Pfeffersack
Deity
WWII Pacific Conquest - Extended Version without VPs
The Pazicfic Scenario is the one I like most of all 9 Conquests.I had much fun to play it , but there were some things I dislike:
IMO, the use of VP for every action make it very easy for Japan to win (even on high difficulty); at some point I simply stop conquering and simply get the VPs by defending against the weak AI counter attacks.I don't think this is very realistic - the only chance to win for Japan should be quick and constant attacking until a large domination is achieved; of course under the pressure of the superior economy of the USA and the Commonwealth.So I decide to drop VP scoring and to add some improvements to the Allies economy as well as some minor changes which make the Conquest more fun to play - at least for me
Any constructive feedback is welcome!
Install instructions:
Simply extract one of the zip-files (or both if you like) in your /Conquests/Conquests/ folder.It should work, although this is my first try for a more complicated zip-archive...
Changes:
V 1.00
- time is measured in weeks, game starts in week 49/1941
- no time limit
- no victory point scoring; you can win by conquest or domination (66% of terrain/46% of the population)
- you can play as the Dutch - for a real challenge
- I added 3 cities to the continental USA to increase their production
- for the same reason I change the places of some ressources and optimize the terrain improvments in the USA and Australia
- RoF of Japanese Kamikaze planes is increased by 1(now 2)
- Sun Tsu's Art of War added and already built in Tokio
- airlift ability of infantery, combat engineers, MG batallion, Nipponese inf., anzac inf., american GI, Flak removed
- China and Netherlands cannot build combat engineers, medium tanks, atomic bombs
- Small Wonder called "Headquarters" added; same benefits as Forbidden Palace (for Japan already build in Peking; I add this because I saw the Japanese AI occasionally razing conquered cities and generally found corruption to be a problem in this scenario)
- Japan starts with two additional Light Tanks in Kaifeng to improve the AIs use of the army there
- ressources can no longer deplete (IMO, this makes sense because of the short time span the scenario covers)
- Hospitals remove pop. pollution to a minimum (again the reason is the short time the scenario plays)
- "build often flag" for air units removed to prevent the AIs from building to many planes (USA, Japan, Commonwealth)
- techcosts of the "World at war era" doubled
V 1.1
- added Unit: C47 Dakota (available to USA, costs 50, needs oil, treats all terrain as roads and can only transport foot units, movement 1, operational range 6, defense 1 [warning! it will be destroyed by enemy ground forces if unprotected!], transport capacity 1; can load, unlaod, airdrop and execute recon and rebase missions)
- transports now have a capacity of 6
- air lift removed for marines and paratroopers, too (forgotten in V1.0)
- leaders, workers and P.O.W. are marked as "foot" units to be also transportable by the Dakota
- changes to civ traits:
China now agricultural (instead of militaristic)
Commonwealth now seafaring (instead of militaristic)
USA now also scientific
Netherlands now seafaring (instead of industrious)
NOTE: My intention for this is to make Japan the only nation with "militaristic" - the Axis should have an advantage on the battlefield, the Allies in the factories
- the "capital" (means palace + most of the wonders) of the USA is removed to Reno (reason: a coastal city would be an easy target for an amphibious assault)
- "Sun Tzus Art of War" renamed to "Bushido"; also increases now the appearance of leaders
- "Smiths Trading Company" moved from Tokio to Reno; it now (also) gives every city on the US continent an factory-like improvment called "production lines"
- "The Pentagon" is only available to the USA (placed in Reno); it now also increases army value and produces an army every 24 turns
- "Naval Academy" renamed in "Marines School" and only available to USA (placed in San Francisco); instead of destroyers it produces a marine every turn
- "Military Academy" does not need an victorious army any more to be build, gives an army ervery 24 turns and increases army value (it is buildable for all nations, but already built in Tokio and Tacoma)
- "Wall Street" is now an GW which also gives +1 commerce per tile (if it already produces commerce) and it is already build in San Francisco
- "Histroy of WW2" is renamed to "Revenge for Pearl Harbour" and now a great wonder already build in Reno; it losts its ability to increase the chance of leader creation and instead creates an "Recrutation Bureau" in every city on continental USA (those bureaus create an American GI every 4 turns)
- new improvment added: Iron Mine; needs iron in city radius; +25% production/50% taxes (cost 120, maintenance 2)
- new improvment added: Oil Well; needs oil in city radius; +50% production/50% taxes (costs 240, maintenance 4)
- railroads completly removed
- movement a long roads is now doubled (6 tiles per mp - to compensate the missing railroads)
- strategic ressources yield more extra shields/commerce to give them a greater value (coal/iron: both +5/+5; rubber, oil, uranium: all three +10/+10); iron and oil also allow special buildings(see above)
V 1.11
- removed rest of railroads in Japan
V 1.11-DH (something for all who hate spearmans beating tanks...)
Changes:
- all mentioned above
- the HPs of all ranks are doubled to lessen the random factor in battles; to balance this with the bombardment ability, the RoF for offensive bombardment is doubled too (for all units with bombardment ability)
DOWNLOAD LINKS are in the second post!
The Pazicfic Scenario is the one I like most of all 9 Conquests.I had much fun to play it , but there were some things I dislike:
IMO, the use of VP for every action make it very easy for Japan to win (even on high difficulty); at some point I simply stop conquering and simply get the VPs by defending against the weak AI counter attacks.I don't think this is very realistic - the only chance to win for Japan should be quick and constant attacking until a large domination is achieved; of course under the pressure of the superior economy of the USA and the Commonwealth.So I decide to drop VP scoring and to add some improvements to the Allies economy as well as some minor changes which make the Conquest more fun to play - at least for me

Any constructive feedback is welcome!
Install instructions:
Simply extract one of the zip-files (or both if you like) in your /Conquests/Conquests/ folder.It should work, although this is my first try for a more complicated zip-archive...
Changes:
V 1.00
- time is measured in weeks, game starts in week 49/1941
- no time limit
- no victory point scoring; you can win by conquest or domination (66% of terrain/46% of the population)
- you can play as the Dutch - for a real challenge

- I added 3 cities to the continental USA to increase their production
- for the same reason I change the places of some ressources and optimize the terrain improvments in the USA and Australia
- RoF of Japanese Kamikaze planes is increased by 1(now 2)
- Sun Tsu's Art of War added and already built in Tokio
- airlift ability of infantery, combat engineers, MG batallion, Nipponese inf., anzac inf., american GI, Flak removed
- China and Netherlands cannot build combat engineers, medium tanks, atomic bombs
- Small Wonder called "Headquarters" added; same benefits as Forbidden Palace (for Japan already build in Peking; I add this because I saw the Japanese AI occasionally razing conquered cities and generally found corruption to be a problem in this scenario)
- Japan starts with two additional Light Tanks in Kaifeng to improve the AIs use of the army there
- ressources can no longer deplete (IMO, this makes sense because of the short time span the scenario covers)
- Hospitals remove pop. pollution to a minimum (again the reason is the short time the scenario plays)
- "build often flag" for air units removed to prevent the AIs from building to many planes (USA, Japan, Commonwealth)
- techcosts of the "World at war era" doubled
V 1.1
- added Unit: C47 Dakota (available to USA, costs 50, needs oil, treats all terrain as roads and can only transport foot units, movement 1, operational range 6, defense 1 [warning! it will be destroyed by enemy ground forces if unprotected!], transport capacity 1; can load, unlaod, airdrop and execute recon and rebase missions)
- transports now have a capacity of 6
- air lift removed for marines and paratroopers, too (forgotten in V1.0)
- leaders, workers and P.O.W. are marked as "foot" units to be also transportable by the Dakota
- changes to civ traits:
China now agricultural (instead of militaristic)
Commonwealth now seafaring (instead of militaristic)
USA now also scientific
Netherlands now seafaring (instead of industrious)
NOTE: My intention for this is to make Japan the only nation with "militaristic" - the Axis should have an advantage on the battlefield, the Allies in the factories
- the "capital" (means palace + most of the wonders) of the USA is removed to Reno (reason: a coastal city would be an easy target for an amphibious assault)
- "Sun Tzus Art of War" renamed to "Bushido"; also increases now the appearance of leaders
- "Smiths Trading Company" moved from Tokio to Reno; it now (also) gives every city on the US continent an factory-like improvment called "production lines"
- "The Pentagon" is only available to the USA (placed in Reno); it now also increases army value and produces an army every 24 turns
- "Naval Academy" renamed in "Marines School" and only available to USA (placed in San Francisco); instead of destroyers it produces a marine every turn
- "Military Academy" does not need an victorious army any more to be build, gives an army ervery 24 turns and increases army value (it is buildable for all nations, but already built in Tokio and Tacoma)
- "Wall Street" is now an GW which also gives +1 commerce per tile (if it already produces commerce) and it is already build in San Francisco
- "Histroy of WW2" is renamed to "Revenge for Pearl Harbour" and now a great wonder already build in Reno; it losts its ability to increase the chance of leader creation and instead creates an "Recrutation Bureau" in every city on continental USA (those bureaus create an American GI every 4 turns)
- new improvment added: Iron Mine; needs iron in city radius; +25% production/50% taxes (cost 120, maintenance 2)
- new improvment added: Oil Well; needs oil in city radius; +50% production/50% taxes (costs 240, maintenance 4)
- railroads completly removed
- movement a long roads is now doubled (6 tiles per mp - to compensate the missing railroads)
- strategic ressources yield more extra shields/commerce to give them a greater value (coal/iron: both +5/+5; rubber, oil, uranium: all three +10/+10); iron and oil also allow special buildings(see above)
V 1.11
- removed rest of railroads in Japan
V 1.11-DH (something for all who hate spearmans beating tanks...)
Changes:
- all mentioned above
- the HPs of all ranks are doubled to lessen the random factor in battles; to balance this with the bombardment ability, the RoF for offensive bombardment is doubled too (for all units with bombardment ability)
DOWNLOAD LINKS are in the second post!