BJR Mod - Looking for Play Testers for Potential Updates
Posted: Sun May 31, 2009 8:46 pm
Based on feedback and first hand experience with our released mod we're wanting to test out the potential changes listed below. If interested please respond to this thread. Also, we intend that this thread to be used freely for any constructive feedback on our mod.
Update package
The above update package contains a read me file that lists the files changed and where they go. As always, please backup before copying over any existing files. This update package is incremental and requires that the original BJR mod be in place.
Change Log (from original mod). By the way, the architect behind most of this is Borger. He's able to do amazing things with the editor and under the "hood" of CEaW.
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 -1.
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 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)
Update package
The above update package contains a read me file that lists the files changed and where they go. As always, please backup before copying over any existing files. This update package is incremental and requires that the original BJR mod be in place.
Change Log (from original mod). By the way, the architect behind most of this is Borger. He's able to do amazing things with the editor and under the "hood" of CEaW.

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 -1.
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 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)