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Chose to prove my legitimacy by purging the party which I feel was rather well set up in the sense of actually having to get rid of leaders and ministers and the punishment for not doing so.
I'm glad someone liked it.
It's like Chinese cliques between 1850 and 1928 are the most interesting topic in the world with mountains of available information on the Internet. But good luck finding any substantial overview of the very same cliques a decade later. When I finally did, I had to make lists of POIs, then compare the lists with minister and leader files. And it's China, so of course each source records names differently and so does the game. What a mess.
The only thing worse was Manchuria. I had to manually sift through minister and leader files to find who could be plausibly put into which faction.

The CCW already ended. Both the decision for Mongolia and Tibet showed up in my decisions list already and I turned up the rate I was pumping out divisions in the hope I could preempt a Soviet intervention in Mongolia, but once war between them started the decision dissapeared. I was able to take the one for Tibet normally
The setup was supposed to prevent any sticky situations with China accidentally getting into war with the Soviet Union.
But it will be adjusted.

Just one standout thing i noticed is still the decision to incorporate Bohemia as Germany still does not fire unless using console command.
Bohemia is on the shortlist, so to speak.

Also is there any future update for Generalplan Ost to colonize more territory?
There are some ideas to that effect, but there is also some other German content which probably needs a touch-up beforehand.
 
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Just noticed a couple of things that i don't know are bugs or intentional.

In the Chinese civil war playing as Germany I gave maximum support to KMT China but after they won they sided with the UN. They chose not to get involved in the civil war.

Also if the US doesn't go isolationist is it meant to join the CSCA and in turn doing so brings them in to the UN and being at war in Mexico and El Salvador? Also the front line just freezes in the CSCA war with El Salvador so the UN just sits permanently at war with them.

Again great mod!
 
In the Chinese civil war playing as Germany I gave maximum support to KMT China but after they won they sided with the UN. They chose not to get involved in the civil war.
If Chinese AI receives support from a certain benefactor during civil war, its alliance choice is heavily biased in favor of the benefactor.
Heavily biased - but not guaranteed. There is still a small chance they bail on you.
 
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Just a couple of observations from playing as the soviets:
- Conquering China/India should nuke relations with the UN and make futher progress in the economic cooperation impossible
- US AI should probably not go isolationist , as I think makes the whole cold war narrative a moot point.
- Intervention into WW3 should be handle different than currently, where it only checks relations between different blocks. For instance a Soviet-German conflict shouldn't trigger a double DoW by the US if at not great relations, but rather an opportunity to either enter Europe or support anti-soviet rebellions in Asia if it is under occupation.
- Germany AI needs to be able to get out of Ost plan Ic cost when at war, it doesn't make much sense to be spending half IC if getting heavily pushed in the east. Also that the soviets should be weaker industrially in the first place, it doesn't make much sense for then to be able to easily outproduce germany.
- UN should probably be given a province that is less important than NYC
- In regards to the tech tree, I think cutting older techs and rebalancing models would be a good move, as current CW tech kinda of breaks the model DH operates with.
 
Just a couple of observations from playing as the soviets:
- Conquering China/India should nuke relations with the UN and make futher progress in the economic cooperation impossible
- US AI should probably not go isolationist , as I think makes the whole cold war narrative a moot point.
- Intervention into WW3 should be handle different than currently, where it only checks relations between different blocks. For instance a Soviet-German conflict shouldn't trigger a double DoW by the US if at not great relations, but rather an opportunity to either enter Europe or support anti-soviet rebellions in Asia if it is under occupation.
- Germany AI needs to be able to get out of Ost plan Ic cost when at war, it doesn't make much sense to be spending half IC if getting heavily pushed in the east. Also that the soviets should be weaker industrially in the first place, it doesn't make much sense for then to be able to easily outproduce germany.
- UN should probably be given a province that is less important than NYC
- In regards to the tech tree, I think cutting older techs and rebalancing models would be a good move, as current CW tech kinda of breaks the model DH operates with.

Some of your observations could be redraw in the next versions (for example Soviet UN relationship, Deutsch OST Plan IC, UN Provinces and so on), others are WAD- For i.e. US Could be have also the "Interventionist path" e not only the isolationist one.

you guys have another download site? MEGA have limits :/

No, at the moment.
 
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Some of your observations could be redraw in the next versions (for example Soviet UN relationship, Deutsch OST Plan IC, UN Provinces and so on), others are WAD- For i.e. US Could be have also the "Interventionist path" e not only the isolationist one.



No, at the moment.
Will you also include more things to White Russian flavor and liberation of its territories in the next version?
 
Will you also include more things to White Russian flavor and liberation of its territories in the next version?
We're working (also) on it.
At the moment, working on balance of power, there's a small possibility to Imperial Russia to take control over all Russian States but we need to go more in deep to made chains and a special path for them.
 
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Relations between the US and USSR should probably also affect what happens to the FER in case of USA-UN intervention. It could be another option for a bog standard US to have some active gameplay that you were worrying about, conquering the wastes of Siberia, putting the USSR leadership to trial and building a Russian republic
 
We're working (also) on it.
At the moment, working on balance of power, there's a small possibility to Imperial Russia to take control over all Russian States but we need to go more in deep to made chains and a special path for them.
And little hint from my side I think you should make a new tag for the Post Soviet White Russia because if Americans liberate Europe they can puppet the state with RUS tag.
 
Tremendously great mod, dear chap!
Currently enjoying my first Germany-playthrough quite thoroughly.
I dare say, a few minute observation are in order, most respectfully?

- Units of "Nuclear Attack Sub" and "Early Ballistic Submarine" do not show actual submarine pictures in the production screen, but rather tanks. Undoubtedly a remarkble technical feat to make thsese bloody things drive on the seabed by those engineering Huns!

- Once establishing a space agency and successfully lauching a first satellite, I received the event screen twice (so two times +5 IC in Berlin.) Not sure if this is intentional.

- The "Leader Division" of Herrn Schicklgruber, that quite odd fellow, persists to linger in Berlin, even though his body has departed this wordly realm. Maybe a "delete division"-event is imagineable? Maybe even a replacement with a successor?

- And god gracious, I seem to overlook the actual "nuke"-mission with strat. wings or rockets. Is it the density of steam rising from my cuppa tea? What am I going to do with all my nukes?

Great sport! Unique flair! Fun times were had by all!
 
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Hello, I am a long-time player of Darkest Hour mainly with minor nations playing vanilla 1914 or 1933 or mods such as The Grand Campaign, WIF previously and Kaiserreich. I tried your mod out for the first time with the UK and it is very intriguing - I also like the fleet and aircraft composition and their allocation to various airbases and ports around the world.

I noticed some small issues such as 2 separate fleet located in Sri Lanka but only 1 is moveable and actionable. Something similar with fleet in Malaysia also. Is this intentional and are they equivalent to garrisoned army albeit in “dormant” form? If so, at what point are these fleet controllable/actionable? Also, I noticed 1-2 fleet losing organisation as they were not being supplied despite having sufficient convoys and auto-options on for creation and maintenance of convoys. I managed to rebase them before the fleet were lost but just to note.

Taking into my experience level in account, is there anything useful to know when playing? Some initial queries below:

-Are there more leaders generally for nations to allow ahistorical growth of army and not worry about, for example, not having a leader for garrison or infantry on a beach province?

-Have land combat doctrines been tweaked? A lot, a little, overhauled? I haven’t had the chance to analyse this yet and won’t be able to play for a few more days.

-Is AI more aggressive in naval invasions? Composition of naval fleet? Army buildup?

-Aircraft composition seems mixed - is this intentional? Does it offer a bonus of some sort?
-Although UK has a lot of starting aircraft, it only has 2 NAVs. Is this intentional? Have NAVs been toned down from their effectiveness in the vanilla version?

-Same with the lack of tactical fighters - are fighters simply better because they have more late game technology and their usefulness increases in late game?

-Any other tweaks to be aware about? Is there a combined units bonus in any of infantry, navy kr aircraft? Do late game destroyers count as carriers rather than escorts as per initial game bug?
-I appreciate the small but mobile/specialised infantry.
-Is a realistic strategy to “maintain” its colonial outposts (Gibraltar, Cyprus, Hong Kong and Singapore as a priority) by having at least 3 INF/ART and 2 small naval fleet (1 with enough TP to transport away all 3 infantry accompanied by CL/Destroyers and 1 fleet either of 6 SUB or 1-3CV with Destroyers? The aircraft would be merged and ready to defend the English Channel with the existing INF/MOT/MEC staying on island to defend it and building 3x4 INF/ART to ferry to key colonial outposts.

This is my initial approach as I focus on research and upgrades with IC and consolidation of aircraft and fleet.

-Is late game lag same, worse or better than to vanilla DH taking into account the later start date?

-Taking into account my preference for minor/regional countries, are any of the below nations, which I typically play with, recommended for long-term playability: Greece, Brazil,’Australia, South Africa, Thailand. Any other hidden gems small nations worth a play through with??


Overall I am very excited to have started your mid and appreciate all the work you have put into it to make it so engaging and immersive!!
 
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I've just finished another playthrough as Germany and AI isolationist US always seems to re-join the UN alliance with the new alliance Is this intended as it's happened in three out of my last three runs.
 
It seems like general plan ost really isn't worth it.
Gut the German economy for 5 years and sacrifice *1000mp*(plus the rebellions) just to get +40% infrastructure in a bunch of eastern provinces, am I missing something?
 
In my ongoing game as UK, I built my first set of aircraft about 2 years in (8 INT) and these never appeared for allocation after being built, in the same manner you allocate army and naval units. Is this a known bug or is it perhaps because playthroughs with UK are not necessarily supported? My previous INF, ARM, SUB, CVs and destroyers all were produced and available for allocation without any issues.

Thank you once again for a great mod!!