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unmerged(12730)

Sprite Archiver
Dec 14, 2002
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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:

italy_st.jpg

Calculate the sum of research and production. That's 42 to spend for italy.

Now here italy in Stony Road with modified parameters:

italy_sr103.jpg


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:
Dec 28, 2002
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The consumer setting aren't mentioned in the help files, how did you fetch them?
 

unmerged(12730)

Sprite Archiver
Dec 14, 2002
2.298
1
www.stonyroad.de
UPDATE:

-reworked world market, because after second europeean industrial growth the rubber market was drained

-reworked holland's AI file, now stopping IC build but fortifying instead

-reworked polish AI file for a higher construction rate

-Split Soviet AI File. Now will build only Infantry through the first year, what will help against blitzes.
 

unmerged(12730)

Sprite Archiver
Dec 14, 2002
2.298
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www.stonyroad.de
#b3 update

* reworked economics again
* Had USSR start with a fixed slider ratio.
consumer = 0.60
supply = 0.14
production = 0.14
research = 0.12
* Added national claims for many countries following suggestions
on that forum

****** NATIONAL CLAIMS STONY ROAD V103******************

TURKEY: Mosul (#1271)
Kirkuk (#1267)
Nicosia (#1209)
Plovdiv (#871)
Mitilini (#2152)
Thessaloniki (#872)

HUNGARY: Munkacs (#726)
Oradea (#729)
Cluj-Napoca (#730)

ARGENTINA: Islas Malvinas (#414)

MEXICO: Texas (#9)

GREECE: Rhodos (#885)
Nikosia (#1209)
Dodekanoses (#883)

SOVIET UNION: Tannu Tuva (#1534)

BULGARIA: Dobruja (#868)
Tessaloniki (#872)
Skopje (#735)

ALBANIA: Skopje (#755)

POLAND: Litvania (#711 #714 #715)

BOLIVIA: Antofagas (#342)
Mariscal Est. (#364)

COLUMBIA: Panama City (#287)
Colon (#288)

ETHIOPIA: Asmara (#1285)
Djibouti (#1289)

YEMEN: Aden (#1283)

AFGHANISTAN: Quetta (#1448)
Gilgit (#1434)

GUATEMALA: Belize (#233)

VENEZUELA: Mahdia (#308)

SIAM: Kota Bharu (#1762)
Taung ye (#1599)

NAT.CHINA: #Manchuko
Changchun (#1559)
Tonghua (#1667)
Jixi (#1654)
Harbin (#1661)
Jiamusi (#1655)
Hegang (#1660)
Nenjiang (#1557)
#Cont.Japan
Hailar (#1554)
Oroqem Zizhiqi (#1555)
Qiqihar (#1556)
Linxi (#1627)
Fuxin (#1623)
Mukden (#1558)
Dalian (#1561)
#Taiwan
Taihoku (#1716)
Takao (#2004)

ITALY Gabes (#1083)
Tunis (#1081)
Corsica (#937)
Toulon (#930)

GERMANY South Denmark (#595)


http://www.europa-universalis.com/forum/showthread.php?s=&threadid=65832&perpage=25&pagenumber=1
 

unmerged(13502)

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Jan 5, 2003
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Hi night,

Indeed you made something worth trying here.

As a total war fan i find this scenario very good thus far. Just annexed Poland after a nice fight. And fearing the other invasions i have to undertake.

Those workers upgrades are a blast ;) and those fortifications allong the borders even more hehehe.

Before i began i upped the German manpowerpool a little. Its not you ;) its the way i like to play.

Lots of enemy divisions and I dont want to think about the Russian invasion yet.

Keep up the good work.

Cheers

Btw if you would be able to do what you did with Poland to France man that would give a headache.
 

unmerged(12730)

Sprite Archiver
Dec 14, 2002
2.298
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www.stonyroad.de
Hi Holland,
i'm glad to hear you found some challenge in this work.
After all i was trying to do just that, because i was able to beat the AI too easy.

Well, France should already put up a better fight although i haven't tweaked it into deep.
But a special multi-step AI for france will be next.

And you should have a look what i have done today, after coming home from a 4hour-dentist-marathon *ouch*:eek:
and before lunch and a visit.

Just look one post down.
 

unmerged(12730)

Sprite Archiver
Dec 14, 2002
2.298
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www.stonyroad.de
SR103 #b6 12/02

That has changed since last time:

(puh, let me think...)

* Tweaked production scheme for USA,Belgium,Holland,Australia.
* Belgium,Finland and Holland should hold their ground
much better now.
* Included South Africa, Australia and Canada into worker
efficieny.
* Improved L3 worker eff. / economic drain
* Changed intro song :D

*INVASION AI TWEAKED:
This is a first try, and i'd appreciate feedback on the AI's
invasion attempts for further improvement:
The lot of UK, USA, CAN, SAF, NEZ, AST should now try to invade
at the same specific places ( i won't tell you where :D ).
Hopefully this results in quick big stacks and bridgeheads in the
target territory


Have fun!

N!ghtY
 

unmerged(13502)

Captain
Jan 5, 2003
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Hi Night,

Lol the dentist ! Yeah thats worse then 200 T-35 div :)

I am trying the new update scenario. Noticed the manpower event is not working. I dont get popups like b4. No problem as i edited the manpower pool as b4. Will play the game to see what suprises you have in store. PLEASE let me fight for victory hehe!

Cheers
 

unmerged(12730)

Sprite Archiver
Dec 14, 2002
2.298
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www.stonyroad.de
SR103 #b8

Another update:

* Implemented Subpar's german flag&shield, see info file!
* Implemented Runje's Denmark Update, see Info file!
Contact me if bothered, i don't reach you ...
* fixed the not binded manpower events, thanks holland!

* introduced research splitting: UK,FRA,BEL,HOL,AST now will split
their research priorities. The research sharing introduced in
hoi1.03 should accelerate technological advances by the allies.
If it works as intended: Take cover!

* As a balancing :D act i increased german starting manpower
from 250 to 500.


Have fun!