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Thanks Gringo for another update. I am currently playing my first 1.082 TRM mod, so will continue with it, then switch over to 1.083.

1.082 looks easier than 1.081, but I havent got to Barbarossa yet.

Does 1.083 add three locked garrison divs to Kings???, the marsh province next to Leningrad? If not, doing this would make TRM even harder than it already is. This province is my favourite place for sea invasion of the Baltic & capture of Leningrad

I still seem to have a problem with Rostov. The AI uses scorched earth retreat, so I always take the province with basically zero infrastructure. Then the infrastructure reducing event kicks in, and I dont think the program likes a province with negative infrastructure. The infrastructure did recover to 40% but I realised that my first infrastructure build in Rostov was taking fore-ever. The completion date was going to be longer than it took to build new infrastructure in another marsh province, and I had the Rostov build already going for several months
 
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Does 1.083 add three locked garrison divs to Kings???, the marsh province next to Leningrad? If not, doing this would make TRM even harder than it already is. This province is my favourite place for sea invasion of the Baltic & capture of Leningrad
No I did not add locked garrisons there. I cannot remember exactly what I changed in this latest release, but I think this is where I left things: The city of Leningrad itself has three locked garrisons. Once the city is surrounded, the Leningrad Front pops up with like 5(?) free Red Army divisions in Leningrad province. There is also an event that gives a one-time supply stockpile (500 supplies?) to Leningrad when the city gets surrounded. Note that being surrounded includes the Russians losing the provinces on the eastern side of Lake Lagoda, via which the Soviets can supply Leningrad over impassible land links.


I still seem to have a problem with Rostov. The AI uses scorched earth retreat, so I always take the province with basically zero infrastructure. Then the infrastructure reducing event kicks in, and I dont think the program likes a province with negative infrastructure. The infrastructure did recover to 40% but I realised that my first infrastructure build in Rostov was taking fore-ever. The completion date was going to be longer than it took to build new infrastructure in another marsh province, and I had the Rostov build already going for several months
Not sure what is happening in your game. I have never had an issue repairing Rostov infra. The event only knocks 10 infrastructure off the province. This might take the effective infra down to zero after combat, scorched earth, etc., but the true IC will remain at 30-50, I don't remember which, but way above zero. To repair Rostov more quickly, click the star at the top left of the province display to make that particular province a repair priority. The star will turn green. Then make sure you are dedicating enough IC to repair on the production screen. Other than that I am not sure what to say.
 
Hello,

Quick question from a newbie.I started playing from the quick start April 1941 save and am now am well into Barbarossa. I'm just confused about the 'free' units.

At the beginning you are given the chance to allocate resources for Panzerdivision Totenkopf but this does not seem to lead to receiving the actual unit. It's now August I'm still stuck with only two SS divisions that I had at the start. Can anyone tell me what I'm doing wrong as this mod is such an improvement over vanilla Aod.Thanks.
 
Hello,

Quick question from a newbie.I started playing from the quick start April 1941 save and am now am well into Barbarossa. I'm just confused about the 'free' units.

At the beginning you are given the chance to allocate resources for Panzerdivision Totenkopf but this does not seem to lead to receiving the actual unit. It's now August I'm still stuck with only two SS divisions that I had at the start. Can anyone tell me what I'm doing wrong as this mod is such an improvement over vanilla Aod.Thanks.

Which version of TRM are you playing? I don't think I included a quickstart save game file with the TRM 1.08.3 patch.

In 1.08.3 most of the 'free' units arrive in Berlin province instead of going into the force pool. The reason is that units created in a specific province can be given up to 100 experience points and an up-to-date brigade whereas divisions simply being put into the force pool by event will automatically have zero experience and obsolete brigades.

Therefore, most SS units arrive in Berlin. More generic units, like say the infantry divisions Spanish Blue or Italian Expeditionary force in Russia just go into the force pool.

Germany should receive the 3.SS.Pzr-Div Totenkopf by event in 1939 after Poland is annexed, so it is strange that you are seeing the event fire later.
 
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Hello. Thanks for reply.

That's cleared it up.I think what happened was although I simply copied 1.08.3 over 1.08.2 the saved games from the previous version, including your Quick Starts,for some reason, remained.I assumed that the new version included Quick Starts and went ahead with the game.

So it seems I was playing some bizarre crossover, the effect being that the free unit events would fire, resources would be taken but no unit would materialize in Berlin or anywhere.
 
So it seems I was playing some bizarre crossover, the effect being that the free unit events would fire, resources would be taken but no unit would materialize in Berlin or anywhere.

Exactly. The v1.08.2 save file will be partially compatible (bizarre crossover) but you will not get many of the elite units: e.g. Gross Deutschland, SS Nordland, Herman Goering Pzg, Hitler Jugend, etc. If your game has not crashed yet, then it may run okay through the end of the Scenario in Dec 1946, but I can't make any guarantees.

I had been planning to include an April 1941 save file with 1.08.3 but I made so many changes to TRM after I played my own test game that the save was outdated by the time I released the Mod.
 
I'm just going to play 1.08.3 from the '36 campaign. The free units add a compelling flavour to the game and I couldn't do without them.

The Quick Starts are useful to me even if I don't play them through,as they give me an idea of where I need to be in terms of units etc at the beginning of Barbarossa as I'm relatively new to TRM.

Previously I had a tendency to favour quality over quantity, being overly fixated on the latest upgrades which meant I was seriously undermanned when the conflict broke out.

The thing that confuses me most, however,is the concept of useable IC.I receive a penalty of around 12-17%,sometimes more,the reason being lack of resources even though I have enormous quantities of oil, rare materials etc.I have messed around with the auto-trade tool,blocking exports and so on and now, preparing for war with Poland, it's back to 0% and I hope it stays that way.
 
The thing that confuses me most, however,is the concept of useable IC.I receive a penalty of around 12-17%,sometimes more,the reason being lack of resources even though I have enormous quantities of oil, rare materials etc.I have messed around with the auto-trade tool,blocking exports and so on and now, preparing for war with Poland, it's back to 0% and I hope it stays that way.

I'm not sure why you are seeing that. Maybe it is a peacetime IC modifier, but I think that would be specifically stated in the list of things that impact IC efficiency. Dissent can also impact IC efficiency, but that also gets itemized. An event in January 1936 nerfs Germany's IC by -10%, but that would show up as a tech bonus/malus, and in any case it would probably be offset by the industrial techs.

Each IC requires 2 energy, 1 metal, and 0.5 rare material per day to run. Do you have enough of all those resources? All I can think is that maybe you are short one of them and it is limiting your production.
 
I seem to have got a handle on it now. I think it might be, as you say, a peacetime thing. Once war breaks out Germany's trading pool obviously becomes smaller and this seems to simplify matters.

It's good that you use academic texts as the basis of new events e.g. 'The Wages of Destruction'. I'm currently working through 'Between Giants: The Battle for the Baltics in World War II' by Pritt Buttar.

Like most Westerners I grew up assuming that the war was won solely by Britain and the United States with a guest appearance by France. I'm learning though.
 
Is there a reason why the AT brigade MP cost was upped to 3 instead of 2.8 as in previous versions?


Has anyone played with leader historical deaths on? Did it unbalance the game at all?

Also, how effective are the AA brigades in TRM compared to vanilla? They only cost 1 MP and if they were somewhat effective they might be worthwhile for certain units out west. Do they require a bit of buffing up?

Last question, does anyone know how to get the Italians to trade their Transport wing? They have no paras and i would really like it so i can build my second para division but whatever trade i offer gets rejected. Seems like a wasted unit.
 
Is there a reason why the AT brigade MP cost was upped to 3 instead of 2.8 as in previous versions?
Balance. Now it's tougher to decide between brigading your leg infantry divisions with AT or FA. I usually put my infantry divisions in corps of 3 divisions, two with AT and one with FA.


Has anyone played with leader historical deaths on? Did it unbalance the game at all?
I always play with whatever AoD defaults to when the game is installed, so I do not know either way.


Also, how effective are the AA brigades in TRM compared to vanilla? They only cost 1 MP and if they were somewhat effective they might be worthwhile for certain units out west. Do they require a bit of buffing up?
Compared to vanilla AoD, AA brigades in TRM cost 1 less MP (one instead of two) and one less IC. So they are cheaper. As to whether they are effective, I am not sure. I usually brigade my HQ's with AA since the AI seems to target them with its air force. I believe that in TRM v1.08.3 I instructed the Red Air Force to do a lot more interdiction missions, so it might be nice to have some AA brigades in the East.


Last question, does anyone know how to get the Italians to trade their Transport wing? They have no paras and i would really like it so i can build my second para division but whatever trade i offer gets rejected. Seems like a wasted unit.
I deleted the Italian transport plane in v1.08.3 and replaced it with a naval bomber. This way, the Italians have a full stack of 4 naval bombers and do not have the useless transport.
 
I have a question about the event
##############
# Black Death
##############
event = { id = 79519

last
command = { type = ai which = "switch/sov_black_death.ai" }

I get following message:
"A Not-yet described Event Command"

What does it mean ?
 
I have a question about the event
##############
# Black Death
##############
event = { id = 79519

last
command = { type = ai which = "switch/sov_black_death.ai" }

I get following message:
"A Not-yet described Event Command"

What does it mean ?

Strange. It is a SOV event that fired fine in my game. I just glanced at the code and everything seems to be in order. The event places a troop transport ship and a Marine Division in Leningrad. The switch command then tells the SOV AI to do amphibious assaults in the Baltic Sea. I wouldn't worry about it.
 
TRM version 1.08.4

For Arsenal of Democracy 1.08

You can download this latest version of TRM at:

http://www17.zippyshare.com/v/9FwwAhqH/file.html

The checksum is NKZJ (when installed over AoD 1.08 SUBR)


I forgot to include the splash for the TRM 1.08.4 loading screen in the zip file. You can download the pic at the link below. Paste the file into the folder Arsenal of Democracy / gfx. Overwrite the original Load_1024.bmp file that is there, and then you will experience flavor every time you load the mod. This has no impact on play, is completely optional if you want to do it or not, and is fully save game compatible.

http://www8.zippyshare.com/v/h2Bl054D/file.html

_____________

fix for small bug
I found a minor bug in an event. See post #1102 of this thread for instructions on how to fix it. It's a very minor bug so you can just ignore it if you want to.
_____________


Change control log compared to TRM v1.08.3

Events

•Changed the effects of the Peenemünde Army Research Center event.
•Updated the event option regarding rejecting the “free” 3. SS-Panzer-Division Totenkopf. The Player is now equally well-off regardless of whether he takes the unit or imprisons the war criminals.
•Updated trigger condition for the Italian XX Motorized Corpo and German Afrika Korps events. The events fire if the Italians lose control of either Tobruk or Benghazi, or if the Axis conquers Crete.
•New German and English events related to the capture/loss of the Suez Canal.
•New “free” German mountain division 6th SS Mountain Division Nord arrives in Finland at the outset of the Barbarossa campaign, if Germany is allied with Finland.
•New event provides Finland with the “free” light armored division Panssaridivisioona in August 1943 if Finland is at war with the Soviet Union. The division’s order of battle includes obsolete T-26 light tanks (light armor division model 1, SKIF icon II) with an outdated assault gun brigade.
•New “free” German mountain division 1st Ski Division arrives in Berlin in September 1943.
•Hiwi events can provide GER with up to 20 more manpower over the course of the game (+5 each year).
•Home Front or Front Lines event provides GER with +5 more manpower (30 rather than 25).
•New German event Plenipotentiary for Total War can provide Germany with +15 manpower.
•New event allows you to appoint von Manstein (elastic defense doctrine) as Chief of the Army.
•New Ostwall event whereby Germans can begin construction of a defensive line in the east.
•New German event Jägernotprogramm “emergency fighter program”.
•New Volkssturm event 18 October 1944, the historic date the Volkssturm was activated.
•New Soviet event cedes Bessarabia back to Romania if the Axis conquers it. This allows Romania to treat these provinces as national provinces rather than as occupied provinces.
•New event provides Italy with the (leg) infantry division 185a Divisione Paracadutisti Folgore.
•Updated trigger conditions for the six airborne raid events that can place English paratroopers in specific provinces in northern France. These events will now only fire if the Allies have seized an adjacent beach province. Also, each airborne division arrives with a commanding general in place.
•England will surrender if it loses London, Glasgow, Delhi, and either Gibraltar or Suez. Previously, Singapore had been included in the “or” portion along with Gibraltar and Suez.
•New event allows England to cede Bristol province (22) to the USA. The Americans can use its military port as a staging ground for amphibious assaults on western Europe. Also, the USAAF will use the airbase in Bristol to conduct its strategic bombing campaign. The USA AI seems to be more effective and aggressive after this event fires.

Tech
•The provincial improvement rocket test facility cannot be built until the rocket engine 1939 is discovered. (Previously, rocket test facilities were activated with the 1936 rocket tech).
•The six land doctrine technologies Desert Combat Training and Forest Combat Training now provide +3 combat bonus and +5 movement bonus. Previously the combat bonuses were +5 and the movement bonuses were +10. Lowered the research cost accordingly, from 5 to 3.
•Advanced Submarine Operations 1942 naval doctrine tech requires both Wolfpack and Commerce Raider. This makes it harder for the Player to tech rush Advanced Sub Ops.
•Changed max positioning for Wolfpack 1940 and Advanced Sub Ops 1942 naval doctrines back to their vanilla AoD values. This slightly aids u-boats in combat when Wolfpack is discovered, but after Germany discovers Adv Sub Ops things even out.
•Slightly nerfed logistical strike missions in later years of the war. The net impact of the four changes outlined below, assuming all air doctrines are fully researched, is a -15% bonus compared to v1.08.3
- Infrastructure Destruction (1941) logistical strike bonus lowered from +10% to +5%.
- Carousel Bombardment (1942) logistical strike bonus lowered from +10% to +5%.
- Advanced Recon (1943) no longer provides a +2.5% logistical strike bonus.
- Semi-Modern Recon (1945) no longer provides a +2.5% logistical strike bonus.
•Raised the manpower growth bonus of the 1943 and 1945 Agricultural industry techs from 3% back to the vanilla AoD value of 5%.
•Discovery of the 1943 Advanced Anti-Air Artillery Brigade tech will reduce the movement penalty for divisions with attached AA brigades.
•Added new Panzerfaust 60 secret weapon tech for Germany.
•Secret weapon air-to-air missile techs only provide bonuses to interceptors; they provide no bonus to multi-role fighters.
•Added new Wasserfall surface-to-air missile secret weapon tech for Germany. Discovery of this tech will buff the damage inflicted on aircraft by provincial anti-aircraft guns.
•Moved the Volkssturm land doctrine tech to the Secret Weapon category and changed its tech year to 1945. Volkssturm is now worthwhile to research. Germany must research Volkssturm before being able to upgrade its Luftwaffenfeld divisions (militia 1943) to Volkssturm divisions (militia 1945). This tech technology will be activated by event in October 1944.
•Discovery of the 1945 infantry division tech no longer unlocks militia 1945.
•New German tech team Gotthard Heinrici, skill level 7, can be activated by the Volkssturm event.
•Reduced research cost of 1945 Static AA from 7 to 6 in all categories. Reduced flak power bump proportionately, from +35 to +30. Changed the name of this tech to “Flak Tower”.
•Increased the cost of some nuclear bomb techs because the USA was dropping nukes too soon. The USA receives blueprints by event for all techs in the nuclear research path, so despite this change, the Americans should continue to research and eventually drop nuclear weapons.
•Changed the Armored Cavalry Division tech year from 1946 to 1945. Cut its tech research cost by half.
•Changed tech year of Modern Blitzkrieg land doctrine tech from 1946 to 1947. I suggest skipping this tech and researching the revised Volkssturm (secret weapon) technology instead.
•Restored synthetic oil and synthetic material techs to their original vanilla AoD values. This will slightly reduce the energy cost to produce synthetic oil, and also lower the oil and metal cost to produce synthetic rare materials.

Generals
•Changed Heinrici traits to: fortress buster, defensive specialist, winter specialist. Also skill +1 (to four).
•New German general Gustav Hundt – commando, winter specialist, defensive specialist – will arrive by event in September 1943 to command the 1st Ski Division.
•Changed Kleinheisterkamp from a Panzer Leader to a Commando because he commanded the 6th SS Mountain Division Nord for a longer period of time than he commanded a panzer division.
•Lasch: gave him logistics wizard, defense specialist, and urban warfare traits because he held Konigsberg for quite a while against furious Red Army assaults in 1945.
•Changed Walter Model’s traits to: panzer leader, winter specialist, and defensive specialist. Also skill +1 (to four).
•Rommel is no longer a logistics expert because he showed little appreciation for logistics while commanding the Afrika Korps.
•Updated Finnish general Mannerheim to be more historically accurate. He now has the following traits: lw, dd, ws, tr, ambusher.
•Updated Finnish general Oesch to be more historically accurate. Increased his skill to 3, and his traits are as follows: lw, dd, ws, ranger.

War In Russia
•Changed name of Soviet light tank model 1 (SKIF icon II) from BT-5 to T-26. The T-26 was the most numerous tank model deployed by the Red Army at the outset of Barbarossa. I did not change the SKIF icon because the BT-5 and the T-26 look somewhat similar, at least given the low detail of the SKIF icons. This probably does not matter because the Soviet AI will have upgraded most of its light tanks to 1939 light tank model 2 (SKIF icon III) by the time Barbarossa starts.
•SOV receives a blueprint for 1941 infantry division as soon as Germany launches Barbarossa, if the Player chooses the Bring ‘em On option.
•Soviets receive blueprints for the 1939 and 1941 air recon techs when the Great Patriotic War event fires. For some reason, the SOV AI was not researching any air recon techs, even though it was instructed to do so. With the blueprints in hand, it should be motivated to research them.
•SOV receives a blueprint for the 1942 arctic combat land doctrine when the General Winter event fires in Nov 1941. Previously, the Russians had received that blueprint when they went to war with Finland in 1940. However, the SOV AI was tech rushing 1942 arctic combat (because it had the blueprint) rather than studying more important and timely 1940 and 1941 technologies.
•New Soviet generals arrive to command Red Army forces which are activated by the Mozhaisk Defense Line and Kotluban Operations events.
•Each time the STAVKA reserves event fires (up to a maximum seven times during the course of the war on the Eastern Front), the Red Army will receive +1 mountain division and +1 cavalry division more than it did in TRM v1.08.3. This can provide the Red Army with up to 14 more free divisions over the course of the game than in the prior TRM release.
•Three new Soviet events may provide the Red Army with up to twenty more free infantry divisions (ten in January 1942, six in August 1942, and four in November 1942).
•The Reinforcements from the East event (representing the transfer of Siberian troops to defend Moscow in the winter of 1941-1942) gives the Red Army +27 free divisions (one more than in TRM v1.08.3). All twenty-seven of these units are mountain divisions with the equivalent of 1940 artillery brigades. Mountain divisions perform well in bad weather, and they also have high morale, allowing them to regain organization quickly. Hopefully the Soviet AI will launch a winter counteroffensive….
•Soviet General Winter event gives Red Army land units a +20 morale boost rather than only +10. The morale bump should lead to higher Red Army effective organization, which will then prompt the Soviet AI to counterattack during the winter of 1941-1942. The morale boost gets eliminated when the “Spring is Here” event fires.
•Flavor updates to the Bitter Peace event, although you will probably never see this event because Bring ‘em On is so hard to win….

USA
•Added destroyer and submarine serial runs to the USA’s initial build queue.
•USA does not begin construction of CV or CVL by event after Pearl Harbor because that event was unnecessary.
•USA receives 1939 and 1941 air recon blueprints with the Arsenal of Democracy event.
•USA receives 1943 and 1945 air recon blueprints with the Big Week event.
•Changed USAAF air AI to accept a maximum 0.9 ground attack loss ratio. This might reduce the number of pointless ground attack missions.
•Slight change to 1943 USA ai air marshal instructions.
•USA AI will never research the 1941 or 1944 heavy cruiser techs or the 1944 light cruiser tech. This frees up three tech slots over the course of the Scenario so the USA can research more important things. The USA will not begin construction of new heavy cruisers after January 1941.
•The 9th Air Force event will fire if the USA is at war in November 1942. It provides the USAAF with two free strategic bombers. Previously, the USAAF had received four free strategic bombers.
•The 15th Air Force event will fire if the USA is at war in November 1943. It provides the USAAF with two free strategic bombers. Previously, the USAAF had received four free strategic bombers.
•New event provides the USA with four free 1943 strategic bomber wings if Germany knows both the 1943 rocket interceptor secret weapon tech and the 1943 interceptor tech, and if the USA has discovered the 1943 strategic bomber tech. This event functions as a workaround (balance fix) for a hardcoding bug whereby Germany gets extremely fast and cheap interceptor upgrades after GER discovers the Komet. (TRM Hint: wait to upgrade your 1940 interceptors to the 1943 model until AFTER you have discovered both the 1943 interceptor tech AND the secret weapon tech 1943 rocket interceptor. At that point, your 1940 model interceptors will upgrade to the 1943 model almost instantaneously).
•New event provides the USA with four free 1945 strategic bomber wings if Germany knows both the 1943 rocket interceptor secret weapon tech and the 1946 improved turbojet interceptor tech. This event functions as a workaround (balance fix) for the hardcoding bug mentioned above.
•Deleted the two events that gave the USA a free fleet and some free air wings in Malta.
•USA receives fewer free offmap resources because its stockpiles became enormous late in the game.


England
•Added 60 more convoy ships to England’s starting convoy pool.
•Added three DD model 1 (SKIF icon II) to the Royal Navy’s initial order of battle.
•Changed one of the locked English divisions on Malta from Garrison/AA to Infantry/Artillery.
•Added a second locked English infantry division in Ceuta. The locked Ceuta divisions are both 1945 models with attached engineer brigades. Placed extra supplies and oil in Ceuta to make the stockpile large enough to sustain both divisions for the entire war.
•Buffed the locked ENG units defending the British home islands. Infantry was improved from 1941 to 1943 model, and mountain divisions were likewise augmented. Changed the artillery brigades attached to the locked units from 1940 to 1943 model. Raised England’s the free offmap supplies and money accordingly to feed and pay these better troops.
•Slightly buffed the BEF in France. Assigned commanding generals to each division. Spread the three motorized divisions out along the French-Belgian border rather than having them all appear together in Lille. Added a free English leg infantry division in Metz.
•New English event sends one free locked BEF division to defend Norway (with a commanding general).
•New English event sends two free locked BEF divisions to defend Crete (with a commanding general).
•Changed the locked Greek division on Crete from a Militia/AA to Garrison/Engineer. This change, combined with the two BEF divisions that arrive in Crete by event (mentioned above) should make the island more difficult to capture.
•New English event First Battle of El Alamein places four locked ENG divisions (with a commanding general) and a size 1 land fort in El Alamein.
•Another new English event places four free divisions (with commanding generals) in El Alamein if the Italians penetrate that deeply into British-controlled Egypt, or if either the Italian XX Motorized Corpo or German Afrika Korp events fires. These new, four, free, English divisions are not locked (i.e. the AI can move them). These units represent Wavell’s Commonwealth troops’ who crushed the Italians despite being vastly outnumbered.
•Changed ENG air AI to accept a maximum 0.9 ground attack loss ratio. This should reduce the number of pointless ground attack missions.
•Other minor adjustments to ENG Air AI based on playtesting.
•ENG receives 1939 and 1941 air recon blueprints with the Valiant Pilots event.
•New event provides England with four free 1943 model strategic bomber wings if Germany knows both the 1943 rocket interceptor secret weapon tech and the 1944 turbojet interceptor tech. This event functions as a hardcoding bug workaround (balance fix) to offset the extremely fast and cheap interceptor upgrades that Germany experiences after it discovers the Komet rocket interceptor.
•England gets +25 MP added to its manpower pool when it guarantees Polish independence. This helps to offset aging and attrition of locked units that occurs in the pre-war years. (A separate event already gave England one MP every 45 days throughout the entire Scenario).
•Deleted the smuggle supplies to Malta event.

Balance & Other
•Human resource penalty in difficulty file -1 worse (from -23 to -24)
•Human Germany net combat penalty -1 worse (from -7 to -8)
- Human combat penalty in difficulty file improved by +1 (from -5 to -4)
- Axis combat penalty in difficulty file worsened by -2 (from -2 to -4)
•Balanced air attack and air defense stats of interceptors vs. multi-role fighters.
- Lowered interceptor air attack and air defense values.
- Buffed the Int. vs. Bomber combat bonus in misc file from the vanilla value of +20% to +35%.
+ With these changes, there should be no net impact to interceptor vs. bomber combat.
- Raised multi-role fighter air defense values.
+ Given these modifications, interceptors will perform worse in dogfights against multirole fighters than they did previously. IRL fighters had an advantage vs. interceptors in air-to-air combat due to fighters being more maneuverable and interceptors being armed with heavy cannons.
•Completely changed the Elastic Defense Chief of Army minister bonuses. Erich von Manstein is the only German minister with this trait. He can be appointed by a new event that fires in early 1943 if Germany is at war with the Soviet Union. You will have only this one opportunity to appoint von Manstein.
•Created a new Armaments Minister category called Miracle Worker. Albert Speer is the only minister in the game with this trait. In addition to the standard +10% IC bonus for being an administrative genius, he also reduces the cost of repairing damaged infrastructure by -5%.
•Tweaked Indirect Approach Naval Minister bonuses.
•Germany will receive 8 free offmap supplies and 4 free offmap money daily during the prewar years to feed and pay the salaries of its dormant units. Due to a hardcoding bug, dormant units require supplies and salaries even though they have not yet been activated. The offmap bonuses disappear when the SS Das Reich event fires in October 1939.
•Lowered # Suppplies usage on convoy hunt (times combat!) in the misc file from 1.2 to 1.0
•+15 to Germany’s starting manpower pool (increased from 850 to 865)
•Reduced Germany’s convoy ship fleet by -30, from the vanilla AoD value of 160 to 130.
•Added a cavalry division to Germany’s initial order of battle.
•Attached a torpedo brigade to Germany’s elite U-48 submarine that arrives by event.
•Tweaks to experience levels of some dormant German units which are activated by event.
•Raised visibility of 1938 submarine model 3 (SKIF icon IV) by 1 (to six) to make them easier for enemy fleets to spot them. The vanilla AoD value is 7.
•Raised visibility of 1943 sub model 4 (SKIF icon V) by 1 (to four). This is the same value as vanilla AoD.
•Slightly buffed the G7s/T5 1943 torpedo brigade, which can only be attached to German submarines.
•Mountain and Paratrooper division manpower cost lowered from 18.7 to 18. Their manpower requirement is now 20% higher than a leg infantry division, the same percentage markup as in vanilla AoD.
•Armored divisions can carry more supplies (but not more oil).
•Buffed Armored Cavalry Division combat stats. Their combat ability is now about halfway between Mot Inf 1941 and Mot Inf 1944. Although other types of divisions pack more punch, armored cavalry divisions only cost 11 manpower, so it might be worthwhile to build a few.
•+1 victory point in Trondheim (#118) to make Norway a little tougher to conquer. This is the province where a locked BEF division will arrive.
•Changed the Romanian, Hungarian, and Finnish HQ’s from model 0 (SKIF icon I) to model 1 (SKIF icon II) because model 0 HQ’s move too slowly. Also, attached an anti-aircraft brigade to the Finnish HQ.
•The free Japanese ships Yamato, Musashi, and Shinano start with 100 experience instead of zero, as do the locked Japanese infantry divisions defending Iwo Jima and Okinawa.
•Created new brigade b_u17 with the same stats as a 1943 escort fighter brigade. These brigades cannot be built or upgraded. They will be attached to some USAAF and RAF strategic bomber wings that arrive by event. This newly created b_u17 brigade functions as a hardcoding bug workaround because only obsolete model 0 brigades can be created by event.
•Drop tank event gives USAAF 1943 Multi-Role Fighter P-51D Mustang wing +350 mile range to 850 miles (Richard Overy value) rather than the previous +380 mile bump to 880 miles (Wikipedia value). Likewise, drop tanks will extend the range of USAAF, RAF, and b_u17 escort fighter brigades by +150 miles instead of +180 miles.
•The Italian military will take a further manpower growth, morale, and max org hit if Italy’s Abandon North Africa event fires.
•Slightly reduced cost of provincial radar stations.
•Changed the map region and area of Aachen (province 66) from Westfalen, Germany to Wallonia, Benelux. American multi-role fighters 1940 (model 1, SKIF icon II) based in England have the range to reach Aachen province, but none of the other provinces in the Westfalen region. This minor map adjustment makes it easier for the Player to conduct air superiority missions over the Westfalen region without tedious micromanagement during 1942 and early 1943.
•In the misc file, IC-days required to repair damaged provincial infrastructure is now only 15% higher than vanilla AoD. Previously, the IC-day cost had been 20% higher than vanilla AoD.
•Various other minor adjustments, not worth itemizing here.

Graphics / Flavor / Immersion
•New background for loading screen.
•Added standard leader pics for free Allied and Comintern admirals and generals to replace the “?”.
•Put a new German tech Grossdeutsches Reich into the secret weapon tech tree. Germany begins the game knowing this tech, and no other country can research it. Each secret weapon tech that is only researchable by Germany in TRM will be displayed below this tech.
•New diary quote event 1 Sep 1944.
•New joke event 18 Oct 1944.
•New diary quote event 16 Dec 1944.
•New diary quote event 30 January 1945.
•New diary quote event 7 April 1945.
•Changed name of English destroyer model 0 (SKIF icon I) from Z-class to C-class.
•Changed name of English destroyer model 1 (SKIF icon II) from A-class to G-class.
•Changed the names of Germany’s and Austria’s mountain divisions to be more realistic based on some quick Wikipedia research. It bothered me that my military included two mountain divisions each named “1. Alpenjager” and two other mountain divisions each named “1. Gebirgsjager”. I’m pretty sure that Germany only fielded a single 1st Mountain Division during the war, not four of them….
•Changed USA 1940 multi-role fighter (model 1, SKIF icon II) from P-51B Mustang to P-38F Lightning because the USAAF did not deploy Mustangs that early in the war. I considered using the P-47 Thunderbolt instead of the P-38F, but AoD uses Thunderbolts as the USA’s 1943 escort fighter brigade.
•Updated picture for the Hungarian light armored division (38M Tolki II).
•Updated pictures for the Finnish light armored division (T-26).
•New pic for Tripartite Pact event.
•Changed combat event pics to Tripartite Pack graphics.
New pic for 1937 Basic Encryption Device industry tech.
New pic for 1938 Long Range Submarine naval tech.
New pic for 1938 Early Hospital System land doctrine tech.
New pic for 1938 Battlefield Interdiction air doctrine tech.
New pic for 1939 Night Strafing air doctrine tech.
New pic for 1939 Night Strike air doctrine tech.
New pic for 1939 Agricultural Production industry tech.
New pic for 1939 Improved Encryption Device industry tech.
New pic for 1940 Assembly Line Experimentation industry tech.
New pic for CAS 1940 (Hs-129) aircraft tech.
New pic for 1940 Advanced Battleship (Bismark) naval tech.
New pic for 1940 Improved Decryption Device industry tech.
New pic for 1940 Advanced Computing Machine industry tech.
New pic for 1940 Ship Assembly Line industry tech.
New pic for 1941 Motorized Infantry Division tech.
New pic for 1941 Hunt & Destroy Group air doctrine tech.
New pic for 1941 Advanced Encryption Device industry tech.
New pic for 1942 Advanced Decryption Device industry tech.
New pic for 1942 Advanced Decimetric Radar Warning Sites industry tech.
New pic for 1942 Basic Centimetric Radar Warning Sites industry tech.
New pic for 1943 Advanced Agricultural Production industry tech.
New pic for 1943 Modern Synthetic Material Plant industry tech.
New pic for 1945 Volkssturm secret weapon (formerly land doctrine) tech.
New pic for 1945 Modern Agricultural Production industrial tech.
 
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I don't suppose there's actually a list of what units Germany gets to build by event and what tech blueprints are granted by event are there?

The "events" section on the first post of this thread mentions most of the free German units.

Regarding the blueprints, no, I do not have a list.

Someone who is more motivated than I am could volunteer to go through db/events/hoi2.txt and create a comprehensive list of all the free units and blueprints with the dates of the events....
 
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Thanks for the new version Gringo.

Dichromate, here's a list i have of Free Divisions you'll get and the year:
OKW HQ 39
Totenkopf PZ Div Sep 39 Lt Arm
Das Reich PZ Div oct 39 med Arm
Prinz Eugen, Bismark and Tirpitz 40
SS POlizei Mot 41
Wiking Apr 41 must have med tank 41
LSSAH 41
CISR Infantry 41
Blaue Infantry 41
SS Nord Mtn 41
RONA Infantry 42 MP
Prinz Eug Mtn 42
Gross Deutschland Mech 42
1st Latvian Inf Aug 42
SS Kav Florian Geyer Sept 42 AC
Militia Field Divs 3 Nov 42
Nov 42 - CAS 43 blueprint
Me 262 Jet Fighter Jan 43 must know 44 Ftr tech
SS Nordland Mech Feb 43
1st Ukr Inf Apr 43
Pz Gren H Gorr May 43
Warsaw Rebellion Apr 43 onwards
Belarus Partisan May 43
Yug Rebellion July 43 onward
Upgun decisions July 43
Kossaken Kav Aug 43 AA
SS Wallonien Mot Oct 43 TD
Komet Int July 44 must have rocket int 43
Rudel - get blueprints to Cas 43 bomber ace initiative
HJ Pz July 44
Rocket Int Mar 45
Hun Pz Div - oct 42

Is it possible to release a 41 quickstart as well? Might be helpful to those wanting a quick go at the Eastern Front.
 
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What happens if you don't have given techs by the date? do you not get the divisions at all or will the event fire later when you get the tech?

The events will fire when you have the tech and if you have enough resources (energy, metal, rares) in your stockpile. If you are not ready with the appropriate technology or if you are short on resources on the historic date, you can still receive the units later in the game once you meet the requirements.