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  • Pacific Theater Solo Challenge
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  • Download Pacific_Theater_Solo_Challenge version 4.3 by Zim Xero Updated single-player variant of the WW2 Pacific conflict using a modded map created by Triple_Elk, iron__cross, and ComradeKev. This map features AI interactivity, diverging timelines, a unique technology system, nontraditional unit statistics, resources, a 'quick to learn-hard to master' play style, and built-in difficulty selection. Designed for challenging human play as Japan versus the AI. SUBMARINE WARFARE Japanese placement, movement, and attacks are limited to three submarines per sea zone.
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  • Download Pacific_Theater_Solo_Challenge version 4.3 by Zim Xero Updated single-player variant of the WW2 Pacific conflict using a modded map created by Triple_Elk, iron__cross, and ComradeKev. This map features AI interactivity, diverging timelines, a unique technology system, nontraditional unit statistics, resources, a 'quick to learn-hard to master' play style, and built-in difficulty selection. Designed for challenging human play as Japan versus the AI. WINNING Wins in PTSC are ranked using a five star system:* Technology Win: Japan must control 15 air/naval base territories and research 10 technologies by round 40* Domination Win: Japan must defeat the United States by round 40* Achieve both victories by round 35* Extra star for winning in normal mode** Two extra stars for winning in hard mode DIFFICULTY SELECTION At any time, a player may activate Easy Mode or Hard Mode by purchasing it and placing.Easy Mode adds 5 PUs, 1 Resources, and 1 Tek to Japanese income each round and subtracts5 PUs from American and Allied incomes. In addition, many events are easier.Hard Mode subtracts 5 PUs from Japanese income each round, adds 5 PUs to Americanand Allied incomes, and makes many events more difficult. PRODUCTION Each territory with a factory can place a number of units equal to the PU value of the territory.Japan, New South Wales, Canada, and the United States have unlimited production with a factory.If an enemy controls them, however, they will have standard production.Factories are always destroyed when their territory is taken by an enemy.Only one Factory per territory can be placed, two with Industrial Might technology.AI will only rebuild lost Factories in Capitols, Tsinghai, and India.AI nations only receive half PU income until they lose an originally controlled territory. MAINTENANCE After turn four, Japan is affected by war fatigue and over-expansion.Each territory can support a number of units equal to twice its production value plus one unit.Original Japanese territories can support two extra units.Territories with more units than they can support, will produce -1 PUs per round.Supplies and transportX are not counted as units in any territories.fighter and fighterX are not counted in [A]irbase territories.Marine and MarineX are not counted in [N]avalbase territories.Sea Zones with 10, 15, or 20 units in them cost 1 PUs per round for upkeep.A custom objectives tab has been added to show the maintenance status in all territories. RESOURCES Some Units require surplus Resources in addition to PUs in order to produce them.Each turn, Japan receives 1 resource per VC and extra per Processing unit. PROCESSING UNIT PRODUCTION 1st Unit: 1 Resource and 1 in 6 chance to produce an Advanced resource2nd Unit: 2 Resources and 1 in 5 chance to produce an Advanced resource3rd Unit: 3 Resources and 1 in 4 chance to produce an Advanced resource4th Unit: 4 Resources and 1 in 3 chance to produce an Advanced resource5th Unit: 5 Resources and 1 in 2 chance to produce an Advanced resource6th Unit: 6 Resources and automatically receive one Advanced resourceEach processor has production cumulative with the others. 21 Resources each round is possible. COMPLEXES Auto-produces supplies and Tek resource. Repairs battleships and Japanese Halftracks.Complexes build some advanced units and give +1 defense to 6 land units. SUPPLIES Supplies give +2 movement to aircraft, +4 movement to upgraded bombers, none to DeathCharges.Supplies can support offshore shots, absorb hits, and are air transportableSome units consume supplies when built. Supplies do not count as units for maintenance counts.Supplies move 1 but receive +1 movement and blitz capability from factories and Halftracks. GAMEPLAY NOTES Carriers give defense+1 and range+2 to 2 fleet_fighters in the same zone.Aircraft cannot be placed on new carriers or produced on carriers.Naval bombardment ships support one landing unit for each combat attack dice they use.Bombardment casualties are unable to return fire.All armour unit types are 2 ATT, 1 DEF in Burma and Shan State due to 'T' terrain.All PU valued lands and seas are blockade zones.Harbours may only be placed adjacent to Naval Base territories.For strategic raids, bombers do D2 PUs damage for each attack dice they use in combat.United States connects to Sea Zone 2 via Panama Canal(off map) BATTLECRUISER YAMATO This special non-producible unit gives +1 defense to one battleship, carrier, destroyer and cruiser.The Yamato has 2 hitpoints and gives +1 attack to one fighter, one armament and +1 attack/defense to Musashi.Produces three d6 aa 'first-strike' defensive shots versus enemy fighters and fleet_fighters.statistics: attack=3 defense=2 movement=3 bombard=3 carries 1 infantry and 1 fighter. Auto-repairs. BATTLECRUISER MUSASHI Sister-ship to the Yamato. Gives +1 attack to one battleship, carrier, destroyer and cruiser.The Musashi has 2 hitpoints and gives +1 defense to one fighter, one armament and +1 attack/defense to Yamato.Produces three d6 aa 'first-strike' defensive shots versus enemy submarines.statistics: attack=3 defense=2 movement=3 bombard=3 carries 1 infantry and 1 fighter. Auto-repairs. MIDGET SUBMARINE ATT=2 DEF=1 MOV=2. Two-Hit, self repairing. Blockade=4. Ignores submarine stacking limits. One-of-a-kind submarine unit received by Japan when Submarine Upgrade is researched. Unit has -1 att/def if any owned transports are present. Midget gives +1 attack/defense to all other submarine units. SUBMARINE WARFARE Japanese placement, movement, and attacks are limited to three submarines per sea zone. ARMAMENTS Receives +1 attack fom Cruisers, battleshipX, Dreadnaught, MegaCarrier, SuperSub, and Yamato.Receives +1 defense from battleship, destroyerX, carrierX, Harbour, HarbourX, aaGun, aaGunX and Musashi.Receives +2 defense from Cruisers, battleshipX, Dreadnaught, MegaCarrier, SuperSub, and Island BunkerX .Armaments represent multi-functional advanced armor and rocket attachments useful alone or as naval upgrades. AI BUG RULE (player enforced) 'IF' Americans or Allies ever exceed 200 PUs on Japans turn, Human player should enter edit mode and do the following: set that AI faction's PUs to 25 and add one of each possible unit not already at the location to its capital and adjacent sea zone. TECHNOLOGY Japan starts the game with six air/naval base territories. Tek resources are produced by each Airbase and Navalbase map symbol, complexes, and Investment improvements. Eight is automatically subtracted from the total Tek Japan receives each turn. This amount cancels the production from Japans starting bases, leaving them only one extra Tek produced each turn by their complex. Japan, the High_Tech unit, and the Panama Sea Zone each generate one Advanced resource per turn. When ten base territories are controlled and five technologies have been researched , a High_Tech unit appears on Japan. Another High_Tech unit will appear if every technology has been researched. Research is available after the first round and the cost per token equals 25 PUs, -1 PU per air/naval base territory controlled, -2 PUs with Research Focus. ENEMY TECHNOLOGY Enemy technology is identical to Japanese except for the following:Spy Network subracts 4 PUs from Japanese income. If Americans and Allies gain Research Focus, they share technology. SubmarineUpgrade gives a 1:6 chance to place a submarineX each turn. aaGunUpgrade gives 1 aaGunX per originally owned, currently controlled Air Base territory. marine is gained from Marine Upgrade or from Paratroopers. marineX is gained from having both technologies. halftrack is gained from Marine Upgrade or from Mechanized Infantry. halftrackX is gained from having both technologies. Industrial Might adds an extra complex to United States and New South Wales, adds an Island Bunker to New Britain and Hawaiian, replaces any origninally lost harbours and factories, converts factories into factoryX, and adds a Harbour to Papua and Philippines. China cannot research technologies. MarineX unit only costs enemies 3 PUs each. halftrack/halftrackX unit does not repair at factories but gives infantry types +1 movement. Enemies of Japan gain one bonus Level Bomber each time they develop a technology. HOW SCRAMBLING WORKS: Scrambling is an option which appears only on defense. Any aircraft with scrambling capability, on a ship or with an aaGun, can scramble to assist on defense if they are within range. The scrambling prompt window asks if you want to scramble FROM a location TO a location. Since each air unit can only scramble one place on each enemy round, consider before sending. Many times it is not adviseable to scramble. Other times scrambling can produce tremendous results. Experiment and learn.