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I have played a game as CHI to 1942, CHI is a bit more powerful than I thought, never let JAP break the north defense line, and force them to run out of manpower immediately after they declared the war with USA, which means before JAP fight with allied, they already ran out the manpower.
Is this WAD as it is for the multiplayer balance?
 
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I have played a game as CHI to 1942, CHI is a bit more powerful than I thought, never let JAP break the north defense line, and force them to run out of manpower immediately after they declared the war with USA, which means before JAP fight with allied, they already ran out the manpower.
Is this WAD as it is for the multiplayer balance?

Hey! China is indeed a very tough nut to crack. Long gone are the days when Japan can wrestle it in to submission within a year or so. It is still very much possible to crush it however, but its going to need a combination of proper investment to land forces, shore bombardment/naval invasions and use of air forces, particularly bombers to take it down. AI Japan and well, AIs in general are not very proficient in using such combined tactics.

The version currently in the alpha testing phase has given some small boosts for Japan however, and our currently on-going campaign is giving us some valuable information on the current balance of the Sino-Japanese war, and depending on that, will see if something else needs to be done.
 
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Hey! China is indeed a very tough nut to crack. Long gone are the days when Japan can wrestle it in to submission within a year or so. It is still very much possible to crush it however, but its going to need a combination of proper investment to land forces, shore bombardment/naval invasions and use of air forces, particularly bombers to take it down. AI Japan and well, AIs in general are not very proficient in using such combined tactics.

The version currently in the alpha testing phase has given some small boosts for Japan however, and our currently on-going campaign is giving us some valuable information on the current balance of the Sino-Japanese war, and depending on that, will see if something else needs to be done.
Thank you for your reply.

Sounds great that you are tweaking the Sino-Japanese war in the current version. I realized the mod did a great job in the below aspects which are in the mod descriptions:
- AIs now focus the military buildup to few specific units, and keep them up-to-date, rather than attempting to build several types of units, resulting in stronger armies. This means several AIs ignore airforce/navy completely, putting everything they have on land army, as the Naval and Airforce AI is very poor at its job.
- AIs focus their research to the techs they need, reducing useless tech research done by the vanilla AI.
 
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Gosh, has it really been two years since last update? Well here is the work ive been doing for that time. Enjoy! And as always please report any bugs etc.! Thanks!

Version 1.3:

AI:
- AIs no longer enjoy a boosted dissent reduction on normal or easier difficulties, also, they now receive 1-2 dissent from the AI events that change their ministers.
- Various improvements here and there, particularly in AIs involved in Sino-Japanese war and several colonial nations.

Map/Scenario:

- Germany now begins with paratrooper tech researched again.
- Italy has got a blueprint for the paratrooper tech.
- USSR has got a new oil source in Ashgabat.
- Manchukuo has got more metal.
- Manchukuo has got better infrastructure.
- Various new strait connections added in Philippines, Caribbean, Pacific, Indonesia, Sakhalin, Vancouver island, New Zealand and Newfoundland.
- Completely overhauled the IC concentrations in China, forming a more historical setup where the various arsenals played an important role.
- Tweaked the locations and number of air and naval bases in China to be more closer to a historical setup.
- Tweaked some VP locations around in the world, giving more importance to provinces that previously had no VPs.

Db changes:
- Paratrooper tech changed to 1938.
- Added placeholder ministers for the remaining few new nations without any, hopefully fixes the AI's neverending idea changing in Eritrea for example.
- Blitzkrieg doctrine now gives 10% bonus on ground attack and interdiction missions rather than CAS org it previously gave.
- Some changes to certain national ideas, for example, gave back manpower bonus to certain ones.
- Fixed an issue where Nat.Spain only had Burgos as an owned province at the start of the civil war.
- In Soviet Land Doctrine HQ 1939 model moved to the 1941 tech.
- Japan has got much more varied armament minister options at start.
- New national idea called Autarky Focus, available for fascist, communist and conservative nations. It increases resource production at the expense of money and trade penalties.
- Retooling times slightly reduced.
- VoV dissent slightly reduced to compensate for the increased manpower values of units.
- Default manpower growth increased.
- Fixed Rhodesia so if annexed it encompasses only Zimbabwe so it can be released together with Zambia.

Events:
- Hopefully fixed the Danish surrender event for multiplayer, also Copenhagen is now required for it to trigger.
- Prevented Communist China from peacing Japan separately by making them join China in an alliance in their United Front event.
- Slightly toned down the penalties from not purging for USSR.
- Liberating the Chinese puppets should no longer redeploy Japanese troops back home.
- Bombing of Guernica event for Rep.Spain/GER giving GER blueprint for the first STR doctrine.
- Tribute event for Italian East Africa where it sends its stockpiled money to Italy.
- Khalkin Gol triggers closer to Danzig or War, creating a NAP between Japan and USSR, giving Japan a few more days to prepare for possible USSR invasion and USSR dissent in case they revoke it.
- Siamese surrender now has an option for the Allies to reject it.
- Air company event for Manchukuo.
- Railroad events for Mongolia.
- Siam changing to Thailand and all related events should work again properly.
- US Oil embargo against Japan now triggers at an earlier stage and with more possibilities of triggering it.
- Events to create Northern China and China-Nanjing are now easier to trigger.
- Yellow river flood event for China now makes more tactical/historical sense with its infrastructure destruction.
- Transfer of Industry events for China are modified to take in to consideration the new IC setup in China. Also they now move slightly more IC than before but it is dispersed to several locations in addition to Chonqging, for example Kunming and Lanzhou now receive more IC from the events. So overall China has gotten a small nerf in terms of wartime IC due to less concentration in Chonqging.
- Various small bugfixes here and there.

Units:

- Increased the manpower cost of land brigades to a default 3 manpower, and increased the manpower cost of divisions by 1-3 manpower depending on the type.
- Artillery mission effectiveness reduced, particularly against provincial IC and resources. The mission is now also more supply costly, and artillery values of various artillery brigades were lowered slightly. Probably comes down to approximately that 25% reduction in efficiency.
- Artillery bombardment values removed from basic divisions, only ones with it are now the various artillery brigades.
- Anti-Air land brigade has been given a facelift, hopefully giving it a chance to be used sometimes.
- Marines have more brigade options open again.
- CVLs can now have 3 attachments, DDs 2, CLs 3, CAs 4 and BCs 5.
- Hulls made slightly more expensive.


 
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Thanks for the update!

This is a great mod. The AI does sane build orders like a human player would and I especially appreciate the starting scenario build queues already in production.

I noticed that AI GER seems to have an excessive amount of IC. This makes the game easy for a human Germany versus AI and ahistorical for a human Allied player versus a German AI (AI GER fielded 40+ ARM and 100+ MOT in 1939 to smash through the Maginot Line from its 600+ IC).

I think GringoEsteban's Third Reich Mod did a credible model of Axis versus Allied production. Unfortunately, that mod is not compatible with AoD 1.12 but I have been trying to update it... I like it how in TRM the German human player versus AI will eventually lose/get stalemated, unless they get really lucky or game the AI.

Is Improved 1936 designed for single player versus AI or is the high GER IC an example of multiplayer balance?

Thanks!
 
Hey! Thanks for the feedback, glad your enjoying the mod. Improved 1936 is technically speaking designed with both singleplayer and multiplayer in mind but where it particularly shines, is definately multiplayer. Germany can certainly get a lot of IC, but then again, the Allies begin with much more IC aswell compared to vanilla so it should even out. In our multiplayer campaigns we have seen plenty of both Allied and Axis victories, so the balance is very even, coming down to just individual skill. Certainly if Axis cannot score some abnormal victory somewhere fairly quickly, they will eventually be heavily outproduced by the Allies.

The AI, sadly, is flawed in many ways that are beyond my means. For example they can never mount the kind of defence in France that a human player in UK could. We have seen games in multiplayer where Allies basically stop the Germans right on their tracks in France, and generally if they dedicate to France, they can cause serious losses to Germany, even if played by a human.
 
The AI, sadly, is flawed in many ways that are beyond my means. For example they can never mount the kind of defence in France that a human player in UK could. We have seen games in multiplayer where Allies basically stop the Germans right on their tracks in France, and generally if they dedicate to France, they can cause serious losses to Germany, even if played by a human.

Never having played AoD multiplayer, it does seem far-fetched that the German player could win if the Allies already know that the invasion of Belgium in 1939 is a feint and that the main thrust would be through the Ardenne!

AoD/HoI follows the typical trope that the Germans possessed some sort of magical qualitative advantage over the Allies during the war, which is a more convenient myth than the fact that the Allied leadership made a series of spectacular mistakes. I imagine a human player wouldn't repeat these but the advantages given to the German player (bonus IC, ORG, tech, resources, etc) give them a temporary advantage to at least to make the game somewhat balanced.

One thing silly about Darkest Hour, and to a lesser extent vanilla AoD, is that one can just mass divisions pretty much on any province and eventually win. Of course there's a reason Belgium has been the site of many wars; it's the highway between France and Germany. AoD can alleviate this problem somewhat with supply, infrastructure, and ESE, but it's still possible to abuse it. I think lowered IC limits goes a long way to prevent massive unit stacks and makes individual units worth more. Also lowered manpower limits. But of course making the game more realistic would be boring if it meant the German player never had a chance of winning.
 
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Where do I go to get the newest AOD patch? My latest is still 1.09. I have not play HOI in the last 5 years or so wan want to go back to the newest. I last played IMP on 1.09. Gam someone please post a link?

Thanks? -- froglegs
 

1.12 patch can be found there and on Steam, 1.12 is currently the version I am working with.
 
Version 1.31 released!

- Some minor tweaks to various AIs.
- Indian AI now builds mountaineers rather than infantry. They are more vulnerable to early invasion due to having less troops, but if left alone, the MTN heavy army will be a very useful force for Allies.
- Some minor bugs in events corrected.
- Slightly balanced the option to not purge as USSR.
- French AI optimized. Should build more troops for the war, but comes at the expense of Reims land fort and the airbases. It can be even better if UK player knows how to babysit it well enough.
- Blitzkrieg doctrine now also gives CAS morale.
- Japan begins with mountaineer and basic cavalry tech.

 
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Version 1.31 released!

- Some minor tweaks to various AIs.
- Indian AI now builds mountaineers rather than infantry. They are more vulnerable to early invasion due to having less troops, but if left alone, the MTN heavy army will be a very useful force for Allies.
- Some minor bugs in events corrected.
- Slightly balanced the option to not purge as USSR.
- French AI optimized. Should build more troops for the war, but comes at the expense of Reims land fort and the airbases. It can be even better if UK player knows how to babysit it well enough.
- Blitzkrieg doctrine now also gives CAS morale.
- Japan begins with mountaineer and basic cavalry tech.

I really like u mod. Thanks. One question: about Strategic redeployment. Did u change something on this? Because units cant redeployed when they are at the frontline?
 
Version 1.40 released!

Changelog:
AI:

- Thailand AI HQ build event will now check if Siam exists, so it wont build a secondary HQ if it has the Siamese one inherited.
- Republic of Australia, Axis New Zealand, Indochina and Indonesia have got a more militia-eng heavy build, so they get troops faster to occupy their beaches.
- Many AIs now build their single HQ with a brigade that is more appropriate to their teching priorities or situation, rather than always artillery.
- Several minor optimizations to various AIs build schemes and events.

Map/Scenario:
- Small optimization to some minor nations starting infrastructure/naval brigade serials.
- USSR infrastructure revisited slightly, "high" infra lines lead from Moscow to Leningrad and Minsk, but infrastructure reduced in numerous less important areas in Western USSR.

Db changes:
- Nauru removed from Republic of Australia cores for consistency as Papua New Guinea is not their core either.
- Liberated Venezuela now has cores over all of its normal territory.
- New Holland nation, representing Axis occupation of the area.
- Gave China-Nanjing, Northern China and Chinese State their historical and far too long names.
- The ministers that give HQ construction bonuses now give -10% instead of -5%.
- Old admiral/general/air marshal Head of State trait made slightly better.
- Rebasing air forces is slightly less costly in terms of organization.
- Some new minister choices for USA, UK and USSR.
- Some minister traits changed for JAP ministers.

Events:
- Declaration of Non-Belligerance no longer triggers for Nationalist Spain if its in war or in a major alliance.
- Anglo-Soviet invasion of Iran no longer triggers if Iran doesent exist or if its a puppet state.
- Spirit of Winter War/Enemy adapts events for Finland now have a local flag trigger, so the Enemy adapts event wont fire and weaken the troops for an annexed and then released Finland that enjoy none of the bonuses.
- Surrender of Denmark reverted closer to its vanilla form to ensure it works in multiplayer.
- Small errors in couple dam related events fixed.
- Event disbanding the Dutch army now happens regardless of Belgium being already in German hands.
- USA gearings reworked so that they no longer give any kind of slider moves, apart from the final fourth one, which maxes out their hawk lobby in one go. Should slow down early USA preparations until the final one hits heavily.
- USA no longer receives free hawk lobby moves from events other than the 4th Gearing event.
- USA shift towards interventionism now only happens gradually through the various historical events that trigger after war has erupted. For example the oil embargo on Japan, Arsenal of Democracy event, Destroyers for Bases, Lend-Lease etc.
- Pearl Harbor no longer gives any bonuses/slider moves to USA apart from -10 dissent.
- Events where Japan liberates the various puppets in China is reworked to create a more historical flow of events.
- 2-26 event for Japan has been reworked to give Japan more interesting options for its course of action.
- The "coup" events of Japan have been reworked to just be normal political events that change their head of government rather than dissent based events that randomly screw up your entire cabinet. They also have more minister options to give Japan more freedom in their plans.
- Yumen oil events can now trigger for the owner of the province even without ongoing Sino-Japanese war, China-Nanjing is also a valid candidate for the events.
- Pressuring of Siam/Thailand event for Japan no longer triggers if Siam/Thailand is already a puppet.

IMPORTANT:
- A bug in the game engine is influencing the overseas trading ability of USSR. A workaround for this is for USSR or any overseas nation that wishes to trade with USSR during the game to start a trade at the beginning of the game, before any savegame load.
This should keep Archangelsk open for trading throughout the game. Without it, when Copenhagen turns hostile towards USSR, it will get completely blocked from overseas trade. Overland trading can be performed normally.

DOWNLOAD:
 
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Carried out a successful infiltration of government mission vs. GER. Report box said that I had received 25 PP plus some unspecified bonus. Could not find any other effect that could have been the bonus mentioned. Option to repeat mission could not be chosen. Mission also disappeared from the list of missions on the main intel screen. The other missions were still there but all were greyed out. Is this supposed to be among the normal possible results, or is something wrong here?

If this is a normal result, is there anything that I could have done differently?