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Days To Beat: 20 Flak's kind of scary now. Definitely a more intimidating CO in this mod. I guess Colin would work too. That extra cheapness just makes the earlier APCs and Tanks viable, but most COs can probably do something similar. If you're lucky, the western Anti-Air(if it doesn't hit AI 5 at 10% chance to build from the NW Base) will get stuck on the left side targeting properties instead of heading to your HQ, but there's a lot of variance in the AI profiles here since Tanks have a 20% chance each of AI types 1-5. You want both tanks to be AI 3 or 5(20% for each for 40% likelihood) to target capturable properties on the middle island. Most COs can win with similar strategies, and Flak tends to leave the left Base open if you wanted to abuse that. I believe this was the earliest level I actually tried to optimize. Changes to COs in this level: = Hachi: Very Nerfed 4/7 from 3/5 COP/SCOP cost COP doesn't reduce cost, but can produce from Cities SCOP(renamed, not referenced in ReadMe), now reduces to only 60% cost = Flak: Buffed, More Reliable 110/95 units from 100/100 D2D passive. COP raises units to 140/95 stats, with 15/15 Luck/Bad Luck, from 40/20 Luck/Bad Luck SCOP raises units to 170/95 stats, with 15/20 Luck/Bad Luck from 80/30 __________ Most important changes(in my opinion) from the Readme: Gameplay: **Snow doesn't slow Naval units, or Vehicles on Plains(I.E. a Tank can still move 6 spaces over Plains during Snow instead of 3 from before), 3 Tread and 4 Tire on woods(same as Rain) MD Tanks/Subs act during "Indirect" phase now(Earlier, so they'll attack first) Missile's have +1 range, movement, and vision ALL ships can now traverse shoals, rivers, and bridges(but not unload on rivers/bridges) Battleships CAN ATTACK AIR UNITS. They do base 45 to Fighters, base 65 to Bombers, and base 75 to Copters Cruisers take 20 less damage from Bombers(85 to 65) and B-Copters(55 to 35), making them actually counter these units! Cost changes: Mechs 2,500G from 3,000G Recons 3,500G from 4,000G APCs 4,000G From 5,000G(surprisingly important in optimizing) Rockets 13,500G from 15,000G Anti-Air units 7,000G from 8000G(in line with tanks, very nice change) Missiles 9,000G from 12,000G(Missiles are so viable now) Battleships 20,000G from 28,000G Cruisers 10,000G(!) from 18,000G(Extremely viable now) Subs 12,000G from 20,000G(You're going to need those cheap Cruisers) ____________________ Important Note: These are going to be mostly optimized runs! Some levels will be less clean than others(Especially Dark Woods and Hawke Is Coming because I'm not spending more than 20 hours optimizing any level, particularly Hour+ long ones). The AI might--and likely will--move differently, and your RNG for the luck damage might be different (I.E. 76% might be an 8 for me, but a 7 for you, which will prevent the unit from retreating to heal at 2hp or less!). Be aware! This is a War Room mod, so unit production happens a lot, and every unit has a chance to be built with varying AI "profiles" that determine how they behave. Without RNG manipulation(in which case, you're basically TASing) they will differ greatly. BigusDingus has an excellent write up on this mechanic, and I will likely do a future video explaining how the AI functions to help people at some point if I remember/get around to it. Levels that can be done by any CO will usually be done with Andy (and no COP), though Andy does get some use in this campaign as I think he's quite good now! As always, remember to like, favorite and subscribe if you like the content. I'm just posting these for posterity and anyone interested! __________________________ Mod here: https://www.warsworldnews.com/wp/hack... BigusDingus' AI Notes Here https://docs.google.com/document/d/1n... All rights for games, mods, emulators, and songs go to their respective owners.