For those interested, I'm working on a mod to change the turn length from 14 days to 7 days, along with other tweaks.
https://www.dropbox.com/s/u8t7xeje0pfbf ... 3.zip?dl=0
Feel free to try it out and give any feedback you might want to throw my way...
Strategic Command World at War 7 Day Mod
Moderators: Jones, aphrochine
Re: Strategic Command World at War 7 Day Mod
Mikey's done a nice job with this mod. In addition to the 1 week turns, it also addresses some of the issues we had with Chinese theater, mainly that the Chinese were a bit too potent if not knocked out of the war ASAP by Japan. To address this, he made it where Chinese are weaker on Attack (but still have same Defense), but also cheaper to rebuild in case Japan goes on an all out offensive and starts obliterating the Chinese, they can rebuild back up to their initial strength fairly easily. We've played 1.5 games with this in effect and it does a nice job.
Another nice side effect of the 1 week turns is Mikey adjusted movement points to roughly half of what they were since turns are twice as many, which in turns makes in much slower to advance through mountainous and other poor terrains (and bad weather). This really helps in the global game, where there's fewer hexes and in vanilla it could sometimes be a bit too easy to advance.
So kudos to you Mikey, it's a very good mod.
I think most of you know I'm a very big Strategic Command fan, have been for 8-9 years now. It's a great game for a 1v1 PBEM system, and I really like the fact a game can be finished in 3-4 months with 1 or 2 turns a day speed. It's not a perfect game (the naval aspect in particular I find lacking) but for the scale and speed of the game, I personally don't think there's a better war game engine out there.
Another nice side effect of the 1 week turns is Mikey adjusted movement points to roughly half of what they were since turns are twice as many, which in turns makes in much slower to advance through mountainous and other poor terrains (and bad weather). This really helps in the global game, where there's fewer hexes and in vanilla it could sometimes be a bit too easy to advance.
So kudos to you Mikey, it's a very good mod.
I think most of you know I'm a very big Strategic Command fan, have been for 8-9 years now. It's a great game for a 1v1 PBEM system, and I really like the fact a game can be finished in 3-4 months with 1 or 2 turns a day speed. It's not a perfect game (the naval aspect in particular I find lacking) but for the scale and speed of the game, I personally don't think there's a better war game engine out there.
Re: Strategic Command World at War 7 Day Mod
The naval mod does indeed look interesting... How does it play out in game? Are naval combats much more iffy affairs with 40% evasion changes on big TF fleets?
I really like the idea of having TFs, the whole movement of individual ships in vanilla is a bit silly.
I really like the idea of having TFs, the whole movement of individual ships in vanilla is a bit silly.
- aphrochine
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Re: Strategic Command World at War 7 Day Mod
Agreed. If I play, it has to be with the Naval mod. Immersion is totally nuked for me without at least some baseline conceptualization of Naval organization.

"Fate. It protects fools, little children and ships named Enterprise." -W.T. Riker
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