# 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
3.0#vanilla 2
# 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 ( _EV_PROV_EFF_RISE_TIME_ )
270
# Core Province Efficiency rise time in days ( _EV_CORE_PROV_EFF_RISE_TIME_ )
135
# 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
1
# _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
0.4
# 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
1.00#vanilla 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
}
### Floods
#############################################
###### Great Mississippi Flood of 1927
#############################################
event = {
id =
random = no
trigger = {
random = 15
control = { province = 687 data = -1 }
year = 1926
}
name = "Great Mississippi Flood of 1927"
desc = "The Great Mississippi Flood of 1927 was the most destructive river flood in the history of the United States. The flood began when heavy rains pounded the central basin of the Mississippi in the summer of 1926. By September, the Mississippi's tributaries in Kansas and Iowa were swollen to capacity. On New Year's Day of 1927, the Cumberland River at Nashville topped levees at 56.2 feet (17 m), a level that remains a record to this day, even exceeding the devastating 2010 floods. On April 15, 1927 15 inches (380 mm) of rain fell in 18 hours. This rain caused flooding which overtook the levees causing the Mounds Landing to break with more than double the water volume of Niagara Falls. The Mississippi River broke out of its levee system in 145 places and flooded 27,000 square miles (70,000 km2). This water flooded an area 50 miles wide and more than 100 miles long. The area was inundated up to a depth of 30 feet (10 m). The flood caused over $400 million in damages and killed 246 people in seven states. The flood affected Arkansas, Illinois, Kentucky, Louisiana, Mississippi, Missouri, Tennessee, Texas, Oklahoma and Kansas. Arkansas was hardest hit, with 14% of its territory covered by floodwaters. By May 1927, the Mississippi River below Memphis, Tennessee, reached a width of 60 miles (97 km)."
style = 0
picture = "flood"
date = { day = 15 month = october year = 1926 }
offset = 10
deathdate = { day = 15 month = june year = 1927 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -1000 where = 687 }
command = { type = dissent value = 10 } #Greatest missisipi flood ever
}
}
#############################################
###### St. Francis Dam Failure
#############################################
event = {
id =
random = no
trigger = {
control = { province = 687 data = -1 }
year = 1928
}
name = "St. Francis Dam Failure"
desc = "Three minutes before midnight on March 12, 1928, the St. Francis Dam failed catastrophically, and the resulting flood killed more than 450 people. The collapse of the St. Francis Dam is one of the worst American civil engineering failures of the 20th century and remains the second-greatest loss of life in California's history, after the 1906 San Francisco Earthquake and fire. 400 people perished."
style = 0
picture = "flood"
date = { day = 12 month = march year = 1928 }
offset = 1
deathdate = { day = 20 month = march year = 1928 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -200 where = 687 }
command = { type = dissent value = 2 }
}
}
#############################################
###### Central China floods of 1931
#############################################
event = {
id =
random = no
trigger = {
random = 20
control = { province = 1235 data = -1 } #Beijing
year = 1931
}
name = "Central China floods of 1931"
desc = "From 1928 to 1930 a long drought preceded the flood. By some accounts abnormal weather over central China began in the winter of late 1930. Heavy snowstorms in the winter were followed by spring thaw/defrost heavy rains that raised the river levels even higher. The rain increased into July and August 1931. In July alone 7 cyclones hit the region. On average two occur per year. The 1931 Central China floods or the Central China floods of 1931 were a series of floods that occurred during the Nanjing decade in the Republic of China era. It is generally considered the deadliest natural disaster ever recorded, and almost certainly the deadliest of the 20th century (when pandemics and famines are discounted) and in China. The human deaths are estimated from 145,000, to between 3.7 million to 4 million."
style = 0
picture = "flood"
date = { day = 1 month = july year = 1931 }
offset = 10
deathdate = { day = 20 month = november year = 1931 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -2000 where = 1235 }
command = { type = dissent value = 20 }
command = { type = manpowerpool value = -370 } #~3.7 million casulties?!?
}
}
#############################################
###### 1935 Yangtze river flood
#############################################
event = {
id =
random = no
trigger = {
random = 20
control = { province = 1232 data = -1 } #Hankou
year = 1935
}
name = "1935 Yangtze River Flood"
desc = "Flooding along the river has been a major problem. The rainy season in China is May and June in areas south of Yangtze River, and July and August in areas north of it. The huge river system receives water from both southern and northern flanks, which causes its flood season to extend from May to August. Meanwhile, the relatively dense population and rich cities along the river make the floods more deadly and costly. The 1935 flood killed 142,000 people."
style = 0
picture = "flood"
date = { day = 1 month = may year = 1935 }
offset = 10
deathdate = { day = 20 month = august year = 1935 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -1000 where = 1232 }
command = { type = dissent value = 6 }
command = { type = manpowerpool value = -28 } #142,000 casulties
}
}
#############################################
###### 1954 Yangtze River Floods
#############################################
event = {
id =
random = no
trigger = {
random = 20
control = { province = 1232 data = -1 } #Hankou
year = 1954
}
name = "1954 Yangtze River Floods"
desc = "From June to September of 1954, the Yangtze River Floods were a series of catastrophic floodings that occurred mostly in Hubei Province. Due to unusually high volume of precipitation as well as an extraordinarily long rainy season in the middle stretch of the Yangtze River late in the spring of 1954, the river started to rise above its usual level in around late June. Despite efforts to open three important flood gates to alleviate the rising water by diverting it, the flood level continued to rise until it hit the historic high of 44.67 m in Jingzhou, Hubei and 29.73 m in Wuhan. The number of dead from this flood was estimated at around 33,000, including those who died of plague in the aftermath of the disaster."
style = 0
picture = "flood"
date = { day = 1 month = june year = 1954 }
offset = 10
deathdate = { day = 20 month = september year = 1954 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -800 where = 1232 }
command = { type = dissent value = 4 }
command = { type = manpowerpool value = -13 } #33,000 casulties
}
}
#############################################
###### Ohio River flood of 1937
#############################################
event = {
id =
random = no
trigger = {
random = 20
control = { province = 628 data = -1 } #Hankou
year = 1937
}
name = "Ohio River Flood of 1937"
desc = "The Ohio River flood of 1937 took place in late January and February 1937. With damage stretching from Pittsburgh to Cairo, Illinois, 1 million were left homeless, with 385 dead and property losses reaching $500 million, further worsened by the fact that it occurred during the Great Depression and just a few years after the Dust Bowl."
style = 0
picture = "flood"
date = { day = 1 month = january year = 1937 }
offset = 5
deathdate = { day = 28 month = february year = 1937 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -800 where = 628 }
command = { type = dissent value = 4 }
command = { type = money value = -50 where = 628 } #$500 million in damage
}
}
#############################################
###### 1939 Tianjin flood
#############################################
event = {
id =
random = no
trigger = {
random = 10
control = { province = 1204 data = -1 } #Tianjin
year = 1939
}
name = "1939 Tianjin Flood"
desc = "In a major flood in 1939, vast areas in the North China Plain were submerged, and the water in the streets in Tianjin were two meters deep, so that boats were the only means of transport for upwards of two months. Tianjin itself was submerged for a month. These floods not only have caused loss of life, crops, and property but have also raised the alkaline content of the soils of frequently inundated regions in much of Hebei, thereby greatly reducing their productivity. Estimated 20,000 people perished."
style = 0
picture = "flood"
date = { day = 1 month = january year = 1939 }
offset = 10
deathdate = { day = 28 month = october year = 1939 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -800 where = 1204 }
command = { type = dissent value = 4 }
command = { type = manpowerpool value = -5 } #20,000 casulties
}
}
#############################################
###### 1941 Cojiup valley flood
#############################################
event = {
id =
random = no
trigger = {
random = 10
control = { province = 816 data = -1 }
year = 1941
}
name = "1941 Cojiup valley flood"
desc = "In 1941 a flood originated in Palcacocha lake in the Cojup valley. It destroyed a huge portion of the city of Huaraz, since then the government has emphasized control of the water level in those lakes that pose a threat. 5,000 casulties total."
style = 0
picture = "flood"
date = { day = 1 month = january year = 1941 }
offset = 10
deathdate = { day = 28 month = october year = 1941 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -400 where = 816 }
command = { type = dissent value = 2 }
command = { type = manpowerpool value = -2 } #5,000 casulties
}
}
#############################################
###### 1949 Eastern Guatemala flood
#############################################
event = {
id =
random = no
trigger = {
random = 25
control = { province = 757 data = -1 }
year = 1941
}
name = "1949 Eastern Guatemala Flood"
desc = "A major flooding in eastern Guatemala in October 1949 kills 40,000 people."
style = 0
picture = "flood"
date = { day = 1 month = october year = 1949 }
offset = 5
deathdate = { day = 28 month = november year = 1949 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -800 where = 757 }
command = { type = dissent value = 5 }
command = { type = manpowerpool value = -20 } #40,000 casulties
}
}
#############################################
###### Great Kansas River Flood of 1951
#############################################
event = {
id =
random = no
trigger = {
random = 25
control = { province = 690 data = -1 } #Kansas City
year = 1951
}
name = "Great Kansas River Flood of 1951"
desc = "In mid-July 1951, heavy rains led to a great rise of water in the Kansas River and other surrounding areas. Flooding resulted in the Kansas, Neosho, Marais Des Cygnes, and Verdigris river basins. The damage in June and July 1951 exceeded $935 million dollars in an area covering eastern Kansas and Missouri. The flood resulted in the loss of 28 lives."
style = 0
picture = "flood"
date = { day = 1 month = july year = 1951 }
offset = 5
deathdate = { day = 28 month = september year = 1951 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -800 where = 690 }
command = { type = dissent value = 5 }
command = { type = money value = -94 where = 628 } #$935 million in damage
}
}
#############################################
###### 1953 North Kyushu Flood
#############################################
event = {
id =
random = no
trigger = {
random = 25
control = { province = 1190 data = -1 }
year = 1953
}
name = "1953 North Kyushu Flood"
desc = "The 1953 North Kyushu Flood was the flood which hit the Northern Kyushu, Japan Fukuoka Prefecture, Saga Prefecture, Kumamoto Prefecture and Ooita Prefecture in June 1953. The torrential rain of the rainy season amounted more than 1,000 mm on Aso and Hikosan mountains, produced the great flood to many rivers such as Chikugo River and the toll of more than 1,000 people dead and missing. 450.000 houses were flooded and 1,000,000 people suffered from the flood. The fundamental change of flood control in the Kyushu area was needed and the standards of flood control have been taken against further floods."
style = 0
picture = "flood"
date = { day = 1 month = june year = 1953 }
offset = 5
deathdate = { day = 28 month = september year = 1953 }
action_a = {
name = "Horrible News!"
command = { type = supplies value = -800 where = 1190 }
command = { type = dissent value = 5 }
command = { type = money value = -21 where = 628 } #$209 million in damage
}
}
Both scenerios (fatherland and coldwar) are not working I install it over arsenal of democracy 1.05 any help ?
When I start a game closes down(app stop working win 7) if I pause its ok but when unpause the it crashes so its not working...
Edit:This problem happens in every scenerio.I used a clean working copy of AOD and the earlier versions work well why this one not works...
Its been mentioned before - 1.05 AoD is not CWE compatible. Use 1.04 or 1.06 with the above mentioned misc.txt file changes on this page
Oke then I update my 1.05 to 1.06 but where will put misc file(the post above) or which file should be edited can you explain more please
Any firm eta on 0.19 CWE? Want to see what u did with 1919 orbat to follow up on that re-write + ill likely focus on model names & gfx. Thats my strong suit so expect work in that direction over next release or so
Oh yeah CWE is REALLY firming up!Ditto. This seems to be like one of the most substantial patchs. By the way, does the Korean War not spark if the Nationalists win the civil war? Just curious.
Long time no see I was helping out MDS for a while back but progress there is too slow. Nomonhan has amazing focus & attention to detail so my dream/expertise of a realistic/detailed XX/XXI century mod is finally coming together Expect to see me here for a considerable whileiceHawk, haven't seen you in a while. Not since the Vicky 2 threads on the custom "cheats".
No worries - if u can help pls PM nomonhan for detailsI must apologise most profusely for offering to help with ministers (for the European Union) and then going missing.o
My only defenses are that my computer went kaput for a while, and that verification has an additional level of complexity compared to most other states. Still, I shouldn't have just dropped off like that, and I certainly should have gotten more done.
nomonhans anwser on pg 59Sid Meier said:So yeah, any chance of a Darkhest Hour compatible version?
nomonhan said:DH thankfully did not make Iron Cross's mistake of ramming their own ideas down your throat without backward compatibility. The DH team has its own ideas about what HOI2 should be but make them into a mod. You can still with minor changes play all the classic mods and my approach to DH will be to use the classic setup and map as the base and not the new one.
As I understand things Iron Cross may turn out to be worthwhile in conjunction with DH, because it should be installable as a mod, not a program overwrite. It does not work well with AoD.
DH IMO will be a good program but unless they make major changes I will NOT be switching to it. I've managed to get my old tech tree to work on that platform and gave them permission to use my work. However, they made their own tech tree (using some of my ideas) as they want to cover the time period 1890-1965. Because of the complexity of modern weaponry, I don't think it would be a good idea to switch to it UNLESS they do things like add user definable weaponry and the vast range of new systems that AoD added.
I AM going to release my "Cold War Classic" for Darkest Hour, whose primary benefit will be to enable play to 1970 WITHOUT subjecting your computer to risks inherent in unofficial no-time limit patches.
I will continue to use AoD as the primary platform. However a port of the Interwars Extension is very likely. If I extend DH play it will be to 1990 or 1999 only.
German ministers should be fine - Im not sure about country descriptions as im running a custom CWE anyhow which screws that part up Stay tuned for 0.19 soon should help outNeoman said:So now I'm part of the AOD club, I installed the mod over 1.06 and added the misc text file but noticed that there are minister pictures missing for Goerring, Rudolf Hess, and a few other German leaders and ministers; that and the descriptions for the nations are missing. Is this due to .18 not being made specifically for V1.06 or is it because I have the impulse version of AOD?
Ok this might be due to either 1.06 patch or possibly I have a bad install of the game? On the vanilla AOD Herman Goerring's picture shows up but Hess's is still missing. Hmm :/ Is anyone else having this problem?
# Early Civilian Airlines
application =
{ id = 54070
name = TECH_APP_AIRCRAFT_30_NAME
desc = TECH_APP_AIRCRAFT_30_DESC
position = { x = 8 y = 140 }
year = 1925 #
component = { id = 54071 name = "Medium Range Engine" type = aeronautics difficulty = 8 }
component = { id = 54072 name = "Biplane Airframe" type = aeronautics difficulty = 8 }
component = { id = 54073 name = "Passanger Compartement" type = mechanics difficulty = 8 }
component = { id = 54074 name = "Basic Radio Navigation" type = electronics difficulty = 8 }
component = { id = 54075 name = "Biplane Airliner Prototype Tests" type = technical_efficiency difficulty = 8 double_time = yes }
required = { 54040 }
effects =
{ command = { type = build_time which = tactical_bomber when = now where = relative value = -5 }
command = { type = build_cost which = tactical_bomber when = now where = relative value = -5 }
command = { type = building_prod_mod which = air_base value = 10 }
command = { type = free_ic value = -2 }
command = { type = free_oil value = -3 }
command = { type = free_money value = 3 }
}
}
# Intercontinental Airlines
application =
{ id = 54080
name = TECH_APP_AIRCRAFT_31_NAME
desc = TECH_APP_AIRCRAFT_31_DESC
position = { x = 8 y = 160 }
year = 1935 #
component = { id = 54081 name = "Basic Long-Range Aircraft Engine" type = aeronautics difficulty = 8 }
component = { id = 54082 name = "Long Range Airframe" type = aeronautics difficulty = 8 }
component = { id = 54083 name = "Luxury Passanger Compartement" type = mechanics difficulty = 8 }
component = { id = 54084 name = "Advanced Radio Navigation" type = electronics difficulty = 8 }
component = { id = 54085 name = "Long Range Airliner Prototype Tests" type = technical_efficiency difficulty = 8 double_time = yes }
required = { 54070 4130 } #Early Civil Airlines, Early Bomber
effects =
{ command = { type = free_ic value = -2 }
command = { type = free_oil value = -3 }
command = { type = free_money value = 3 }
}
}
# Great War Airship
application =
{ id = 54090
name = TECH_APP_AIRCRAFT_32_NAME
desc = TECH_APP_AIRCRAFT_32_DESC
position = { x = 150 y = 140 }
year = 1917 #
component = { id = 54091 name = "Basic Long-Range Airship Engine" type = aeronautics difficulty = 8 }
component = { id = 54092 name = "Rigid Airframe Construction" type = aeronautics difficulty = 8 }
component = { id = 54093 name = "Airship Gongola" type = mechanics difficulty = 8 }
component = { id = 54094 name = "Basic Radio Navigation" type = electronics difficulty = 8 }
component = { id = 54095 name = "Long Range Airship Prototype Tests" type = technical_efficiency difficulty = 8 double_time = yes }
required = { }
effects =
{ command = { type = free_ic value = -2 }
command = { type = free_money value = 3 }
command = { type = task_efficiency which = strategic_bombardment value = .05 } #early strategic bombardment
command = { type = task_efficiency which = naval_combat_patrol value = .05 } #naval airships used for sea recon
}
}
# Intercontinental Airship
application =
{ id = 54100
name = TECH_APP_AIRCRAFT_33_NAME
desc = TECH_APP_AIRCRAFT_33_DESC
position = { x = 150 y = 160 }
year = 1928 #
component = { id = 54101 name = "Improved Long-Range Airship Engine" type = aeronautics difficulty = 8 }
component = { id = 54102 name = "Large Rigid Airframe Construction" type = aeronautics difficulty = 8 }
component = { id = 54103 name = "Luxury Airship Gongola" type = mechanics difficulty = 8 }
component = { id = 54104 name = "Improved Radio Navigation" type = electronics difficulty = 8 }
component = { id = 54105 name = "Intercontinental Airship Prototype Tests" type = technical_efficiency difficulty = 8 double_time = yes }
required = { 54090 } #GW Airship
effects =
{ command = { type = free_ic value = -2 }
command = { type = free_money value = 3 }
command = { type = vp value = 2 } #prestige bonus
}
}
German ministers should be fine - Im not sure about country descriptions as im running a custom CWE anyhow which screws that part up Stay tuned for 0.19 soon should help out