EMPIRE V1.1 - A variant from the original concept RA8.0 by John 3rd and many other contributors - Original Scenario Designers: Stanislav Bartoshevitch (FatR), Michael Benoit (NY59Giants), John R. Cochran, III (John 3rd), Juan Gomez (JuanG), Ben Kloosterman (BK), John (JWE), EJ (SuluSea) and John Young (Red Lancer) 

Game set up

Both sides in this game start with both sides in this game start with fairly unprepared plans for war. The acceleration towards war is accelerated in the Summer and Autumn of 1951 by the success of the axis in Russia combined with the potential collapse of the British Empire.

Both sides will have to cope with quite a large amount of obsolete equipment at the start but this game also declares that technology will advance at a very rapid pace (for both sides) after the war commences. It further assumes that Germany does not declare war on America in early 1942 and that therefore America commits more resources to the conflict in the Pacific. 
The games start turn especially shows a preference in my design is towards the two-day game system. But that is down to players to decide.

Special turn one rules and (just a few) of house rules -

The first turn rules in this game are quite a lot different from other mods and the stock scenarios. 
No allied player may move any task force on the map on turn one no one can create a task force on turn one (including in a two day turn option) Japan may create Amph and Transport TF on turn 1. Players however may alter the threat tolerance and the rooting to coastal as well as reaction levels and retire. This is to simulate the confusion between political and military masters in the early hours of the conflict. It will also allow for a fairly historical start in terms of capabilities of what can be done. It will allow for a single large strike on Pearl Harbour and Manila.  

No player may move any air unit on turn one -

Japan may alter the orders of any aircraft units on turn one, and you need to. This includes the Pearl Harbour attack and the possibility to use land and naval air units against Manila port.
British Chinese and Commonwealth air units may alter their orders to anything the player wishes. This simulates the more prepared nature of Britain for the up-and-coming conflict. 
American and American Allied air units may alter their orders but whatever they do it must be matched by the same volume of training. So for instance CAP at 40% requires training at 40%. Naval attack is allowed but 40% must be training. This simulates the unpreparedness and neutrality of US forces. 

Suggested house rules - 
Political points for crossing national borders should be paid. Exception between Thailand and Burma. Allied units from India may enter Thailand and Burma without penalty. Then freely into Malaya  only after that PP. Japanese units in Thailand and Burma may do likewise to enter India.
Because of the terrain in the DEI, Malaya, Burma, China, et cetera being fairly inhospitable the following house rule is suggested. No more than one deliberate attack in a jungle or jungle rough hex per turn in 1941 and 42.  Two attacks per turn thereafter. No pursuit allowed at any time. Island attacks (no larger than one hex) are excluded from this rule.
Sweeps should be conducted at the second highest manoeuvre value.
The carrier capable Phantom jet fighter may only be deployed on the Midway class carriers. May also be land based.
The carrier capable lit version George should only be deployed on units dedicated as CV, not CVE or CVL.
The Japanese by mutual agreement should not accelerate aircraft as this has already been accounted for in the work.
Japanese submarines with the exception of the I 400 series may only operate the Glen FP, the 400 series may operate the Seiran or the Glen.
The fall of Tokyo in 1946 triggers an immediate marginal Allied victory.	

Settings 
The game is built around the idea of two day turns. Especially the first turn has been set up with two days in mind. It is recommended that two day turns are used for several reasons. One is you will get through the game quicker, second they will not be the infinite micromanagement that will commanders simply could not have had and also it will slow operational activity/attacks.
Realistic research and development should be on
PDU on
Highly variable reinforcements - should be on
Allied withdrawals - should be off
Reliable allied torpedo - should be off

Recommended rule - The scenario is much better if players do not try and accelerate aircraft frames but can accelerate engines. A factory may switch to another aircraft provided the aircraft has started to be available (starting factories are allowed to continue with the research underway). No research to bring forward airframes they are already accelerated.

Michael Smith
August 2020
