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Empire Deluxe Combined Edition

The latest in the classic Empire Series of games, which has spanned almost five decades. · By Killer Bee Software

WW2 AI scripts updated, new Map, New Scenario and 4 config files to allow for quick setup.

A topic by ww2_weasel created Mar 18, 2021 Views: 759 Replies: 18
Viewing posts 1 to 16
(4 edits)

New non-historical WW2 Scenario for two players playing on a horizontal mirrored  map and 12 AI to run interference.  

Map Parameters: Width 100, Length 200

The Map and scenario will be found in game under WW2Weasel when selecting option to download map or scenario from EDCE gui.

naming convention will be not exactly but similar to this:  WW2W_&_Thoba_tourney_2_player_vs_12_AI

Config files for quick setup. Solo, Email, Fileshare and Network.

Link below for updated AI scripts and 4 config files to use for new mission and scenario update.

https://drive.google.com/file/d/1J8HFJ_0YbiRb87kDpc1DGXVl6qLBL-A3/view?usp=shari...

AI scripts not fully vetted, it's possible you may run into issues - if so notify me and if possible let me know which AI script was invovlved in crash or stoppage of play. 

Also included in zipped unknown folder is two WW2 General names text files which will allow AI to have a Generic or Historical database of names to draw from.

I deleted the game (folders under c:\users\user\AppData\LocalLow\KBSW also) and installed it again. Got the scenario and tried to load it under New Game. I got an error:

Error

Invalid DB Key:
WW2W_Intermediate_WW2_Enhanced_Set

What gives? Also I do recall installing scenarios from you before, but game gave me error for those too. Used to work before... Deleted them along with the game.

(1 edit)

Do you have the WW2 Intermediate mod installed?

If so, I've made new edits to the unit database and as such maybe the case perhaps I'll need to share out the database.

I had this thread/topic bookmarked, and it showed only first 2 posts, thus I had missed all the posts after my own. So where do I get WW2 Intermediate mod?

hold up on getting it just yet. I will be releasing an updated version of the mod soon. I will post when it will be available. I'm currently working on AI Scripts and they are taking a bit longer to create and test for bugs. But the scripts are light years ahead of my old scripts.

Hi Kuokkanen,  you can download a pre-alpha update release here.  

https://drive.google.com/file/d/1JVdoVW8S6M3R1AZ0Efpqt6vRuDeHjTes/view?usp=sharing

When Alpha release is ready I will notify you.

If you need help installing shoot me a message. It might take a few days before I can get back to you, but I will assist you as best I can.

There is no readme text on how to install. 

If you have not installed a mod before you'll probably need assistance.

(+1)

All production times are based off 100% city efficiency

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The General is a special Infantry unit, used in regicide scenarios. He is assumed to travel with his guard, so he will move and fight like an Infantry unit.

The General is not "consumed" when it captures a city. It will be available next turn and will be in the city.

The General may transport one Infantry type of unit, except: Armor crews, Machinegun, Mortar and Seabee. Units being transported by the General may conduct hosted fire and the Recon unit is allowed hosted sighting from the General.

The General can be carried/transported on vehicle types that transport the Marine. The Submarine, all variants and the Recon Aircraft may also transport the General while the General itself is not hosting units. The Subs and Recon Aircraft only have capacity for one unit. In an emergency the General can enter a Coastal gun.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.

(The hosted Infantry type is considered an asset and is to be assumed to be "attached" to the General as it's own personal support type.)

The General costs 14 to build.

UNIT ID: GE

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Infantry units are the basic currency of conquest.

While slow and weak compared to other units, Infantry is vital to victory as they are capable of capturing cities.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.

An Infantry's biggest advantage lies in its ability to be produced rapidly as many Infantry units can be produced in the time it takes to produce one Battleship.

Infantry units are best used for capturing enemy cities and defending your own cities and coastlines by judicious placement of sentries.

They are also capable of changing into Airbases.

Infantry cost 6 to build.

UNIT ID: IN

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Assault Infantry

While slow the Assault infantry is very strong on close up melee assault against other Infantry types and they can be effective against armor units.

Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 1 spaces and does 2 damage.

The advantage Assault Infantry has over all other types of Infantry is the ability to ride on Armor. The "tank riders" can go into battle with support from their transport.

Assault Infantry units are best used for punching holes through enemy infantry defenses. They can capture enemy cities but are best used blunting enemy attacks or defenses. Use armor to move them close to the enemy and unload the Assault infantry directly onto the Infantry type defender or city.

Assault Infantry cost 9 to build.

UNIT ID: I2

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Bazooka units are the are the first line of defense against armor and vehicles.

While slow they have the capability to inflict damage on vehicles. Bazooka units are vital to victory as they are capable of capturing cities.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 2 damage.

Bazooka units take slightly longer to build than infantry, But are worth the expense when deployed against vehicles and armor.

Bazooka units are infantry units equipped with a bazooka. Thus they fight similar to infantry when up against infantry type units.

Bazooka units best combat effect is ranged fire combat against vehicles. When forced to assault their effectiveness drops.

Bazookas cost 9 to build.

UNIT ID: BA

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Engineers are a very versatile unit. They move and fight like Infantry, and can even capture cities, but they are too expensive to be risked in normal combat operations.

It is the other capabilities of the Engineer that makes it a bargain. It is able to construct Ports, Forts, Airbases Coastal Guns and Oil Facilities.

Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 1 spaces and does 2 damage.

It is able to build roads, and to lay or clear minefields. It can also spot minefields.

Engineers can also enter Mountain Peak terrain, something other Units cannot do.

In a pinch, the Engineers can assault vehicles and armor. The engineer has a ranged fire of 1 and is effective against vehicles.

Road Build Times:

Ground 1
Desert 1
Swamp 3
Snow 1
Hills 2
Mountain 4
River 2
Peaks 5
Forest 1
Shallow Water 0 Cannot move into hex
Deep Water 0 Cannot move into hex

Construction times:

Port 12
Oil Field 12
Fort 12
Airbase 6
Coastal Gun 48
Mines 2

Build Coastal Guns to cover large expanses then build an airbase to allow for spotting by running patrols out, this will help the limited sighting ability of the Coastal Gun. Build a chain of them and fortify with mines and forts. Forts need units inside of them as a fort has no ranged fire. Build networks of road chains, this way you can rush units to trouble spots especially in terrain that slows down movement and allows unit stacking, do you can move twice the amount at your normal movement rate.

Engineers cost 16 to build.

UNIT ID: EN

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Machineguns are best used defending cities, ports, forts and airbases.

They have a range of two and are effective against all soft targets. Entrench them in mountains, desert, snow, hills and forest tiles for better defensive values. They make a good line of defense especially in forts.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

They do not fare well against armor.

They have a range of two and are best utilized when transported to location. They are no good if moving on their own, they cannot move and shoot. Lying in wait for potential targets is their best use.

The Machinegun is considered a crew served weapon, meaning they are best not used for melee with other units. Their combat strength is halved while in melee mode.

After capturing a city they will morph into the Squad Assault Weapon unit.

Machine guns cost 6 to build.

UNIT ID: I7

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Mortars are effective against soft targets and opened top vehicles, such as Anti-aircraft and mobile artillery. They even have capability to harm ships if they are close enough to the Mortar. Put several together and you can rain down withering fire on advancing enemy.

They have a range of two and are best utilized when transported to location. They are no good if moving on their own, they cannot move and shoot. Lying in wait for potential targets is their best use.

Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 3 spaces and does 2 damage.

The Mortar is considered a crew served weapon, meaning they are best not used for melee with other units. Their combat strength is halved while in melee mode.

After capturing a city the unit will morph into a grenadier unit.


Mortars cost 10 to build.

UNIT ID: I8

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Grenadiers are effective against soft targets and opened top vehicles, such as Anti-aircraft and mobile artillery. They even have capability to harm Armored Transports if they are close enough to the Grenadier.

They fight like regular infantry when in melee but their advantage over regular infantry is the ability to have a range of 2 when defensive firing. Their best use is to ride in a halftrack lending their fire support to other units spotting for them.

Another excellent use for the Grenadier is to line up Infantry and entrench them, then entrench the Grenadiers behind the Infantry and you will have a strong defensive line.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 2 damage.

They are semi effective against Armor units.

They fight like Infantry when attacking cities.

Grenadiers cost 8 to build.

UNIT ID: IG

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Recon Infantry are weaker in strength than most infantry types. They are effectively watered down infantry in all other aspects. They are still able to attack cities.

They can see 1 terrain hex away and spot/reveal most land units at 2 spaces. They spot aircraft at 2.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.

What they lack in strength they make up in value with their ability to spot units 1 space further than other infantry types. They are also able to be transported by Armored cars.

The Recon Infantry costs 7, the added value of observation boosts them 1 point more value to production than the Infantry unit.

UNIT ID: IR

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The Squad Automatic Weapon "SAW" has a good attack value against other Infantry types.
The SAW is able to attack cities. It also has a bonus of ranged fire 2 against aircraft. Although it can fire at aircraft it is relatively weak as compared to other dedicated AA units.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

The SAW is best employed within halftracks to aid in AA defense or in support of other units on the attack.

The SAW takes 9 turns to produce.

UNIT ID: IS

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Small Armor crew are generated whenever a city is captured by an Armor unit.

The AI does not build Small, Medium or Heavy Armor. So the AI will not be using Armor crews.
Limitations of AI to date.

Small Armor crew morph into armor when not in city, fort, port, airbase, or transport vehicle, plane or ship.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.

They are weakest unit in game until they morph back into armor.

They cost 10 buypoints and the city does not produce them.

The Armor crew is created to represent the time needed for armor formations to refit and reequip the vehicles after fighting in a city.


UNIT ID: P2

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Medium Armor crew are generated whenever a city is captured by an Armor unit.

The AI does not build Small, Medium or Heavy Armor. So the AI will not be using Armor crews.
Limitations of AI to date.

Medium Armor crew morph into armor when not in city, fort, port, airbase, or transport vehicle, plane or ship.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.

They are weakest unit in game until they morph back into armor.

They cost 12 buypoints and the city does not produce them.

The Armor crew is created to represent the time needed for armor formations to refit and reequip the vehicles after fighting in a city.


UNIT ID: P4

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Heavy Armor crew are generated whenever a city is captured by an Armor unit.

Heavy Armor crew morph into Heavy armor when not in city, fort, port, airbase, or transport vehicle, plane or ship.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 1 spaces and does 1 damage.

They are weakest unit in game until they morph back into Heavy armor.

They cost 17 buypoints and the city does not produce them.

The Heavy Armor crew is created to represent the time needed for armor formations to refit and reequip the vehicles after fighting in a city.


UNIT ID: P6

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The Jeep is similar to the truck unit but carries 1 infantry type.

The jeep moves 3 spaces making it faster than the truck. It's a good unit for early expansion and can move a badly needed infantry type like a Bazooka to help deal with armored units.

Unit Statistics: 1 hitpoints, melee attack strength of 1.

It's attack and defense values are relatively weak compared to all other units.

The Jeep takes 4 turns to produce.

UNIT ID: V1

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The Light truck is similar to the truck unit but carries 1 infantry type or static gun type. It moves two hexes.

The unit is relatively cheap so you can dedicate light trucks to transport unload\drop then reload, move and setup to deal with fast moving front lines.

The Light truck takes 5 turns to produce.

Unit Statistics: 1 hitpoints, melee attack strength of 1.

Like the Jeep, it's attack and defense values are relatively weak compared to all other units.


UNIT ID: V2

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The truck is a very simple unit, capable of carrying two infantry units, 2 light static guns or 1 heavy gun while moving at armor speed.

The truck does not offer a strong defense for the units inside, and is very vulnerable to attacks. However do not under estimate the value of this unit. It is the best "land" transport. It enables infantry to travel twice as fast as they normally do. If you carefully plan your movements, you can rush up to a city in one turn and unload them to capture a city. In comparison Infantry marching up to city will take two turns and may be susceptible to defense fire by any unit in city on their game turn.

Unit Statistics: 2 hitpoints, melee attack strength of 1.

Trucks are not capable of offensive operations but they are great at supporting troop movements. Build roadways so you can use your full movement and stack up to two trucks per hex.

Trucks are cheap and fast, but not good for exploring, as they do not have much battlefield awareness.

They generally move over terrain the same as Armor.

The Truck takes 6 turns to produce.

UNIT ID: TK

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The Halftrack is the staple of any mobile attack force capable of transporting most infantry types and having the effective firepower of the MG unit while having better defensive armor than the truck.

The Halftrack gives certain infantry types the ability to conduct ranged fire while being transported. The Mortar and Machinegun cannot utilize the Halftrack as a transport option.

Unit Statistics: 2 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

Utilize the halftrack while on offense and defense. On offense it will provide it's cargo some protection when moving on enemy positions.
On defense the halftrack can be rushed into fill in the gaps much like a fire brigade when the players defensive perimeter begins to collapse.
Make wise selections as to the units being transported. Bazooka, Grenadier, Saw, Assault infantry, Engineer, Infantry, Recon infantry, Marine, General, they all have important roles to play. The proper selection at the right time may allow you to survive an otherwise untenable intrusion by armor for instance.

The Halftrack takes 10 turns to build.


UNIT ID: V7

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Armored cars are used to recon the surrounding area. They can see 2 terrain hexes away and spot most land units at 2 spaces as well. They spot aircraft at 3.

They are the fastest land unit, moving at three spaces. They can carry one recon unit or the General.

The Armored car is half effective against armor. So trading shots with armor is generally a losing proposition.

Armored cars are not suited for melee attacks as it fights at half strength.

Armored cars cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

The Armored car is effective against soft targets, anit-aircraft and mobile artillery.

Armored cars cost 10 to build.


UNIT ID: A1

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Small Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent.

Their function is much the same as Infantry and they can do many of the same things. They are twice as fast and can take twice as much damage, but otherwise perform the same. They are less effective when fighting against stronger armor units. It does however have ranged fire.

It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.

Small Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.

If Small Armor unit successfully takes a city, it will immediately morph into an Armor crew at that city. If an attack is not completely successful, takes one damage during capture of city, no Armor crew will be created. It will be the same result as if infantry had captured the town. Next turn you can morph back into Small Armor if you wish.

Unit Statistics: 2 hitpoints, melee attack strength of 2 it has an effective fire of 2 spaces and does 2 damage.

The Small Armor Armor is semi-effective in melee and ranged fire.

Also the Small Armor can transport one Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.

Small Armor costs 12 to build.

UNIT ID: A2

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Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent.

It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.

Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.

Unit Statistics: 3 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 2 damage.

If an Armor unit takes a city, it will immediately produce an Armor car at that city. The Armor unit is effective in melee and ranged fire.

Also the Armor can transport one Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.

Armor costs 13 to build.

The difference between Armor and Medium Armor: Armor produces an Armored car after capturing city, when the Armored car attacks a city it turns into bazooka unit. Whereas Armor produces Armor crew which morphs back into Armor. Both units are the same amount to build likewise have similar combat stats until the morph process takes place.

The AI is not yet scripted to deal with morphing Armor crews and is given the out by morphing into an armored car.

UNIT ID: AR

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Medium Armor units play a vital role in land offenses but have peculiar weaknesses that require a certain amount of skill to circumvent.

Their function is much the same as Infantry and they can do many of the same things. They are twice as fast and can take twice as much damage, but otherwise perform slightly better. It does have ranged fire.

It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.

Medium Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.

If Medium Armor unit takes a city, it will immediately produce a Medium Armor crew at that city. Next turn you can morph back into Medium Armor if you wish.

Unit Statistics: 4 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 2 damage.

The Medium Armor is effective in melee and ranged fire.

Also the Medium Armor can transport one Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.

Medium Armor costs 14 to build.

UNIT ID: A4

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Heavy Armor units play a vital role in land offense. They are able to stand off and punish other land units from a distance. They are a unique armored option.

Unit Statistics: 5 hitpoints, melee attack strength of 3 it has an effective fire of 3 spaces and does 3 damage.

The Heavy Armor Armor is effective in melee. They are the strongest armor unit in the game.

It is important to note that when defending against shore bombardment and bomber attacks, Armor has no advantage over Infantry.

Heavy Armor cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.

If Heavy Armor unit takes a city, it will immediately produce an Heavy Armor crew at that city. Next turn you can morph back into Heavy Armor if you wish.

Also the Heavy Armor can transport two Assault infantry. A very useful feature when you have to capture a city and defend it on the next turn.

Heavy Armor costs 17 to build.

UNIT ID: A6

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The Light Artillery is capable of offensive and defensive ranged fire on ground level (land and sea) units.

Unit Statistics: 2 hitpoints, melee attack strength of 2 it has an effective fire of 4 spaces and does 2 damage.

It is weak on assaulting other units.

The Light Artillery unit is able to move 2 on its own.

Light Artillery cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps.

Artillery units cannot attack air and sub level units.

Having two or more Light Artillery around can help stifle focused attacks.

Light Artillery costs 14 to build.


UNIT ID: LA

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(1 edit)

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The 50mm Anti tank gun "ATG" is an option to hold ground in one area while you expand in another. It's role is purely defensive as it is weak in melee. It can conduct melee attack but is weak in offense.
It is well suited against Armored units.

Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 2 spaces and does 1 damage.

The 50mm ATG can only move 1 on clear terrain. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. It needs the pack mule, truck, light truck, Recovery Tank, Transport, Liberty Ship or Air Transport to get it around, it may be placed in a fort. They cannot travel through swamps but can morph into pack mules to negotiate swamps. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)

The 50mm ATG costs 8 to build.


UNIT ID: M8

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The Heavy Artillery is capable of offensive and defensive ranged fire on ground level (land and sea) units.

It is not capable of directly offensively engaging in melee with other units in combat.

Heavy Artillery needs to be transported by truck or ship. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. It is the best land unit to help dwindle high enemy concentrations before and during your offensive forays into enemy occupied territories. It also automatically helps out during defensive fire upon most advancing enemies land and sea. Place it in a fort or entrench it for better protection if it is actively harassed by enemy fire. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)

Unit Statistics: 2 hitpoints, melee attack strength of 3 it has an effective fire of 6 spaces and does 2 damage.

It earns the nickname the king of Battle.

It however is susceptible to most melee attacks, so keep a truck close by to haul it away if enemies are two close.

The Halftrack cannot transport Heavy Artillery. <For limitations of game engine. I would have to allow 2 portage points, then two infantry types could fire from halftrack.> Not my intention.

It takes 24 turns to build Heavy Artillery.

UNIT ID: HA

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The 20mm Anti Aircraft (AAA) unit is used to defend a region from invading aircraft. It cannot be stressed enough, once enemy aircraft are about a player will begin to "feel" naked without some sort of Air cover. AAA is cheap enough to be placed in strategic locations providing as much cover as possible. Having several AAA's placed about will make a player think twice before committing their aircraft to withering gun fire.

It range attacks Air units, Reconnaissance Aircraft, Air Transport, Light Fighter, Fighter, Ground Attack, Medium Bomber and Bomber units. It also does well against soft targets and mediocre against infantry (I selected this option as a compromise, the Machinegun unit would never be chosen or the AAA would be prohibitively expensive).

The 20mm Anti Aircraft unit can only move 1 on clear terrain. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. It needs the pack mule, truck, light truck, Recovery Tank, Transport, Liberty Ship, Armored Transport or Air Transport to get it around. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)

The 20mm Anti Aircraft may be placed into a fort to provide it some protection.

Unit Statistics: 1 hitpoints, melee attack strength of 2 it has an effective fire of 3 spaces and does 2 damage.

It takes 9 turns to build Anti Aircraft.

UNIT ID: M7

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The Anti Air Jeep is a cheap way to produce AA units to get your Airspace covered.

It has nominal attack and defense capabilities but it does offer some protection against Aircraft. It is also semi-weak on melee, but it can slightly hold it's own in ranged fire against Infantry types and soft targets.

The AA Jeep moves 3 spaces per turn so it is the fastest AA land unit.

The AA unit cannot transport units.

Unit Statistics: 1 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

It takes 7 turns to produce.

UNIT ID: V4

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The Anti Aircraft unit is used to defend a region from invading aircraft.

It range attacks Air units, Reconnaissance Aircraft, Air Transport, Light Fighter, Fighter, Ground Attack, Medium Bomber and Bomber units. It also does well against soft targets and mediocre against infantry.

Unit Statistics: 2 hitpoints, melee attack strength of 2 it has an effective fire of 4 spaces and does 2 damage.

Anti Aircraft cannot enter mountains or peaks. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot travel through swamps. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks.

The Anti Aircraft unit is able to move 2 on its own. It's great for accompanying a mobile armored group and is able to fire defensively the next turn it stops moving. A caveat of this unit, it does not fire after moving, so plan your tactics wisely.

The Anti Aircraft unit is capable of defensive fire. It has a ranged fire of four.

The Anti Aircraft unit is weak on defense, depending on striking its enemy first, before being attacked.

The Anti Aircraft costs 12 to build.

UNIT ID: AA

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The 76.2mm Anti Aircraft "AA" unit is used to defend a region from invading aircraft.

This is the best choice for AAA defense on Land.

It range attacks Air units, Reconnaissance Aircraft, Air Transport, Light Fighter, Fighter, Ground Attack, Medium Bomber and Bomber units. It also does well against soft targets and mediocre against infantry.

Unit Statistics: 2 hitpoints, melee attack strength of 3 it has an effective fire of 5 spaces and does 2 damage.

The 76.2 AA is unable to move. It needs the Truck, Recovery Tank, Armored Transport, Transport or Liberty Ship to get it around.

The 76.2 AA can not move on clear terrain. They cannot enter water squares except on Transports and take up twice as much space as an Infantry unit. They cannot be unloaded onto swamps, shallow water, deep water and mountain peaks. However if a road network is available the unit may "walk" or be "rolled" down the road 1 hex at a time. (You will need to select use roads from game play options during game setup.)

It is capable of defensive fire. It has a ranged fire of five.

This unit does not melee other units. It still can range fire at other units, but it is considered dedicated in the air defense mode and not configured for optimum anti-tank defense (for this mod's purposes).

The Anti Aircraft costs 18 to build.

UNIT ID: ZD

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The Recovery tank is a mobile repair garage for large armored formations, when your cities are not close enough to repair Armored units. This unit will allow you to recycle damaged units faster, possibly giving you an attritional advantage over your opponent. It has firepower equivalent to the halftrack.

Unit Statistics: 3 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

It can transport all Assault Infantry, Armor units, AA, ATG, Artillery and repairs 1 damage per turn for each damaged hosted unit.

It can carry up to 3 portage points, from 3 Assault Infantry to 1 Heavy Tank.

It takes 13 turns to produce.

UNIT ID: M2

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Reconnaissance Aircraft are weak in attack, they can see 3 spaces out and are cheap to produce.

These units can give you an extreme advantage in selecting targets for your other units to shoot at, also knowing where your opponent is coming from or advancing to. Knowing where to marshal your forces and setup the proper units to deal with a threat is utterly invaluable in this game.

Unit Statistics: 1 hitpoints, melee attack strength of 1.

They can transport: Recon Infantry & the General.

The aircraft can move 4 spaces per turn, for a total of 16 but must return to City, Airbase, Aircraft Carrier.

It takes 8 turns to produce a Reconnaissance Aircraft.

UNIT ID: F0

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Light Fighters have the same movement as recon aircraft. They make an excellent hunter versus the Reconnaissance Aircraft.

They fight as well as an Infantry and can move considerably faster. They can travel over land, water and fly over friendly units.

Unit Statistics: 2 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

They cannot capture cities, but can disrupt production by bombing a city. Best use the bombers or ground attack aircraft for this duty.

Light Fighters make adequate scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range. They make for good "CAP" Combat Air Patrol, when no land AA units are present. They are well suited to accompany an Aircraft Carrier and provide air support for a convoy.

They are slightly outmatched by the Fighter.

All AA units have a shot of doing damage to the light fighter.

It takes 10 turns to produce a Light Fighter.

UNIT ID: F1

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Fighters are the quickest air unit in the game.
However they do not have the range of the Bomber, Medium Bomber and the Air Transport.

They fight slightly better than the light fighter and are are a genuine threat to all the other aircraft types.

Unit Statistics: 3 hitpoints, melee attack strength of 1 it has an effective fire of 2 spaces and does 1 damage.

They cannot capture cities, but can disrupt production by bombing a city.Best use the bombers or ground attack aircraft for this duty.

Fighters make good scouts for exploring unexplored territory and for patrolling against enemy incursions, but are limited by their range.

All AA units have a shot of doing damage to the Fighter.

In a pinch the Fighter can take on land units if no Ground Attack or Bombers are present. They should be used sparingly in this role. Also they make excellent air defense and scouting options for the Aircraft Carrier and Air Base.

It takes 14 turns to produce a Fighter.

UNIT ID: FI

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Ground Attack aircraft are slower than Fighters but have a slightly longer range. They fight well normally, but fight weakly when in combat against Fighters and have three hit points.

They can do as much damage as a Cruiser.

Ground Attack aircraft may land on Carriers, the Airbase or the City.

They may disrupt city production and damage city production efficiency. They are a great choice when attacking land units. Be sure to rest and repair them, remember an exhausted Ground Attack aircraft fights with a combat handicap modifier if you try to push your luck on attacks. They do well against ships, but eventually your luck will run out if you persist attacking other ships or choose to attack the Battleship.

Unit Statistics: 3 hitpoints, melee attack strength of 2 it has an effective fire of 2 spaces and does 2 damage.

A good strategy is to attack damaged and limping warships struggling to make it back to port.

Another solid strategy is to attack transports carrying troops. If you do not sink the transport but do damage, you may end up killing some units traveling inside the transport.

All AA units have a shot of doing damage to the Ground Attack aircraft.

The Ground Attack Aircraft is a good choice when attacking other units. It may not be as strong as the Bomber type of aircraft but it has many different roles to play when considering offensive air options.

As it is able to be transported by the carrier, the ground attack role is expansive as the sea it travels on.

It takes 12 turns to produce a Ground Attack Aircraft.

UNIT ID: F4

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Medium Bombers are slower than Fighters but have a longer range. They fight well normally, but are less capable when in combat against Fighters. They have better hitting power than a Ground Attack Aircraft and have four hit points.

They can do as much damage as a Battleship.

Unit Statistics: 4 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 1 damage.

Medium Bombers may not land on Carriers.

Medium Bombers may disrupt city production and damage city production efficiency.

Keep Medium Bombers close to your city if enemy units are threatening it. They can pop out of a city and bomb any immediate threats.

It takes 16 turns to produce a Medium Bomber

UNIT ID: F8

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Bombers are slower than Fighters but have a longer range. They fight well normally, but are less capable when in combat against Fighters. They have better hitting power than Ground Attack Aircraft, Medium Bombers are comparative but the Bombers have five hit points.

They can do as much damage as a Battleship.

Unit Statistics: 5 hitpoints, melee attack strength of 3 it has an effective fire of 2 spaces and does 1 damage.

Bombers may not land on Carriers.

Bombers may disrupt city production and damage city production efficiency.

The Bomber if used sparingly but tactically can have a long life span. They are great when used as a fire brigade unit, especially when Frigates and Destroyers show up when least expected.

It takes 18 turns to produce a Bomber.

UNIT ID: BO

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The Air Transport has a limited capacity and a limited range, but is excellent for quickly delivering units to areas that would otherwise be very difficult to get to. Amass a large amount of Air Transports and load them up with units, fly to an area where you would like a large group or "blocking force" to inhibit free movement for your opponent possibly buying you enough time to accomplish your expansionist goals. Air Transports can be used as solo exploration and deployment expansion units, meaning fly twelve hexes out and discover a neutral city and drop one or two infantry to capture it. You could expediently cover plenty of area perhaps giving you and advantage over your opponent.

You could use them as taxi's moving city to city with their max distance of 24 and stockpile infantry for a transport to collect for offensive operations.

Unit Statistics: 4 hitpoints, melee attack strength of 1.

When airborne, the Air Transport cannot directly unload units; instead it is only capable of Dropping a unit in the hex it is currently in (if there is no ground level unit already there).

Units that are dropped are not capable of moving until their next turn. Units cannot be dropped on enemy units.

The Air Transport unit may only load units when it is on the ground in a city or airbase.

UNIT ID: AT

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Airbases are not produced directly by cities. They can be constructed by Engineers, Seabees or Infantry units can change into Airbases.

Once an Infantry has changed itself to an Airbase, it cannot change itself back again.

Airbases cannot move or attack, but are otherwise identical to Infantry in combat.

They have the added advantage of being able to see 2 squares instead of one on the ground.

Their primary use is as a place to land and refuel air units.

In this, they are similar in performance to Carriers, but can hold any type of air unit, not just Fighters. Airbases can hold an unlimited number of units at any one given time.

They also can hold other ground level units, but be aware that they offer those units no protection from attack. An Airbase can take four hits to kill. If destroyed, all air and ground level units at the Airbase are destroyed with it.

Unit Statistics: 4 hitpoints, melee attack strength of 1.

A good strategy is to get Airbase established as you expand. It will help get you to explore areas you couldn't early on in a game. This could get you ten or more turns ahead of your opponent if not doing the same. Also hunting and eliminating other players Airbases will stunt their expansionist goals.

Another needed strategy is to pair an Airbase with Coastal Guns. Coastal Guns have limited sighting and require other units to spot for them. Use Reconnaissance aircraft set to patrol areas where you would like the Coastal Gun to cover.

If the Airbase is close to front lines put appropriate units in place to help shield it from threats.

UNIT ID: AB

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The Oil Facility is used to exploit resources to aid in combating the resource drain. It has the capability to act as a road on land terrain and shallow waters.

Unit Statistics: 3 hitpoints, melee attack strength of 1.

UNIT ID: OF

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The Fort is designed to serve as a defensive position for gathering land units.

Forts can be constructed by engineer and Seabee units on most land-based terrain. Forts have a capacity of 6 portage points.

When an enemy unit tries to attack a fort that has units inside it, the attacking unit must first defeat all the hosted units by Siege Attacks. The attacked unit is randomly picked at the time of combat, and it enjoys the defensive capability of the fort.

If a Fort is attacked and it is empty, it may be destroyed.

Unit Statistics: 8 hitpoints, melee attack strength of 1.

The Fort has no combat or ranged fire capability. The Fort is best deployed near Airbases and Coastal Guns to provide security by filling it with units determined to be the best deterrence for aircraft or land units seeking to invade.

UNIT ID: FT

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The Coastal Gun is designed to serve as a static Battleship, making city capture difficult from a sea approach.

Coastal Guns can be constructed by Engineer and Seabee units on most land-based terrain. Coastal Guns can only be built on: Clear, Forest, Snow, Desert, Hills and Mountain terrain.

The Coastal Gun can only carry a General.

Unit Statistics: 18 hitpoints, melee attack strength of 3, it has an effective fire of 8 spaces and does 3 damage. They cannot move.

The Coastal Gun takes 48 turns to be constructed by an Engineer or Seabee. Daisy chain them together to add a further defensive beltway your opponent will need to breach. Back them up with Airbases, Forts and mines to help keep their longevity from Aircraft and Land units. The Coastal Gun cannot be repaired so be sure to protect them well.

The Coastal Gun cannot be built in a city.

UNIT ID: CG

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The Port is a unit that can hold ships and most ground level units. It has only the minimum of defenses.

Ports are constructed by Engineers and Sea Bees on land based terrain. Ports can be built together in such a way to produce man-made waterways across continents.

Ports can repair damaged ships at a rate of one point per turn, if the unit in question has not moved.

The Port is capable of storing Infantry like units, serving as a waypoint for transport.

Ports have an unlimited stacking capability. If a Port is attacked and destroyed, all the units inside it are likewise destroyed.

Unit Statistics: 10 hitpoints, melee attack strength of 1.

UNIT ID: PT

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Armored Transports are capable of carrying various unit types over water and are an effective way to capture cities on other land masses when carrying Infantry or Armor.

Armored Transports start with a hold capacity of 4; i.e., they can hold up to 4 Infantry. If the number of Infantry held on an Armored Transport exceed its holding capacity after being damaged, the excess units are eliminated.

If an Armored Transport is sunk, all units of the Armored Transport are destroyed as well.

Armored Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Armored Transport can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Armored Transports are always targets of opportunity.

Armored Transports are great for initial expansion. Capture as many new cities as possible then switch over to Transports, Liberty Ships or Ocean Liners to carry more units to areas needing more support.

Submarines are the bane of all Armored Transports.

Unit Statistics: 4 hitpoints, melee attack strength of 1. They moves 2 spaces per turn.

The Armored Transport takes 20 turns to build in city.

UNIT ID: T6

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Transports are capable of carrying various unit types over water and are an effective way to capture cities on other land masses when carrying Infantry or Armor.

Transports start with a hold capacity of 6; i.e., they can hold up to 6 Infantry. If the number of Infantry held on a Transport exceed its holding capacity after being damaged, the excess units are eliminated.

If a Transport is sunk, all units of the Transport are destroyed as well.

Transports fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Transport can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Transports are always targets of opportunity.

Capture as many new cities as possible then switch over to Liberty Ships or Ocean Liners to carry more units to areas needing more support.

Submarines are the bane of all Transports.

Unit Statistics: 6 hitpoints, melee attack strength of 1. They moves 2 spaces per turn.

The Transport takes 30 turns to build in city.

UNIT ID: TR

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Liberty Ships are capable of carrying armor, armor crews, AA\AT guns and vehicles types over water and are an effective way to capture cities on other land masses when carrying Infantry. The Liberty has a dual role, it can also transport and repair damaged (ships and transports) except: Aircraft Carrier, Battleship, Battlecruiser, any cruiser type, Oceanliner, liberty ship.

Liberty Ships start with a hold capacity of 12; i.e., they can hold up to 12 Marine, General, Armor crew, any Armor type (portage points apply for vehicles), truck, Light Truck, Jeep, AA Jeep, Artillery, AA and ATG including their pack mules. If the number of units held on a Liberty Ship exceed its holding capacity after being damaged, the excess units are eliminated. If a Liberty Ship is sunk, all units of the Liberty Ship are destroyed as well.

Liberty Ships can repair: Armor Transport, Transport, Patrol boat, AA Frigate, Frigate, AA Destroyer and Destroyer. The damaged ships are treated like a transportable unit - limitation of game engine - consider them moored to liberty ship and are susceptible to damage or out right elimination should the liberty ship be damaged or destroyed.

Liberty Ships fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Liberty Ship can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Liberty Ships are always targets of opportunity.

Submarines are the bane of all Liberty Ships.

Unit Statistics: 12 hitpoints, melee attack strength of 1. They move 2 spaces per turn.

The Liberty Ship takes 48 turns to build in city.

UNIT ID: T7

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Ocean Liners are capable of carrying various infantry types over water and are an effective way to capture cities on other land masses when carrying Infantry. They are dedicated troop transports only, no vehicles can be transported.

Ocean Liners start with a hold capacity of 12; i.e., they can hold up to 12 Infantry. If the number of Infantry held on a Ocean Liner exceed its holding capacity after being damaged, the excess units are eliminated.

If a Ocean Liner is sunk, all units of the Ocean Liner are destroyed as well.

Ocean Liners fare poorly in combat and should be kept out of it at all costs. Since the loss of a single Ocean Liner can also result in the loss of its entire cargo, they should not go unescorted even in relatively safe areas. For similar reasons, enemy Ocean Liners are always targets of opportunity.

Submarines are the bane of all Ocean Liners.

Unit Statistics: 12 hitpoints, melee attack strength of 1. They moves 3 spaces per turn.

The Ocean Liner takes 60 turns to build in city.

UNIT ID: T9

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(+1)

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The Patrol Boat is capable of traveling on shallow sea squares, river and swamp squares, and moves at a reduced rate and with a higher vulnerability in deep water.

They can transport 1 unit, the General or Marine units, which makes them useful for short amphibious landings.

Patrol Boat has 4 hitpoints, melee attack strength of 1, it has an effective fire of 2 spaces and has range fire strength of 1. Patrol Boat moves 4 spaces per turn on rivers, swamps and shallow water else the Patrol boat moves 2 spaces per turn on deep water.

Use the Patrol Boat to explore inland on rivers and swamps.

The Patrol Boat takes 16 turns to build in city.

Unit Statistics: 4 hitpoints, does 1 melee damage, has a firing range of 2 and does 1 damage.

UNIT ID: S1

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Swift and agile, AA Frigates perform a variety of tasks well but none superbly.

They are one of the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships and make good explorers. The AA Frigate is not ideally suited to engage enemy ships in combat. It is more useful providing a "defensive umbrella" against aircraft for other ships.

They can transport 1 unit, the General or Marine units, which makes them useful for short amphibious landings.

Their fast Production Time makes them relatively easy to amass in large numbers.

They can transport 1 unit, the general or marine units.

AA Frigates can provide air support when not moving, they make good units to scout unexplored terrain. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them. Although not the best option to use for Submarine hunting they are adequate.

Unit Statistics: 5 hitpoints, melee attack strength of 1, it has an effective fire of 3 spaces 2 and does 2 damage.
The AA Frigate moves 4 spaces per turn.

The AA Frigate takes 18 turns to build in city.

UNIT ID: X2

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Swift and agile, Frigates perform a variety of tasks well but none superbly.

They are the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships and make good explorers.

Their fast Production Time makes them relatively easy to amass in large numbers.

They can transport 1 unit, the general or marine units.

They can shore bombard land units, Frigates are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions by enemy Transports, scouting unexplored terrain and hunting down enemy Submarines. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them.

Unit Statistics: 5 hitpoints, melee attack strength of 1, it has an effective fire of 3 spaces 2 and does 2 damage.
The Frigate moves 4 spaces per turn.

The Frigate takes 20 turns to build in city.

UNIT ID: S2

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Swift, AA Destroyers perform a variety of tasks well.

They are one of the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships and make good explorers. The AA Destroyer is not ideally suited to engage enemy ships in combat. It is more useful providing a "defensive umbrella" against aircraft for other ships.

Their fast Production Time makes them relatively easy to amass in large numbers.

They can transport 2 units, the general and marine units. They can load 2 units at a time.

AA Destroyers can provide air support when not moving, they make good units to scout unexplored terrain. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them. Although not the best option to use for Submarine hunting they are adequate.

Unit Statistics: The AA Destroyer has 6 hitpoints, melee attack strength of 1, it has an effective fire of 4 spaces and does 2 damage.

The AA Destroyer takes 22 turns to build in city.

UNIT ID: X1

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Swift, Destroyers perform a variety of tasks well but none superbly.

They are one of the fastest of all sea units in the game, allowing them to successfully chase or flee other slower ships or chase damaged ships and make good explorers. The AA Destroyer is not ideally suited to engage enemy Capitol ships in combat. It is more useful providing a "defensive screen" against other ships to shield Transports and Carrier.

Their fast Production Time makes them relatively easy to amass in large numbers.

They can transport 2 units, the general and marine units. They can load 2 units at a time.

They can shore bombard land units, Destroyers are excellent for chasing down weak or damage enemy ships, escorting Transports, protecting friendly shorelines from incursions by enemy Transports, scouting unexplored terrain and hunting down enemy Submarines. They can detect Submerged Submarines. They will engage Deep Submarines if they can locate them.

Unit Statistics: 6 hitpoints, melee attack strength of 1, it has an effective fire of 4 spaces and has does 1 damage.

The Destroyer takes 24 turns to build in city.

UNIT ID: S3

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The Surfaced Submarine is the only submarine unit that can be produced. It moves and fights like a light Destroyer.

The unit can Change/Morph into the Submerged Submarine.

The Surfaced Submarine has 4 hitpoints, melee attack strength of 1, it has an effective fire of 1 space and does 2 damage.

The Sub while surfaced is using it's deck gun to fire and not torpedos. To utiliize torpedos or a better combat advantage it's best to "dive" the submarine.

The advantage of a surfaced sub is it's speed.

Unit Statistics: 4 hitpoints, melee attack strength of 3, it has an effective fire of 1 spaces and has does 3 damage.

The Surfaced Submarine takes 24 turns to build in city.

The Sub can transport a General.

UNIT ID: SU

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The Submerged Sub is the deadliest form of the Submarine. At periscope depth, it awaits for hapless Transports to cruise by.

It also can spoil the day for Battleships, Battlecruisers and Cruisers with its heavy damage capability. Only Patrol Boats, Frigates, Destroyers, Cruisers and Submarines can detect it one square away.

The Submerged Submarine is most effective in offensive operations.

Submerged Subs can Change/Morph into the Surfaced Submarine.

Submerged Subs can Dive to become a Deep Submarine.

The Submerged Sub has 4 hitpoints, melee attack strength of 3, it has an effective fire of 1 space and does 3 damage.

The Submerged Sub cannot be built in city, it has to be morphed into.

The Sub can transport a General.

UNIT ID: SS

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When a Submarine goes Deep, it is time to hide. Entering the Sub-ground level, he cannot be touched by aircraft and most ships.

Only the Destroyer and other Submarines can engage him, and that is only if they locate his position.

Deep Submarines can Rise to become Submerged Submarines.

Unit Statistics: 4 hitpoints, melee attack strength of 1. No Range Fire.

The Deep Submarine cannot be built in city, it has to be morphed into.

The Sub can transport a General.

UNIT ID: SD

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The Light Cruiser AA are the best option to use for AA defense when at sea.

They are excellent for escorting Transports, weakening enemy Combat Air Patrol (CAP) and Submarine hunting. Although not the best option to use for Submarine hunting they are adequate.

They can transport 2 units, the general and marine units. They can load 3 units at a time.

The Light Cruiser AA is not ideally suited to engage enemy ships in combat. It is more useful providing a "defensive umbrella" against aircraft for other ships.

Unit Statistics: 12 hitpoints, melee attack strength of 2, it has an effective fire of 5 spaces and does 2 damage.

Light Cruiser AA take 28 turns to build in city.


UNIT ID: X3

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Light Cruisers are the easiest and quickest to produce of the capital ships. They fight well and are capable of shore bombardment.

They are excellent for escorting Transports, Aircraft Carriers, weakening enemy land defenses and Submarine hunting.

They can transport 2 units, the general and marine units. They can load 3 units at a time.

The Light Cruiser cannons can also allow it to engage the enemy without getting damaged via ranged fire combat, and disrupt city's production.

Unit Statistics: 14 hitpoints, melee attack strength of 2, it has an effective fire of 5 spaces and does 2 damage.

Light Cruisers take 32 turns to build in city.

UNIT ID: S5

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Cruisers are your best choice to lead transport groups, they are middle of line of the capital ships. They fight well and are capable of shore bombardment.

They are excellent for escorting Transports, weakening enemy land defenses and Submarine hunting.

They can transport a General.

The Cruisers cannons can also allow it to engage the enemy without getting damaged via ranged fire combat, and disrupt city's production.

Unit Statistics: 16 hitpoints, melee attack strength of 2, it has an effective fire of 6 spaces and does 2 damage.

Cruisers take 36 turns to build in city.

UNIT ID: CR

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Battlecruisers are the second largest and second most powerful of all the ground level units in the game. The large amounts of damage they can take make them durable and very hard to kill.

Battlecruisers are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability.

They can transport a General.

They cannot detect Submerged or Deep Submarines. They are very vulnerable to Submerged Submarine attacks.

Due to their enormous production times, Battlecruisers are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.

The Battlecruisers also has very powerful cannons to conduct ranged fire combat. These cannons can disrupt a city's production and do significant damage to Coastal Guns and Forts.

Unit Statistics: 20 hitpoints, melee attack strength of 3, it has an effective fire of 7 spaces and does 3 damage.

The Battlecruiser takes 56 turns to build in city.

UNIT ID: S8

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Battleships are the largest and most powerful of all the ground level units in the game. The large amounts of damage they can take make them durable and very hard to kill.

Battleships are best used to gain sea superiority by sinking enemy ships. They also perform well as softeners for a prelude to an invasion by use of their shore bombardment ability.

They can transport a General.

They cannot detect Submerged or Deep Submarines. They are very vulnerable to Submerged Submarine attacks.

Due to their enormous production times, Battleships are far too valuable to be wasted on simple chores such as shoreline patrol and Transport escort.

The Battleship also has very powerful cannons to conduct ranged fire combat. These cannons can disrupt a city's production and do significant damage to Coastal Guns and Forts.

Unit Statistics: 24 hitpoints, melee attack strength of 3, it has an effective fire of 8 spaces and does 3 damage.

The Battleships takes 60 turns to build in city.

UNIT ID: BB

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Almost as hard to produce as a Battleship, Carriers are a vital part of any major fleet action.

Carriers are as durable as Cruisers but do not have the same innate offensive ability. They do have limited AA capability.

They can transport a General.

The Carrier is a naval unit that can transport Reconnaissance plane, Light Fighter, Ground Attack and Fighters. When not damaged, it can carry up to 24 points of Aircraft. If a Carrier is damaged and its transport capacity is reduced below what it carries, some units will be lost.

Carriers function best when fully loaded with Aircraft and escorted by other ships. AA Frigate, Frigate, AA Destroyer, Destroyer, Light Cruiser, Light Cruiser AA and Surface Submarine are the best Choices. If you have a spare Battleship or Battlecruiser then so much the better.

Unit Statistics: 16 hitpoints, melee attack strength of 1, it has an effective fire of 2 spaces and does 1 damage.

The Aircraft Carrier takes 60 turns to build in city.

UNIT ID: AC

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Marine units are amphibious infantry.

A Marines biggest advantage lies in its ability to be transported by all patrol boats, frigate, destroyer and Light Cruiser classes. They are able to be transported by most transport units as well.

Marine units are best used for capturing enemy cities via deep sea or coastline. They can also hitch rides on the patrol boat and travel up rivers to get to landlocked cities. They may also be transported like the infantry.

Marines are slightly better at combat than regular infantry types.

Marines take 2 turns longer to build than the infantry unit but they are worth the wait as they are much more versatile and they have a slight edge in combat.

Unit Statistics: 1 hitpoint, melee attack strength of 1, it has an effective fire of 1 spaces and does 1 damage.

Marine cost 8 to build.

UNIT ID: N8

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Sea Bees are an aquatic version of Engineers. Their specialization is an extension of that of an Engineer in some ways, but limited in others. The Seabee is considered also motorized for some land terrain.

They can travel in Deep and Shallow Water, and have the capability to build Roads in shallow and Deep Water.

They move 2 spaces in general on the open waters, but can also traverse land except mountains and mountain peaks.

Road Build Times:

Ground 1
Desert 1
Swamp 3
Snow 2
Hills 2
Mountain 0 Cannot move into hex
River 2
Peaks 0 Cannot move into hex
Forest 2
Shallow Water 6
Deep Water 8

Construction times:

Port 12
Oil Field 12
Fort 12
Airbase 6
Coastal Gun 48
Mines 2

Unit Statistics: 2 hitpoint, melee attack strength of 2, it has an effective fire of 1 spaces and does 1 damage.

Sea Bees cost 8 to build.

UNIT ID: SB

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The Pack Mule AA morphs into the 20mm AA unit.

The 20mm AA can only travel roads or clear terrain, after that it will need some form of transport to traverse other terrain types.

The Armor Transport, Transport, Liberty Ship can carry the Pack Mule AA. Only the Ships listed above will carry the morphed Pack Mule AA, Land and Air transports will not.

The Pack mule comes in handy as it travels most terrain types at a speed of 1.

It has no offensive capability as the 20mm AA is considered "broken down" / dis-assemled for transit purposes.

The Pack Mule AA cannot be purchased, it is "calfed" / born, when you choose to morph the 20mm AA so you can move into rough terrain.

Cannot build Pack Mule AA from city.

UNIT ID: ZC

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The Pack Mule ATG morphs into the 50mm ATG unit.

The 50mm ATG can only travel roads or clear terrain, after that it will need some form of transport to traverse other terrain types.

The Armor Transport, Transport, Liberty Ship can carry the Pack Mule ATG. Only the Ships listed above will carry the morphed Pack Mule ATG, Land and Air transports will not.

The Pack mule comes in handy as it travels most terrain types at a speed of 1.

It has no offensive capability as the 50mm ATG is considered "broken down" / dis-assemled for transit purposes.

The Pack Mule ATG cannot be purchased, it is "calfed" / born, when you choose to morph the 50mm ATG so you can move into rough terrain.

Cannot build Pack Mule ATG from city.

UNIT ID: ZG

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The unit info listings above are more comprehensive than originally quickly compiled and sloppily thrown together. So some polishing up and new features coming in the updated and improved UDB. Some comprehensive changes done to existing AI Scripts that better access all possible advantages to be gained when looking at AI conditions and hopefully the best outcomes achieved from the existing AI.DLL.
Eventually changes to the AI.DLL will happen and if I get the AI to where I want it. I could possibly be releasing an additional 6 possible WW2 Mods.

So half of the above is nearing completion. The other half will require quite a bit of work.

The image above is the new edition to the General unit - icons indicate loaded and loaded sentry. The grenadier unit at the bottom indicates one of the units that can be "attached" to the general - transported. 

AI scripts are finished, these scripts will be called ww2_intermediate_lite.

I will be testing these scripts in a game with 60 players and a 300 x 300 map.

220 turns into game play and no hang or crash yet. It's looking good for now.

When I'm satisfied with it, I will make all new updated material ready for download.

Stay tuned...

~Weasel