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lol I played on with Shangking and founded the Tian empire. Then I annexed Xibei, Tibet and Mongolia (because they were allied with Tibet), then AoG. then I attacked Legation Cities. Bad idea... got dowed by Japan and Canada immediately. so now i'm at war with Germany (because of AoG), Japan & puppets and Canada & allies. Oops. I *think* i can handle Japan (already annexed Manchuria)... but i'm dreading the day Russia allies with Germany (relations with Russia are good now so I don't think they'll dow me on their own). It's only 1940 :p
force a non-aggression pact
 
lol I played on with Shangking and founded the Tian empire. Then I annexed Xibei, Tibet and Mongolia (because they were allied with Tibet), then AoG. then I attacked Legation Cities. Bad idea... got dowed by Japan and Canada immediately. so now i'm at war with Germany (because of AoG), Japan & puppets and Canada & allies. Oops. I *think* i can handle Japan (already annexed Manchuria)... but i'm dreading the day Russia allies with Germany (relations with Russia are good now so I don't think they'll dow me on their own). It's only 1940 :p

ha, i've unified most of China and have Indochina(Burma and Thailand included), Nepal and Bhutan as puppets. Unfortunately Russia grabbed the majority of Manchuria when we teamed up against Japan and when i made peace with Japan after failing to breach into Korea (keeping my conquests) Russia liberated the Republic of China :( so i still don't have unification. I would have crusaded my mighty nation to victory against them with Japan as my ally this time but he has 160+ divisions against the total of the Tian-Japan alliance which has 100ish..... Oh i may have also forgotten to mention i'm at war with a victorious Germany too. Weirdly enough the Entente is at war with Germany too......
 
Soviet Republic has replaced Russia and has annexed the caucasus and ukraine.I am turkmenistan and i am thinking of making an event where the russians demand you to surrender and be annexed,become a totalist state or try and resist(ofcourse if Soviet russia is at war with nations like Japan it will reconsider the options)Im thinking of making it that if you surrender you are annexed,if you become a totalist state you take a huge dissent hit and if you try to resist you might get at war.After i finish this game i am thinking of maybe making a full chain of events where after turning communist you decide your policy(expanding the republic,industrilazation etc.)and maybe even break free from the soviet shackles and form the timurids if you conquer delhi and tehran!
 
Soviet Republic has replaced Russia and has annexed the caucasus and ukraine.I am turkmenistan and i am thinking of making an event where the russians demand you to surrender and be annexed,become a totalist state or try and resist(ofcourse if Soviet russia is at war with nations like Japan it will reconsider the options)Im thinking of making it that if you surrender you are annexed,if you become a totalist state you take a huge dissent hit and if you try to resist you might get at war.After i finish this game i am thinking of maybe making a full chain of events where after turning communist you decide your policy(expanding the republic,industrilazation etc.)and maybe even break free from the soviet shackles and form the timurids if you conquer delhi and tehran!

As far as i know there is an event for the Russians (both Soviets and other variants) that takes Alash Ordor and Turkestan out.
 
As far as i know there is an event for the Russians (both Soviets and other variants) that takes Alash Ordor and Turkestan out.
Ah so.It doesn't really matter.I captured Persia and afghanistan and in order to make things worse delhi chose to go at war with them as well.I am at war with them now and the damned alliance sends every unit they can find to protect Delhi and have formed an impertable defence line accross the mountains of Rajputana.Thanks god that even after many many bombardments turkmenistan is awesome and still has a capable IC (68 available with many bombings)and i am training mountain divisions(atleast 4-5 per run).
 
Playing with Mongolia,Roman Died,but,the Genghis Khan III,is the Young Roman von Sternberg :O.This is planned?
 
Ah so.It doesn't really matter.I captured Persia and afghanistan and in order to make things worse delhi chose to go at war with them as well.I am at war with them now and the damned alliance sends every unit they can find to protect Delhi and have formed an impertable defence line accross the mountains of Rajputana.Thanks god that even after many many bombardments turkmenistan is awesome and still has a capable IC (68 available with many bombings)and i am training mountain divisions(atleast 4-5 per run).

Turkestan should no where near have that many IC after you get cores. As the Soviets i remember getting events that removed about 15 IC from the area at least. Good luck in Delhi though :)
 
G'day guys, great to see KR has turned out even better for DH!

A thing or two for you to ponder (aka a bug or two I've noticed).

- The Soviet/Russia takes northern Mongolia event is bugged. Japan gains control of those northern territories generally before that event fires as it seems to require the Mongolians to be a puppet. Needs a trigger so that if Japan has control of those territories, they are still handed to the Russians.
- Russia-to-Soviet changeover is still a bit bugged - this is if you get the 'New Constitution' event (was around mid-'37 for me). There's three things I noticed here:
------------ The 15% dissent hit for turning into the Soviets didn't change over to the new state. Maybe need an event similar to 'The Troubles Continue' which checks for the existence of Russia and is disabled in the event of the civil war occurring?
------------ The initial army event for the Soviets should read slightly differently. If you were in the civil war it's fine because you receive default slider values, but if you're turning the state peacefully it will readjust your Standing Army-Drafted Army slider. Since the army modernisation event is before this, it's affected. Once again, a slightly different read (say move slider towards drafted army/standing army or keep steady?) would have it work fine.
------------ The naval modernisation and the Soviet changeover doesn't work that well. I picked battle fleet for my naval modernisation to get all the blueprints, and promptly lost my tech guy because of the Soviet changeover. Made the naval modernisation useless. I'd suggest that the Soviets get Kuznetsov no matter who they pick, but I can't work out who else would be appropriate - the only other Fleet Admiral of the Soviet Union from that time was Ivan Isakov, who would be somewhat appropriate, although he's noted as not being great on theory and much more of a practitioning commander. As for carrier tactics, I have no idea who would be a politically appropriate admiral.

Apart from that it plays amazingly, you've done a great job turning it over into DH.
 
a bug i noticed as the Russians/Soviets was where i peacefully turned into the Soviets and the naval programme i used as Russia to refit their old battleships removed the ships but didn't add any back... Not sure how to fix that though. Perhaps add a check to see if the Event has happened then copy the russian event over to the Soviets so they get the same ships as the Russians would have.
 
As I recall, aren't you guys looking for a way to make the UOB better AI-wise? And other AI, also. Well - in any case, the Homeland mod by Novapaddy has AMAZING invasion AI. He's made a post about it on the thread, talking about if it in case anyone needs a good invasion file that WILL use naval invasions, and such, for other mods.

To tell you - I've seen Italy invade Spain and Japan invade the United States for examples in that mod.
 
I've got a suggestion for AUS in the next update to compensate for the lack of leaders..........


...do a CSA-style event where a good chunk of the generals move to the AUS.
 
Really nice mod guys. I usually don't like alternate history mods, but you guys have out done yourselves on this one.

I do have one question though. Is there a way to avoid the whole Second American Civil War.
 
Help. I'm having this problem and I've tried re-installing many times. I can't ignore the message without crashuing. I'm running the game on the current version. I've also searched the thread and this seems unfixed. Please help, I bought the game to play this!

Clipboard01.png
 
There are some programs which keep track of the lines, or you could press the downarrow 143 times, or whatever :D

Now that I look at my file, it's at line 142.

Whatever, just copy this into your file:

Code:
# Bulgaria 1936 AI File by Lothos

switch = no # [yes/no]
max_front_ratio = 1.2 
max_garrison_prop = 0.30
min_garrison_prop = 0.20
neutrality = 120 
war = 1
upgrading = 0.35
reinforcement = 0.2
strat_redeploy_threshold = 25
exp_force_ratio = 0.25 
exp_force_ratios = {
	
} 
no_exp_forces_to = {     }

###################################
# Diplomacy
###################################
combat = {


 }

liberate = { BOS MTN }

demand_claims = {
SER
ROM
GRE
ALB
}

claim_acceptance = -150

# Special resistance against "influence" by the listed nations. Value range = [0 - 10]  
resistance = {  
RUS = 5
OTT = 4
}
befriend = {
GER = 80
AUS = 60
OTT = 50
HUN = 60
ALB = 40
RUS = 30
}
protect = {
ALB = 50
OTT = 40
HUN = 50
}
target = {
	# Claims on Romania 
	307 = 100 # Constanta 
	# Claims on Greece 
	365 = 100 # Kavala 
	366 = 50  # Edessa 
	# Claims on Yugoslavia 
	331 = 50  # Skopje 
	328 = 50  # Stip
}
trade = {
	cancel_deal_threshold = 2

	energy 		= -1
	rare_materials 	= -1
	metal 		= -1
	oil 		= -1
	supplies 	= -1
	money 		= -1

	favored = {
	AUS = 100
	}
	embargo = {
		ROM SER GRE
	}
}
tech_sharing = {
	favored = {
		GER = 120
		ITA = 80
		AUS = 80
                HUN = 100
	}
	embargo = {
		ROM SER GRE
	}
	not = { }
	prioritized = {
		# Arcriculture
		5020 = 100
		5030 = 100
		5040 = 100

		# Inf support
		1310 = 100
		1320 = 100
		1330 = 100
		1340 = 100
		1350 = 100
		1360 = 100
                1190 = 100
                1200 = 100
                1210 = 100
                1220 = 100
                1230 = 100
                1240 = 100
                1260 = 100
                1270 = 100
                1280 = 100
                1290 = 100

		# Production
		5050 = 100
		5060 = 100
		5070 = 100
		5080 = 100
		5090 = 100
		5100 = 100
		5110 = 100
		5120 = 100
		5130 = 100
                5140 = 100
                5160 = 100
		5150 = 100
		5180 = 100
                5310 = 100
                5320 = 100
                5330 = 100
                5340 = 100
                5350 = 100
                5360 = 100

                #land doct
                6100 = 100
                
                #planes
                4030 = 100
                4060 = 100
                4090 = 100
                4050 = 100
                4080 = 100
                4110 = 100
                4170 = 100
                4280 = 100
                4180 = 100

                #armor                                
                2170 = 100
                2180 = 100
                2190 = 100
                2200 = 100
                2210 = 100
                11020 = 100
                2320 = 100
                2330 = 100
                2340 = 100
                2350 = 100
                2360 = 100

		# Mountain Unit techs
		1110 = 100
		1120 = 100
		1130 = 100
		1140 = 100
	}
}
###################################
# Spying
###################################
spyprefs =
{
	percentage_on_spies 		= 0.2
	percentage_foreign_mission 	= 0.7

	# Used for Homeland Defense Spying
	spyprefsdata = 
	{
		NumberOfSpies = 5
		counter_espionage =  10
		country = BUL
	}
	# Defaul Spy parms used for countries the AI is atwar with but has no specific entry
	spyprefsdata = {
		country_priorities	= 3
		NumberOfSpies		= 3
		min_number_of_spies = 1
		steal_blueprint 	= 10
		minister_assassination = 1
		smear_campaign 		= 3
		coup 				= 0
		sabotage_industry 	= 5
		nuclear_sabotage 	= 0
		found_partisans 	= 0
		massmedia 			= 3
		counter_espionage 	= 5
		disrupt_techteam	= 5
		country 			= SER
	}
}


###################################
# Construction and Tech Research
###################################
#Default values
construction = { 
	max_factor = 0.000 


	AA_batteries = no
	max_AA_level = 4
	AA_provs = {
		417 # Sofia
	} 

	coastal_fort = no
	max_coastal_level = 2
	coastal_fort_provs = { } 

	radar_station = no 
	max_radar = 5 
	radar_provs = { } 

	air_base = no
	max_air_base = 1
	air_base_provs = { } 

	naval_base = no
	max_naval_base = 3 
	naval_base_provs = { } 

	land_fort = no
	max_land_level = 2
	fort_borders = { } 

	ic_at_war = no 
	force_ic_until = 1935
	ic_end_year = 1935
	IC_provs = {
		321 # Sofia
	} 
}

military = { 
	relative_build_scheme 	= no
	max_batch_peace 		= 360 
	max_batch_war 			= 180 
	max_batch_home_front 	= 180

	#### Divisions etc...
	infantry 		= 20
	cavalry 		= 0
	motorized 		= 50
	mechanized 		= 0
	light_armor 	= 0
	armor 			= 10
	paratrooper 	= 0
	marine 			= 0
	bergsjaeger 	= 28
	garrison		= 0
    hq 				= 0
	militia 		= 0
#				75 %
	interceptor 	= 10
	multi_role 		= 0
	escort 			= 2
	cas 			= 5
	strategic_bomber = 0
	tactical_bomber = 2
	naval_bomber 	= 0
	transport_plane = 0
	flying_bomb 	= 0
	flying_rocket 	= 0
#				20 %
	battleship 		= 0
	carrier 		= 0
	destroyer 		= 2
	light_cruiser 	= 0
	heavy_cruiser 	= 0
	battlecruiser 	= 0
	submarine 		= 1
	transports 		= 0
#				5 %

	#### Brigades
	artillery 			= 30
	sp_artillery 		= 0
	rocket_artillery	= 0
	sp_rct_artillery 	= 0
	anti_tank 			= 0
	tank_destroyer 		= 15
	light_armor_brigade = 0
	heavy_armor 		= 0
	super_heavy_armor 	= 0
	armored_car 		= 0
	anti_air 			= 0
	police 				= 0
	engineer 			= 5 

	cag = 100.000 
}

technology = { 
	endgoal 	= { } 
	preference 	= {
	# Tools
		5810 5820 5050 5830 5060 5070 5130 5110 5120 5840 5850 5860

		# Engineering
		5800 5080 5090 5100 5900 5910

		#Assembly lines
		5140 5180

		#Infantry
		1010 1020 1030 1040 1050 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 13000 13010 13020
		
		# Motorized
		1396 1400 1410 1420 1430 1440 1450 1460 
		
		# Cavalry
		13060 13070 13080 1310 1320 1330 1340 1350 1360 1370 1380 1390

		# Mechanized
		1470 1480 1490 1510 1520

		#Artillery
		2290 2300 2310 2900 2910 2920 2930 2940 2320 2330 2340 2360 2950 2350
		
		# Naval Bomber
		4700 4710 4190 4200 4210 15140 15150
		
		# Multirole Fighters
		4040 4070 4100
		
		# Light tanks
		7600 7610 2010 2630 2640 2650 2030 2040 2050

		# Medium tanks
		2070 2080 2090 2140 11000 2660 11010 2670
		
		# Manpower Focus Human Wave Path (SOV)
		6570 6300 6310 6320 6330 6340 6350 6360 6370 14060 6900

		# Air Doctrines
		9040 9050 9060 9080 9100 9130 9140 9190 9200 9210 9220 9230 9240 9250 9260 9270 9280 9290 9300 9310 9320 9330 9340 9350 9360 9370 9380 9390 9400 9410 9420

		# CAS
		4400 4170 4280 4450 4180 15120 15130 
	} 
	ignore 		= {
		#EQUIPMENT Jungle / Desert / Sturdy
		5940 5950 5960 5970 5980 5990
		
		#Assembly lines 
		5150 5160 5170

		# Airborne
		1670 1680 1690 1700 1710 1720 1730 1740

		

		# Marines
		1560 1570 1580 1590 1600 1610 1620 1630 1640 1650 1660

		

		# Air Transports
		4290 4250 4260 4270 15180 15190

		

		

		# Strategic Bomber
		4220 4230 4240

		# Rocketry
		5560 7550 7560 7570 7580 7590

		# Oil Refining
		5190 5200 5210 5220 5230 5240

		# Atomic Research
		5470 5480 5490 5500 5510 5520 5530 5540

		# Bas Decimetric
		5410 5420 5430 5440 5450 5460

		

		# Tank destroyers
		2170 2180 2850 2190 2200 2210 11020

		# SP guns
		2220 2230 2240 2250 11030 11040 2960

		# SP Rocket Artillery
		2980 2260 2270 2280 11050 11060 2990 
		
		# Static Anti-Air
		2800 2450 2460 2470 2480 2490 2500 11080

		# Anti Air Brigade
		2810 2820 2510 2520 2530 2540 11090 

		# Rocket Artillery
		2370 2380 2390

		# Armoured Cars
		2860 2870 2880 2020 2150 2160 2890 11110

		# Strategic Air Doctrines 9140
		9150 9160 9170 9180 9430 9440 9450 9460
	}
 
	armor 		= 3
	infantry 	= 4
	industry 	= 4
	aircraft 	= 1
	naval 		= 0
	land_doctrines 	= 1
	secret_weapons 	= 0
	air_doctrines 	= 1
	naval_doctrines = 0
}  

###################################
# Ground Combat, Leaders and Garrisons
###################################
leader_ratio = {
	land_field_marshal 	=0.02
	land_general 		=0.031
	land_lt_general 	=0.41

	sea_grand_admiral 	=0.02
	sea_admiral 		=0.061
	sea_vice_admiral 	=0.401

	air_marshal 		=0.02
	air_general 		=0.091
	air_lt_General 		=0.11
}
garrison = {
	defend_overseas_beaches = yes
	home_multiplier 	= 1.0
	overseas_multiplier 	= 0.5
	home_peace_cap 		= 20
	war_zone_odds 		= 2.0
	key_point_prio_mult	= 0
	revolt_risk_mult	= 1.0

	# PRIORITIES:
	beach			= 20	# Beach level 2
	capital			= 40	# Our capital
	human_border		= 0	# Ignored for allied human players
	war_target		= 50	# The next country targeted for attack by this AI
	
	opposing_alliance	= 50	# For neutrals, all alliances are "opposing"
	claim_threat		= 0	# If we are neutral, countries with claims on us get this
	unstable_border		= 0	# Bordering countries at war with someone else get this

	# Borders with specific countries
	country_priorities = {
		GER = 50
		ITA = -1
		ROM = 80
                URU = 80
		SER = 50
                GRE = 80
		YUG = 20
		HUN = 20
		SOV = 100
RUS = 80

		SLO = -1
		POL = 50
		TUR = 20
	}
	province_priorities = {	}
	area_multiplier = { }
}
front = { 
	recklessness 		= 1 # 0-3
	distrib_vs_ai 		= defensive
	distrib_vs_human 	= defensive

	enemy_reinf_days	= 6
	reserve_prop		= 0.1
	panic_ratio_vs_ai	= 2.5
	panic_ratio_vs_human	= 2.5
	base_attack_odds	= 1.3
	min_attack_odds		= 1.1
	max_attack_odds		= 3.0
	reinforce_odds		= 1.2
	withdraw_odds		= 0.6

	strength 	= 1.0
	organisation 	= 1.0
	soft_attack 	= 1.0
	hard_attack 	= 1.0
	ground_defense 	= 1.0
	dig_in 		= 1.0 # Against defender

	frozen_attack 	= 1.0
	snow_attack 	= 1.0
	blizzard_attack = 1.0
	storm_attack 	= 1.0
	muddy_attack 	= 1.0

	
	
	occupied 	= 0.7
	owned 		= 0.7

	jungle_attack 	= 1.0
	mountain_attack = 1.0
	swamp_attack 	= 1.0
	forest_attack 	= 1.0
	hill_attack 	= 1.0
	urban_attack 	= 1.0
	river 		= 1.0

      	enemy_handicap = { } 
      	passivity = { } 
} 
###################################
# Air bombardment and defense
###################################
air_marshal = {
	icxdayscostfactor 		= 10.0		# How to value true industrial cost when calculating expect causalties
	manpowercostfactor		= 100.0		# How to value manpower cost when calculating expect causalties
	destructionriskthreashold 	= 0.2		# when to fear a divisiopn might be destroyed

	# desirability is a multiplier used when calcualting the mission desirability
	airsuperioritydesirability 		= 30.0
	groundattackdesirability 		= 40.0
	inderdictiondesirability 		= 20.0
	logisticalstrikedesirability 	= 2.0
	runwaycrateringdesirability 	= 10.0
	strategicstrikedesirability 	= 10.0
	installationstrikedesirability 	= 5.0
	navalstrikedesirability 		= 15.0
	portstrikedesirability 			= 9.0

	# tolerance is the required kill:loss ration expected to do 
	#    mission, 2.0 accept twice the losses of your enemy, 0.5 accept half
	airsuperioritylosstolerance 	= 1.0
	groundattacklosstolerance 		= 1.0
	interdictionlosstolerance 		= 2.0
	logisticalstrikelosstolerance 	= 0.5
	runwaycrateringlosstolerance 	= 1.5
	strategicstriketolerance 		= 4.5
	installationstriketolerance 	= 1.5
	navalstriketolerance 			= 1.0
	portstriketolerance 			= 1.0

	# efficency is a tweakable param to adjust according to how 
	#    much actual damage comes from doing this mission (not to be confused with desirability)
	logisticalstrikeefficency 	= 0.01
	runwaycrateringefficency 	= 0.01
	strategicstrikeefficency 	= 0.01
	installationstrikeefficency = 0.01

	taskforcetype = { name = "Air Superiority" desiredratio = 0.400 rangeweight = 10.000 airkillpowerweight = 2000.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes air_superiority = yes } 
	taskforcetype = { name = "Soft Bombing" desiredratio = 0.250 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Hard Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 2000.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes interdiction = yes ground_attack = yes } 
	taskforcetype = { name = "Strategic Bombing" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 0.000 strategickillpowerweight = 2000.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = -0.500 surfacevulnurabilityweight = -0.500 idle = yes reorganize = yes logistical_strike = yes runway_cratering = yes strategic_bombardment = yes installation_strike = yes } 
	taskforcetype = { name = "Naval Bombing" desiredratio = 0.050 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = 0.000 softkillpowerweight = 0.000 navalkillpowerweight = 2000.000 strategickillpowerweight = 0.000 transportcapacityweight = -1000000.000 airvulnurabilityweight = 0.000 surfacevulnurabilityweight = -1.000 idle = yes reorganize = yes naval_strike = yes port_strike = yes convoy_air_raiding = yes } 
	taskforcetype = { name = "Airlift" desiredratio = 0.100 rangeweight = 10.000 airkillpowerweight = 0.000 hardkillpowerweight = -2000.000 softkillpowerweight = -2000.000 navalkillpowerweight = 0.000 strategickillpowerweight = -2000.000 transportcapacityweight = 1000000.000 airvulnurabilityweight = -1.000 surfacevulnurabilityweight = 0.000 idle = yes reorganize = yes airborne_assault = yes air_supply = yes } 
}
###################################
# Invasions and Naval
###################################
invasion = { 
	invasion	= no
 	base		= 0.1	#Relative modifier. (lower = specific targets much more important.)
	random		= 8.0	#How big a random range.  (1.0 = 1%)
	coastal		= 0.1	#increase to avoid coastal forts more.
	beach		= 0.1	#higher, avoid worst beaches.
	distance	= 20.0	#higher = avoid long distance.
	pocket		= 20.0	#prioritise pockets, ie provinces with no adjacent controlled by same.
	island		= 0.1	#prioritise taking pure islands.
	enemy		= 2.0	#higher = much more vary of troops in province.
	adjacentenemy 	= 2.0	#higher = much more vary of troops nearby
	air_base	= 1.5 
      	naval_base 	= 0.1 
      	air_support 	= 3.0 
      	redirect 	= nearest
	ignore		= no
      
	target = { } 
} 
admiral = { 
	min_org		= 100	# NEW: Percent of org gained back before the unit can leave port
	min_dmg		= 98    # NEW: Percent of dmg gained back before the unit can leave port
	return_org 	= 60 	# NEW: PERCENT OF ORG LOST BEFORE RETURNING TO PORT applies to all fleets/ships
	return_dmg 	= 80 	# NEW: PERCENT OF DMG LOST BEFORE RETURNING TO PORT for repairs applies to all fleets/ships

	ignore = {
		#Baltic Area
		"Northern Baltic"
		"Southern Baltic" 
		"Bothnian Bay"
		
		#Murmansk/Archangel
		"Barents Sea"
		"Arctic Ocean"
		
		#Norway Coast (Denmark Coast)
		"Norwegian Sea"
		"East North Sea"
		"Kattegat"
		
		#North Sea, East Coast of England
		"Central Northsea"
		"West Northsea"
		"Southeast Northsea"
		
		#England/France border Sea Areas
		"English Channel"
		"Bay of Biscay"
		"Cape Finisterre"
		
		#Spanish Coast (Atlantic Side)
		"Portugese Coast"
		"Cap St Vincent"
		
		#Iceland
		"Faroes Gap"
		"Denmark Strait"
		
		#Ireland/West Coast of England
		"Irish Sea"
		"The Hebreides"
		"Irish West Coast"
		
		#Greenland
		"Greenland Coast"
		"Northern Sea of Labrador" 
		"Southern Sea of Labrador"
		
		#Canada East Coast
		"Hudson Bay"
		"Grand Banks"
		"Canadian Maritimes"
		
		#Western Mediterranean
		"Costa del Sol"
		"Gulf of Lyon"
		"Algerian Coast"
		
		#Central Mediterranean
		"Tyrrhenian Sea"
		"Adriatic Sea"
		
		#Eastern Mediterranean
		"Aegean Sea"
		"Egyptian Coast"
		
		#North Atlantic
		"North Atlantic"
		"Western Approaches"
		"The Seamounts"
		"Azores"
		
		#Central Atlantic
		"Central Atlantic"
		"Central Mid-Atlantic Ridge"
		"Bermuda Triangle"
		"Guiana Basin"
		"South-Central Mid-Atlantic Ridge"
		"Cap Verde"
		
		#South Atlantic
		"Pernambuco Plain"
		"Ascension Fracture Zone"
		"Argentine Plain"
		"Angola Plain"
		
		#Caribbean Sea and Guilf of Mexico
		"West Gulf of Mexico"
		"East Gulf of Mexico" 
		"Florida Strait"
		"Yucatan Strait"
		"Windward Islands"
		"Central Carribean"
		
		#Brazil and Argentina Coast
		"Coast of Guyana"
		"Coast of Recife" 
		"Coast of Uruguay"
		"Coast of Brazil"
		"Coast of Argentina"
		
		# West Africa
		"Coast of Africa"
		"Coast of Bissao" 
		
		#Equitorial Africa
		"Gulf of Guinea"
		"Coast of Angola-Namibia"
		
		#South Africa
		"Coast of South Africa"
		"Atlantic-Indian Ridge"
		
		#East Africa
		"Red Sea"
		"Horn of Africa"
		
		#Madagascar Coast
		"South Mozambique Channel"
		"North Mozambique Channel" 
		"Northeast Coast of Madagascar"
		"Southeast Coast of Madagascar" 
		
		#North Indian Ocean (Persian Gulf)
		"Persian Gulf"
		"North Arabian Sea"
		"South Arabian Sea" 
		"Coast of Ceylon"
		
		#Central/South Indian Ocean
		"Mascarene Plateau"
		"Mid-Indian Ridge" 
		"Ninetyeast Ridge" 
		"Southeast Indian Ocean"
		"Southwest Indian Ocean" 
		
		#Bay of Bengal & West Indonesia
		"East Bay of Bengal"
		"West Bay of Bengal"
		"Malacca Strait"
		"Java Ridge"
		"Java Trench"
		
		#Indo-China, Borneo, Phillipenes
		"Gulf of Siam"
		"Coast of Indochina"
		"Spratly Sea"
		"Coast of Brunei"
		"Flores Sea"
		"Sulu Sea"
		"Celebes Sea"
		"Luzon Strait"
		
		#China Coast
		"Taiwan Strait"
		"Yellow Sea"
		
		#Japanese Coast
		"Sea of Japan"
		"Ryukyus"
		"Coast of Japan"
		"South Sea of Okhotsk"
		"West Sea of Okhotsk" 
		"East Sea of Okhotsk" 
		
		#Mariana Basin, Phillipenes
		"Philipine Trench"
		"Central Philippine Sea"
		"Mariana Trench"
		"East Mariana Basin"
		"Mid-Pacific Mountains"
		"North Bismarck Sea"
		
		#New Guinea, East/North Australia and New Zealan
		"Coast of New Guinea"
		"Molucca Sea"
		"Banda Sea"
		"Arafura Sea"
		"South Bismarck Sea"
		"Solomon Sea"
		"West Coral Sea"
		"East Coral Sea" 
		"North Tasman Sea"
		"South Tasman Sea" 
		"East Cost of New Zealand"
		
		# South and West Australia
		"Timor Sea"
		"West Coast of Australia"
		"East Great Australian Bight"
		"West Great Australian Bight" 
		
		#North Pacific
		"Coast of Kamchatka"
		"East Bering Sea"
		"West Bering Sea" 
		"Aleutians"
		"Northwest Pacific Basin"
		"North Northeast Pacific Basin"
		
		#Central Pacific
		"Hawaiian Rise"
		"North East Pacific Ocean"
		"Marshalls Sea"
		"South East Pacific Ocean"
		"Marianas"
		"Western Solomons"
		"Eastern Solomons"
		"US Maritimes"
		"Carolines"
		
		#South Pacific
		"Gilberts"
		"Line Islands"
		"Fiji Basin"
		"Southwest Pacific Basin"
		
		# South American West Coast
		"Southeast Pacific Basin"
		"West Coast of Chile"
		"West Coast of Peru"
		"South Southeast Pacific Ocean"
		"North Southeast Pacific Ocean"
		
		# USA West Coast
		"Gulf of Alaska"
		"West Coast of the United States"
		
		#West Coast of Mexico
		"West Coast of Mexico"
		"West Coast of Central America"
	}
	target = { } 
	core = { 2742 } 
}
 
Funny story:wacko:

I think I downloaded the kaiserreich version for HOi 2 Armegeddon not for DH. I'll try to install this version and I'll get back to you. Sorry for the trouble, thanks for the help.

P.s: maybe I'm wrong and the problem will still happen in which case I'll be back.