BJRmodVer1.05 Submitted to Slitherine
Moderators: firepowerjohan, rkr1958, Happycat, Slitherine Core
BJRmodVer1.05 Submitted to Slitherine
Creator: Borger Borgersen, Jim Potts, Ronnie Runyan & Timothy Lynch.
Contributors: Paul Kirby, Gabriele, Joe Rock, Randy Freeman, Clifford Johnson and Ray Gabriele.
If you want an "advance" look at the mod before Slitherine uploads it to their site you can get it at:
http://rapidshare.com/files/245355021/B ... 5-Full.zip
I'll keep that link up for a while.
By the way, the zip file if 40,976KB and the mod unzipped is 3365 files, 10 folders and 43,046,694 bytes. This update is a full update, which means that you can either update the vanilla game or an earlier BJR modded version of the game to this version.
Here is the contents of the readme file included with the mod.
CEaW BJR mod ver 1.05 (Draft). 6-15-2009.
Important! Be sure to backup any files before copying over them.
Just copy and paste the following folders into your CEaW install at the appropriate locations and
the needed files will be updated. The default locations where these are to be copied is shown.
1. data -> C:\Program Files\Slitherine\Commander - Europe At War
Modifies files in:
C:\Program Files\Slitherine\Commander - Europe At War\data
C:\Program Files\Slitherine\Commander - Europe At War\data\scenario
That is copy the data folder and pasted it in "C:\Program Files\Slitherine\Commander - Europe At War"
This will modify files in "C:\Program Files\Slitherine\Commander - Europe At War\data" and
"C:\Program Files\Slitherine\Commander - Europe At War\data\scenario"
2. documentation -> no need to copy and paste that anywhere. It contains documentation on the mod.
3. game -> C:\Program Files\Slitherine\Commander - Europe At War
Modifies files in:
C:\Program Files\Slitherine\Commander - Europe At War\game
C:\Program Files\Slitherine\Commander - Europe At War\game\hex
C:\Program Files\Slitherine\Commander - Europe At War\game\unit
4. image -> C:\Program Files\Slitherine\Commander - Europe At War
Modifies files in:
C:\Program Files\Slitherine\Commander - Europe At War\image
C:\Program Files\Slitherine\Commander - Europe At War\image\commander
C:\Program Files\Slitherine\Commander - Europe At War\image\unit
5. Read_Me_BJRmodVer1.05.txt -> This file. No need to copy.
****************************************************************************************************
Change Logs from BJR mod version 1.00 (i.e., the original BJR mod).
****************************************************************************************************
BJR mod ver 1.05. 6-15-2009.
1. Hexes in mainland Italy and Albania except the cities are made German owned, but Italian controlled from
the game start. This will NOT affect Italian production.
This means that these hexes will change from Italian control to German control when Italy surrenders.
Only Italian cities not occupied by German units will change to Allied control. This means the Germans
can occupy the Italian cities north of Rome and keep control over their side of Italy once Italy surrenders.
In the old version the German units in Italy became surrounded by Allied controlled hexes and the
Allies could even use rail movement to get units from e. g. Rome to Milan, Genoa etc. Since most of the
hexes changes to Allied control it also severed the rail link for the Axis player to the units they had in Italy.
This is not historical. The real Germans quickly took control over Italy after Italy surrendered and the
Allied got few free territorial gains from the surrender.
This change is also a prelude to altering the Italian surrender rule so Italy will surrender when the Allies
capture a city in mainland Italy. Then the above change becomes even more important because Italy
can be knocked out of the war even as early as when Taranto falls.
2. Strategic bombers bombarding a resource or city hex with a fighter in the hex will now inflict damage on the
resource after air combat instead of trying to attack the fighter. That means we no longer need the house
rule for not being allowed to base fighters in resource and city hexes.
3. Max 2 air attacks per hex is now hardcoded in the game we only need to keep track of max direct airstrikes against airbases.
That should help a lot.
4. CV’s can now intercept airstrikes within range. That means they can protect transports, BB’s etc. from enemy bombers
5. Fighters and CV’s can be put on sentry mode by hitting the S key when the unit is active. Then you will see some symbol
Zzz drawn on top of the unit. When you want to take a unit out of sentry mode then you just click on the unit.
When a fighter or CV is in sentry mode then it will NOT intercept. That is a great way to avoid being forced into unwanted
interceptions. The only way to avoid it was before to rebase the fighter out of interception range. Now you can keep
the fighter where it is. If the fighter or CV is directly attacked it wil leave sentry mode and defend itself.
6. Kuwait City is now defined as a supply level 5 source to retain rail capability for the Allies when Iraq activates. This means
we could change Iraq back to a minor country again to avoid having the empty major power in the research and production
dialog boxes.
7. Since Britain will now get the production from Iraq we removed the Canadian Sudbury mine. The PP’s from the oilfields in
Iraq should compensate for not having Sudbury. We kept the Turner Valley oilfield to reduce the risk of the Allies running
out of oil too soon.
8. Algeria is replaced as a country with Vichy France. That seems more accurate because the area in North Africa and southern
France was part of Vichy France. Southern France and Corsica are added to Vichy France.
Vichy France will remain neutral (thus no German income from Southern France) until DoW’ed upon by either the Allies or
the Axis. The Axis have now only a narrow border with Spain so an early DoW of Spain will often require a DoW on Vichy France
first. But it’s possible to leave Vichy France and make a combined seaborne invasion and land invasion from the area near
the Atlantic coast bordering Spain.
9. PP’s in southern France is reduced from 8 PP’s to 5 PP’s and Lille and Bordeaux / La Rochelle increased instead. This way the
Germans will only lose 2.5 PP’s per turn from not having Vichy France. But if the Allies DoW Vichy France they will instead get
full production from Southern France (5 PP’s per turn). That will compensate for the lost PP’s from the fall of France will
Torch. In addition we upped the German at start production from 70 to 90 so they can pay for a lab on the first turn as well.
10. We added Free France as a possible Allied minor power. Free France will not activate at a specific date. They will only
activate as a result of Vichy France being activated. Free France will be governed by USA so they pay for step losses,
Free France units use US amphs when invading etc. The turn after activation 5 Free French units will be available
near Dakar in Western Africa. It’s 1 armor, 1 motorized and 3 corps units. A house rule limits the use of the Free French
units to Northern Africa until all Vichy port cities in Northern Africa is Allied controlled (Casablanca, Oran, Algiers and Tunis).
Dakar produces 1 PP per turn and it will go to US.
11. US production in reduced by 3 PP’s (2 from Norfolk and 1 from New York) to “pay” for the Free French units. They get 1 PP
back from Dakar when Free France activates. The other 2 PP’s are lost, but it’s quite expensive to buy the 5 Free French
units so USA shouldn’t complain. Maybe we must lower the US production a bit more.
12. One reason for adding Free France linked to Vichy France is that the Allies now have an even better reason for launching
Operation Torch. If you succeed with Torch then you have 5 Free French units to use against the Italians and later the
Germans in France. So it’s now less likely that the Allies will bypass Vichy France and go directly for France in 1943.
13. We changed the class files so all minor powers (almost) now have their own NATO symbol unit graphics. That adds some
spice to the game and it’s easier to distinguish the minor powers fighting alongside Germany and Britain. E. g. The Free French
got the French colors. The unit icons for the minor powers are now copied from the most likely controlling major power,
but a clever CeaW player can now alter the graphics for example for Finnish fighters and change the photo of the German
BF109 with a Finnish airplane. All minor power unit icons can be replaced if people want that. So it’s a chance for modders
to not only change the NATO symbols as I’ve already done, but also the unit icons.
13. Updated House Rule. Italy must use the German amphibious capacity in the Atlantic and Germany must use the Italian amphibious capacity
in the Mediterranean until Gibraltar is Axis controlled.
14. Updated House Rule. No more than one air unit per turn may execute an attack upon any enemy air unit or CV at its airbase. If you attack
another unit and a fighter or CV intercepts then this attack is not counted as an attack on the fighter’s airbase. So
it’s possible to let another air unit attack the fighter’s or CV’s air base.
15. Updated House Rule. Special Basing Restrictions. Removed section A and now this rules reads as follows:
The hexes adjacent to the fortresses of Gibraltar, Scapa Flow and Malta are intended for use as airbases only, and
only by the side controlling the fortress. Any air unit in these hexes cannot be directly attacked by any unit as
long as the adjacent fortress is friendly. If the adjacent fortress hex is conquered and occupied by an unfriendly
unit then that air unit is subject to attack by any and all units until it is destroyed or until it rebases from that hex.
16. Added New House Rule. If Gibraltar becomes Axis controlled then the Malta Supply Rule will be lifted regardless of other conditions.
This means the Allies can’t support Malta from the west and Malta will not be able to fulfill it’s role as a base to
interdict Axis supply transports to Libya.
17. Clarified sub to sub discovery house rule by adding the following. Also, if an enemy sub attempted to move during their turn and
was prevented from doing so by one of your subs, then it is immune from attack during your turn.
This prevents a player from surrounding a sub with any combination of surface ships and subs, trapping it in place so it can be attacked.
This can be a very effective strategy for the Allied player but is completely ahistorical.
18. Upped the German at start PP's from 70 to 90 so they can build theirfirst lab as well
if they decide to build Rundstedt. Or they can buy Heinrici for 85 PP's and get +1 defense
on the unit it's attached to.
19. Increased German starting manpower to 1005 from 858. That is 215 above the threshold just as
before when max manpower was at 858.
20. Updated the proposed Siberia Transfer house rule to:
The eight Russian units that start the game in the northeast map corner near Omsk in Siberia are part
of the Russian defense against Japan and may not be moved until one of the following events occurs:
* USA enters the war
* An Axis land unit is within 2 hexes of Moscow or Moscow is captured.
* An Axis land unit is within 2 hexes of Rostov or Rostov is captured.
* An Axis land unit is within 2 hexes of Leningrad south of the city or Leningrad is captured.
So Axis units in Finland close to Leningrad won’t trigger the release of the Siberian reserve.
These units, which have Siberia in their name, are:
* 1st Siberian tank army, 2nd Siberian tank army (two armor corps)
* 1st Siberian guards army, 2nd Siberian guards army (two motorized corps)
* 3rd Siberian army, 4th Siberian army (two infantry corps)
* 1st Siberian Fighter Corps (one fighter unit)
* 1st Siberian Bomber Corps (one tactical bomber unit)
21. Updated House Rules (draft), Research and Screenshots PDFs.
22. Removed house rules 16a, which restricted basing of fighters in cities or resource hexes.
Change 2 above makes this restriction now unnecessary. Fighters are free to base anywhere now.
Notes on Vichy France
A. If Germany wants to attack Spain on a broad front then they need to first DoW Vichy France and
Capture the hexes in southern France. That means they will only get 2.5 PP's per turn instead of
5 PP's per turn if they wait for the Allied operation Torch.
B. The Allies will now know that Vichy France will usually be neutral until they launch Torch so it's
even possible to try a landing near Marseilles since it will only be defended by garrison
for a turn. But it's very risky in 1942 with so few US units.
C. The Allies can also bypass Vichy France and keep it neutral to deny Germany the extra income,
but then they won't be able to squeeze Libya from 2 sides and it will be very hard to take
Sardinia and Sicily without Corsica and northern Africa.
D. It's very important to know that any Axis units inside Vichy territory
when France surrenders will be sent to the force pool as if the unit was built this turn.
So an infantry unit will arrive next turn while an armor unit will arrive in 3 turns.
So players should be careful about sending units within Vichy territory before the fall of France.
They won't lose the units, but the units must be placed again in a German home city.
****************************************************************************************************
BJR mod ver 1.02. 6-1-2009.
1. Updated Country.class file so it will work with both Java 1.4 or 1.5.
The previous one distributed initially with this update only worked with the newer Java version 1.5
and would cause CEaW to crash on start up under Java 1.4.
2. Reduced the US at start manpower from 61% to 45% so they need 30 turns before they reach 75%.
That means they get 75% manpower in April 1941. That is still early enough to start building naval
units for the November 1941 war entry. But you can't crank out lots of units in 1941 / 1942
without suffering -1 quality loss. Then even the US fighters should fight the German fighters in
even terms except the Germans have better tech.
****************************************************************************************************
BJR mod ver 1.01. 5-31-2009.
1. Increase the German max manpower from 858 to 1058.
At start manpower remains at 858 (81% of max)
2. Change the organization tech increases the following way:
* Tech 1 (+3 instead of +5)
* Tech 2 (+8 instead of +6)
* Tech 3 (+10 instead of +8)
* Tech 4 (+6 instead of +7)
* Tech 5 (+3 instead of +4)
* Tech 6 (+3 as before)
3. Reduce the Russian at start antitank value from 2 to 1.
4. Moved the following Russian units from the locations near Omsk (Siberia)
to the northeast map corner.
* 3 armor units
* 2 corps units
* 1 fighter
* 1 tactical bomber
Add a Siberian reserve that will only be released from the reserve on the turn USA joins the Allies. A message
about the release of the Siberian reserve is added to the USA joins the Allies message.
Siberian reserve in the northeast map corner that can’t move until USA joins the Allies:
* 2 armor units
* 2 motorized units
* 2 corps units
* 1 fighter
* 1 tactical bomber
All these units are named so people can see they’re Siberian.
See new house rule 32.
5. Moved the British motorized unit from Southampton to south of Birmingham,
added a garrison in Southampton.
6. In order to pay for a free leader (i.e., see new house rule 31) changed at start PP's to:
* German 70 PP's (from 20)
* Italy 25 PP's (from 0)
* Britian 70 PP's (from 0)
* France 25 PP’s (from 0)
* USSR 40 PP's (from 0)
7. Move the 1st Canadian corps from adjacent to Halifax to Ottawa.
8. Reduce the US production by 8 by reducing Washington from 16 to 12 and the Eastern USA resource from 10 to 6.
9. Reduce the north atlantic convoy from max 110 to 100. Reduce the south atlantic convoy from max 70 to max 50.
Keep the mid atlantic convoy at max 140.
10. Reduce the at start tech level in industry:
* US industry reduced from 3 to 2
* Russian industry reduced from 2 to 1
* US at start war effort increased from 3 to 4
* Russian at start war effort increased from 3 to 4
11. Added a new Country.class file that prevents oil levels from every dropping below 0.
This prevents the Axis oil levels late in the game for going into and staying negative
for the remainder of the game.
12. The port of Cherbourg has been moved from directly north of the city to the hex southwest of it.
This change helps in the UK defense against Sea Lion and later helps the Axis defense against
"Overlord". We made this change because it was possible for the Axis to land (i.e., unload) a unit
in England the same turn they loaded it (on transport) if the port of Cherbourg was occupied.
With this change this tactic is no longer possible.
13. New House Rule 31. Free Leader.
Germany, Britain and France must build a leader on the first turn of the game (September 1, 1939).
Italy and Russia must build a leader at the first opportunity after they activate (i.e., enter the war).
These leaders may be freely assigned to any unit.
14. New House 32.
The eight Russian units that start the game in the northeast map corner near Omsk in Siberia
are part of the Russian defense against Japan and may not be moved until the USA is at war.
These units, which have Siberia in their name, are:
* 1st Siberian tank army, 2nd Siberian tank army (two armor corps)
* 1st Siberian shock army, 2nd Siberian shock army (two motorized corps)
* 3rd Siberian army, 4th Siberian army (two infantry corps)
* 1st Siberian Fighter Corps (one fighter unit)
* 1st Siberian Bomber Corps (one tactical bomber unit)
Contributors: Paul Kirby, Gabriele, Joe Rock, Randy Freeman, Clifford Johnson and Ray Gabriele.
If you want an "advance" look at the mod before Slitherine uploads it to their site you can get it at:
http://rapidshare.com/files/245355021/B ... 5-Full.zip
I'll keep that link up for a while.
By the way, the zip file if 40,976KB and the mod unzipped is 3365 files, 10 folders and 43,046,694 bytes. This update is a full update, which means that you can either update the vanilla game or an earlier BJR modded version of the game to this version.
Here is the contents of the readme file included with the mod.
CEaW BJR mod ver 1.05 (Draft). 6-15-2009.
Important! Be sure to backup any files before copying over them.
Just copy and paste the following folders into your CEaW install at the appropriate locations and
the needed files will be updated. The default locations where these are to be copied is shown.
1. data -> C:\Program Files\Slitherine\Commander - Europe At War
Modifies files in:
C:\Program Files\Slitherine\Commander - Europe At War\data
C:\Program Files\Slitherine\Commander - Europe At War\data\scenario
That is copy the data folder and pasted it in "C:\Program Files\Slitherine\Commander - Europe At War"
This will modify files in "C:\Program Files\Slitherine\Commander - Europe At War\data" and
"C:\Program Files\Slitherine\Commander - Europe At War\data\scenario"
2. documentation -> no need to copy and paste that anywhere. It contains documentation on the mod.
3. game -> C:\Program Files\Slitherine\Commander - Europe At War
Modifies files in:
C:\Program Files\Slitherine\Commander - Europe At War\game
C:\Program Files\Slitherine\Commander - Europe At War\game\hex
C:\Program Files\Slitherine\Commander - Europe At War\game\unit
4. image -> C:\Program Files\Slitherine\Commander - Europe At War
Modifies files in:
C:\Program Files\Slitherine\Commander - Europe At War\image
C:\Program Files\Slitherine\Commander - Europe At War\image\commander
C:\Program Files\Slitherine\Commander - Europe At War\image\unit
5. Read_Me_BJRmodVer1.05.txt -> This file. No need to copy.
****************************************************************************************************
Change Logs from BJR mod version 1.00 (i.e., the original BJR mod).
****************************************************************************************************
BJR mod ver 1.05. 6-15-2009.
1. Hexes in mainland Italy and Albania except the cities are made German owned, but Italian controlled from
the game start. This will NOT affect Italian production.
This means that these hexes will change from Italian control to German control when Italy surrenders.
Only Italian cities not occupied by German units will change to Allied control. This means the Germans
can occupy the Italian cities north of Rome and keep control over their side of Italy once Italy surrenders.
In the old version the German units in Italy became surrounded by Allied controlled hexes and the
Allies could even use rail movement to get units from e. g. Rome to Milan, Genoa etc. Since most of the
hexes changes to Allied control it also severed the rail link for the Axis player to the units they had in Italy.
This is not historical. The real Germans quickly took control over Italy after Italy surrendered and the
Allied got few free territorial gains from the surrender.
This change is also a prelude to altering the Italian surrender rule so Italy will surrender when the Allies
capture a city in mainland Italy. Then the above change becomes even more important because Italy
can be knocked out of the war even as early as when Taranto falls.
2. Strategic bombers bombarding a resource or city hex with a fighter in the hex will now inflict damage on the
resource after air combat instead of trying to attack the fighter. That means we no longer need the house
rule for not being allowed to base fighters in resource and city hexes.
3. Max 2 air attacks per hex is now hardcoded in the game we only need to keep track of max direct airstrikes against airbases.
That should help a lot.
4. CV’s can now intercept airstrikes within range. That means they can protect transports, BB’s etc. from enemy bombers
5. Fighters and CV’s can be put on sentry mode by hitting the S key when the unit is active. Then you will see some symbol
Zzz drawn on top of the unit. When you want to take a unit out of sentry mode then you just click on the unit.
When a fighter or CV is in sentry mode then it will NOT intercept. That is a great way to avoid being forced into unwanted
interceptions. The only way to avoid it was before to rebase the fighter out of interception range. Now you can keep
the fighter where it is. If the fighter or CV is directly attacked it wil leave sentry mode and defend itself.
6. Kuwait City is now defined as a supply level 5 source to retain rail capability for the Allies when Iraq activates. This means
we could change Iraq back to a minor country again to avoid having the empty major power in the research and production
dialog boxes.
7. Since Britain will now get the production from Iraq we removed the Canadian Sudbury mine. The PP’s from the oilfields in
Iraq should compensate for not having Sudbury. We kept the Turner Valley oilfield to reduce the risk of the Allies running
out of oil too soon.
8. Algeria is replaced as a country with Vichy France. That seems more accurate because the area in North Africa and southern
France was part of Vichy France. Southern France and Corsica are added to Vichy France.
Vichy France will remain neutral (thus no German income from Southern France) until DoW’ed upon by either the Allies or
the Axis. The Axis have now only a narrow border with Spain so an early DoW of Spain will often require a DoW on Vichy France
first. But it’s possible to leave Vichy France and make a combined seaborne invasion and land invasion from the area near
the Atlantic coast bordering Spain.
9. PP’s in southern France is reduced from 8 PP’s to 5 PP’s and Lille and Bordeaux / La Rochelle increased instead. This way the
Germans will only lose 2.5 PP’s per turn from not having Vichy France. But if the Allies DoW Vichy France they will instead get
full production from Southern France (5 PP’s per turn). That will compensate for the lost PP’s from the fall of France will
Torch. In addition we upped the German at start production from 70 to 90 so they can pay for a lab on the first turn as well.
10. We added Free France as a possible Allied minor power. Free France will not activate at a specific date. They will only
activate as a result of Vichy France being activated. Free France will be governed by USA so they pay for step losses,
Free France units use US amphs when invading etc. The turn after activation 5 Free French units will be available
near Dakar in Western Africa. It’s 1 armor, 1 motorized and 3 corps units. A house rule limits the use of the Free French
units to Northern Africa until all Vichy port cities in Northern Africa is Allied controlled (Casablanca, Oran, Algiers and Tunis).
Dakar produces 1 PP per turn and it will go to US.
11. US production in reduced by 3 PP’s (2 from Norfolk and 1 from New York) to “pay” for the Free French units. They get 1 PP
back from Dakar when Free France activates. The other 2 PP’s are lost, but it’s quite expensive to buy the 5 Free French
units so USA shouldn’t complain. Maybe we must lower the US production a bit more.
12. One reason for adding Free France linked to Vichy France is that the Allies now have an even better reason for launching
Operation Torch. If you succeed with Torch then you have 5 Free French units to use against the Italians and later the
Germans in France. So it’s now less likely that the Allies will bypass Vichy France and go directly for France in 1943.
13. We changed the class files so all minor powers (almost) now have their own NATO symbol unit graphics. That adds some
spice to the game and it’s easier to distinguish the minor powers fighting alongside Germany and Britain. E. g. The Free French
got the French colors. The unit icons for the minor powers are now copied from the most likely controlling major power,
but a clever CeaW player can now alter the graphics for example for Finnish fighters and change the photo of the German
BF109 with a Finnish airplane. All minor power unit icons can be replaced if people want that. So it’s a chance for modders
to not only change the NATO symbols as I’ve already done, but also the unit icons.
13. Updated House Rule. Italy must use the German amphibious capacity in the Atlantic and Germany must use the Italian amphibious capacity
in the Mediterranean until Gibraltar is Axis controlled.
14. Updated House Rule. No more than one air unit per turn may execute an attack upon any enemy air unit or CV at its airbase. If you attack
another unit and a fighter or CV intercepts then this attack is not counted as an attack on the fighter’s airbase. So
it’s possible to let another air unit attack the fighter’s or CV’s air base.
15. Updated House Rule. Special Basing Restrictions. Removed section A and now this rules reads as follows:
The hexes adjacent to the fortresses of Gibraltar, Scapa Flow and Malta are intended for use as airbases only, and
only by the side controlling the fortress. Any air unit in these hexes cannot be directly attacked by any unit as
long as the adjacent fortress is friendly. If the adjacent fortress hex is conquered and occupied by an unfriendly
unit then that air unit is subject to attack by any and all units until it is destroyed or until it rebases from that hex.
16. Added New House Rule. If Gibraltar becomes Axis controlled then the Malta Supply Rule will be lifted regardless of other conditions.
This means the Allies can’t support Malta from the west and Malta will not be able to fulfill it’s role as a base to
interdict Axis supply transports to Libya.
17. Clarified sub to sub discovery house rule by adding the following. Also, if an enemy sub attempted to move during their turn and
was prevented from doing so by one of your subs, then it is immune from attack during your turn.
This prevents a player from surrounding a sub with any combination of surface ships and subs, trapping it in place so it can be attacked.
This can be a very effective strategy for the Allied player but is completely ahistorical.
18. Upped the German at start PP's from 70 to 90 so they can build theirfirst lab as well
if they decide to build Rundstedt. Or they can buy Heinrici for 85 PP's and get +1 defense
on the unit it's attached to.
19. Increased German starting manpower to 1005 from 858. That is 215 above the threshold just as
before when max manpower was at 858.
20. Updated the proposed Siberia Transfer house rule to:
The eight Russian units that start the game in the northeast map corner near Omsk in Siberia are part
of the Russian defense against Japan and may not be moved until one of the following events occurs:
* USA enters the war
* An Axis land unit is within 2 hexes of Moscow or Moscow is captured.
* An Axis land unit is within 2 hexes of Rostov or Rostov is captured.
* An Axis land unit is within 2 hexes of Leningrad south of the city or Leningrad is captured.
So Axis units in Finland close to Leningrad won’t trigger the release of the Siberian reserve.
These units, which have Siberia in their name, are:
* 1st Siberian tank army, 2nd Siberian tank army (two armor corps)
* 1st Siberian guards army, 2nd Siberian guards army (two motorized corps)
* 3rd Siberian army, 4th Siberian army (two infantry corps)
* 1st Siberian Fighter Corps (one fighter unit)
* 1st Siberian Bomber Corps (one tactical bomber unit)
21. Updated House Rules (draft), Research and Screenshots PDFs.
22. Removed house rules 16a, which restricted basing of fighters in cities or resource hexes.
Change 2 above makes this restriction now unnecessary. Fighters are free to base anywhere now.
Notes on Vichy France
A. If Germany wants to attack Spain on a broad front then they need to first DoW Vichy France and
Capture the hexes in southern France. That means they will only get 2.5 PP's per turn instead of
5 PP's per turn if they wait for the Allied operation Torch.
B. The Allies will now know that Vichy France will usually be neutral until they launch Torch so it's
even possible to try a landing near Marseilles since it will only be defended by garrison
for a turn. But it's very risky in 1942 with so few US units.
C. The Allies can also bypass Vichy France and keep it neutral to deny Germany the extra income,
but then they won't be able to squeeze Libya from 2 sides and it will be very hard to take
Sardinia and Sicily without Corsica and northern Africa.
D. It's very important to know that any Axis units inside Vichy territory
when France surrenders will be sent to the force pool as if the unit was built this turn.
So an infantry unit will arrive next turn while an armor unit will arrive in 3 turns.
So players should be careful about sending units within Vichy territory before the fall of France.
They won't lose the units, but the units must be placed again in a German home city.
****************************************************************************************************
BJR mod ver 1.02. 6-1-2009.
1. Updated Country.class file so it will work with both Java 1.4 or 1.5.
The previous one distributed initially with this update only worked with the newer Java version 1.5
and would cause CEaW to crash on start up under Java 1.4.
2. Reduced the US at start manpower from 61% to 45% so they need 30 turns before they reach 75%.
That means they get 75% manpower in April 1941. That is still early enough to start building naval
units for the November 1941 war entry. But you can't crank out lots of units in 1941 / 1942
without suffering -1 quality loss. Then even the US fighters should fight the German fighters in
even terms except the Germans have better tech.
****************************************************************************************************
BJR mod ver 1.01. 5-31-2009.
1. Increase the German max manpower from 858 to 1058.
At start manpower remains at 858 (81% of max)
2. Change the organization tech increases the following way:
* Tech 1 (+3 instead of +5)
* Tech 2 (+8 instead of +6)
* Tech 3 (+10 instead of +8)
* Tech 4 (+6 instead of +7)
* Tech 5 (+3 instead of +4)
* Tech 6 (+3 as before)
3. Reduce the Russian at start antitank value from 2 to 1.
4. Moved the following Russian units from the locations near Omsk (Siberia)
to the northeast map corner.
* 3 armor units
* 2 corps units
* 1 fighter
* 1 tactical bomber
Add a Siberian reserve that will only be released from the reserve on the turn USA joins the Allies. A message
about the release of the Siberian reserve is added to the USA joins the Allies message.
Siberian reserve in the northeast map corner that can’t move until USA joins the Allies:
* 2 armor units
* 2 motorized units
* 2 corps units
* 1 fighter
* 1 tactical bomber
All these units are named so people can see they’re Siberian.
See new house rule 32.
5. Moved the British motorized unit from Southampton to south of Birmingham,
added a garrison in Southampton.
6. In order to pay for a free leader (i.e., see new house rule 31) changed at start PP's to:
* German 70 PP's (from 20)
* Italy 25 PP's (from 0)
* Britian 70 PP's (from 0)
* France 25 PP’s (from 0)
* USSR 40 PP's (from 0)
7. Move the 1st Canadian corps from adjacent to Halifax to Ottawa.
8. Reduce the US production by 8 by reducing Washington from 16 to 12 and the Eastern USA resource from 10 to 6.
9. Reduce the north atlantic convoy from max 110 to 100. Reduce the south atlantic convoy from max 70 to max 50.
Keep the mid atlantic convoy at max 140.
10. Reduce the at start tech level in industry:
* US industry reduced from 3 to 2
* Russian industry reduced from 2 to 1
* US at start war effort increased from 3 to 4
* Russian at start war effort increased from 3 to 4
11. Added a new Country.class file that prevents oil levels from every dropping below 0.
This prevents the Axis oil levels late in the game for going into and staying negative
for the remainder of the game.
12. The port of Cherbourg has been moved from directly north of the city to the hex southwest of it.
This change helps in the UK defense against Sea Lion and later helps the Axis defense against
"Overlord". We made this change because it was possible for the Axis to land (i.e., unload) a unit
in England the same turn they loaded it (on transport) if the port of Cherbourg was occupied.
With this change this tactic is no longer possible.
13. New House Rule 31. Free Leader.
Germany, Britain and France must build a leader on the first turn of the game (September 1, 1939).
Italy and Russia must build a leader at the first opportunity after they activate (i.e., enter the war).
These leaders may be freely assigned to any unit.
14. New House 32.
The eight Russian units that start the game in the northeast map corner near Omsk in Siberia
are part of the Russian defense against Japan and may not be moved until the USA is at war.
These units, which have Siberia in their name, are:
* 1st Siberian tank army, 2nd Siberian tank army (two armor corps)
* 1st Siberian shock army, 2nd Siberian shock army (two motorized corps)
* 3rd Siberian army, 4th Siberian army (two infantry corps)
* 1st Siberian Fighter Corps (one fighter unit)
* 1st Siberian Bomber Corps (one tactical bomber unit)
Wow, this looks great, guys. The hardcoding of the air attack rule and the new sentry function is particularly nice from a playability standpoint. I was wondering if you plan on releasing any more updates anytime soon (in the next few weeks or so) or whether this will be the version "in play" for a while?
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- General - Carrier
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I think it may take awhile because we want to have the map updated to v1.06 and most of the other changes we will introduce will require that Timothy makes some changes to the class files. It's vacation time for people soon so I guess some will not be home.
If all goes smoothly then we might have v1.06 ready in August. Time will tell.
We've already made one change that will be in v1.06 for sure.
* Syria will now become Vichy French territory and the British units that used to spawned there will instead arrive in the Persian Gulf (BB and corps) and Egypt for the fighter.
* Iraq will now join the Allies when Egypt joins the Allies. We've delayed the Egyptian entry a few turns as well.
* The naming and location of some of the British units in the Middle East is changed, but the overall strength is about the same.
We expect to add the Vichy French naval force in Oran so the Allies will have to deal with that force when they invade Morocco and Algiers.
If all goes smoothly then we might have v1.06 ready in August. Time will tell.

We've already made one change that will be in v1.06 for sure.
* Syria will now become Vichy French territory and the British units that used to spawned there will instead arrive in the Persian Gulf (BB and corps) and Egypt for the fighter.
* Iraq will now join the Allies when Egypt joins the Allies. We've delayed the Egyptian entry a few turns as well.
* The naming and location of some of the British units in the Middle East is changed, but the overall strength is about the same.
We expect to add the Vichy French naval force in Oran so the Allies will have to deal with that force when they invade Morocco and Algiers.
Barring any critical bugs the intention is NOT to issue any more updates in the near future on this update. Our intention is that this will be the "official" mod for now.ncali wrote:Wow, this looks great, guys. The hardcoding of the air attack rule and the new sentry function is particularly nice from a playability standpoint. I was wondering if you plan on releasing any more updates anytime soon (in the next few weeks or so) or whether this will be the version "in play" for a while?
However; our team is actively working on and beginning to test out future updates. See
viewtopic.php?p=94197#94197
viewtopic.php?p=94196#94196
But, we really want to get feedback on this mod; especially, game balance.
All those changes would be good... Specially those british units who appears in Syria when France falls without any historical foundation. The change proposed (they will appear in Persian Gulf and Egypt) has more historical credibility(let´s think in a british forces withdraw from Far East and India to reinforce north Africa after France surrenders. The Vichy french naval force addition sounds good too: the allies were afraid about the possibility these naval forces get into the action and interfere in Torch operation...Stauffenberg wrote: We've already made one change that will be in v1.06 for sure.
* Syria will now become Vichy French territory and the British units that used to spawned there will instead arrive in the Persian Gulf (BB and corps) and Egypt for the fighter.
* Iraq will now join the Allies when Egypt joins the Allies. We've delayed the Egyptian entry a few turns as well.
* The naming and location of some of the British units in the Middle East is changed, but the overall strength is about the same.
We expect to add the Vichy French naval force in Oran so the Allies will have to deal with that force when they invade Morocco and Algiers.
PM sent.jjdenver wrote:Hey guys - if I installed this version and now can't load my saved games that are ongoing because I get a msg that they are from a different version: What is the easiest way for me to keep playing those games but also start new games using this version? Any suggestions?
Thanks
Sorry, I'm not following you. What's not there from what's described?richardsd wrote:ok, what am I missing?
the files certainly don't deliver the mod's described, well certainly not the ones I downloaded from the link
This is a known "feature" in the vanilla game and has nothing to do with the mod.richardsd wrote:also, does anyone else have the probelm of no air attacks on the extreme hex's of the map?
pretty much everything
I have copied the files over (twice) but I just seem to get the old version of (the most excellent) mod
examples include, no vichy france, 1 siberian unit etc..
I even tried launching from the CEAW folder where I had just copied everything to
from my novice perspective, I would guess that the files on the download site are the wrong ones or that there is a step missing on how/where I would launch it from
finally, now that I am less tired, appologies for the shortness of my first post, I am truly greatful for the great work you guy's have done on the mod - I just want to be able to play it!!!
I have copied the files over (twice) but I just seem to get the old version of (the most excellent) mod
examples include, no vichy france, 1 siberian unit etc..
I even tried launching from the CEAW folder where I had just copied everything to
from my novice perspective, I would guess that the files on the download site are the wrong ones or that there is a step missing on how/where I would launch it from
finally, now that I am less tired, appologies for the shortness of my first post, I am truly greatful for the great work you guy's have done on the mod - I just want to be able to play it!!!
When I get time this evening I'll reverify the archive and that everything is correct. I'll do a download from the link and copy over a vanilla 1.12 to ensure that it's correct.richardsd wrote:pretty much everything
I have copied the files over (twice) but I just seem to get the old version of (the most excellent) mod
examples include, no vichy france, 1 siberian unit etc..
I even tried launching from the CEAW folder where I had just copied everything to
from my novice perspective, I would guess that the files on the download site are the wrong ones or that there is a step missing on how/where I would launch it from
finally, now that I am less tired, appologies for the shortness of my first post, I am truly greatful for the great work you guy's have done on the mod - I just want to be able to play it!!!
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- Administrative Corporal - SdKfz 251/1
- Posts: 126
- Joined: Sat Jan 24, 2009 7:39 am
""D. It's very important to know that any Axis units inside Vichy territory
when France surrenders will be sent to the force pool as if the unit was built this turn.
So an infantry unit will arrive next turn while an armor unit will arrive in 3 turns.
So players should be careful about sending units within Vichy territory before the fall of France.
They won't lose the units, but the units must be placed again in a German home city. ""
Could use this as a railroad bonus. If the German player isn't doing Sealion, they could make sure their units were inside Vichy France areas as a convenient way of "shuttling" them eastwards towards Yugoslavia and USSR
when France surrenders will be sent to the force pool as if the unit was built this turn.
So an infantry unit will arrive next turn while an armor unit will arrive in 3 turns.
So players should be careful about sending units within Vichy territory before the fall of France.
They won't lose the units, but the units must be placed again in a German home city. ""
Could use this as a railroad bonus. If the German player isn't doing Sealion, they could make sure their units were inside Vichy France areas as a convenient way of "shuttling" them eastwards towards Yugoslavia and USSR

They exit the force pool in the same number of turns that it would take to build them. Also, if they're depleted when they enter they exit at that same status. For example, a 6-step armor unit inside Vichy France at the time of the fall of France would "exit" the force pool 3 turns later at 6-steps.OzHawkeye wrote:""D. It's very important to know that any Axis units inside Vichy territory
when France surrenders will be sent to the force pool as if the unit was built this turn.
So an infantry unit will arrive next turn while an armor unit will arrive in 3 turns.
So players should be careful about sending units within Vichy territory before the fall of France.
They won't lose the units, but the units must be placed again in a German home city. ""
Could use this as a railroad bonus. If the German player isn't doing Sealion, they could make sure their units were inside Vichy France areas as a convenient way of "shuttling" them eastwards towards Yugoslavia and USSR
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- Administrative Corporal - SdKfz 251/1
- Posts: 126
- Joined: Sat Jan 24, 2009 7:39 am