-Super Battleship 18" guns: has +1 Attack & +1 Defense compared to USA's SBB.
The Bad:
-Assembly lines are expensive to switch = upgrading aircraft is more expensive; but reinforcing single engine aircraft is cheaper.
-Japan is slow to adopt new technology/ideas, but is quicker in the 2nd year.
-Aircraft development chits are lowered due to the tug of war between Army/Navy designs.
-To increase range, Japanese aircraft skimped on armor and survivability. Most aircraft start with lower defense ratings than Allied.
-Japan is handicapped in the 4 engine aircraft area. They have little manufacturing experience with aircraft that large and are very expensive.
-Lack of ASW investment: Destroyers and CVL start with -1 attack vs submarines.
-Limited AA development: Anti-aircraft Defense tech capped at level 2 (-1).
-Strained shipyards: All ships take much longer to build. Auxiliary ships and submarines build faster than Allies.
-Limited Tank production: Tanks are more expensive to reinforce. Medium even more so. Upgrading is normal cost.
-Converted Light Carriers (unarmored and small): CVLs -1 SP/aircraft compared to Allies.
***see Change Log file in the game folder for previous version changes
****************************************************v3.1change log*********************************************************
Change log v3.1:
-(Bug) Fixed popup error about dropping the Atomic Bomb
-(Map) Brunei relabeled as British North Borneo (mdsmall)
-(Map) Revisions to Tasmania (mdsmall)
-(Map) Australia/Queensland revised to be less developed.
-(Game) Fortifications now provides +1 soft/hard/artillery/Strat Art defense bonus to most land units.
-(Game) Several pop up info boxes edited and updated.
-(Unit) Large Naval Gun base naval spotting lowered back to 1.
-(Unit) "Garrison" unit changed to "Militia," and adjustments made to all countries according to their use of citizen style militia.
-(USA) Lowered construction time for Fleet Carrier
-(USA) Some changes to mainland starting land units.
-(Australia) Starting land units, build limits, all redesigned.
-(Australia) Special unit: Can build Dingo (recon unit)
-(New Zealand) Starting units and build limits redesigned.
-(New Zealand) Militia: Manpower shortage. Militia strength max 5 points.
-(China) A few +/- changes to various Chinese units.
-(China) Added a couple more "Survivors reform at __" scripts
-(Script) Pre-war BB Colorado will now arrive either on the West Coast if Japanese ships are nearby, or deploy in California in August '42 (historical).
-(Script) Australian resources in Queensland will develop April 1, 1942.
-(Script) Redesigned all the "enemy is close" home guard activation scripts for militia units (USA, Japan, Australia, British Raj).
-(Script) Revised the creation of Japanese Home Guard (Militia). Dates, cost, and units, and available dates all changed.
-(Script) Japan no longer gets 10 garrisons or free AA units from a decision.
-(Script) Japan gets a DE to choose Fortified Position or Coastal Defense Batteries.
-(Script) Japanese shells the West Coast: if Japan has a submarine within 10 hexes of the mainland USA, USA NM will experience a one time drop of -600NM.
-(Script) Japan can now have one or two units east of Hawaii without morale penalties.
Country Changes:
-Japan special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-Australian Citizen Military Force: Australian Militia have a +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-USA National Guard: Federally trained militia: +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Japan Kokumin Giyū Sentōtai: Japanese "Volunteer Fighting Corp" was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-Japanese militia not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good.
-USSR Narodnoe Opolcheniye: No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities.
**********************************************************v3.0 change log*******************************************************
***major redesign of unit reinforcement, upgrade, and tech cost***
-(Bug) Fixed Communist China mobilization error for Kiangsu Base.
-(Bug) Fixed Permanent ice weather pattern error in Bering Sea.
-(Bug) Prewar BB Colorado, USA, arrives by script in June '42- was left out.
-(Bug) Fixed Ledo Road starting and running with China Airlift.
-(Bug) Fixed range issue for subduing Xikang Province.
-(Bug) Fixed Soviet/Japan Mobilization hexes not recognizing HQ
-(Game) Several Informational popups updated
-(Game) Fortified Position value increased. It is poor offense, but excels at defense.
-(Game) Guerilla changed to Guerilla Base and completely revamped. No longer a mobile unit, it is now meant to strike in the shadows from a distance. While not particularly powerful, it is good at reducing morale/readiness and attacking weaker units to give slight damage. It has a strike range of 4, +1 line-of-sight when placed in a Settlement or Town. It naturally has 0 AP, but when given Supply Depot it can have 2 AP. NOTE: Guerilla Bases cannot move out of their own territory.
-(Game) Readjusted national values for building a fort.
-(Game) Lowered Diplomacy chits cost to 25 (-25).
-(Game) Destroyers lose 2 supply when attacking; Light Cruisers lose 2 supply when defending to represent their limited fuel capacity. Auxiliary ships lose 2 supply when attacking or defending.
-(Game) Except for AMMtC, minor countries' unit purchase standardized to about 10%.
-(Game) Ships in/near Pearl Harbor changed around to better reflect historical set up. The Japanese CL is deleted, but a DD is given extra HP to represent the CL. USA added two Auxiliary ships.
-(Unit) All aircraft, except seaplanes, +1 AP. This is so the <6 supply units will have a full 10 AP to move around with.
-(Unit) Lowered purchase, reinforce, upgrade cost of many units.
-(Unit) Minor changes to build limits here and there.
-(Unit) Garrison now only has 2 AP (-1).
-(Unit) Units are generally cheaper to reinforce, added country specific costs to some.
-(Unit) Artillery redesigned for unique country stats.
-(Unit) Light Carriers base defense lowered to 1 (-2). Max health lowered to 8 (-2). These are cheap units, but very flimsy and had very little AA.
-(Unit) Light Cruiser redesigned into a more versatile unit. Japanese still have torpedoes, but Allied now have Single Engine Aircraft upgrade, which upgrades Naval spotting. Allied CL also -1 on initial spotting and +1 defense vs Bomber and Carrier.
-(Unit) Kamikaze stats reworked, including attack and defense against. Tried to make it more realistic so CVL and DDs are the most susceptible and battleships least.
-(Unit) Naval ship attack vs Transports standardized to base Naval attack +1
-(Unit) HQ's AA improved to defense of 1 vs all aircraft.
-(Unit) LNG and CDB: Created Naval ship defense against CDB and LNG. No longer free shots, ships can return fire.
-(Unit) Super Battleships back to one strike, but range increased to two.
-(Unit) Transports +2AP, Amphibious Transport +1AP.
-(Unit) Dive bomber attacks slightly increased.
-(Unit) Dive Bomber and Torpedo Bomber +2 (+1) strike range with each engine upgrade.
-(China) Got buffed. Several new units, pre-deployment que units, forts all added. Built limits changed. Added AA upgrades in key locations. Partisans (Guerilla Base) remapped.
-(China) Corruption/Desertion changed to affect only infantry, calvary, and fortified position, not equipment.
-(USA) Receives three CVLs at end '42.
-(USA) Gains a Torpedo Bomber on the mainland.
-(USA) Fighter and Coastal Battery added in Philippines.
-(AMMtC) Reworked all the cost of the units. In Pacific it costs 75 mpp to send Stilwell to China. Going off that, unit cost standardized to 75 more than USA's production cost.
-(AMMtC) Flying Tigers have 3.0 (+1) experience
-(Japan) Gains an SNLF on Truk
-(Japan) Gains a Torpedo Bomber (training unit).
-(Japan) Gains a Regiment in middle China.
-(Japan) Gains Fleet Carrier Taiho in production que.
-(Japan) Kamikaze now has two strikes, starting range decreased. Tech costs altered.
-(Japan) All light cruisers reevaluated for historical accuracy. Numbers and placements changed.
-(Japan) Deleted obsolete DD in Truk, added two Auxiliary ships to nearby ports.
-(Japan) Ship build times adjusted to be more historically accurate (major increases. Tried to use the fastest time they had when building a ship type minus a few months).
-(Nanjing) Gains a Regiment.
-(GB) The four PreWar British Battleships arrive by script instead of production que.
-(GB) Added an Engineer unit into the Production Que. Added some units on the mainland.
-(GB) British SeaPlane +1 attack vs subs, ASW tech lowered to +0.5.
-(BR) Bumped up the convoy limit India can send to China.
Tech:
-AntiAir lvl 1 is now researched tech for all Western nations. Japan starts with a chit in it.
-Supply Depot is now a researched tech in all countries.
-Increased max research limits for all countries.
-Logistics now provides +2 AP for Troop Transport
-Dive chance increase for a sub is now from Search Radar tech, not Advanced Subs.
-Tech Levels and chits adjusted across all countries.
-Research sharing is changed. Great Britain and USA share with everyone except Communist countries. British Raj and Australia do not share with anyone, but their costs are reduced. USSR only shares with Communist China.
-Japanese Torpedo upgrades on ships give 10% (+5%) evasion on attack and defense (Long Lance).
Script:
-(New) script that allows Japan to scrap or convert two old Pre-war Battleships.
-(New) Script asking USA if they want to build light cruisers or light carriers.
-(New) Script asking Japanese player what to do with SBB No.111 - scrap, SBB, or Fleet Carrier.
-(New) Script asking if India wants a Large Naval Gun or 2 Coastal Defense Batteries.
-Revised delivery dates of IJN Shinano, giving historical, planned delivery windows but with trigger chances.
-NG Volunteer Rifles arrive on Feb 1st (+1 turn). Increased cost to 40 MPP (+10).
-Standardized costs for engineer's "build" hexes.
-China Airlift: USA cost lowered to 80 MPP (-10) each turn.
-DE 200 (Deploying Communist Chinese Troops to the Bases) redesigned to deploy a Regiment at each base, or two Regiments near the Capital. It will affect how well the Bases function.
-Loosened the requirements to keep Chinese troops near Communist Chinese border.
-Revised Partisan (Guerilla Base) hexes and scripts, particularly in China. Generally, a partisan spawns in rural areas.
-The port can now be blockaded near Davao (Philippines) with one sea unit.
Map:
-Burma Railroad one hex longer
-Shifted Kawkareik Pass (Moulmein) one hex up.
-Added morale penalties for Japan for getting near Africa, without capturing Ceylon
-Added morale penalties for Japan for getting near Vladivostok, when not at war with USSR
- +1 Movement point cost each for crossing river and major river.
-Minor terrain changes throughout China, added mountains in Communist China.
-Added some airfield names.
-Guadalcanal enlarged with more land.
-Revised the rivers around Singapore.
This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I used Elessar2's WaW Pacific map, ported most of the developer's SC:Pacific scripts, but have made many many enhancements for an entirely new experience. Some enhancements include building railroads/ports/airfields, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, Guerilla Bases, and many more.
This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). The majority of ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier); I did a t-o-n of research for historically accurate paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now, they are used for "building" airfields and ports! And of course, a completely redesigned technology tree with search radar, fire control, single/double/four engine aircraft, nuclear bomb tech, and much more!
This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. I have tried to incorporate unique strengths and weaknesses to each major country for historical accuracy. Units, production times, costs, reinforcements, and upgrades cost different from country to country.
For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.
-Is the AI playable? Technically yes, BUT it's like playing an 8 year old who just clicks around. It will attack and do stuff, but without any larger strategy in mind. I have not converted the AI scripts; but I do hope to do that eventually. So the AI has its base code, but it has no goals (as Japan it would not perform PH and it unloaded the Amphibs in friendly territory without invading anything).
Download and Extract the mega folder and *.cgn file to:
Documents>My Games>Strategic Command WWII - War in the Pacific>Campaigns>(Put folder and .cgn file here):
https://www.dropbox.com/scl/fi/dtk8hduk ... ltpq7&dl=0
Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 4:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting. Battalion is a cheap disposable unit for capturing islands or blocking the way.
Planes: About 100 per unit.
PLEASE READ: (updated 8/28/25)
Player notes for major changes :
Most Important Changes:
-Use an engineer to "build" railroads and any ports/airfields/fortresses with text or icon indicating the need for an engineer. Simply move an engineer next to it and a decision event will activate at the end of the turn, asking if you want to "build" the structures. With the proper research, engineers can be upgraded to de-entrench with notional flamethrowers.
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britain can send a convoy to India too. Capture Rangoon to shut down the convoy to China and force the inefficient airlift convoy.
-(NEW) Garrison is reworked as Militia and is not available to all countries.
-HQ, Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value but are very expensive.
-Destroyers lose 2 supply when attacking, Light Cruisers lose 2 when defending, and Auxiliary ships lose 2 when attacking AND defending. This mimics their limited fuel supply.
-Submarines dive chance is increased by Search Radar tech, NOT Adv Submarines. Japan starts with lower dive chances.
-Partisans are now Guerilla Base with 0 AP and a 4 range strike. They are effective at reducing morale and readiness and attacking weak units.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.
Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP, +1 shell limit to artillery style units, and +1 interception on AA.
-Tech sharing is USSR --> Communist China; US --> Great Britain and China; Great Britain --> US, British Raj, and Australia, China. British Raj and Australia do not share tech, but have half cost chits (this simulates them copying tech, not pioneering it).
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content to let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.
Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky to get accurate. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units cannot be selectively removes from the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
- Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!
Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off
4) DEI cannot sell back chits
5) No blockading Pearl Harbor on the first turn.
Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion, Regiment, and other small support units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
4) USA cannot operate aircraft directly into British Raj. It must first be operated into Australia or a Pacific Island.
5) If using these realism rules, it would be better to lower the number of days each turn represents inside the editor, perhaps to 6 or 7 per turn.
Unique Country Statistics:
Research: #/#/#/#/# %
Unique country characteristics:
USA:
5/3/3/2/2 = 15
-(NEW) National Guard: Federally trained militia. +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Sea Planes medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.
-War focus on large bombers: Strategic Bombers are quicker to produce.
-Artillery first doctrine - minimum 2 shells per turn, max 3. Cheaper to produce.
-Mass produced Fletcher Destroyer - DDs are cheaper.
-Anti-aircraft Light Cruiser (CLAA): CL's have higher base anti-air ratings
Great Britain:
4/3/3/2/1 = 13
-GB has been focused on maintaining naval supremacy over Germany and Italy. Not expecting an attack in the Pacific, it has precious few combat ready ships to spare. It is focusing on ASW against Germany, which could benefit her Allies.
-Sea Planes are short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
-Fleet Carriers have armored decks = +1 on CV defense, but -3 AP. They also have excellent defense against kamikazes.
-Limited tank designs: Upgrading more expensive.
British Raj:
3/3/2/1/1 = 10
-Begins the game focusing its industry on developing aircraft and production.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-Few dockyards = Expensive to repair ships. Ships take longer to build.
-Sea Planes are short range, good defense, excellent ASW.
Australia:
3/3/2/2/1 = 11
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-(NEW) Militia: Citizen Military Force (CMF). +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-(NEW) Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-(NEW) Special Unit: Dingo. Its the recon vehicle. Not very powerful but fast. Why not?
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-More expensive to reinforce ground units due to limited manpower.
-Sea Planes are short range, good defense, excellent ASW.
-Domestic Fighter production: cheaper to purchase and reinforce.
China:
3/2/2/1/1 = 9
-High inflation environment and limited outside supplies = upgrades are more expensive.
-Conscription: Cheaper to reinforce infantry units.
-Builds forts slower
-China focuses on Fortified Positions. Relatively cheap and quick to build.
-Only needs 4 supply to reform infantry units (Division/Corp/Cavalry).
-Has some units in Pre-Deployment que for variety placement.
-Starts the game with a 1-3 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 1-sp Corruption hit each turn. This only happens to infantry/calvary/fortified position.
USSR:
3/3/3/2/1 = 12
-(NEW) Militia: Narodnoe Opolcheniye. No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities, but I'm bringing them here as plausible.
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.
Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits
Communist China:
3/2/1/1/1 = 8
-Modern supplies are very slow to obtain: upgrades more expensive.
-Builds forts slower
-Focuses on Guerilla Bases.
-Conscripts: Reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.
Japan:
3/4/3/2/1 = 13
-(NEW) Special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-(NEW) Militia: Kokumin Giyū Sentōtai, "Volunteer Fighting Corp." Not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good. Was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-4 engine Sea Planes have extreme range and highly defensive but expensive and long to produce.
-Heavy Cruisers use torpedoes, not fire control.
-Light Cruisers have +1 naval spotting and use Torpedoes instead of Single Engine Aircraft upgrade, lower AA: -1 defense against Bombers and Carriers, +1 naval attack (Long Lance).
-Medium bombers able to be equipped with torpedoes.
-Long range artillery - Type 96 "Pistol Pete" = +1 range when upgraded. Not as strong as Allied artillery. It is expensive.
-Fortified Positions have 1 AP so you can move them to an island.
The Good:
-Special ability: Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance: Torpedo upgrades on ships give 10% (instead of 5%) per level evasion on attack and defense. Destroyers and Light Cruisers +1 naval attack.
-Long Range Submarines: base subs start +3 AP and get +4 (instead of 3) AP with upgrades; but upgrading subs is more expensive. Target warship doctrine: Without Submarine Warfare tech, Japanese subs are less effective at raiding convoys.
-Builds forts faster.
-Super Battleship 18" guns: has +1 Attack & +1 Defense compared to USA's SBB.
The Bad:
-Assembly lines are expensive to switch = upgrading aircraft is more expensive; but reinforcing single engine aircraft is cheaper.
-Japan is slow to adopt new technology/ideas, but is quicker in the 2nd year.
-Aircraft development chits are lowered due to the tug of war between Army/Navy designs.
-To increase range, Japanese aircraft skimped on armor and survivability. Most aircraft start with lower defense ratings than Allied.
-Japan is handicapped in the 4 engine aircraft area. They have little manufacturing experience with aircraft that large and are very expensive.
-Lack of ASW investment: Destroyers and CVL start with -1 attack vs submarines.
-Limited AA development: Anti-aircraft Defense tech capped at level 2 (-1).
-Strained shipyards: All ships take much longer to build. Auxiliary ships and submarines build faster than Allies.
-Limited Tank production: Tanks are more expensive to reinforce. Medium even more so. Upgrading is normal cost.
-Converted Light Carriers (unarmored and small): CVLs -1 SP/aircraft compared to Allies.
***see Change Log file in the game folder for previous version changes
****************************************************v3.1change log*********************************************************
Change log v3.1:
-(Bug) Fixed popup error about dropping the Atomic Bomb
-(Map) Brunei relabeled as British North Borneo (mdsmall)
-(Map) Revisions to Tasmania (mdsmall)
-(Map) Australia/Queensland revised to be less developed.
-(Game) Fortifications now provides +1 soft/hard/artillery/Strat Art defense bonus to most land units.
-(Game) Several pop up info boxes edited and updated.
-(Unit) Large Naval Gun base naval spotting lowered back to 1.
-(Unit) "Garrison" unit changed to "Militia," and adjustments made to all countries according to their use of citizen style militia.
-(USA) Lowered construction time for Fleet Carrier
-(USA) Some changes to mainland starting land units.
-(Australia) Starting land units, build limits, all redesigned.
-(Australia) Special unit: Can build Dingo (recon unit)
-(New Zealand) Starting units and build limits redesigned.
-(New Zealand) Militia: Manpower shortage. Militia strength max 5 points.
-(China) A few +/- changes to various Chinese units.
-(China) Added a couple more "Survivors reform at __" scripts
-(Script) Pre-war BB Colorado will now arrive either on the West Coast if Japanese ships are nearby, or deploy in California in August '42 (historical).
-(Script) Australian resources in Queensland will develop April 1, 1942.
-(Script) Redesigned all the "enemy is close" home guard activation scripts for militia units (USA, Japan, Australia, British Raj).
-(Script) Revised the creation of Japanese Home Guard (Militia). Dates, cost, and units, and available dates all changed.
-(Script) Japan no longer gets 10 garrisons or free AA units from a decision.
-(Script) Japan gets a DE to choose Fortified Position or Coastal Defense Batteries.
-(Script) Japanese shells the West Coast: if Japan has a submarine within 10 hexes of the mainland USA, USA NM will experience a one time drop of -600NM.
-(Script) Japan can now have one or two units east of Hawaii without morale penalties.
Country Changes:
-Japan special Unit "Kempeitai" - basically it takes the place of Garrison, but it excels at soft attack and moving fast to attack Guerillas. I plan on expanding this in later versions.
-Australian Citizen Military Force: Australian Militia have a +1 soft/hard defense, can add Supply Depot, is reformable, and strength of 7. More expensive to build. At war's start the CMF was motivated but ill-equipped. It far outnumbered the regular army on the continent.
-Australia's Corps are not full size due to limited manpower (Corps will be represented in Division size unit). As the war progressed, the number of active units actually decreased.
-USA National Guard: Federally trained militia: +1 soft/hard attack, Strength of 8. Increased cost and production time.
-Japan Kokumin Giyū Sentōtai: Japanese "Volunteer Fighting Corp" was created in 1945 as a last defensive effort. While numerous, the units were often only equipped with only swords and bamboo spears.
-Japanese militia not buildable until 1945, -0.5 hard defense, -1 vs armor, and weapons upgrade not as good.
-USSR Narodnoe Opolcheniye: No unique characteristics for soviet militia. They were used in the eastern theater, primarily near the big cities.
**********************************************************v3.0 change log*******************************************************
***major redesign of unit reinforcement, upgrade, and tech cost***
-(Bug) Fixed Communist China mobilization error for Kiangsu Base.
-(Bug) Fixed Permanent ice weather pattern error in Bering Sea.
-(Bug) Prewar BB Colorado, USA, arrives by script in June '42- was left out.
-(Bug) Fixed Ledo Road starting and running with China Airlift.
-(Bug) Fixed range issue for subduing Xikang Province.
-(Bug) Fixed Soviet/Japan Mobilization hexes not recognizing HQ
-(Game) Several Informational popups updated
-(Game) Fortified Position value increased. It is poor offense, but excels at defense.
-(Game) Guerilla changed to Guerilla Base and completely revamped. No longer a mobile unit, it is now meant to strike in the shadows from a distance. While not particularly powerful, it is good at reducing morale/readiness and attacking weaker units to give slight damage. It has a strike range of 4, +1 line-of-sight when placed in a Settlement or Town. It naturally has 0 AP, but when given Supply Depot it can have 2 AP. NOTE: Guerilla Bases cannot move out of their own territory.
-(Game) Readjusted national values for building a fort.
-(Game) Lowered Diplomacy chits cost to 25 (-25).
-(Game) Destroyers lose 2 supply when attacking; Light Cruisers lose 2 supply when defending to represent their limited fuel capacity. Auxiliary ships lose 2 supply when attacking or defending.
-(Game) Except for AMMtC, minor countries' unit purchase standardized to about 10%.
-(Game) Ships in/near Pearl Harbor changed around to better reflect historical set up. The Japanese CL is deleted, but a DD is given extra HP to represent the CL. USA added two Auxiliary ships.
-(Unit) All aircraft, except seaplanes, +1 AP. This is so the <6 supply units will have a full 10 AP to move around with.
-(Unit) Lowered purchase, reinforce, upgrade cost of many units.
-(Unit) Minor changes to build limits here and there.
-(Unit) Garrison now only has 2 AP (-1).
-(Unit) Units are generally cheaper to reinforce, added country specific costs to some.
-(Unit) Artillery redesigned for unique country stats.
-(Unit) Light Carriers base defense lowered to 1 (-2). Max health lowered to 8 (-2). These are cheap units, but very flimsy and had very little AA.
-(Unit) Light Cruiser redesigned into a more versatile unit. Japanese still have torpedoes, but Allied now have Single Engine Aircraft upgrade, which upgrades Naval spotting. Allied CL also -1 on initial spotting and +1 defense vs Bomber and Carrier.
-(Unit) Kamikaze stats reworked, including attack and defense against. Tried to make it more realistic so CVL and DDs are the most susceptible and battleships least.
-(Unit) Naval ship attack vs Transports standardized to base Naval attack +1
-(Unit) HQ's AA improved to defense of 1 vs all aircraft.
-(Unit) LNG and CDB: Created Naval ship defense against CDB and LNG. No longer free shots, ships can return fire.
-(Unit) Super Battleships back to one strike, but range increased to two.
-(Unit) Transports +2AP, Amphibious Transport +1AP.
-(Unit) Dive bomber attacks slightly increased.
-(Unit) Dive Bomber and Torpedo Bomber +2 (+1) strike range with each engine upgrade.
-(China) Got buffed. Several new units, pre-deployment que units, forts all added. Built limits changed. Added AA upgrades in key locations. Partisans (Guerilla Base) remapped.
-(China) Corruption/Desertion changed to affect only infantry, calvary, and fortified position, not equipment.
-(USA) Receives three CVLs at end '42.
-(USA) Gains a Torpedo Bomber on the mainland.
-(USA) Fighter and Coastal Battery added in Philippines.
-(AMMtC) Reworked all the cost of the units. In Pacific it costs 75 mpp to send Stilwell to China. Going off that, unit cost standardized to 75 more than USA's production cost.
-(AMMtC) Flying Tigers have 3.0 (+1) experience
-(Japan) Gains an SNLF on Truk
-(Japan) Gains a Torpedo Bomber (training unit).
-(Japan) Gains a Regiment in middle China.
-(Japan) Gains Fleet Carrier Taiho in production que.
-(Japan) Kamikaze now has two strikes, starting range decreased. Tech costs altered.
-(Japan) All light cruisers reevaluated for historical accuracy. Numbers and placements changed.
-(Japan) Deleted obsolete DD in Truk, added two Auxiliary ships to nearby ports.
-(Japan) Ship build times adjusted to be more historically accurate (major increases. Tried to use the fastest time they had when building a ship type minus a few months).
-(Nanjing) Gains a Regiment.
-(GB) The four PreWar British Battleships arrive by script instead of production que.
-(GB) Added an Engineer unit into the Production Que. Added some units on the mainland.
-(GB) British SeaPlane +1 attack vs subs, ASW tech lowered to +0.5.
-(BR) Bumped up the convoy limit India can send to China.
Tech:
-AntiAir lvl 1 is now researched tech for all Western nations. Japan starts with a chit in it.
-Supply Depot is now a researched tech in all countries.
-Increased max research limits for all countries.
-Logistics now provides +2 AP for Troop Transport
-Dive chance increase for a sub is now from Search Radar tech, not Advanced Subs.
-Tech Levels and chits adjusted across all countries.
-Research sharing is changed. Great Britain and USA share with everyone except Communist countries. British Raj and Australia do not share with anyone, but their costs are reduced. USSR only shares with Communist China.
-Japanese Torpedo upgrades on ships give 10% (+5%) evasion on attack and defense (Long Lance).
Script:
-(New) script that allows Japan to scrap or convert two old Pre-war Battleships.
-(New) Script asking USA if they want to build light cruisers or light carriers.
-(New) Script asking Japanese player what to do with SBB No.111 - scrap, SBB, or Fleet Carrier.
-(New) Script asking if India wants a Large Naval Gun or 2 Coastal Defense Batteries.
-Revised delivery dates of IJN Shinano, giving historical, planned delivery windows but with trigger chances.
-NG Volunteer Rifles arrive on Feb 1st (+1 turn). Increased cost to 40 MPP (+10).
-Standardized costs for engineer's "build" hexes.
-China Airlift: USA cost lowered to 80 MPP (-10) each turn.
-DE 200 (Deploying Communist Chinese Troops to the Bases) redesigned to deploy a Regiment at each base, or two Regiments near the Capital. It will affect how well the Bases function.
-Loosened the requirements to keep Chinese troops near Communist Chinese border.
-Revised Partisan (Guerilla Base) hexes and scripts, particularly in China. Generally, a partisan spawns in rural areas.
-The port can now be blockaded near Davao (Philippines) with one sea unit.
Map:
-Burma Railroad one hex longer
-Shifted Kawkareik Pass (Moulmein) one hex up.
-Added morale penalties for Japan for getting near Africa, without capturing Ceylon
-Added morale penalties for Japan for getting near Vladivostok, when not at war with USSR
- +1 Movement point cost each for crossing river and major river.
-Minor terrain changes throughout China, added mountains in Communist China.
-Added some airfield names.
-Guadalcanal enlarged with more land.
-Revised the rivers around Singapore.
Last edited by Nginear on Mon Sep 01, 2025 11:30 am, edited 43 times in total.
- OldCrowBalthazor
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Re: Mod: MEGA Pacific - Most Realistic Yet
Wow!
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Re: Mod: MEGA Pacific - Most Realistic Yet
Hearty thumbs-up from me, for sure.
Re: Mod: MEGA Pacific - Most Realistic Yet
Old Crow...make sure you check out that "random" unit in Alaska....its just a funny easter egg I threw in there. "You'll spend the rest of your career manning a radar station in Alaska you incompetent imbecile!" Who knows, maybe he will save the day and turn the tide of the war!
Re: Mod: MEGA Pacific - Most Realistic Yet
looks great.
I know this map is huge, but what's the reason behind keeping Long Range Amphibious Transports? I felt that their removal made WitP much more realistic compared to WaW. If they need to be kept due to map size and for example giving the US a chance to retake Hawaii if it is ever lost, then I would say LRATS should have no attack, and only be able to land without attacking. Also probably shouldn't be able to land on the same turn they cruise.
Also, do any amphibious transports take damage when they attack, or is it still a free attack?
I know this map is huge, but what's the reason behind keeping Long Range Amphibious Transports? I felt that their removal made WitP much more realistic compared to WaW. If they need to be kept due to map size and for example giving the US a chance to retake Hawaii if it is ever lost, then I would say LRATS should have no attack, and only be able to land without attacking. Also probably shouldn't be able to land on the same turn they cruise.
Also, do any amphibious transports take damage when they attack, or is it still a free attack?
Re: Mod: MEGA Pacific - Most Realistic Yet
DD Transports played an important role, more so in the early years. Their numbers are limited, so you have to use them wisely. It's mostly a realism feature, but I felt I could make them different enough to be useful in certain situations (they can return fire when naval atttacked). Most majors do not get them. This map has 12,000 more hexes than Pac, so getting a unit somewhere quick will be needed at points. But you will not be able to build 10 of them and take a mega army into Japan.Umeu wrote: Tue Dec 31, 2024 8:18 pm looks great.
I know this map is huge, but what's the reason behind keeping Long Range Amphibious Transports? I felt that their removal made WitP much more realistic compared to WaW. If they need to be kept due to map size and for example giving the US a chance to retake Hawaii if it is ever lost, then I would say LRATS should have no attack, and only be able to land without attacking. Also probably shouldn't be able to land on the same turn they cruise.
Also, do any amphibious transports take damage when they attack, or is it still a free attack?
If I recall, defending against amphib comes with Inf Weapons upgrades in regular SC ( I think 0.5 each lvl). I think Division and Corp units have an inherent defense number... I'd have to double check that.
- OldCrowBalthazor
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Re: Mod: MEGA Pacific - Most Realistic Yet
'IncompetentSupplyGuy HQ (USA)' lolNginear wrote: Tue Dec 31, 2024 6:32 pmOld Crow...make sure you check out that "random" unit in Alaska....its just a funny easter egg I threw in there. "You'll spend the rest of your career manning a radar station in Alaska you incompetent imbecile!" Who knows, maybe he will save the day and turn the tide of the war!
If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in close and tell you you never saw them and never talk about it again.................

Included an image of an original print of an Alaskan Scout. They patrolled out of Nome and the Priblof Islands. Got it from an old mentor who served during the Aleutian Campaign and further.
Happy New Years!
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Last edited by OldCrowBalthazor on Sat Aug 02, 2025 6:20 am, edited 1 time in total.
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- Platoonist
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Re: Mod: MEGA Pacific - Most Realistic Yet
Given this information I'm putting you charge of the Alaska Defense Command in my next game of War in the Pacific, Admirals Edition. If you can handle glowing red disks, then the spectre of the Rising Sun in the Arctic is no stranger to you. We might have to find you a cap better befitting your new rank though.OldCrowBalthazor wrote: Wed Jan 01, 2025 4:24 am If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in closer and tell you you never saw them and never talk about it again.................![]()

- OldCrowBalthazor
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Re: Mod: MEGA Pacific - Most Realistic Yet
LoLPlatoonist wrote: Wed Jan 01, 2025 9:13 pmGiven this information I'm putting you charge of the Alaska Defense Command in my next game of War in the Pacific, Admirals Edition. If you can handle glowing red disks, then the spectre of the Rising Sun in the Arctic is no stranger to you. We might have to find you a cap better befitting your new rank though.OldCrowBalthazor wrote: Wed Jan 01, 2025 4:24 am If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in closer and tell you you never saw them and never talk about it again.................![]()
![]()
Alaska-Defense-Command.jpg
Alas that cap was burned about 2 weeks later. I contracted Giardiasis aka Beaver Fever and had to find another use for it..you know, on the opposite end.
I got flown out to Anchorage as I got real sick.
The boys were ribbing me and were going about that they knew I had a different kind of beaver Fever and the whole thing was a ruse for nookie.
Last edited by OldCrowBalthazor on Sat Jan 04, 2025 12:58 am, edited 1 time in total.
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- OldCrowBalthazor
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Re: Mod: MEGA Pacific - Most Realistic Yet
Digging deeper into this mod and I am really impressed.
Manchukuo:
So I like this change requiring the Japanese to maintain strong forces in Manchukuo/Manchuria. In vanilla WaW and Pacific, the meta is to move in mere garrisons into the trigger towns and move elements of what was the Kwangtung Army elsewhere into China or beyond.
Siberia: Found an anomaly (green arrow) specifying Japanese bombers can be placed there (Fiji) to interdict. Must be a duplicate because I checked an the proper location is covered.
Side note: Early in the Beta, I saw the road (The Kolyma Highway 'Road of Bones', 'Highway of Death' etc) from Magadan to Yakutsk but no mines. I asked if the Gold Mines could be placed there (The reason for the gulag build road) and Bill said he could with out impacting the balance. Could be a side show but if the Japanese did elect to go for the Soviets and try to create their planned 'Northern Prosperity Zone', well there is now a secondary objective. You never know where a Nippon rampage could go........
Manchukuo:
So I like this change requiring the Japanese to maintain strong forces in Manchukuo/Manchuria. In vanilla WaW and Pacific, the meta is to move in mere garrisons into the trigger towns and move elements of what was the Kwangtung Army elsewhere into China or beyond.
Siberia: Found an anomaly (green arrow) specifying Japanese bombers can be placed there (Fiji) to interdict. Must be a duplicate because I checked an the proper location is covered.
Side note: Early in the Beta, I saw the road (The Kolyma Highway 'Road of Bones', 'Highway of Death' etc) from Magadan to Yakutsk but no mines. I asked if the Gold Mines could be placed there (The reason for the gulag build road) and Bill said he could with out impacting the balance. Could be a side show but if the Japanese did elect to go for the Soviets and try to create their planned 'Northern Prosperity Zone', well there is now a secondary objective. You never know where a Nippon rampage could go........
- Attachments
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- Mega-Pacific Kwangtung Army.png (1.04 MiB) Viewed 8623 times
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- MEGA-Pacific Kolyma 'Road of Bones'.png (2.24 MiB) Viewed 8623 times
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- Kolyma Highway.jpg (36.68 KiB) Viewed 8623 times
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Re: Mod: MEGA Pacific - Most Realistic Yet
OldCrowBalthazor wrote: Sat Jan 04, 2025 12:44 am Digging deeper into this mod and I am really impressed.
Manchukuo:
So I like this change requiring the Japanese to maintain strong forces in Manchukuo/Manchuria. In vanilla WaW and Pacific, the meta is to move in mere garrisons into the trigger towns and move elements of what was the Kwangtung Army elsewhere into China or beyond.
Siberia: Found an anomaly (green arrow) specifying Japanese bombers can be placed there (Fiji) to interdict. Must be a duplicate because I checked an the proper location is covered.
Side note: Early in the Beta, I saw the road (The Kolyma Highway 'Road of Bones', 'Highway of Death' etc) from Magadan to Yakutsk but no mines. I asked if the Gold Mines could be placed there (The reason for the gulag build road) and Bill said he could with out impacting the balance. Could be a side show but if the Japanese did elect to go for the Soviets and try to create their planned 'Northern Prosperity Zone', well there is now a secondary objective. You never know where a Nippon rampage could go........
Glad you are liking it! I have made a note to delete the random script.
Admittedly, I have not done much with USSR balance outside of porting the scripts. This is partly due to this AE map not having the west portion of Russia behind China like Pac does, and partly because USSR hasn't played any role in any Pacific games I've played, hence I don't have any experience to draw from. I did port the scripts and make some geographical adjustments to keep all of the dev's ideas from Pacific.
Re: Mod: MEGA Pacific - Most Realistic Yet
Wow very impressive and lots of interesting ideas here! Great work!Nginear wrote: Sun Dec 29, 2024 9:57 pm Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 1.0 (December 29, 2024)
This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I combined Elessar2's WaW Pacific mod (a great mod BTW) with the Developer's Pac ideas, but have made many many enhancements. Some enhancements include building railroads, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, and many more.
This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). Most ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier), with a t-o-n of research done on the historical paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now! And of course, an all new technology tree!
This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. And when able, to focus more on the historical strengths/weaknesses of each nation. For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.
Sorry - no ported AI right now! That is an animal all on its own.
Download the zip file here (unzip and place in My Games SC:Pacific folder):
https://www.dropbox.com/scl/fi/wvzcww4h ... 6q181&dl=0
Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 3.5:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting.
Planes: About 100 per unit.
PLEASE READ:
Player notes for major changes :
Most Important Changes:
-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 Britian can send a convoy to India too.
-HQ, Garrison, and Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.
Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP.
-Tech is 3/2/2/1/1 % per level.
-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 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. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units can only be destroyed once on 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!
-Jap heavy cruisers have torpedoes, Allies have Fire Control.
-Japs have lower fighter defense and bomber defense to represent lightly armored planes.
-Sea Planes have a 25% chance of damage evasion.
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-Australia has two partisan units waiting on LR amphib transports that can be landed anywhere. This represents the fact that many defeated units turned to guerilla warfare in the early war. They are not replaceable if destroyed.
-Communist China can build Guerillas. This represents their focus on guerilla tactics.
-Japanese Superheavy Battleship (SBB) is stronger than USA SBB (Yamato had bigger guns and more armor than Iowa). All SBB get two strikes.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
-PT Boat scripts have been updated, but are turned off. Auxiliary ships represent anything from minesweepers to old destroyers.
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.
3) Soft Limits off
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 and Regiment units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia).

- OldCrowBalthazor
- Posts: 2813
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: Mod: MEGA Pacific - Most Realistic Yet
Tanaka. Maybe this could be our next huckleberry. Soon as I down loaded this I thought of you.Tanaka wrote: Tue Jan 07, 2025 1:16 am
Wow very impressive and lots of interesting ideas here! Great work!
Imagine the MEGA-Tsunami rampage you could unleash on me!

We should talk..........
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Re: Mod: MEGA Pacific - Most Realistic Yet
Very impressive! I like everything you are doing in this mod. Just a couple of questions:
- did you consider limiting the ability of carriers to reinforce with new aircraft outside of major ports or home ports? My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
- do you think that ports (of any size) give too much of a defensive advantage to carriers? My understanding was that carriers could usually only launch air crew at sea. In this game, it seems standard for carriers to retreat to ports (even small forward bases) and go onto CAP until they spot a naval target at sea. As a result, a lot of the carrier action I have seen is attacking fighters vs CAP, rather than trying to bomb carriers in ports, which seems to yield limited results. Can something be done to reduce the defensive advantage of ports at least for carriers?
- why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.
I look forward to trying to mod.
Michael
- did you consider limiting the ability of carriers to reinforce with new aircraft outside of major ports or home ports? My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
- do you think that ports (of any size) give too much of a defensive advantage to carriers? My understanding was that carriers could usually only launch air crew at sea. In this game, it seems standard for carriers to retreat to ports (even small forward bases) and go onto CAP until they spot a naval target at sea. As a result, a lot of the carrier action I have seen is attacking fighters vs CAP, rather than trying to bomb carriers in ports, which seems to yield limited results. Can something be done to reduce the defensive advantage of ports at least for carriers?
- why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.
I look forward to trying to mod.
Michael
- Platoonist
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Re: Mod: MEGA Pacific - Most Realistic Yet
New US naval aviators usually didn't get their carrier qualifications on active fleet carriers during the war. Big carriers were at a premium and admirals didn't want the newly minted nuggets crashing into their decks. Instead, the escort carrier USS Charger spent most of the war chugging around Chesapeake Bay training new pilots in landings and takeoffs. In 1942, two former paddle steamers were converted to training flattops and trained pilots at basic carrier ops at the Great Lakes Naval Station on Lake Michigan. By 1945 the aging USS Ranger and Saratoga were designated as training carriers as they couldn't accommodate the larger and more modern naval aircraft in their elevators.mdsmall wrote: Fri Jan 10, 2025 4:33 pm My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
Unless they were being assigned to a new naval squadron being formed at home, replacement naval aviators were usually shipped abroad as needed and sent overseas in the same manner as replacement Army or Marine pilots. By troopships, escort carriers, transport planes or by ferrying replacement aircraft to the front.
The Japanese used the small carriers Hosho and sometimes the Ryuho in the Inland Sea for pilot training. Which is likely why those two carriers survived the war.
- OldCrowBalthazor
- Posts: 2813
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: Mod: MEGA Pacific - Most Realistic Yet
Hi Michael. I can answer the above question. It was a house-rule that Elessar and I came up with while testing for over a year his SC-WaW War in the Pacific mod. First strike carrier attacks had NO chance of doing much damage against a carrier All Fighter air capped enemy fleet. Elessar struggled to find a solution, as did I. We finally came up with this house-rule and tested it. The discussion about 'Mixed' and its merits came up, as we knew no Carrier had all fighters on board, and no dive/torpedo bombers. So after much testing, the 'Mixed' mode rule for CVs turned out to work great. First strikes in Mixed Mode could get through. Before, a first strike bombing mission against a enemy fleet that had all its CVs on Fighter Mode would get decimated, with hardly any hits at all.mdsmall wrote: Fri Jan 10, 2025 4:33 pm
- why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.
I look forward to trying to mod.
Michael
I strongly urge that this house-rule be used in a multiplayer match.
btw..I am planning to do an introduction vid covering this mod. I just came here to PM Nginear to ask for some talking points, like I did for you and your brilliant Icarus Mod.

My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Re: Mod: MEGA Pacific - Most Realistic Yet
Hi Michael and thank you so much for trying the mod and asking these questions! I have not written a comprehensive "designer's notes" but taking questions is a great equivalent.
UPDATE: The thread was on the Matrix SC:Pac Discord channel.
You can read Feinder's entertaining AAR here: https://www.matrixgames.com/forums/view ... 0&t=396378
You can read Elessar2's analysis of the CAP vs Mixed vs Bomber here: https://www.matrixgames.com/forums/view ... 4#p4926004 Look for the lengthy post 4th from bottom.
Let me know how the mod play goes! I am working on getting the scripts working so engineers build airfields and ports (think Guadalcanal).
-Excellent point and one I need to clarify. My original idea for this house rule would apply to the hull only, not reinforcing aircraft crews. I did not specify this very well and will correct it. What sounds good in my head is not what others interpret! As a side note, you will notice that US aircraft carriers in the production que start with 1.0 experience (represents their better training) and Japanese with none (in place Japanese carriers start with 3.0 to represent their highly experienced crews at war's start, but limited training program).mdsmall wrote: Fri Jan 10, 2025 4:33 pm - did you consider limiting the ability of carriers to reinforce with new aircraft outside of major ports or home ports? My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
-I recently saw a thread about this, but for the life of me and I cannot find it now. Yes, the numbers can be changed, and I think the devs agreed they would change the numbers in the patch due to the problem you mentioned. I tried to use the numbers from Pac, but there were some problems with porting things in the editor, so their may be differences sometimes.mdsmall wrote: Fri Jan 10, 2025 4:33 pm - do you think that ports (of any size) give too much of a defensive advantage to carriers? My understanding was that carriers could usually only launch air crew at sea. In this game, it seems standard for carriers to retreat to ports (even small forward bases) and go onto CAP until they spot a naval target at sea. As a result, a lot of the carrier action I have seen is attacking fighters vs CAP, rather than trying to bomb carriers in ports, which seems to yield limited results. Can something be done to reduce the defensive advantage of ports at least for carriers?
UPDATE: The thread was on the Matrix SC:Pac Discord channel.
-As OldCrowB mentioned, this has its basis in Elessar2's mod for WaW. Elessar determined, after discussing with the devs, there were unwritten combat rules that affected gameplay. I played an entire game against Feinder in the WaW pacific mod, and we agreed that mixed worked pretty well through out the game.mdsmall wrote: Fri Jan 10, 2025 4:33 pm - why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.
You can read Feinder's entertaining AAR here: https://www.matrixgames.com/forums/view ... 0&t=396378
You can read Elessar2's analysis of the CAP vs Mixed vs Bomber here: https://www.matrixgames.com/forums/view ... 4#p4926004 Look for the lengthy post 4th from bottom.
Let me know how the mod play goes! I am working on getting the scripts working so engineers build airfields and ports (think Guadalcanal).
Last edited by Nginear on Wed Jan 15, 2025 2:36 am, edited 1 time in total.
Re: Mod: MEGA Pacific - Most Realistic Yet
Ty for the mod - looks interesting. I have a few immediate questions:
1) The notes in-game that pop up on turn 1 seem to refer to some designer's notes. I looked in the mod folders and see a small player notes.txt file which seems similar to the brief notes you posted already on this thread. Is there another document or pdf with designer's notes?
2) There are many red hashed hexes on the map - a line of them south of Truk, some around Japan, and I think others - what are all of these?
3) It looks from your notes like HQ's cannot be replaced. This seems pretty harsh. Destruction of an HQ doesn't necessarily have to mean death of the one guy in charge, he can ride away in a staff car or fly out. And even if he is killed there are other commanders that will rise to succeed him. Having a nation's HQ's be permanently gone losing overall ability to provide HQ's for the rest of the war seems pretty tough. I'm saying this without playing the game at all but this just stood out to me.
Thanks again
1) The notes in-game that pop up on turn 1 seem to refer to some designer's notes. I looked in the mod folders and see a small player notes.txt file which seems similar to the brief notes you posted already on this thread. Is there another document or pdf with designer's notes?
2) There are many red hashed hexes on the map - a line of them south of Truk, some around Japan, and I think others - what are all of these?
3) It looks from your notes like HQ's cannot be replaced. This seems pretty harsh. Destruction of an HQ doesn't necessarily have to mean death of the one guy in charge, he can ride away in a staff car or fly out. And even if he is killed there are other commanders that will rise to succeed him. Having a nation's HQ's be permanently gone losing overall ability to provide HQ's for the rest of the war seems pretty tough. I'm saying this without playing the game at all but this just stood out to me.
Thanks again
Re: Mod: MEGA Pacific - Most Realistic Yet
Thanks for trying it! It's encouraging to see others take an interest.
The long line of red hexes is the equator. As my mod traces has roots to Elessar2's mod, he had an extra weather zone around the equator that was more volatile. My mod does not have that specific weather affect (the porting feature was not compatible), but I kept the hexes.
However, because I do want HQs to play a bigger role, placing them at strategic operating points like Truk or Hollandia, I lowered the cost significantly from Pacific (300 down to 215).
Hope that helps and let me know about the results of your game!
I kept many of the developer's ideas and popups, editing as needed. For things that are uniquely mine, I would create a new popup (such as the atomic bomb). So you might see switches in personality from "My emperor" to "you" and references to the official SC strategy guide. The document you mentioned is the original version of what is posted in the forum and obviously not edited. When I release an updated mod, I will update those notes as well.jjdenver wrote: Tue Jan 14, 2025 2:57 am 1) The notes in-game that pop up on turn 1 seem to refer to some designer's notes. I looked in the mod folders and see a small player notes.txt file which seems similar to the brief notes you posted already on this thread. Is there another document or pdf with designer's notes?
Good question! The sporadic red hexes around Japan were my markings for the original launch range for Doolittle to get the bomber's successfully to China (the bombers were supposed to join the fight in China). My original idea was to have two launch lines - the "oh crap, we are spotted" historical launch range; and the red line would initiate the raid + provide a medium bomber unit to China. Buuut I decided it was going to be too complex to work out the scripts and so I shelved the idea for now. BTW the launch points in this mod are the historic range, Pacific is a little beyond the historic range.jjdenver wrote: Tue Jan 14, 2025 2:57 am 2) There are many red hashed hexes on the map - a line of them south of Truk, some around Japan, and I think others - what are all of these?
The long line of red hexes is the equator. As my mod traces has roots to Elessar2's mod, he had an extra weather zone around the equator that was more volatile. My mod does not have that specific weather affect (the porting feature was not compatible), but I kept the hexes.
I tend to think of HQs as the leader + equipment. Sure, the leader may or may not escape, but the equipment seldom does. MacArthur escaped with some staff, but everything was left behind. HQ's #1 use is for boosting supply - jeeps, trucks, fuel, food, ammo, etc. Leadership is a bonus. Part of my decision to raise the minimum supply to reform to 6+ is based off the island warfare. The limited game mechanics mix it all together - a random town in China is the same as a backwater island with a port.jjdenver wrote: Tue Jan 14, 2025 2:57 am 3) It looks from your notes like HQ's cannot be replaced. This seems pretty harsh. Destruction of an HQ doesn't necessarily have to mean death of the one guy in charge, he can ride away in a staff car or fly out. And even if he is killed there are other commanders that will rise to succeed him. Having a nation's HQ's be permanently gone losing overall ability to provide HQ's for the rest of the war seems pretty tough. I'm saying this without playing the game at all but this just stood out to me.
However, because I do want HQs to play a bigger role, placing them at strategic operating points like Truk or Hollandia, I lowered the cost significantly from Pacific (300 down to 215).
Hope that helps and let me know about the results of your game!
Re: Mod: MEGA Pacific - Most Realistic Yet
Dropbox link has a folder and a *.cgn which is ~ 42Mb ... tried the *.cgn and it indicated not a supported file type ....Nginear wrote: Sun Dec 29, 2024 9:57 pm Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 1.0 (December 29, 2024)
This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I combined Elessar2's WaW Pacific mod (a great mod BTW) with the Developer's Pac ideas, but have made many many enhancements. Some enhancements include building railroads, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, and many more.
This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). Most ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier), with a t-o-n of research done on the historical paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now! And of course, an all new technology tree!
This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. And when able, to focus more on the historical strengths/weaknesses of each nation. For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.
Sorry - no ported AI right now! That is an animal all on its own.
Download the zip file here (unzip and place in My Games SC:Pacific folder):
https://www.dropbox.com/scl/fi/wvzcww4h ... 6q181&dl=0
Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 3.5:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting.
Planes: About 100 per unit.
PLEASE READ: (updated 1/13/25)
Player notes for major changes :
Most Important Changes:
-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 Britian can send a convoy to India too.
-HQ, Garrison, and Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.
Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP.
-Tech is 3/2/2/1/1 % per level.
-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 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. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units can only be destroyed once on 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!
-Jap heavy cruisers have torpedoes, Allies have Fire Control.
-Japs have lower fighter defense and bomber defense to represent lightly armored planes.
-Sea Planes have a 25% chance of damage evasion.
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-Australia has two partisan units waiting on LR amphib transports that can be landed anywhere. This represents the fact that many defeated units turned to guerilla warfare in the early war. They are not replaceable if destroyed.
-Communist China can build Guerillas. This represents their focus on guerilla tactics.
-Japanese Superheavy Battleship (SBB) is stronger than USA SBB (Yamato had bigger guns and more armor than Iowa). All SBB get two strikes.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
-PT Boat scripts have been updated, but are turned off. Auxiliary ships represent anything from minesweepers to old destroyers.
- (NEW) - 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) (NEW) - LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off
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 and Regiment units.
3) NEW - 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.
what am I obviously overlooking here ?