Hello again.
Some of you ;-) (hi extro,fed...) still remember the first release of Stony Road, which was meant as a compilation of Bolt's and Fed's Mod for Hoi v1.03, which was a nice idea but lacked the own ideas somehow ;-)
For my new version of "A Stony Road To War" i removed the events from Fed and Bolt except Bolt's manpower control events, which i don't want to rewrite, because that would not make much sense, as it would be a plagiat somehow.
The things i tried to improve on and pioneer to a degree are:
1) Rewrite the economics of ALL european countries and all other majors (Bolt started that) to a point where a raised industrial output of several countries would be supported.
2) Create a "flexible", or let's call it, programmable AI. I only did this for one country, Poland, as an exempel.
3) Wrote technologies that can be given to specific countries via events. (For improving industrial output)
4) Rewrote all european AIs and country files except for Spain. They are now all building land and coastal forts as you would, if you'd play them.
This makes it harder for german advances.
5) Had a look at unmentioned economic variables that emerged from closer looks at how games are saved.
(1)+(3)
I reworked all trades and convoys. Evaluated the maximum IC supported by a country's resource production.
I created four technologies improving IC by:
Level 1 : 10%
Level 2 : 25%
Level 3 : 50%
Level 4 : 75%
Evaluated the maximum level of Upgrades a country would support. So, more precise, a Level 1 country supports an additional 10% IC, a level 2 country 35% extra, a level 3 country 85% extra, and a level 4 country 160% extra IC production.
(And I mean they really can support that now by the written trades!)
Here a list of the level countries have reached, called SR-Levels (StonyRoad-Levels):
COUNTRY SR-LEVEL
BEL 3
BUL 1
CHI 1
CZE 2
DEN 0
ENG 3
FIN 2
FRA 3
GRE 3
HOL 3
HUN 0
IRL 1
ITA 2
NOR 0
POL 3
POR 0
ROM 3
SCH 0
SOV 3
SWE 3
YUG 3
(2)
Check this thread for more details:
http://www.europa-universalis.com/forum/showthread.php?s=&threadid=70766
I would mention again at tis point that there is currently a bug in saving the correct AI. So if you reload a game you will fall back to the starting-AI of each country...
Trip has developed the first switching AIs, but only in respect to longer strategy.
(4)
The AI is much tougher now, mainly because it has a more stable resource flow, a higher production and it will try to fortify itsself against the human player. (Fortress Europe..)
Manpower with rearmament: 2150
Manpower without Rearm. : 2350
(5)
These are values i looked at:
# ferocity = no/yes
The country's fierceness, could someone explain?
# badboy = 0/1
I guess germany is ;-)
# combatlosses = { }
attritionlosses = { }
disbandlosses = { }
revolt = 0.000
revoltrisk = 0
revoltriskdate = {
year = 0
month = january
day = 0
hour = 0
}
Hmm, seems like the first pieces of planned statistics and a way to set revolts (partisans???)
# diplomacy = {
relation = { tag = ENG hate = 200.000 frustration = 0.000 }
Hate, frustration ???
and finally:
# consumer = 0.400
supply = 0.200
research = 0.200
production = 0.200
This looked to me as if i should jump at and work on it. So i did, because i realized the AI is wasting lots of ICs on too much Consumer Goods or Supplies:
Have these two compared, the first one shows italy in the standard scenario:
Calculate the sum of research and production. That's 42 to spend for italy.
Now here italy in Stony Road with modified parameters:
That's a total research+production of 62. That is a whopping 50% more war-production/research!!.
And now the downside to this ;-( The AI changes the starting settings back to some of it's own. At least the standards are written in the savegame.
So there is no gain by modifying this although there is SO much potential lost ..
During these research i discovered one more thing.
I set the starting parameters for YUG for supply to zero. I started a game as germany and waited two months. The supplies should have been wasted if the sliders are not changed by AI, but the supplies were still there. Although the sliders after loading were below the needed minimum supply production...
DOWNLOAD HERE:
-see signature-
Some final words:
In case of bugs or tips/tweaks/support use this thread to inform me on that.
Thx, i hope you found that interesting
N!ghtY
Some of you ;-) (hi extro,fed...) still remember the first release of Stony Road, which was meant as a compilation of Bolt's and Fed's Mod for Hoi v1.03, which was a nice idea but lacked the own ideas somehow ;-)
For my new version of "A Stony Road To War" i removed the events from Fed and Bolt except Bolt's manpower control events, which i don't want to rewrite, because that would not make much sense, as it would be a plagiat somehow.
The things i tried to improve on and pioneer to a degree are:
1) Rewrite the economics of ALL european countries and all other majors (Bolt started that) to a point where a raised industrial output of several countries would be supported.
2) Create a "flexible", or let's call it, programmable AI. I only did this for one country, Poland, as an exempel.
3) Wrote technologies that can be given to specific countries via events. (For improving industrial output)
4) Rewrote all european AIs and country files except for Spain. They are now all building land and coastal forts as you would, if you'd play them.
This makes it harder for german advances.
5) Had a look at unmentioned economic variables that emerged from closer looks at how games are saved.
(1)+(3)
I reworked all trades and convoys. Evaluated the maximum IC supported by a country's resource production.
I created four technologies improving IC by:
Level 1 : 10%
Level 2 : 25%
Level 3 : 50%
Level 4 : 75%
Evaluated the maximum level of Upgrades a country would support. So, more precise, a Level 1 country supports an additional 10% IC, a level 2 country 35% extra, a level 3 country 85% extra, and a level 4 country 160% extra IC production.
(And I mean they really can support that now by the written trades!)
Here a list of the level countries have reached, called SR-Levels (StonyRoad-Levels):
COUNTRY SR-LEVEL
BEL 3
BUL 1
CHI 1
CZE 2
DEN 0
ENG 3
FIN 2
FRA 3
GRE 3
HOL 3
HUN 0
IRL 1
ITA 2
NOR 0
POL 3
POR 0
ROM 3
SCH 0
SOV 3
SWE 3
YUG 3
(2)
Check this thread for more details:
http://www.europa-universalis.com/forum/showthread.php?s=&threadid=70766
I would mention again at tis point that there is currently a bug in saving the correct AI. So if you reload a game you will fall back to the starting-AI of each country...
Trip has developed the first switching AIs, but only in respect to longer strategy.
(4)
The AI is much tougher now, mainly because it has a more stable resource flow, a higher production and it will try to fortify itsself against the human player. (Fortress Europe..)
Manpower with rearmament: 2150
Manpower without Rearm. : 2350
(5)
These are values i looked at:
# ferocity = no/yes
The country's fierceness, could someone explain?
# badboy = 0/1
I guess germany is ;-)
# combatlosses = { }
attritionlosses = { }
disbandlosses = { }
revolt = 0.000
revoltrisk = 0
revoltriskdate = {
year = 0
month = january
day = 0
hour = 0
}
Hmm, seems like the first pieces of planned statistics and a way to set revolts (partisans???)
# diplomacy = {
relation = { tag = ENG hate = 200.000 frustration = 0.000 }
Hate, frustration ???
and finally:
# consumer = 0.400
supply = 0.200
research = 0.200
production = 0.200
This looked to me as if i should jump at and work on it. So i did, because i realized the AI is wasting lots of ICs on too much Consumer Goods or Supplies:
Have these two compared, the first one shows italy in the standard scenario:
Calculate the sum of research and production. That's 42 to spend for italy.
Now here italy in Stony Road with modified parameters:
That's a total research+production of 62. That is a whopping 50% more war-production/research!!.
And now the downside to this ;-( The AI changes the starting settings back to some of it's own. At least the standards are written in the savegame.
So there is no gain by modifying this although there is SO much potential lost ..
During these research i discovered one more thing.
I set the starting parameters for YUG for supply to zero. I started a game as germany and waited two months. The supplies should have been wasted if the sliders are not changed by AI, but the supplies were still there. Although the sliders after loading were below the needed minimum supply production...
DOWNLOAD HERE:
-see signature-
Some final words:
In case of bugs or tips/tweaks/support use this thread to inform me on that.
Thx, i hope you found that interesting
N!ghtY
Last edited: