• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Lennartos

BL-Logic
11 Badges
May 9, 2005
1.368
5
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron III Collection
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • 500k Club
  • Europa Universalis III: Collection
  • Hearts of Iron II: Beta
106B2 is up

Get it gere and post your findings ;)
106 Beta 2

Checksum: EXGX

Most of this patchs code was made by Radu, so give credit where credit is due ;)
Ben McJunkin also added his, by adding many new triggers and commands.

new THIS beta:
Fixed a CTD when attempting to delete land/naval/air units when no land/naval/air units exist any longer
Phillipines now more moderate stats
Fixed an issue where the AI would advance recklessly from beach-heads
Fixed an issue that would sometimes cause the AI to move units between two fronts on the same landmass as if they were crossing friendly territory
AI: Offensive Supply now only used when needed.
AI: Slider mechanics reworked
Reduced Guangxi Clique aggressiveness towards Nationalist China
Toned down espionage AI of majors
Added "revolt_risk_mult" variable to the ai_file_doc.txt documentation
Further tweaks for Japan AI
Commented out obsolete events
USSR's handicap moved from GDE to Morale
Modified some AI choice chances more towards historical
Redone AI assignment of production sliders
AI should now build synthetic oil plants when feasible and needed
If insufficient production IC, AI will now delete some builds
AI will now move any provincial builds to the bottom
Garrison AI should now seek to relinquish mobile units more
Added additional information displayed for "debugAI" console command
Cavalry considered mobile unit by the AI

Added New Event Functionality
TRIGGERS:
ispuppet = [Country Tag/-1] # True if tag 1 (or country calling event if -1) is a puppet of another nation
puppet = { country = [tag 1/-1] country = [tag 2/-1] } # True if tag 1 (or country calling event if -1) is puppet of tag 2 (or country calling event if -1)
alliance = { country = a/-1 country = b/-1 } # checks if a (or country calling event if -1) and b (or country calling event if -1) is in the same military alliance
access = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is granting military access to tag2 (or country calling event if -1)
non_aggression = { country = [tag1/-1] country = [tag2/-1] } # checks if tag & tag have a non_agg_pact active (-1 can be specified for either tag to reference the country calling the event)
trade = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) and tag2 (or country calling event if -1) have an active trade agreement
guarantee = { country = [tag1/-1] country = [tag2/-1] } # checks if tag1 (or country calling event if -1) is guaranteeing the independence of tag2 (or country calling event if -1)
war = { country = a/-1 country = b/-1 }# checks if a (or country calling event if -1) and b (or country calling event if -1) is at war
lost_VP = { country = [tag/-1] value = X }# X% or more of _owned_ VPs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_national = { country = [tag/-1] value = X }# X% or more of national provs in enemy hands (if tag is set to -1, reference the country calling the event)
lost_IC = { country = [tag/-1] value = X }# X% or more of national IC in enemy hands (if tag is set to -1, reference the country calling the event)
military_control = { country = [TAG1/-1] country = [TAG2/-1] } # true if TAG2 (or country calling event if -1) has military control over TAG1 (or country calling event if -1)
losses = { country = [TAG/-1] value = x } # true if country TAG (or country calling event if -1) has suffered at least X times 1000 number of losses in MP (ex. if X is set to 1, this event will fire when the countries total MP losses reach 1000)
province_building = { province = [ID] building = [building type] size = x } # true if province ID has a building of [building type] that is at least of size X, use following values for building: 1 = IC, 2 = coastal fort, 3 = land fort, 4 = AA, 5 = infra, 6 = air base, 7 = naval base, 8 = radar station, 9 = nuclear reactor, 10 = rocket test, 11 = synthetic oil, 12 = synthetic rares

COMMANDS:
type = peace_with_all which = [country tag/-1] # specified country (or country calling event if -1) signs peace a white peace with all countries it is at war with
type = end_non_aggression which = [country/-1] where = [country/-1] # end a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = non_aggression which = [country/-1] where = [country/-1] # create a non aggression pact between these countries (-1 can be used for either tag to reference the country calling event)
type = end_trades which = [country/-1] where = [country/-1] # end all trade agreements between these countries (-1 can be used for either tag to reference the country calling event)
type = end_guarantee which = [country/-1] where = [country/-1] # country 1 no longer guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = guarantee which = [country/-1] where = [country/-1] # country 1 now guarantees independence of country 2 (-1 can be used for either tag to reference the country calling event)
type = grant_military_control which = [TAG] # grant military control to nation TAG
type = end_military_control which = [TAG] # end military control to nation TAG

Removed AI Guangxi-KMT war ( fictional ,historically known as Guangdong-Guangxi Incident, not an armed conflict )
Lowered IC for Chinese factions
Adjusted Chinese "Move industry to interior" events to match new IC values
Updated "manpowerpool" command with new functionality : "which = 1" makes "value = x" be used as %x of daily manpower gain
Province recovery now 270 days again
AI transport fleets should always have screening vessels accompanying them
Reduced daily manpower gain by 1/3
Reduce the supply distance improvement from logistics techs
Moddir tech team images in the intel screen no longer require dummy files in the main installation folder
Fixed Line Gearing decrease to use the correct variable.
Tech pictures and province images now properly work with moddir
Brand New Japan AI
Fixed Land Pathfinding, so that it finds better paths
Fixed loophole that could cause Marco Polo Bridge Incident ( start of 2nd Sino-Japanese war ) to not fire
AI will now be more careful before moving into low infrastructure provinces
Siam revokes military access to Japan when it makes peace with allies.
France and UK now gain hawk lobby and interventionism moves if either Germany or Italy invades Republican Spain during the Spanish Civil War
Toned down minor countries' espionage activity ( was un-historically high and effective )
Toned down minor countries' naval builds and revised air and land builds
Invasion AI will now favor Infantry divisions for naval landings more
Production Acceleration - Fixed a bug that caused the acceleration IC penalty (x2,x3) to be reapplied on every reload
Puppets and Expeditionary Forces - Expeditionary forces can only be exchanged between the puppet and its master,nobody else
"money" trigger added in the event commands.txt
Fixed a bug with auto-leader promotion always promoting to Field Marshall
Reduced Operation Torch USA army requirement from 120 divisions to 50 divisions
Fixed a bug with "under_attack" trigger that caused it to fail if the event's country and the trigger country were at war.
AI now promotes leaders to proper rank to activate HQs
Updated tooltip text for inactive HQs
2-frame HQ symbol with 1 frame for inactive HQs
IC increment at which tech slots are gained now moddable, found in misc.txt "research" section



----- Previus 106 tweaks:
Tweaked build AIs
Changed fallback type of "infantry" to "militia" instead of "garrison"
Updated the AI documentation with "extra_convoys_war" and "extra_convoys_peace"
Merging all trades from all countries should now work properly
Trading naval units between countries now correctly carries over the stats of the naval attachments as well
switch_allegiance and delete_unit commands now correctly affect the desired percent of units specified by the "when" clause
supply_dist_mod now correctly results in better ESE the higher value it has
"largefront" variable ("front" section of AI script) now active. Details in ai_file_doc.txt
New console command : debugAI. Lists AI info when clicking on a province controlled by an AI country.
AI will now also delete builds if the current build queue overproduces a unit type when compared to the desired AI build scheme in effect.
Modifications to build queue management to take into account fallback types ( if MOT isn't buildable, but present in the build preferences, build INF instead)
New variable in "misc.txt" for moddable maximum number of tech slots
Preferences for units that cannot be built will be ignored rather than be transfered to a unit type
The dig-in bonus of land units will no longer lower the defence efficiency of bombers
Fixed a bug that prevented the secret tech info pop-up from showing when hovering the cursor over secret techs
The "save games" folder is created automatically if missing upon starting a new game
Denniss's model name corrections
Added new economic variable _EV_CAN_CHANGE_IDEAS_ to misc.txt that enables or disables manual idea change by the player
It is now possible to specify the national ideas with which a revolter starts in "revolt.txt"
Added starting ideas to Nationalist Spain revolter
Only fleets with ASW capability are considered potential ASW fleets ( no more hunting subs with BBs )
Implemented "money = <value>" trigger that works like the rest "<resource> = <value>" triggers.
Dissent increasing coup chance now fixed
Fixed bug in switch_allegiance
Uploaded Andy's December 12 files pack
Transport planes now max length = 3
Fixed some CTD issues
Fixed AI leader assignment to garrisons
Further GER AI tweaks
Organisation and Default Organisation specified in "*.inc" files is now correctly taken into account and no longer replaced by the standard values.
AI will now build infra in limited amounts in key resource/IC provinces
AI will now refrain from assigning higher skill commanders to GAR
AI will now avoid assigning ARM/MEC/MOT to garrison duty
The "delete_unit" and "switch_allegiance" commands now work properly. Added "when = [percent]" clause
for automated deletion or switching of set percent of nations' land/naval/air corps.
Added extra texts for "delete_unit" and "switch_allegiance" commands with extra "when" clause
Updated "delete_unit" and "switch_allegiance" commands in "event commands".txt
Hungary now becomes a puppet of USSR when it surrenders to it
A Lend Lease event now correctly gives rather than takes metal from USSR
Fixed an error in loading moddir savegames
Fixed an error when attempting to host a multiplayer game from a savefile
Corrected received sum of money by UK in Lend Lease event
Countries annexed will no longer count towards espionage priorities
Treaties with start date set after the scenario date will be ignored
Fixed misaligned "send to escorts" button for destroyers if they have a modded attachment limit higher than 1
Further AI leader assignment improvements
Leader promotion is now FREE!
AI now properly promotes leaders on the spot when needed
Germany AI places more emphasis on mobile units
Naval AI now only selects Destroyers and Escort Carriers for ASW missions

List of changed Files:
ChangedFiles.pdf
 
Last edited:

Tegetthoff

General
14 Badges
Apr 14, 2006
2.101
4
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Rise of Prussia
  • Mount & Blade: Warband
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
Code:
If insufficient production IC, AI will now delete some builds

This is great, but may play havoc with the reactive build AI for ENG and GER. To make this work, units placed by event command in the build queue should go to the top.


Code:
AI will now move any provincial builds to the bottom
I have some reservations about this, but we have to see how this works with the build delete above.
 

Caesar_Augustus

Major
30 Badges
Jan 29, 2003
639
7
Visit site
  • Iron Cross
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis III: Collection
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • For The Glory
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
Thanks, Lennartos, a great patch it seems!!!

But if I'm not mistaken, in 1.06 Beta 2, the "Arsenal" application has the .exe icon and it does not start the launch screen (as it should) but seems to be rather the 1.06 Beta 1 hotfix .exe and starts the game directly.

I have replaced it with the former "Arsenal" launch application and it works again as designed...
The "AoDGame" .exe is correct, though, as it reads 1.06 Beta 2 at the scenario start-up screen.
 

Hagar

East vs West developer<br>CORE Minister of Propaga
107 Badges
Jan 4, 2006
2.745
7
  • Victoria 2
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • The Kings Crusade
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Rise of Prussia
  • Victoria 3 Sign Up
  • Deus Vult
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • East India Company
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
Much appreciated indeed! And though I haven't had the time to check all the moddir improvements yet, I can confirm that the moddir province imagery works splendidly as of now. :)
 

Mikematotski

Colonel
7 Badges
Jan 20, 2003
833
10
Visit site
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Hearts of Iron IV: Cadet
Looks nice guys but is it possible to add a trigger for events to keep track of how much IC a nation have at the moment, would be nice to create events based on how big industry a nation have. Keep up the good work.

Captain Jack
 

Radu

Banned
82 Badges
Dec 18, 2007
957
4.722
  • Europa Universalis IV: Mare Nostrum
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Tyranny - Bastards Wound
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Tyranny - Tales from the Tiers
Looks nice guys but is it possible to add a trigger for events to keep track of how much IC a nation have at the moment, would be nice to create events based on how big industry a nation have. Keep up the good work.

Captain Jack

Such a trigger already existed since AoD was launched. Like other triggers that checks a resource, the IC trigger is used as " IC = <value> " and it returns true if the country's total IC is greater or equal than that value.
 

Lennartos

BL-Logic
11 Badges
May 9, 2005
1.368
5
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis III
  • Divine Wind
  • Hearts of Iron III Collection
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • 500k Club
  • Europa Universalis III: Collection
  • Hearts of Iron II: Beta
"But if I'm not mistaken, in 1.06 Beta 2, the "Arsenal" application has the .exe icon and it does not start the launch screen (as it should) but seems to be rather the 1.06 Beta 1 hotfix .exe and starts the game directly."


Confirmed - i will replace ASAP
Link above was replaced
 
Last edited:

Mikematotski

Colonel
7 Badges
Jan 20, 2003
833
10
Visit site
  • Arsenal of Democracy
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Hearts of Iron IV: Cadet
Such a trigger already existed since AoD was launched. Like other triggers that checks a resource, the IC trigger is used as " IC = <value> " and it returns true if the country's total IC is greater or equal than that value.
Ahh didn't noticed that, thanks anyway.

Another question is why is it possible to build infra above 100%, to be honest 100% should be maximum or?

Captain Jack
 
Last edited:

Radu

Banned
82 Badges
Dec 18, 2007
957
4.722
  • Europa Universalis IV: Mare Nostrum
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Tyranny - Bastards Wound
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Tyranny - Tales from the Tiers
[B@W] Abominus;12056502 said:
Do you have a clue, until when it will be final 1.06? :)



Base IC or modified (real) IC?

The less problems Beta2 has/quicker the problems are reported, the sooner 1.06 will be released :)

As for the IC trigger, that is Total IC, base + modifers.
 

Blecky

General
46 Badges
Aug 12, 2009
1.813
87
  • Hearts of Iron II: Armageddon
  • Crusader Kings II: Monks and Mystics
  • Semper Fi
  • Victoria: Revolutions
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Darkest Hour
  • Arsenal of Democracy
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Steel Division: Normand 44 Sign-up
  • Crusader Kings II: Conclave
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Victoria 3 Sign Up
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
Been playing as US 1936 GC. JAP attcked NatChi in mid 1937, made reasonable progress in the north and a successful landing in the south. In mid 1938 the advance stalled on all fronts and NatChi even pushed back the frontline, so I looked up their armies. NatChi had 86 INF and 190 MIL, JAP 37 INF and 6 (!) LARM. JAP building queue included a mix of planes, ships, and INF, but also two lines of LARM. Additionally JAP had run out of money, oil, and rares. That´s hardly a setting for even threatening NatChi, much less conquering it.
 

Radu

Banned
82 Badges
Dec 18, 2007
957
4.722
  • Europa Universalis IV: Mare Nostrum
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Tyranny - Bastards Wound
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Tyranny - Tales from the Tiers
The builds of Nati-Chi and Japan and the overall front dynamic are about where we want them. I've even seen countries run out of money too ( though much less than vanilla, AI without money was the default setting ). But I haven't seen Japan run out of oil and rares, if anything, Japan consistently managed to stockpile quite a lot pre-war.

You just might have stumbled upon one of 'those' playthroughs.
 
Last edited:

Pioniere

Field Marshal
17 Badges
May 29, 2006
5.278
297
  • Hearts of Iron III
  • Europa Universalis III: Collection
  • 500k Club
  • Rome Gold
  • Europa Universalis: Rome
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron Anthology
  • For The Glory
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
  • Hearts of Iron II: Armageddon
  • Arsenal of Democracy
Radu and leonartos what do you think of this? #Incase Argentina has taken the Falkland Islands
command = { type = secedeprovince which = ARG value = 866 } # Falkland Island

This is the Partition of United Kingdom
 

froglegs

Colonel
4 Badges
Mar 10, 2005
940
2
  • Arsenal of Democracy
  • Darkest Hour
  • Hearts of Iron III
  • 500k Club
The builds of Nati-Chi and Japan and the overall front dynamic are about where we want them. I've even seen countries run out of money too ( though much less than vanilla, AI without money was the default setting ). But I haven't seen Japan run out of oil and rares, if anything, Japan consistently managed to stockpile quite a lot pre-war.

You just might have stumbled upon one of 'those' playthroughs.

Since I often play as USA, I almost always see Japan run out of rares. I have concluded that it is because I seldom ever trade rares as USA to anybody and normally trade all my extra oil to Latin America for supplies and money. This seems to put a real crunch upon both Japan and Germany for rares and oil. The oli becomes unavailable to Japan and Germany since they do not have a large enough convoy transport fleet for long distance overseas trading initiated by them. I view my trade policy as a form of Mercantilism because of the relatively fixed supply of resourses in the game.

My own solution to this problem is to give Germany and Japan a whole lot of extra rares and oil at game start by modifing the 1936 initial start files for those countries when playing as USA. Even then I often have to edit a save game file to give them even more later in the game. I can see that in a hands off game, this issue is much likely to happen as you have seen.
 

Radu

Banned
82 Badges
Dec 18, 2007
957
4.722
  • Europa Universalis IV: Mare Nostrum
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Tyranny - Bastards Wound
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Tyranny - Tales from the Tiers
@ Pioniere : Nothing wrong with the suggestion, but overhauling surrender events has to wait for another day. They definitely deserve a second look.
 

Radu

Banned
82 Badges
Dec 18, 2007
957
4.722
  • Europa Universalis IV: Mare Nostrum
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Tyranny - Bastards Wound
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Tyranny - Tales from the Tiers
Since I often play as USA, I almost always see Japan run out of rares. I have concluded that it is because I seldom ever trade rares as USA to anybody and normally trade all my extra oil to Latin America for supplies and money. This seems to put a real crunch upon both Japan and Germany for rares and oil. The oli becomes unavailable to Japan and Germany since they do not have a large enough convoy transport fleet for long distance overseas trading initiated by them. I view my trade policy as a form of Mercantilism because of the relatively fixed supply of resourses in the game.

My own solution to this problem is to give Germany and Japan a whole lot of extra rares and oil at game start by modifing the 1936 initial start files for those countries when playing as USA. Even then I often have to edit a save game file to give them even more later in the game. I can see that in a hands off game, this issue is much likely to happen as you have seen.

Yeah, the current system doesn't punish economic isolationism, neither does it create a true supply/demand system. So there's really no stopping this kind of play.
 
Status
Not open for further replies.