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@IceHawk,
Any ideas for 3rd World? (mainly India)
If you have no bright ideas was thinking of about 3-5 techs then access to the last half of the Warsaw/SCO tree (the SCO portion)
Probably
1-Use of brigades to beef up firepower of infantry units
a-tank brigades
b-Heli gunship brigades
2) long-awaited development of marines
3) Ditto for mountain infantry
then access to
War under High Tech Conditions (1992 SCO) and everything following

Yes apologies for disappearing, school & life had me shockingly busy..

Yes worked on 3rd world doctrines for the 70s & 80s, & I agree with your idea, post 90~ they could merge with either Eastern/SCO tree or possibly Guerilla/NK/ for say Venezuela or others.
Ill have them up in next day or two np
 
YOU have 2 ways:
1) in game, create an event with the construct command

type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] # -1 is random valid province. -4 is random national province that already has a building of the same type of at least size 1.

2) At the beginning of a scenario you can also customize the IC and infrastructure at the top of your inc file for the country.
province =
{ id = XXX where XXX = province id
infra = { size = 0.9 current_size = 0.9 }
ic = { size = 8 current_size = 8 }
} # [place name optional as long as you have the ID]

BTW, if you get me the pics of the Brazilian ministers I'll put them in 0.18

Nice, I thought that the "construct" command added it to your building queue. Thank you.

About the minister pictures. I'm still waiting for the reply from the Brazilian Army regarding chiefs of staff, that's all that's missing. But I'll send it to you as it is.

edit: sent, check your DMs.
 
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For 1945 cold war scenario, i thought it could be nice to have some kind of demobilization after WW2. Since there are too much units after 1950s resulting in slow-down the game. Something like IC peace malus and demobilization (dissolution) of some units from majors (US - Sovietunion, aswell Great Britain looks to me like industrial powerhouse). Not to forget - balance between blocks. What do you think about?
 
Anyone knows if a severe negative peacetime IC modifier would make the AI to disband some units?

Something really weird just happened. I'm playing from 1936 and by early 1940 the Spanish Civil War hasn't ended yet. A few months after German invasion of the low countries Nat Spain joined the Allies. All of a sudden France started a two front war against Germany and Rep Spain. It NEVER happened before could it be related to the mod?
 
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You both have great ideas. One that I've been thinking about is to just double all the production times (but by event halve them until WW2 is finished). Another idea is peacetime modifier plus compensatory free values on the resources so that you can continue to support and supply the units you have but not be able to build so many new ones. Another idea is forced slider moves towards Dove Lobby

0.18 is now out. One of the features is an early mod (covering 1919-1936) and a production time/cost modifier is heavily featured to prevent unit buildup.

This will prototype some ideas, and in 0.19 will likely by event increase ALL production time and costs by 50% once the system decides that "World War 2 is over" (that's a little over a 2X cut in the number of units produced. Then maybe a peacetime modifier of 70%. And some ai commands to build infrastructure, since this reportedly works in 1.06

EDIT: Have prototypically increased production time and cost across the board via a hidden technology (so it is scenario dependent and invoked only by the scenario) When it is complete I'll post a cold war patch for testing.

There is another prospect for unit reduction and that is this: I simply copied the doomsday units for the most part for 1945. If someone has a REAL order of battle for the major countries for either 1945 or 1946 that would be very helpful. It would only have to cover the major and medium-sized countries--the minor ones only have a few units anyway. I'm reluctant to eliminate units or have a demobilization event unless I know WHICH units to demobilize.
 
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Where is 1.06 B2?
 
They changed the misc.txt file so I'll have to repackage it ASAP. For now, it will not work. But if you use the new misc.txt file from them and incorporate my changes in misc.txt
(# attachments a ship can have and some research parameters) it will work.
 
u13_vl_ccw.ai doesn't exist, which means the game produces an error-message when event 621043 in 'chinese_empire.txt' occurs. This wouldn't be all that much of a bug-report - Fatherland is beta, and it is hardly the only command that refers to non-existent things - but as it happens fairly often and early I thought it might be worth mentioning.

On another note, perhaps u00 should receive generic ministers, tech-teams and leaders?
EDIT: This is odd... it appears that doomsdaytext was heavily remodeled in beta1, without that being mentioned in the ChangedFiles pdf... the result is that most of what Cold War/Modern Day Extension aims to overwrite with its included doomsdaytext.csv is now in other files (of which some are also overwritten by CWMDE), while generic scenario descriptions are overwritten by CWMDE with no replacement, with all that entails for 1936.
 
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They changed the misc.txt file so I'll have to repackage it ASAP. For now, it will not work. But if you use the new misc.txt file from them and incorporate my changes in misc.txt
(# attachments a ship can have and some research parameters) it will work.

There is also a change in the Soviet GDE-system. It's now moral-based. I checked the files quickly and found this change only in "scenarios/1936/soviet.inc"
 
I had to extensively redo the doomsdaytext.csv and boostertext.csv files to get rid of some UNKNOWN STRING WANTED messages so maybe a few minor things got lost in the process. The AOD team makes changes that I don't always go along with, for example the change they made in drastically lowering the skill of the Philippine tech teams. The Philippines is never going to be a technological powerhouse anyway with only one tech team slot. Giving them skill 1 tech teams is overkill, really.

As for the Soviet AI and Inc files I will look to combine both the AOD team's ideas and mine. (I want to change their naval doctrine to interdiction which better reflects the reality of Soviet naval thinking both before and after WW2)
EDIT-Overall I like their ideas for the Soviet GDE-->morale loss instead, tying it all to the Great Officer Purge. But they made a couple of mistakes in the conversion and I'll post them to the appropriate board, and not just correct them in my mod.

Thanks for the fatherland bug reports. Part of the issue is that AI files are structured differently in HOI2-Arma 1.3/Darkest-Hour and AOD so they actually have to be created separately (the spy system is different) so I cannot just blindly move files.
 
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I had to extensively redo the doomsdaytext.csv and boostertext.csv files to get rid of some UNKNOWN STRING WANTED messages so maybe a few minor things got lost in the process. The AOD team makes changes that I don't always go along with, for example the change they made in drastically lowering the skill of the Philippine tech teams. The Philippines is never going to be a technological powerhouse anyway with only one tech team slot. Giving them skill 1 tech teams is overkill, really.
Ah, I think you misunderstood me - the problem is, it appears, that the AOD team have moved around entries between files, so doomsdaytext now consists of a) country-names and b) generic country-descriptions (GER_desc and such). This meaning that if one installs CWMDE, there is *no* file in config with entries for the generic country descriptions.
 
@ LordInsane,
I found the problem you are describing. AOD moved the generic descriptions to another file but did not move the later descriptions so I was not aware of the problem. If I installed their scenario text file I'd lose my own changes. So the next version will have a scenario_text file to fix the issue.

@ tully
the "real" interwars scenarios are grossly wrong in almost every respect, and at present are unsupported by events. However, by using my flagchanger which I included on the main mod, you can get the right flag and move it. (It's the one with the iron cross on a black red gold tricolor that's already part of my mod)
For now I think the best play is to use the fantasy scenarios for battle-testing and tech tree testing. I'm in the proof-of-concept stage. The concept is faking intermediate models through reduction in org, morale, and increased production time so that I maintain vanilla compatibility for an early scenario. The main goal quite frankly is 1931. Why? That was the REAL start date of World War 2.

One of the undecided issues is what tag to use for Germany prior to 1933. If I end up using the GER tag then I want to avoid confusion with post-war Bundesrepublik Deutschland, which has the plain tricolor.
and use either
de1921_s.gif

or
de1921wm.gif


I could put in some generic people for U00 but I think you should ask the AoD team why on earth they chose that nation for the WW2 timeframe, and whom they would choose to lead that United Europe in that era. United Europe is IMO only valid in a modern-day (2000+) scenario. I think you can do better with tech team takeover and full IC takeover on, and write custom give_leader commands (temporarily release the country, have it give you the leaders you want and re-inherit them)
 
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So just so were on the same page here, is AOD CWE 0.18 compatible with 1.06B2 patch so far? Or stick to 1.06b1?

Ill take a look at it in a few hours to see what youve done to the land doctrine tree ;) :D
 
One of the undecided issues is what tag to use for Germany prior to 1933. If I end up using the GER tag then I want to avoid confusion with post-war Bundesrepublik Deutschland, which has the plain tricolor.
Personally, I would hope for DFR to be used (if nothing else, although it'd make the name wrong, it'd avoid flag-confusion like that you mention).
United Europe is IMO only valid in a modern-day (2000+) scenario.
I'd partly disagree, actually. IMO it has partial applicability to alternate Cold War scenarios - I could well see a Franco-Italian-Benelux-(West) German European federation (in the aftermath of the war itself or as an ultimate consequence of the EDC/EPC being successful - granted, that'd require De Gaulle to be removed, but that's not necessarily impossible). At a stretch, it might even include Britain. Now, as to all of Europe, on the other hand...
 
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@ Lord Insane
It can be argued either way for Weimar Germany to use the DFR or the GER tag. I think I'm going to go with the GER option for reasons of clarity, the name thing you mentioned, and for the alternate play possibilities of Germany NOT going Nazi which would be far greater than the play possibilities of DFR. The flag with the iron cross is the war flag of the Weimar Republic, and the one with the eagle is the state flag, though a plain tricolor was also used. I expect a revision 0.18a with the info for Germany at least being properly defined for 1931

As for ministers for United Europe, that'll be a matter for another day though I could do generic teams at least with some good sounding names like European Aerospace, etc. Would you care to work up a ministers file?

@ IceHawk,
as delivered in the mod you would need to stick to beta 1. However with this misc.txt file you could use beta 2:
Code:
# NOTE: Obviously, the order of these variables cannot be changed.

economy = {
# IC to TC ratio
	1.50
# IC to Supplies ratio
	4.0
# IC to Consumer Goods Ratio
	1.5
# IC to Money Ratio
	2.0
# Dissent Change Speed
	0.8
# Max Gearing Bonus ( never lower than value * build time )
	0.40
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
	0.05
# Gearing Bonus Resource Cost Increment ( 1.0 = if 10% faster production 10% more resource usage)
	0.6	
# Gearing Loss if no IC assigned ( 0.01 = 1% loss / day)
	0.02
# IC Non-National Province Multiplier
	0.4
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
	0.15
# TC Undeployed Division Load
	10.0
# TC Occupied Province Load
	1.0
# TC Land Division Load Multiplier
	1.0
# TC Air Division Load Multiplier
	0.8
# TC Naval Division Load Multiplier
	0.4
# TC Load from partisans
	10.0
# TC load factor from offensives
	1.5
# TC Load from province dev
	5.0
# TC Load from bases in queue
	15.0
# National Province Manpower Multiplier (income per day)
	0.0066
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
	0.00066
# Colonial Province Manpower Multiplier (multiplied on the other)
	0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
	2.0
# Trickle-back factor for manpower from losses in battle. (ie, how many are just wounded.)
	0.45
# Reinforcement Manpower Cost Factor
	1.0
# Reinforce cost
	0.8
# Reinforce time
	0.7
# Upgrade cost	
	0.5
# Upgrade time
	0.9
# Nationalism starting value
	17.5
# Manpower Nationalism Value
	1.5
# Monthly Nationalism reduction
	0.075
# Time in days to send a division to an ally
	60	
# TC Load from undeployed brigades (multiplied on top of the division cost)
	0.3
# If units can be sold/transfered to non allied countries
	0
# Cost to repair Province buildings
	0.25
# Time to repair Province buildings
	0.33
# Province Efficiency rise time in days
	270
# Line Upkeep (of base IC)
	0.15
# Startup Retooling Time (days) - first time a line is opened
	80
# Retooling Time (days) - line upgrade
	40
# Retooling Cost (of base IC)
	1.0
# Retooling Resource Cost (of base IC)
	0.25
# daily aging of MP
	0.0001
# Suppplies usage on convoy hunt (times combat!)
	1.2
# Supply Usage Naval Static (value below * normal supply consumtion)
	1.0
# Supply Usage Naval Moving (value below * normal supply consumtion)
	1.1
# Supply Usage Naval Battle (value below * normal supply consumtion)
	5.0
# Supply Usage Aviation Static (value below * normal supply consumtion)
	1.0
# Supply Usage Aviation Moving (value below * normal supply consumtion)
	2.5
# Supply Usage Aviation Battle (value below * normal supply consumtion)
	4.0
# Supply Usage Aviation Bombing (value below * normal supply consumtion)
	6.0
# Supply Usage Land Static (value below * normal supply consumtion)
	1.0
# Supply Usage Land Moving (value below * normal supply consumtion)
	1.5
# Supply Usage Land Battle (value below * normal supply consumtion)
	3.0
# Supply Usage Land Bombing (artillery Bombardment, cost is below supplies * bombing stat)
	4.5
# _EV_SUPPLIES_STOCK_LAND_, amount of stock stored in each divison - of combat usage
	4.0
# _EV_SUPPLIES_STOCK_AIR_, amount of stock stored in each divison - of combat usage
	3.0
# _EV_SUPPLIES_STOCK_NAVAL_, amount of stock stored in each divison - of combat usage
	12.0
# _EV_SUPPLIES_RESTOCK_LAND_,The resupply speed compared to normal usage
	1.0
# _EV_SUPPLIES_RESTOCK_AIR_,The resupply speed compared to normal usage
	2.0
# _EV_SUPPLIES_RESTOCK_NAVAL_,The resupply speed compared to normal usage
	10.0
# Synthetic Oil plant conversion multiplier (this value below is the maxumum convertet oil producable by each Synthetic oil plant)
	5.0
# Synthetic Rares plant conversion multiplier (this value below is the maxumum conversion of each plant)
	3.0
# Military salary cost.. each MP in military service will cost this amount.
	0.022
# Max intelligence expenditure
	0.10
# Max Research expenditure
	1.0
# Military Salary Attriction Modifier (attriction multiplier added when no salary paid, this simulates deserters)
	1.5
# Military Salary Dissent Modifier (Dissent added when no salaries paid)
	1.1
# Nuclear Site upkeep cost (modified by sliders and ministers)
	2.5
# Nuclear Power Plant upkeep cost (modified by sliders and ministers)
	0.0
# Synthetic Oil site upkeep cost (in addition to resource cost,modified by sliders and ministers)
	0.0
# Synthetic Rares site upkeep cost (in addition to resource cost,modified by sliders and ministers)
	0.0
# Duration of detection (in days)
	14.00
# _EV_CONVOY_PROV_HOSTILE_TIME_, Convoy will try to avoid this province if last attack < this value
	30.00
# _EV_CONVOY_PROV_BLOCKED_TIME_, Convoy WILL NOT enter province if last attack < this value
	7.00
# _EV_AUTOTRADE_CONVOY_, when determining a trading partner use score = (neededtransports  / unassigned transports) * value below
	100
# _EV_SPY_UPKEEP_COST_, Each spy will demand xx investment each day.
	0.5
# _EV_SPY_DETECTION CHANCE_, Probability of a defending spy to detect a invading spy 
	3.0
# _EV_SPY_COUP_DISSENT_MODIFIER_, Increased coup odds per dissent point of target country
	0.5
# _EV_INFRA_EFFICIENCY_MODIFIER_, the influence of infra on Efficiency
	0.3
# _EV_MP_TO_CG_, How much IC does each MP provide in CG?
	0.01
# _EV_TIME_BETWEEN_SLIDER_CHANGES - Time between slider changes!
	360
# _EV_MIN_PLACEMENT_IC_, Minimum IC to allow non capital placement
	40
# _EV_Nuclear_Power_, Each reactor can give below energy
	1.5
# _EV_FREE_INFRA_REPAIR_, Each day all province structures are repaired for free with below amount:
	0.01
# _EV_MAX_SLIDER_DISSENT_, For moving slider before timeout - how much dissent gained?
	18
# _EV_MIN_SLIDER_DISSENT_, Default dissent changing costs
	0
# _EV_MAX_DISSENT_FOR_SLIDER_MOVE_, if above this, you cannot move the slider.
	15
# _EV_IC_CONCENTRATION_BONUS_, each ic increases max effectivity by below value
	0.01
# _EV_CONVOY_DUTY_CONVERSION_, Amount of Convoys generated when sending a transport unit to convoy duty
	10
# _EV_ESCORT_DUTY_CONVERSION_, Amount of Escorts generated when sending a destroyer unit to escort duty
	10
# _EV_MINISTER_CHANGE_DELAY_, freely changed minister
	60
# _EV_MINISTER_CHANGE_EVENT_DELAY_, when events cause a minister change like for example death or elections
	15
# _EV_IDEA_CHANGE_DELAY_, freely changed national idea
	120
# _EV_IDEA_CHANGE_EVENT_DELAY_, when events causes an idea change
	60
# _EV_LEADER_CHANGE_DELAY_
	7
# _EV_CHANGE_IDEA_DISSENT_,
	6
# _EV_CHANGE_MINISTER_DISSENT_,
	1
# _EV_MIN_DISSENT_REVOLT_, Min Dissent for revolt risk
	40
# _EV_DISSENT_REVOLT_MULTIPLIER_, # chance for each dissent above _EV_MIN_DISSENT_REVOLT_,
	0.5
# _EV_TP_MAX_ATTACH, Max number of attachments to transports
	0
# _EV_SS_MAX_ATTACH, Max number of attachments to subs
	1
# _EV_SSN_MAX_ATTACH, Max number of attachments to nuclear subs
	2
# _EV_DD_MAX_ATTACH, Max number of attachments to destroyers
	2
# _EV_CL_MAX_ATTACH, Max number of attachments to light cruisers
	3
# _EV_CA_MAX_ATTACH, Max number of attachments to heavy cruisers
	4
# _EV_BC_MAX_ATTACH, Max number of attachments to battlecruisers
	5
# _EV_BB_MAX_ATTACH, Max number of attachments to battleships
	5
# _EV_CVL_MAX_ATTACH, Max number of attachments to escort carriers
	1
# _EV_CV_MAX_ATTACH, Max number of attachments to fleet carriers
	1
# _EV_CAN_CHANGE_IDEAS_, 1 - Player can change ideas freely, 0 - Ideas can only be changed via events
	1
}

combat = {
# Land XP gain Factor
	0.5
# Naval XP gain Factor
	4.0
# Air XP gain Factor
	2.0
# Division XP gain Factor
	1.25
# Leader XP gain Factor
	1.25
# Attrition Severity Modifier
	0.15
# _CV_NO_SUPPLY_ATTRITION_SEVERITY_, Multiplier for out of supply!
	5
# _CV_NO_SUPPLY_MIN_ATTRITION_, Minimum attrition ->after<- multiplier
	5
# Combat Modifier: Base Proximity
	0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
	0.002
# Combat Modifier: Total Invasion Mod for each division above three.
	-0.1
# Combat Modifier: Multiple Combat Mod
	-0.3
# Combat Modifier: Offensive Combined Arms Bonus
	0.10
# Combat Modifier: Defensive Combined Arms Bonus
	0.15
# Combat Modifier: Surprise Mod
	-0.3
# Combat Modifier: Land Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Naval Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Envelopment Mod (for each attack direction above one)
	0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
	-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
	-0.09
# Combat Modifier: Dissent Multiplier
	-0.005
# Combat Modifier: Supply Problems Mod
	-0.5
# Combat Modifier: Radar Station ( value * radar level)
	0.03
# Combat Modifier: Radar Station AA multiplier ( value * radar level) 
	0.15  #15% extra for each Radar level
# Combat Modifier: Interceptor vs Bomber Mod
	0.20
# Combat Modifier: Total Air Overstacking Mod for each division above the enemy.
	-0.50
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
	-0.02
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
	12
# Land Leader Command Limit (nr of divisions), Rank 1
	9
# Land Leader Command Limit (nr of divisions), Rank 2
	3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
	1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
	16  
# Air Leader Command Limit (nr of divisions), Rank 1
	12  
# Air Leader Command Limit (nr of divisions), Rank 2
	8 
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
	4 
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
	30
# Naval Leader Command Limit (nr of ships), Rank 1
	18
# Naval Leader Command Limit (nr of ships), Rank 2
	12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
	6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
	2
# Convoy protection factor  (higher, the more fearful convoy escorts are for raiders.)
	1.0
# Delay in hours after a combat ends before new orders can be given.	
	24
# Land Delay in hours before orders can be executed. (planning time)
	6
# Naval Delay in hours before orders can be executed. (planning time)
	4
# Air Delay in hours before orders can be executed. (planning time)
	2
# Maximum sizes of air-stacks
	4
# Effect of experience on combat
	0.25
# Damage factor versus Naval Bases from bombing
	0.3
# Damage factor versus Air Bases from bombing
	0.5
# Damage factor versus AA from bombing
	0.3
# Damage factor versus rocket from bombing
	0.5
# Damage factor versus nuke from bombing
	0.2
# Damage factor versus Radar from bombing
	0.5
# Damage factor versus Infra from bombing
	0.5
# Damage factor versus IC from bombing
	0.5
# Damage factor versus resources from bombing
	0.8
# Damage factor versus Synthetic Oil plant from bombing
	0.3
# How effective is ground-def efficiency when applied to defence chance rolls.
	1.0
# Base chance to avoid hit if defences left.
	0.8
# Base chance to avoid hit if no defences left.
	0.6
# CHANCE TO GET TERRAIN TRAIT 
	1200
# CHANCE TO GET EVENT TRAIT 
	1200
# BONUS ON TERRAIN TRAIT
	0.05
# BONUS_ON_EVENT_TRAIT_
	0.025
# Chance of leaders dying while in combat per day
	0.0003
# _CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increase the str dmg air units takes (Str dmg * (ORG / below value))
	25.0
# Land - Air Combat ORG damage (Increasing this value will increase the org dmg air units takes from land units)
	0.15
# Land - Air Combat STR damage (Increasing this value will increase the str dmg air units takes from land units)
	0.05
# Ratio of Soft/Hard damage dealt by artillery bombardment
	3.0
# Damage factor versus Infra from artillery bombardment
	0.05
# Damage factor versus IC from artillery bombardment
	0.1
# Damage factor versus Resources from artillery bombardment
	0.2
# Penalty for artillery bombarder being attacked by enemy land units
	-0.5 # 50% penalty
# Artillery STR damage factor (also affected by Land-Land combat)
	0.10
# Artillery ORG damage factor (also affected by Land-Land combat)
	0.20
# Land - Land Combat STR damage (All land based units attacks against other land based units)
	0.075
# Land - Land Combat ORG damage (All land based units attacks against other land based units)
	0.30 #was originally 0.6... should lengthen battles
# Air - Land Combat STR damage (All Air units attacks against land units)
	0.20
# Air - Land Combat ORG damage (All Air units attacks against land units)
	0.25
# Air - Naval Combat STR damage (All Air units attacks against Naval units)
	0.3
# Air - Naval Combat ORG damage (All Air units attacks against Naval units)
	0.8
# Air - Air Combat STR damage (All Air units attacks against Air units)
	1.0
# Air - Air Combat ORG damage (All Air units attacks against Air units)
	1.0
# Naval - Naval Combat STR damage (All Naval units attacks against Naval units)
	0.75
# Naval - Naval Combat ORG damage (All Naval units attacks against Naval units)
	1.0
# Naval - Air Combat STR damage (All Naval units attacks against Air based units)
	0.1
# Naval - Air Combat ORG damage (All Naval units attacks against Air based units)
	0.25
# _CV_MILITARY_EXPENSE_ATTRITION_MOD (value below is how lower military expense affects attrition severity)
	1.3
# _CV_NAVAL_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing) | DO NOT CHANGE to less then 8 (wyk)
	1.0
# _CV_LAND_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing)
	4.0
# _CV_AIR_MIN_COMBAT_TIME,minimum combat time before retreat possible (prevent bouncing)
	1.0
# _CV_LAND_OVERSTACKING_MOD_, severity of overstacking
	1.0
# _CV_LAND_ORGLOSS, organization loss when moving
	0.2
# _CV_AIR_ORGLOSS, organization loss when moving
	0.2
# _CV_NAVAL_ORGLOSS, organization loss when moving
	0.0
# _CV_SUPPLY_DISTANCE_SEVERITY_, the amount supply distance affects combat
	3.0
# _CV_SUPPLY_BASE_, the base ESE value
	100.0
# _CV_LAND_ORGGAIN_, Org Gain divisor
	1.0
# _CV_AIR_ORGGAIN_,Org Gain divisor
	1.0
# _CV_NAVAL_ORGGAIN_,Org Gain divisor
	1.0
# _CV_NUKE_MP_DISSENT_, MP dissent modifier
	1.0
# _CV_NUKE_IC_DISSENT_, IC dissent modifer
	0.5
# _CV_NUKE_DISSENT_, total modifier
	1.0
# _CV_LAND_FRIENDLY_ORGGAIN_, Extra orggain in friendly provinces
	1.25
# _CV_AIR_LAND_STOCK_MOD_, how much interdiction affects stock
	0.1
# _CV_SCORCH_DAMAGE_, how much each STR affects scorch damage
	0.0005
# _CV_STAND_GROUND_DISSENT_, each MP lost while using this command will result in below dissent
	0.001
# _CV_SCORCH_GROUND_BELLIGERENCE_, each hour the land is scorched - add below beliggerence
	0.001
# _CV_DEFAULT_LAND_STACK_, how much should multideployment aim for?
	3
# _CV_DEFAULT_NAVAL_STACK_, how much should multideployment aim for?
	18
# _CV_DEFAULT_AIR_STACK_, how much should multideployment aim for?
	4
# _CV_DEFAULT_ROCKET_STACK_, how much should multideployment aim for?
	1
# _CV_ARTILLERYBOMBARDMENT_FORT_DAMAGE_, damage done to forts
	0.0001
# _CV_ARTILLERYBOMBARDMENT_ORG_COST_, each hour any active artillery bombarding unit will loose below ORG
	2.0
# _CV_LAND_COMBAT_FORT_DAMAGE_, timed STR of all units attacking
	0.000025
# _CV_AIR_REBASE_FACTOR_Percentge of ORG lost when rebasing full range
	0.3
# _CV_AIR_MAX_DISORGANIZED_, how many days is max disorganized
	-20
# _CV_AA_INFLICTED_STR_DAMAGE_, modefier for damage each hit makes
	0.5
# _CV_AA_INFLICTED_ORG_DAMAGE_, modefier for damage each hit makes
	2
# _CV_AA_INFLICTED_FLYING_, modefier for damage each hit makes - when flying past
	0.25
# _CV_AA_INFLICTED_BOMBING_, modifier for damage each hit makes - when bombing current port / province
	1	
# _CV_HARD_ATTACK_STR_DAMAGE_, These are the extra effects of a used hard attack - below value value is added as extra damage to attack 
	6
# _CV_HARD_ATTACK_ORG_DAMAGE_, These are the extra effects of a used hard attack - below value value is added as extra damage to attack 
	1.5
# _CV_ARM_SOFT_BREAKTHROUGH_MIN_, This is the actual gain from beeing low softness - you can blow through the lines of badly defeded fronts (low hardness attack and high softness)
	0.25
# _CV_ARM_SOFT_BREAKTHROUGH_MAX_, This is the actual gain from beeing low softness - you can blow through the lines of badly defeded fronts (low hardness attack and high softness)
	0.75
# _CV_NAVAL_CRITICAL_HIT_CHANCE_, in % for each shot that hit!
	10
# _CV_NAVAL_CRITICAL_HIT_EFFECT_, STR damage * below
	10
# _CV_LAND_FORT_DAMAGE_, how much land forts are  damaged by land combat
	1.0
# _CV_PORT_ATTACK_SUPRISE_CHANCE_DAY_, Base chance to suprise during day
	33
# _CV_PORT_ATTACK_SUPRISE_CHANCE_NIGHT_, Base chance to suprise during night
	75
# _CV_PORT_ATTACK_SUPRISE_MOD_, How much suprise means for defendant.
	-0.33
# _CV_RADAR_ANTI_SUPRISE_CHANCE_, How much each radar reduces suprise chance.
	1.0
# _CV_RADAR_ANTI_SUPRISE_MOD_, How much suprise panality is reduced by radar.
	0.25
}

research = {
# Blueprint Bonus
	3.0 #was 2.0 vanilla 4.0 in prior editions
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
	-0.00100
# Money cost for each skill-level
	1.65
# Mean number of "invention" events occuring per year
	4
# After-Historical Date Mod (value * days after to historical date. limit for the total is 1.50. )
	0.00050
# Tech speed modifier - value below affects tech speed
	2.5 #1.5 in vanilla increased due to tech slot limitation (1.5 x 10 / 6)
# _RV_PRE_HISTORICAL_PENALTY_LIMIT_, Can not go below
	0.1
# _RV_AFTER_HISTORICAL_PENALTY_LIMIT_, Can not go above
	2.5 # was 1.5 in vanilla 3.0 in prior editions
# _RV_MAX_TECH_SLOTS_, Maximum number of tech slots
	6 #10 in vanilla
# _RV_SLOT_IC_INCREMENT_, IC increment when a slot is gained
	20
}
From you, since you're into these things, I'd like to see your ideas on naval and air doctrine from 1970-present. Once that's complete there would only be minor revisions.
 
As for ministers for United Europe, that'll be a matter for another day though I could do generic teams at least with some good sounding names like European Aerospace, etc. Would you care to work up a ministers file?
Oh, indeed. It certainly isn't a, ah, high-priority thing. Really, my main reason for mentioning it was annoyance that AOD had bothered to add a nation and then never gotten around to make anything for it but the flag, the name and the entry in revolt.txt (the secondary was, as I suggested, that I find that it, in a modified form, is more plausible in the time-frame of this mod than for WW2 and environs).
What range do you want the minister-ids to be in?