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Well you can read Lore for example here: https://kaiserreich.fandom.com/wiki/Italian_Republic but I would advise you to go your on way. Even in KR Lore the Italian Republics cooperation with Austria was bollocks. It was ahistorical in an ahistorical timeline in my opinion. For example Austria wins ww1, and has wuite a lot of Itlaian lands, not to mention it is a monarchy, but hey lets just beef up an Italian Republic and make strong, so that later they may try to take back their land. Austria tried to weaken even its partner Hungary by multiple times and we are talking its ally and co-partner here, so them magically finding it a good idea to strenghten a neighbouring country is just wrong. The only possibility would be, if it was not a republic, but a vassal principality with a Habsburg at its head.
Austria always had problems with mother nations of their ethnicities like Romania, Serbia etc. but now they think it is a not a problem anymore.
I argued against this mutliple times years ago, but it remained lore. So there you have it. You can read about this, or it would be better to make your own version of KR Lore.
Go to the discord to argue about it with the devs

 
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One small thing:
Code:
event = {
id = 220004
random =  no
country = FRA

name = "Election day 4: The Economic Affairs"
desc = "Today election seems to be a plebiscite about the economic policy of the last years. Many visions of the Syndicalist economy, more or less concentrated on industry or agriculture, are fighting each other, all of them being crucial for the future final struggle against Germany..."
style = 2
picture = "KRcorbusier"

date = { day = 1 month = february year = 1936 }

action_a = {
name = "Benoît Frachon (Travailleur) - Orthodox Syndicalism"
ai_chance = 25
command = { type = armamentminister which = 2094 }
command = { type = domestic which = free_market value = 2 }
command = { type = construct which = ic where = 55 value = 3 }
command = { type = construct which = ic where = 47 value = 3 }
command = { type = construct which = ic where = 85 value = 3 }
command = { type = construct which = ic where = 68 value = 3 }
command = { type = relative_manpower value = 10 }
command = { type = setflag which = ECO_TRAV }
}

action_b = {
name = "Jean Jerôme (Jacobin) - Industrialization"
ai_chance = 25
command = { type = armamentminister which = 2093 }
command = { type = domestic which = free_market value = -3 }
command = { type = industrial_modifier which = total value = 5 }
command = {  type = supplies value = -200  }
command = { type = construct which = ic where = 55 value = 3 }
command = { type = construct which = ic where = 47 value = 3 }
command = { type = construct which = ic where = 85 value = 3 }
command = { type = construct which = ic where = 68 value = 1 }
command = { type = relative_manpower value = 10 }
command = { type = setflag which = ECO_JACO }
}

action_c = {
name = "Jacques Doriot (Sorelian) - War economy and agriculture"
ai_chance = 25
command = { type = armamentminister which = 2241 }
command = { type = domestic which = free_market value = -2 }
command = { type = supplies value = -500 }
command = { type = add_division value = infantry when = 7 }
command = { type = add_division value = infantry when = 7 }
command = { type = add_division value = infantry when = 7 }
command = { type = add_division value = infantry when = 7 }
command = { type = relative_manpower value = 10 }
command = { type = setflag which = ECO_SORE }
}

action_d = {
name = "Daniel Guerin (Anarchiste) - Cooperatives"
ai_chance = 25
command = { type = armamentminister which = 2244 }
command = { type = domestic which = free_market value = 3 }
command = { type = construct which = ic where = 55 value = 2 }
command = { type = construct which = ic where = 47 value = 2 }
command = { type = construct which = ic where = 85 value = 2 }
command = { type = construct which = ic where = 68 value = 2 }
command = { type = relative_manpower value = 25 }
command = { type = setflag which = ECO_ANAR }
}
}

Could Sorelian choice actually give something related to agriculture? Maybe slight manpower boost and/or 1928 & 1937 agri tech blueprints?
 
I've made small changes to the armor tech tree and added some bonuses to Heavy Tank, Armored Car and Tank Destroyer branches, question is, aren't these overpowered (changes are bolded)?
# Weltkrieg Armored Car
application =
{ id = 2870
name = TECH_APP_ARMOR_87_NAME
position = { x = 160 y = 326 }
picture = "DH2870"
year = 1916
# Light Armor Plating
component = { id = 2871 name = TECH_CMP_ARMOR_87_1_NAME type = mechanics difficulty = 2 }
# Light Machine Gun
component = { id = 2872 name = TECH_CMP_ARMOR_87_2_NAME type = munitions difficulty = 2 }
# Weltkrieg Tractor Engine
component = { id = 2873 name = TECH_CMP_ARMOR_87_3_NAME type = mechanics difficulty = 2 }
# Mounted Field Glasses
component = { id = 2874 name = TECH_CMP_ARMOR_87_4_NAME type = electronics difficulty = 2 }
# Weltkrieg Armored Car Prototype Tests
component = { id = 2875 name = TECH_CMP_ARMOR_87_5_NAME type = vehicle_engineering difficulty = 2 }
required = { 2860 }
effects =
{ command = { type = new_model which = armored_car value = 1 }
command = { type = scrap_model which = armored_car value = 0 }
command = { type = softness which = cavalry value = -1 }

# Early Tank Destroyer
application =
{ id = 2170
name = TECH_APP_ARMOR_17_NAME
position = { x = 160 y = 24 }
picture = "2180"
year = 1940
# Anti-Tank Gun 50mm
component = { id = 2171 name = TECH_CMP_ARMOR_17_1_NAME type = artillery difficulty = 3 }
# Early Tank Chassis
component = { id = 2172 name = TECH_CMP_ARMOR_17_2_NAME type = mechanics difficulty = 3 }
# Solid Shell AP Ammo
component = { id = 2173 name = TECH_CMP_ARMOR_17_3_NAME type = munitions difficulty = 3 }
# Early Optical Sights
component = { id = 2174 name = TECH_CMP_ARMOR_17_4_NAME type = electronics difficulty = 3 }
# Early Tank Destroyer Prototype Tests
component = { id = 2175 name = TECH_CMP_ARMOR_17_5_NAME type = vehicle_engineering difficulty = 3 }
required = { 2030 }
effects =
{ command = { type = activate_unit_type which = tank_destroyer }
command = { type = new_model which = tank_destroyer value = 0 }
command = { type = hard_attack which = cavalry value = 0.5 }
command = { type = hard_attack which = mechanized value = 0.5 }
command = { type = hard_attack which = motorized value = 0.5 }

# Basic Heavy Tank
application =
{ id = 2100
name = TECH_APP_ARMOR_10_NAME
position = { x = 160 y = 184 }
picture = "2100"
year = 1939
# Basic Armor Skirts
component = { id = 2101 name = TECH_CMP_ARMOR_10_1_NAME type = mechanics difficulty = 5 }
# 75mm Tank Gun
component = { id = 2102 name = TECH_CMP_ARMOR_10_2_NAME type = artillery difficulty = 5 }
# Basic Heavy Engine
component = { id = 2103 name = TECH_CMP_ARMOR_10_3_NAME type = technical_efficiency difficulty = 5 }
# Basic Optical Sights
component = { id = 2104 name = TECH_CMP_ARMOR_10_4_NAME type = electronics difficulty = 5 }
# Basic Heavy Tank Prototype Tests
component = { id = 2105 name = TECH_CMP_ARMOR_10_5_NAME type = vehicle_engineering difficulty = 5 double_time = yes }
required = { 2030 }
effects =
{ command = { type = activate_unit_type which = heavy_armor }
command = { type = new_model which = heavy_armor value = 1 }
command = { type = scrap_model which = heavy_armor value = 0 }
command = { type = hard_attack which = armor value = 0.5 }
command = { type = soft_attack which = armor value = 0.5 }
command = { type = softness which = armor value = -1 }

}
 
I got an odd bug in Russian realpolitik foreign policy:
1. I chose securing Central Asia, conquered the region
2. Decided to incorporate Caucasus (DKU, Georgia, Azerbaijan)
3. DKU and Georgia annexed, Azerbaijan made puppet nation
4. Ottomans offered NAP, I demanded Armenia, they agreed
5. For some reason in new policy directions I get isolationist choice
I don't know if it's due to puppet Azerbaijan or what, but I can't choose Far East or Eastern Europe.

EDIT: For some reason this foreign policy event mentions Central Asia (which I already own).

EDIT2: So I checked save file and Russian revised foreign policy file and it's event 901977 that fired. Apparently, trigger doesn't check if I already ate CA.

EDIT3: All those foreign policy choices should also include puppets instead directly controlling land.
 
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I like this mod, but I can't play it because of a lot of bugs. It's a pity that it was abandoned... (
What bugs are you thinking of?

I'm frustrated by the lack of content in many event chains, but those are not bugs, they're just work in progress.

I'd be willing to help out with fleshing out some of those event chains, but if there's work being done in them by the official mod team, that work would be wasted.
 
I got an odd bug in Russian realpolitik foreign policy:
1. I chose securing Central Asia, conquered the region
2. Decided to incorporate Caucasus (DKU, Georgia, Azerbaijan)
3. DKU and Georgia annexed, Azerbaijan made puppet nation
4. Ottomans offered NAP, I demanded Armenia, they agreed
5. For some reason in new policy directions I get isolationist choice
I don't know if it's due to puppet Azerbaijan or what, but I can't choose Far East or Eastern Europe.

EDIT: For some reason this foreign policy event mentions Central Asia (which I already own).

EDIT2: So I checked save file and Russian revised foreign policy file and it's event 901977 that fired. Apparently, trigger doesn't check if I already ate CA.

EDIT3: All those foreign policy choices should also include puppets instead directly controlling land.
I'm in year 1943, by 1940 it was over for me, I ate independent Belarus and finished expansion. Situation in the world:
1. Germany ate and completely partitioned France, but somehow Hirson was left as an enclave.
2. Mexico went SD and didn't bother with the US, CSA won ACW, implemented Reed doctrine, DOWed Mexico (in event?), later got peace event (virtually white peace), Mexico got coup event and turned authoritarian, so big "what?" from me.
3. Qing ate Shangquing, asked Mongolia about land, didn't get anything and didn't bother to DOW, for some reason got event about Tibet, DOWed and is at endless war with Tibet despite not sharing border.

Soviets are broken: turning Russia into SOV triggers all decisions.
 
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If anyone could refresh my memory, wasn't a counter-revolution possible in the UoB if you went all Mosley, but get Blair as the second? After the event popped up, you would side with the military and that would start the counter?
 
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If anyone could refresh my memory, wasn't a counter-revolution possible in the UoB if you went all Mosley, but get Blair as the second? After the event popped up, you would side with the military and that would start the counter?
At some point it was removed, which is sad since I liked that chain, it was most likely for players-only since I never saw AI take it.
 
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Is there a working link for the music pack for this mod? I used to have all four music folders for it but accidentally deleted the Syndicalist music.

I'll look into it when I get to my PC later.
 
At some point it was removed, which is sad since I liked that chain, it was most likely for players-only since I never saw AI take it.
It might have been removed on the github at some point, but as far as I can tell looking at the Britain Domestic file from the latest release version from the top post mediafire link the events are all still active and not commented out. It fires by electing Mosley (duh), NOT making him Head of Government too, and then making him a dictator later in the postwar congress.
 
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