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Gringoesteban

Major
5 Badges
Jan 29, 2008
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  • Arsenal of Democracy
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TRM version 1.08.6
05 December 2019
for Arsenal of Democracy 1.08

You can download the final version of TRM at:

https://www.dropbox.com/s/12oe8ce0ijmwzyc/TRM v1.08.6 KIKH.zip?dl=0

The checksum is KIKH (when using the application file from AoD v1.08)

Download instructions are in post #1150 on page 58 of this thread.
______________

OVERVIEW
The Third Reich AoD Mod (''TRM'') is a single player Germany scenario that starts in January 1936 and ends in December 1946. TRM will give you a difficult yet historically plausible Germany game with far more flavor than vanilla. I created TRM after deciding that it was way too easy to win the vanilla 1936 scenario as Germany. The Mod is difficult but you might be able to win if you are an experienced player. When you declare war on the Soviet Union, you will be given the option to select an even more difficult campaign, which will be extremely hard to win. I highly recommend selecting this tougher option if you really want to challenge yourself.

*****
==> THIS VERSION OF THE THIRD REICH MOD IS FOR AoD 1.08

*****

TRM is designed to be played as Germany on NORMAL/NORMAL settings. (Before starting your game, verify under Options that you are not using Normal/Weakling, which for some reason is the default for AoD 1.08). The Mod has been tested and balanced and runs fine, with no known errors, through December 1946. (TRM has only been tested as a single player Germany game).

Here are more details….

AI
I recoded the AI preferences for about 25 nations, with special focus on the majors like USA, Soviet Union, England, and Italy. For example, the USA will build strategic bombers and use them to bomb Germany, given that the impact of strategic bombing is quite severe in AoD whereas it was negligible in HOI2DD. The AI will put CAG’s on its escort carriers and will attach escorts to its bomber wings. The AI will research the armored transportation techs to improve its strategic redeployment ability, but it will not research the synthetic oil and materials techs. Bottom line, I made extensive changes, far too many to list here….

Spocky and G’Car made the excellent DAIM mod for HOI2DD which gave me a good starting point. I also took inspiration from some AI files written by Lothos for the TRP Mod (which by the way was my favorite mod for HOI2-DD-Arma). The DAIM Soviet AI would often let the entire Red Army be surrounded in the Pripet Marshes, so I copied the switch files SOV_Defense_GER_Border and SOV_Defense_Standard from The Total Realism Project and then tweaked them based on my playtests. I also used TRP’s SOV_Winter file to put the AI on the attack in the winter of 1941-1942.

MAP
It is possible to enter the Mediterranean Sea from the Atlantic Ocean if your alliance controls the province of Cueta in northwest Africa, which drastically reduces the strategic value of Gibraltar. Leningrad now has impassible land links across Lake Logoda to help the city remain in supply, even if surrounded. Likewise, Murmansk has an impassible connection to Archangelsk and Sevastopol can be supplied from Baku. The English Channel is blocked between Mouth of the Thames and Eastern English Channel; only someone with units in Dover will be able to move between those two sea provinces. The western Soviet Union, China, and North Africa have lower infrastructure, so it will take longer for units to regain organization and you will run into severe logistics problems. The Sahara Desert is now impassible, as is northern Canada and parts of Afghanistan. I also added some extra resources in eastern SOV provinces. I turned Rostov and Basra into marshes and changed Karachi from hills to mountains. Palermo blocks part of the northern Med Sea. Crete has a victory point so the Axis must capture the island before being able to annex Greece. Resources have been more accurately balanced among countries and across provinces based on historical research.

UNIT STATS
In general, land divisions cost 1.5(x) as much manpower as in vanilla AoD and land brigades need twice as many men. The result is to lower the number of units on the map and also to make brigades relatively more expensive. The defensiveness and toughness of all land units has been doubled. I believe these changes are necessary to balance the stacking penalty feature in AoD. I also tweaked some brigade stats for balance. In vanilla AoD, the Player would simply attach an artillery brigade to every “leg” infantry division and an SP-Arty brigade to every wheeled/tracked division. The choice is tougher now. Ship build times are increased by 60% and their IC cost is cut by about 40% (the net impact to IC-days is zero). Transport planes and subs have lower organization and lower morale. Aircraft, vehicles, and artillery take more IC-days to upgrade. Battlecruisers are faster and have lower visibility (they can sneak by the enemy more easily) so they should make better surface raiders than in vanilla.

TRM has new brigade attachments including assault guns, mechanized infantry, and recon aircraft.

Multi-role fighters will perform well in dogfights against interceptors.

EVENTS
I added hundreds of new events, mostly for Germany. Here are a few examples…. You will experience the glory of hosting the 1936 Olympic Games as well as the agony of the Hindenburg disaster. Regarding ministers, on the appropriate historical dates, you will be asked if you want to appoint Albert Speer as Industry Minister and Karl Doenitz as Naval Minister. To add historical flavor, you will be able to build over 50 “free” elite units on or after their historical commissioning date, assuming you have researched the proper techs and have enough resources in your stockpile. These units include: the panzer divisions SS Das Reich, SS Totenkopf, LSSAH, SS Wiking, 5th Light Panzer Afrika, Panzer Lehr, Herman Goering, and Hitlerjugend; the panzergrenadier divisions Gross Deutschland and SS Nordland; the SS Prinz Eugen, SS Nord, and 1st Ski mountain divisions; the submarine U-48, the battleships Bismark and Tirpitz; the heavy cruiser Prinz Eugen; the OKW headquarters division; a Cossack cavalry division and the 8th SS Cavalry Division Florian Geyer; three Luftwaffe Feld divisions; the infantry divisions RONA, 1st Ukranian, 1st Latvian, 1st Estonian, Italian Expeditionary Corp in Russia, and Spanish Blue; the motorized infantry divisions SS Polizei and 28th SS Wallonien; the white bread fortress division and seven other locked fortress divisions; the JG301 interceptor wing; the Jagdverband 44 Me-262 fighter wing; the JG 400 Me-163B Komet rocket interceptor wing; and up to six Volkssturm divisions if your enemies penetrate into East Prussia and Germany. The Afrika Korp (HQ, 2 mot inf, 1 light panzer) can also be activated by event. As another example, in mid-1942, an event will give the Germans a blueprint for the 1943 Heavy Armor tech, because the Germans used the sloped armor concept from the Soviet T-34 when designing the Mark V Panther. Occupying southern Norway will yield some nuclear blueprints due to Norwegian heavy water plants. The Mod has hundreds of new events, some of which impact the AI as well, helping it to give you more of a challenge.

Depending on how your game progresses, you may be asked if you would like to puppet Ukraine or Belarus, or whether you would like Turkey to join the Axis. Of course, if you want to play historically, you always have the choice to say 'no'. After the Spanish Civil War ends, if the victorious side has joined either the Axis or Allies, you have the option to force them back into neutrality, which will help push your game to a more historical path.

The USA receives 270 free offmap IC, 2,000 extra manpower, and a bunch of blueprints when it goes to war because USA industrial output during World War II was approximately 2.6 times as high as Germany’s peak production. The USA should be a military monster, not a pushover, and the vanilla AoD map does not reflect this harsh reality. The USA also gets some "free" units and constructs naval and air bases in key provinces like Casablanca, Tunis, Iwo Jima, etc. The USA AI files encourage the Americans to pursue the Manhattan Project, and events provide the US with nuclear blueprints and another 40 free offmap IC to build nuclear reactors. Given all this extra IC, you need to build a very strong Luftwaffe to hold back the Allied strategic bombing campaign....

The Soviets get +1,100 free manpower when the Great Patriotic War event fires. If the Wehrmacht gets too close to Moscow, Stalingrad, or Sverdlovsk, the Soviet Union will receive a free front army (i.e. one HQ division and eight infantry divisions) placed directly into the threatened province. The Soviet capital will relocate from Moscow to Sverdlovsk if the German army advances on Moscow. The Red Army receives approximately 38 elite Guards divisions on the appropriate, historical date. Like I mentioned earlier, an event allows the Player to select a much harder Barbarossa campaign called "Bring 'em on" whereby the Soviets get even more advantages, including MANY MANY more free divisions.

Italy has a manpower growth penalty and a morale penalty to represent the Italians' lack of fighting spirit during World War II. Hungary's and Romania's militaries also take an org and morale hit.

I used Atruejedi’s England surrender events from SMEP 6.0 for Armaggedon. I also copied pieces of SMEP to delete the Red Army after Bitter Peace fires.

If Japan puppets Nationalist China or if England joins the Axis, then the subservient countries' manpower growth will be cut significantly. Japan will no longer spam vast militia hordes in China, and you will not see many Brits signing up to fight alongside Hitler’s Wehrmacht, either. Puppeted India, Ukraine, Belorussia, Azerbejan, and Vichy also had their IC and manpower nerfed. You cannot puppet Scandanavia, Flanders, Scotland, Wales, or England in this Mod.

LOCKED UNITS
England, the Soviet Union, and Japan all receive some free locked units at the beginning of the scenario to help them defend key provinces. These countries are given enough free offmap IC and/or resources to supply these locked troops and to pay their salaries. You will no longer be able to make an unopposed beach landing in Dover or drive a panzer division straight into Leningrad without firing a shot. I am not a big fan of cheat fixes like this, but it is the only way to make the game challenging…. Regarding Italy, some of the units from the Italian's standard order of battle are locked into Italian beach provinces. This forces the AI to properly defend Sicily and Italy rather than losing its entire army in North Africa.

TECHNOLOGY
Many new techs have been added and numerous vanilla AoD techs have been reworked. For example.... Germany has new secret weapon techs for Panzerfaust, Torpedos, Air-to-Air Missiles, Surface-to-Air Missiles, etc. The Volkssturm land doctrine tech was completely revamped. Airport strike efficency and logistic strike efficiency were spread out through multiple air doctrine techs, and logistical strikes were slightly nerfed. Best of all, twelve new land doctrine techs and thirteen new air doctrine techs were copied from the GAGA Tech Mod. You do NOT need to research the two rocket interceptor technologies before your 1943 propeller interceptor aircraft will upgrade to the 1944 turbojet model. Rocket interceptors now essentially have their own specific upgrade path, and they make good point defense aircraft. Naval bombers and strategic bombers may only be brigaded with recon aircraft, not with escort fighters, which gives them a longer range. The naval doctrine tech tree includes several new technologies.

*******

Credits:

AI
DAIM by G'Kar and Spocky
TRP v0.94 by Lothos
WiF by Fernando Torres

GRAPHICS
SKIF icons by Scytth, Kristoff, and BeBro
MGMIIver2 Minor Graphics Mod version 2 by TeutonburgerW
Three aircraft icons and combat event pics from Tripartite Pack by Titan79

MINISTERS
ACIP Ministers Mod v1.1 by Admiral_RV plus some updates from Pioniere.

SMEP England surrender events
Atruejedi

FLAVOR EVENTS
Total Realism Project 0.94b1 by Lothos and CORE 0.64 for HOI1
Clist123abc
WiF Mod for DH by Fernando Torres

TECH TEAMS
Technical Teams Mod v1.4 beta by Cardus, Pioniere, kunadam, and Maj. von Mauser, with updates from Pioniere

TECHNOLOGIES
GAGA Tech Mod 1.35 by Gaga Extrem (copied 25 new air and land doctrine techs)
 
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As for the AI part, looks like you were faster. I'm also adapting DAIM into AoD. Looks good, though I can't download it right now.
 
Please change the file paths so that I can expand into a copy of AoD rather than overwrite the vanilla files...

I made quite a few changes to the map, events, techs, units, etc. so you are correct that installing the Third Reich AoD Mod will overwrite your vanilla files and probably make all other scenarios unplayable.

My suggestion is to create a new folder and copy a your entire vanilla AoD folder into that new folder. Next, install the Third Reich AoD mod over that new location. This way, you will not touch your vanilla install but you will still be able to try the mod. For example, on my laptop, I put the mod into c:/Third Reich Mod / Arsenal of Democracy whereas the vanilla AoD is completely separate, located in my program files folder.
 
I just posted a new version of the Mod on Filefront. I made quite a few improvements from the previous version. Also, I updated it to be compatible with AoD v1.04. If you have registered your game, then you can download the v1.04 beta patch in the Tech Support section of the AoD Forum.
 
Hi, I've started a exploratory game with your mod because I exclusively play AoD as Germany and really liked TRP (except for the deletion of the hills terrain type?!!!)... don't have any feedback yet but will post when I do.

oh, making the readme in a wps file is wacked, plain text or rtf would be much better.

cheers,

kilolima
 
Hi,

Hope you are still working on this mod! I just finished a German game. Really liked the mod. Although I played ahistorically, not starting the war until '42, it was still a challenging experience.

+ :

1. Free UK garrison units/supplies.
2. Free fortifications for Suez/Gib.
3. Free Bismarck for Ger!
4. Awesome elite units!
5. DAIM!
6. Aggressive UK invasion AI, although this could be default AoD behavior?
7. I like the longer ship build times because now the player can choose to rush build at a cost to IC.

- :

1. AI researched nuke techs but never built bomb.
2. I don't know about the East front events because I never went to war against the USSR... But I'm hoping you incorporated the free fortification and combat effic. events from TRP?
3. I like the random events that you disabled.
4. The USA steamrolled JAP in a year or so. How about an event 50/50% for USA to decide priority between Europe or Pacific?
5. I didn't like the event that forces GER declare war on USA after Pearl Harbor. As I had not signed the Tripartite Pact, this seemed a little heavy-handed (if not suicidal, as in RL!).
6. Lack of SCA/FLA puppets.

Other suggestions :

1. I used the province connections file from TRP, which makes the terrain a little more important.
2. It would be neat to see manpower/reserve call up events and limit MP before these for Germany to prevent early re-arming.

cheers,

kilolima
 
Hi kilolima.

Thanks for the input! I have been thinking about updating the mod, but I am waiting for feedback from the community. There have been 119 cumulative downloads so far, so people must have ideas on what to change/add/improve.


+6. Aggressive UK invasion AI, although this could be default AoD behavior?

The UK AI invasion settings are mostly from DAIM, but I updated them somewhat. In general, however, I think that the AoD AI is hardcoded to do more invasions than it did in HOI2DD.


-1. AI researched nuke techs but never built bomb.
Unfortunately, I don't have a solution to this. The mod's AI files instruct the USA to build a maximum size nuclear plant, and I believe that once a nuclear a reactor reaches a certain size, then it automatically generates bombs. Did you play the game into 1946? If so, then the US should have a bomb. In my games, I have noticed the USA AI building provincial AA guns even when it was told not to, and also spamming lots of land divisions rather than making the proper mix of ships and planes based on the construct/military parameters, so maybe there is a hardcoding issue regarding USA production. Another possibility is that the USA had a bomb but did not attach it to a strategic bomber. Could you please load your save game as USA and let me know if (i) there is a nuke plant and (ii) if so, then what size is it.


-2. I don't know about the East front events because I never went to war against the USSR... But I'm hoping you incorporated the free fortification and combat effic. events from TRP?
The Russo-German war is far more exciting and challenging in this mod than it is in vanilla AoD. The SOV front and garrison AI uses TRP settings; I made some map changes like adding an impassible land link from Leningrad across Lake Lodoga and reducing infrastructure in the western USSR; the Soviets have fortifications and free locked garrison units in some key provinces; the Soviets get large combat bonuses in the winter of 1941-1942, during which time the Red Army should counterattack; etc.


-3. I like the random events that you disabled.
Well, I guess that's just a matter of taste or gaming style. Those events always upset me, so that's why I turned them off. On the other hand, I added over 100 new events, although some of them are for the AI only and therefore do not directly impact Germany.


-4. The USA steamrolled JAP in a year or so....
Wow, that is actually fantastic news. In my games and handsoff playtests, the USA usually conquers a few Pacific islands, maybe even getting as close to Japan as say Iwo Jima or Okinawa, and then the US military just sits there and does nothing for several years. If the USA AI actually conquered Japan, or conquered most of the Pacific, or even just sent a big force into mainland China, then that's exactly what I want it to do.


How about an event 50/50% for USA to decide priority between Europe or Pacific?
Using DAIM, TRP, and my own changes, I coded the USA AI invasion files so that the US should focus on both the European and Pacific theaters simultaneously. But like I mentioned regarding the nuclear bomb issue above, for some reason the USA AI does not obey my instructions....


5. I didn't like the event that forces GER declare war on USA after Pearl Harbor. As I had not signed the Tripartite Pact, this seemed a little heavy-handed (if not suicidal, as in RL!).
In the next release of the mod, I could make an event whereby Germany has the option to declare war on the USA, rather than making it automatic. I could also tie in the Tripartite Act somehow. But, since this mod is all about creating a difficult single player Germany scenario, I would probably give Germany a 10 dissent hit for refusing to declare war. Historically, the USA sent lend lease supplies to the UK and the Soviet Union, donated destroyers to the Royal Navy, and escorted convoys halfway across the Atlantic even before the Pearl Harbor attacks, so one might say that a de facto state of war existed between Germany and the USA even before Hitler stupidly declared war on the Yankees.


6. Lack of SCA/FLA puppets.
I eliminated SCA as a potential puppet because that country gives the Axis a big advantage. The Player can still puppet NOR, SWE, and DEN, but three little puppets are far less effective than one big puppet.

What is FLA? Is that Flanders, like part of France and some of the low countries? I don't remember changing that in the revolt file, but maybe I did change it and just forgot.


1. I used the province connections file from TRP, which makes the terrain a little more important.
Which specific file(s) did you use? I used the concept from TRP of putting a canal in the English Channel to make it impassible to the German Navy. Which other important province connections do you suggest?


2. It would be neat to see manpower/reserve call up events and limit MP before these for Germany to prevent early re-arming.
TRP had those events, but I believe that the TRP team spent a lot of time updating the manpower resources in each province to correctly balance things out. I guess that I could substantially lower German manpower growth and have men arrive via event, but I am not sure what this would add to the game. This extra complexity may not be necessary because building units too soon has some major downsides (i) units need to be supplied, (ii) soldiers need to be paid salaries, (iii) soldiers assigned to units are not in the manpower pool and therefore do not generate income for the economy, and (iv) units need to be upgraded, so the sooner they are built, the more upgrades they will have to go through.


Thanks again for the feedback!
 
Hi Gringoesteban,

I went back to my first game and tried another path from '38 on as Germany again. Still haven't checked on whether USA built nukes but I will when I get to my home computer.

In this second game the USA also steam-rolled Japan and mainland China. In both games JAP failed to conquer China. I know this is historical, but I find that when Japan fails in China it becomes an easier target for the USA. Perhaps the AI gets confused with multiple fronts? It would be better for gameplay (and as this is a Germany only mod?) if JAP would always win in China so it would be stronger and less distracted in the Pacific war. That was one of the nice features of the original DAIM.

Also in my 2nd game Republican Spain won the civil war which was great because then they joined the Allies and beefed up the Maginot Line. I wish that would happen more often.

This was also my first use of 80cm railway art, which made it ridiculously easy to break through the Maginot Line.

The TRP connections info is from the adj-defs.csv in maps/. It removes some connections in Africa and near the Arctic N, and also in Russia. Actually, it would be great to see more blocked connections in Russian provinces to simulate the terrain better and much much lower infrastructure. An armored offensive N of Moscow should just not be possible! Ideally infra values across the map would be much lower (and the effect on efficiency) so as to funnel-ize warfare into specific routes, just like in RL! There's a reason Flanders has been the battleground of Europe for 400 years.

What would be really great for invasions would be an event that would launch a USA/UK D-Day. I don't know how this could happen given the lack of ability to create units with specified orders via events. Although, is it possible to alter province connections via event commands? Then Allied units could be created in England as well as a province connection to Normandy. So we could have a massive realistic D-Day instead of the typical 3 or 4 units invasion!

Until the Allied AI can present a credible threat in the West, the outcome of the game is more or less pre-determined...
 
Still haven't checked on whether USA built nukes but I will when I get to my home computer
I ran a handsoff playtest today and the USA researched some of the nuke technologies but did not build any nuclear plant. The AI files tell the USA to build a reactor, so maybe it is a hardcoding issue.


In this second game the USA also steam-rolled Japan
Did the USA actually conquer all of the Japanese home islands? That rarely happens when I play the Mod.


In both games JAP failed to conquer China.
I updated the AI files for both Japan and China, plus I lowered the province infrastructure in China, so it is a tough fight. Japan usually wins about 1/3 of the time.



Republican Spain won the civil war.... I wish that would happen more often..
Nationalist Spain wins about 3/4 of the time, the Republicans about 1/4 of the time, and every once in a while there is just a big stalemate on the Iberian Peninsula.

This was also my first use of 80cm railway art, which made it ridiculously easy to break through the Maginot Line.
I never use RR guns for that exact reason. But since it is a feature of AoD, I did not disable those guns for the human player in the Mod, so if someone wants to use them, they can.


The TRP connections info is from the adj-defs.csv in maps/. It removes some connections in Africa and near the Arctic N, and also in Russia.... Ideally infra values across the map would be much lower (and the effect on efficiency) .
A lot of this has been incorporated into the Mod. Infrastructure is lower in North Africa, the USSR, and China. There is no land link from Finland to Norway and the Sahara Desert is impassible.


What would be really great for invasions would be an event that would launch a USA/UK D-Day.
The AI has "switch" command files that trigger at the appropriate time to tell it where to prioritize its forces, which provinces to invade, how aggressive/suicidal to be, etc. I have tried copying parts of DAIM, WiF, and TRP, but unfortunately the USA AI just does whatever the hell it feels like. The UK and the Australians and the Canadians are aggressive, as are the Japanese and Italians, but the USA AI is not. Maybe it is because of a two front war. I made some updates to make the US focus more on Europe rather than the Pacific, and in a handsoff game I ran today, the US landed in Sicily then drove north all the way to Berlin. So that is somewhat of an improvement, although no one ever landed on the coast of France....
 
new version 0.4

The latest version of the Third Reich AoD Mod (v0.4) can be downloaded at:

http://www.filefront.com/16631815/Third_Reich_AoD_Mod_v0.4.rar/

checksum DNXZ

Changelog from 0.3 ==> 0.4:

0.4
  • USA AI more aggressive and more focused on invading Europe
  • USA will prioritize nuclear research and will construct a nuclear reactor
  • Troop transport ships use ½ as much oil and ½ as much supplies, but carry more of each than in vanilla, so amphibious invasions should be easier to carry out
  • Troop transport ships have 1 AA, 1 AD, and 1 SD rather than zero so it should be harder to sink unescorted AI transport ships
  • SOV combat bonuses higher during the winter 1941-1942
  • SOV AI will construct more infantry divisions after the war with Germany begins
  • Gibraltar has a beach facing the Atlantic Ocean and a size 10 coastal fort
  • Naval-to-Naval combat increased from 0.7 to 0.8 to make naval combat more decisive
  • Tweaked the tank destroyer and assault gun brigade stats
  • Gross Deutschland and SS Viking Divisions have assault guns now instead of heavy armor brigades
  • Added two new free German elite divisions, specifically the SS Nordland and the SS Prinz Eugen
  • The Soviet Union will receive 21 free Guards divisions during the Scenario
  • Colombia, Ecuador, and Venezuela will unite to form Gran Colombia if the Axis threatens South America
  • The “free” SS Das Reich armored division now costs zero manpower
  • German “school of mass combat” ministers (e.g. Heinz Guderian in 1944) eliminated because +25% manpower growth makes the late part of the game too easy
  • US free offmap IC lowered but the USA automatically receives some ships and aircraft
  • If the USA does not declare war on Germany after Pearl Harbor, then the Human German Player has the option whether or not to declare war on the USA
  • Small update to SMEP UK surrender event regarding area around Egypt and Palestine
  • Numerous other, minor changes
 
i like the idea of your mod...how about other german ss divisions like Totenkopf and Leibstandarte Adolf Hitler these two ss divisions were really elite. other ss divisions were less but still armed with the best equipment available.
 
i like the idea of your mod...how about other german ss divisions like Totenkopf and Leibstandarte Adolf Hitler these two ss divisions were really elite. other ss divisions were less but still armed with the best equipment available.


Per your request, I have added the "free" 1st SS Division Leibstandarte SS Adolf Hitler (LSSAH) to the Scenario. It will automatically appear in May 1940 if Germany has enough resources, has researched the 1939 medium tank technology, and has annexed Yugoslavia and Greece.


However, I do not want to add the 3. SS-Panzer-Division Totenkopf (Death's Head) unit because (i) most of the initial enlisted personnel in the Division were former concentration camp guards, (ii) the Division committed relatively more war crimes than other World War 2 divisions, and (iii) by the end of 1942 the division had experienced virtually a complete turnover in personnel. The high casualty rates meant by late 1943 virtually none of the original cadre were left.


Portions of the above text have been liberally plagiarized from Wikipedia....


I am currently running a handsoff playtest for the next version of the Mod. Everything seems to be working. More importantly, I have finally made the USA AI aggressive! If anyone has suggestions on what to add or change, please let me know, and I will incorporate it into the new release.
 
Hey so can you be other countries like ussr or is germany the country that you need to play?
 
Hey so can you be other countries like ussr or is germany the country that you need to play?


Short answer - The mod is designed to be played only as Germany.

Longer answer - Technically, you could play as any country and the game will not crash. However, the Mod gives the USSR, USA, and England extra units and other advantages so the Scenario would be very easy if you play as an Ally or Comintern nation. I updated the AI for USA, USSR, England, Nationalist China, Italy, and Japan but the Germany AI files are still vanilla. Therefore, the German AI will get its butt kicked. Finally, many of the custom events relate to Germany. I guess you could try playing as Italy or Japan, but the German AI will probably get annexed by late 1943 and then you will be destroyed by overwhelming enemy force.



arturdenisov: I like your mod, it's great. Thank you for it

You're welcome! I'm glad you like it. I will try to get the next version out tomorrow.
 
version 0.5 released

The latest version of the Third Reich AoD Mod can be downloaded at:

http://www.filefront.com/16709017/Third-Reich-AoD-Mod-v0.5.rar/
Checksum GGGC

This version of the mod should be harder to win than previous versions.

Changelog v0.4 ==> v0.5

AI
  • USA AI is far more aggressive (accomplished by lowering its min_attack_odds below 1.0)
  • The USA researches nuclear technologies and builds a reactor. (In my hands-off test-run of this version of the Mod, the USA actually dropped an atomic bomb on Japan!!!)
  • USA and ENG navies should send more naval patrols around England to intercept any Sealowe attempt
  • Lowered the number of troops the USA keeps on garrison duty
  • SOV AI will more aggressively counterattack in the winter 1941-1942
  • SOV AI is more aggressive starting in 1943 and will accept high casualties to “bleed the Germans white”
  • Portugal will garrison the Azores
  • Nationalist Spain and Republican Spain will not spam militia units
  • Once the USA begins to counterattack, Japan will prioritize garrison defense of its home islands and the areas immediately around them (e.g. Iwo Jima and Okinawa and Korea)
  • England should keep more troops on garrison duty in the United Kingdom starting in 1943 to help defend against Sealowe


minor bug fixes
  • Rommel is now a desert fox instead of a jungle rat
  • Fixed trigger to unite Gran Colombia (Ecuador + Colombia + Venezuela)
  • Corrected date for SS Nordland to arrive
  • Fixed trigger for USA to declare war on Vichy France in spring 1942
  • SS Viking changed from Mech Infantry to Armor division


other updates
  • Soviet ground defense efficiency rises from 0.8 to 0.9 on 15 October 1941 and stays at that level (previously was 0.8 throughout the whole Scenario)
  • Updated stats for assault gun brigade (b_u5) so they are worth building now. They can also be attached to infantry divisions, like in real life (but unlike vanilla AoD)
  • Assault gun upgrade path (i.e. Tank Destroyer Tech) spread out to 1938, 1942, and 1944
  • German assault gun models are named: StuG III (1938), StuG IV (1942), and Brummbar (1944). Unfortunately I do not know how to add pictures, so if someone could please do that and email the updated files, I will gladly include them in the next patch.
  • Made Eilat a core province of Israel
  • Some free locked Japanese units previously based in Japan have been moved to Okinawa, Iwo Jima, and Korea to help defend those areas


map:
  • Rostok changed from plains to marsh
  • Basra changed from desert to marsh
  • Karachi changed from hill to mountain

events:
  • USA gets all nuclear blueprints (Manhattan Project)
  • Germany will get three nuclear blueprints (Norwegian heavy water)
  • The USSR now gets 38 “free” guards divisions instead of only 22
  • Added an event to give Germany the LSSAH panzer division
  • If GER puppets Ukraine, then UKR will have a penalty to its IC and manpower
  • Vichy France has lower IC and lower manpower since it is a puppet
  • If the USA controls Tunis or Casablanca, those provinces will be given size 10 naval and air bases and will become USA cores.
  • 1 dissent hit if Blomberg is not replaced
  • 1 dissent hit if Fritsch is not replaced
  • +1 freedom if Schacht is not replaced
  • Added creation of Israel event that triggers if Germany controls the Palestine area
  • Japan will puppet India after England surrenders
  • Numerous other new events or minor updates to existing events


Optional Music and Speeches:
If you are interested, you can download music and speeches related to World War II and play them in the background on Windows Media Player while you are enjoying the Third Reich AoD Mod. I did NOT incorporate the music into the mod, so you will need to set the AoD game music volume to zero while listening to these soundtracks. By the way, Truman's speeches are long and boring so I suggest you delete them after you unzip the file.
http://www.filefront.com/16544845/WW2-Music-and-Speeches.rar/ is a zip file with about 130 songs and speeches
 
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Thank you! I'll try it today.
Did you change "misc" file? (before I played only with my own misc)
(because in vanilla AoD 1)-bombers and too vulnerable and take too high casualties 2)-naval battles are unrealistic.
 
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Thank you! I'll try it today.
Did you change "misc" file? (before I played only with my own misc)
(because in vanilla AoD 1)-bombers and too vulnerable and take too high casualties 2)-naval battles are unrealistic.

I changed numerous things in the misc file, including the two items you mention above. I tried to fix them by increasing the naval-naval damage and decreasing the land-air damage. Regarding the naval, I raised it from 0.7 to 0.8 but it seems like few capital ships get sunk, so maybe the number should be even higher than 0.8