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Czarina Julie

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Maybe an early version of the agriculture in the tech tree?
A lot of development with the tractor happen past ww1 and into the 1920s it seems.
All the major powers would have it and also most european nations. Not sure about Rep.China.

We should be somewhat careful and not expand too much in 1.13 or the development takes too long.

View attachment 801400
And your wish, is my command:

Agri_Overview.PNG


We now have 9 Agriculture technologies from 1920 to 1960. 2 new and 7 revised technologies. Generic and generalization technology components have been removed/updated. The effects of each technology researched have been updated and an additional effect added, Industrial Multiplier Supplies.

1920_Agri.PNG


1930_Agri.PNG


1934_Agri.PNG


1936_Agri.PNG


1939_Agri.PNG


1943_Agri.PNG


1948_Agri.PNG


1953_Agri.PNG


1960_Agri.PNG
 
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Some more comments from someone on Steam:-

escortford591 said:
Afther some short rounds of core and TRP(Darkest Hour) for comparsions and a new round as Us. I have some more suggestions and comments. Im also tacking a closer look at the abyss cenario but that is giong to take a while.

-adding Earlier light armor brigades (1917-1937/8 most armour was fairly light)
-adding Earlier armored car brigades (first ones where in use around 1900)
-adding light infantry divisions (should be very usefull for smaller countries)
-higher air-attack/air-defence values for most divisions either as something like 0.5/1 per level or as a seperate tech for integrated AA
-the valuesof brigades should be rebalanced a bit, right now there is no reason to use anything other than art/spart
-light cruiser research cost lowered from 5 to 4 and destroyer research cost lowered from 5 to 3 (never made much sense that a detroyer has the same research cost as a heavy cruiser)
-Early fighter/bomber tech could maybe also have a bit lower research cost
-as my previous post demonstrated more ship/unit/squadron names
-Since the ai is just bad at upgrading its provinces having the ability to build province upgrades for them is a neccessary evil and maybe infrastructure upgrades should be added as well
-maybe add an event that gives the soviet union some locked in place Light Infantry/Militia/Garrison in major cities when they get attacked by germany
-IC and Infra buildlines for Stalingrad should be added it was a major industrial hbu afther all
-ai britain and germany should get some antiair and radar per event they usually have to little or non at all in comparsion to what they had irl
-submarines stay in combat way to long since there is no dissengade from combat button reducing their total org to 3-9 helps somewhat
-either double the morale gain or half the org gain from air doctrines (helps a bit with the ai habid of constantly rebasing air units and having no org as a result)
-please remove the connection betwen Petropavlowsk-kamchatskiy and Komanderskije Island it can create stacking problems for a german allied japan
-adding self propelled anti air (spaa)
-Maybe add an ai switch for Italy that if gets kicked out of africa instead of trying to reinvade with 1-4 divisions it instead sends those divisions to help against the USSR
-afther (re)watching chieftains tankdoctrine videos i suggest that the US and USSR get
some more cavalry divisions/boni and a mixture of light tank and armored Car brigades attached to them while the japanese only get 1-2 light tanks and otherwise armored cars
-if it is possible to change or add more boni to the landtechpats
_for the US techpath boni for movespeed and attack of light arm, spart, spat and armored cer
_for the british techpath boni for attack and defence of art, at, heavy arm, armored car
_For the french techpath boni for defence in general and of art and heavy arm as an extra focus
_for the japanese techpath boni for attack in general and of light Inf and marines as an extra focus
_for the soviet techpath boni for attack of heavy arm, spart, art, spat, rart and sprart
_for the german techpath boni for attack and defence of heavy arm, armored car, spat, and maybe rart and sprart (i would also suggest a slight increase in supply cost because of prduction and overenginering issues)
 
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Afther some short rounds of core and TRP(Darkest Hour) for comparsions and a new round as Us. I have some more suggestions and comments.
Quite a list, glad I'm retired and have the time :) I'll try to address as many as I can based on the current 1.13 done, in process, and planned. But we are discussing AOD, correct?​

Adding Earlier light armor brigades (1917-1937/8 most armour was fairly light)
This can be done. Currently, AOD has a whopping 1...yes, only one type of light armor. Any suggestions? We could add more light armor brigades based off of the light armor divisions. This would give us 6 light armor brigades (Great War, Tankette, Early, Basic, Improved, Advanced, Semi-Modern). However, I'm thinking of adding 2 to 4 more types of light tanks that would extend them pass the 1943 (Advanced) light tank into the early 1960s. I'll need to do some more research to extend the light tanks by looking at US, USSR, UK, French light tanks and let's not forget those light tanks that Airborne forces use.​

Adding Earlier armored car brigades (first ones where in use around 1900)
We could do this. We need others to say if they want to see more armored cars and what years need to be added. Let's see what others think.​
Personally, I think that armor cars shouldn't go pass 1945 since IRL they became APCs (Armored Personnel Carriers) of the post WW2 Mechanized and Armored Divisions. Even when one thinks about Army scouts use/used APCs and more modern use IFV (Infantry Fighting Vehicles...e.g. Bradleys, etc.)​

Adding light infantry divisions:
Please see this discussion here

Higher air-attack/air-defence values for most divisions either as something like 0.5/1 per level or as a seperate tech for integrated AA:
Giving higher air attack and air defense capabilities to land divisions, I do not think it's a good idea. This is what the AA brigades are for, and maybe they need to have higher air attack and air defense capabilities. Also, looking at the Tactical Bombers and CAS to land divisions. IMO, IRL land divisions are very vulnerable to CAS and a little less to Tactical Bombers. If a country doesn't have air superiority, their military forces and infrastructures are vulnerable. Think of all the wars and battles where air superiority turned the tide or event decimated enemy forces...Battle of the Bulge when the fog lifted, etc.​

Values of brigades should be rebalanced a bit, right now there is no reason to use anything other than art/spart
Agree, but can you be more specific? I actually believe that arty and sp shouldn't be available to any unit other than HQ. IRL there was never enough Arty and SP brigades to supply each land division with one. Arty, SP, Tank Destroyers, ADA, AA, Engineer, etc. brigades are Corp (or higher) assets. Example: The US Army has 4 active Engineer Brigades...18th, 20th, 130th, and 555th Engineer Brigades.​
However, it's not about my opinion, but what the majority of players want. So folks, let your opinions be known. Other than bugs, this is how the release teams determine what gets into which releases.​

Light cruiser research cost lowered from 5 to 4 and destroyer research cost lowered from 5 to 3 (never made much sense that a destroyer has the same research cost as a heavy cruiser)
I quickly did just a cost comparison between Early and Basic Destroyers, Light Cruisers, Heavy Cruisers, etc. Basic (1936) Destroyer cost is 5, Basic (1936) Light Cruiser cost is 4, Basic (1936) Heavy Cruiser cost is 3.5, Basic (1936) Battlecruiser cost is 5.5, and Improved (1936) Battleship cost is 8. We have to factor in the cost and time since the cost is a per day cost (IIRC). So now one has to determine the overall cost in build time and cost to build each ship. So:​
  • Basic (1936) Destroyer cost is 5 x 140 = 700
  • Basic (1936) Light Cruiser cost is 4 x 210 = 840
  • Basic (1936) Heavy Cruiser cost is 3.5 x 320 = 1,120
  • Basic (1936) Battlecruiser cost is 5.5 x = 2,090
  • Improved (1936) Battleship cost is 8 x 510 = 4,080
So one can see how cost must be paired with buildtime.​

Early fighter/bomber tech could maybe also have a bit lower research cost
  • We'll need to research this possibility

More ship/unit/squadron names
This can be easily done. Everyone reading this, what countries need their lists of ship/unit/squadron names increase? Also, think about the countries that can be released.​

Since the ai is just bad at upgrading its provinces having the ability to build province upgrades for them is a neccessary evil and maybe infrastructure upgrades should be added as well
In AOD, one can easily upgrade province infrastructure through the Production screen. Additionally, we have new random events that "discover" (give):​
  • Rare Deposits Found - Adds 1 rare to a random province
  • Oil Drilling - Adds 2 oil to a random province
  • Bumper Crops - Increases supplies by 500
  • Coal Deposit - Adds 5 energy to random province
  • New Ore Deposit - Adds 3 Metal to random province
And (though I hate to mention it) these events could be called (F12) as cheat codes if someone likes to use them.​

Maybe add an event that gives the soviet union some locked in place Light Infantry/Militia/Garrison in major cities when they get attacked by germany
IC and Infra buildlines for Stalingrad should be added it was a major industrial hbu afther all

I really don't see this happening with all the manpower that USSR has, but I defer to someone more familar with the Soviet AI...Hey PB-DK, Tag you're it :)

AI britain and germany should get some antiair and radar per event they usually have to little or non at all in comparsion to what they had irl
This has already been done in the 1.13 Developer release. So it'll be in the 1.13 release.​

Submarines stay in combat way to long since there is no dissengade from combat button reducing their total org to 3-9 helps somewhat
Also add in those "stealth" transports with invisibility cloaks and speeds of a PT boat that can engage and hold off a battle group of battleships, cruisers, and destroyers. Naval combat isn't my forte, so someone else on the team will need to discuss this here. However, I totally agree with you.​

Either double the morale gain or half the org gain from air doctrines (helps a bit with the ai habid of constantly rebasing air units and having no org as a result)
Yea, I'm not a fan how much hit air units take on a rebase. I'm also not a fan of how long the transport planes regain org after dropping airborne. I even manually tripled the org, then did a 3 province move, dropped airborne, then reloaded another airborne division, and then had to wait days before that same transport could perform an airborne mission. It's like the ground crews for the transport planes went to the PX, then to the movies, then to breakfast, lunch, dinner, then to bed, the showers, wrote 10 girlfriends letters, and finally decided to refuel the plane.​
In the misc.txt file (which mods variables within the "hardcode"/AODGame.exe) you have the _CV_AIR_ORGGAIN_ (Org Gain divisor), _CV_AIR_ORGLOSS (organization loss when moving), and _CV_AIR_MAX_DISORGANIZED_ (how many days is max disorganized) that affect air units. However, modifying the misc.txt file are global changes across every country and all aircraft. This is something the team needs to discuss and if any changes are required, it will need to be done within the "hardcode."​

Please remove the connection betwen Petropavlowsk-kamchatskiy and Komanderskije Island it can create stacking problems for a german allied japan
I'm not familiar with this issue, but it would be an easy fix to disallow movement between Petropavlowsk-kamchatskiy and Komanderskije.​

Adding self propelled anti air (spaa)
AOD has mobile AA already (1.13 even has SAMs), which are SPAA and ADA​

Maybe add an ai switch for Italy that if gets kicked out of africa instead of trying to reinvade with 1-4 divisions it instead sends those divisions to help against the USSR
I wouldn't do this if Italy gets kicked out of Africa. If they got kicked out of Africa, then Sicily and the push-up the Italian boot is coming next. Italy needs those troops in Italy.​

I suggest that the US and USSR get some more cavalry divisions/boni and a mixture of light tank and armored Car brigades
First off, what is boni? Currently, the 1.13 release has 8 different Cavalry Divisions. They are Great War, Early, Basic, Semi-Motorized, Motorized (new), Mechanized (new), 1943 Armored (new), and 1946 Armored Cavalry Divisions. Then we can do the extra light tank brigades (above).​
 
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Afther some short rounds of core and TRP(Darkest Hour) for comparsions and a new round as Us. I have some more suggestions and comments.
Quite a list, glad I'm retired and have the time :) I'll try to address as many as I can based on the current 1.13 done, in process, and planned. But we are discussing AOD, correct?
He was referring to AoD, CORE is a mod for AoD, and he just meant he was getting experience and ideas from AoDs nearest competitor. At least that's how I read it!

I've suggested he come to the forums to post directly, but I still urge you Devs to check the Steam threads when you can (you can even subscribe to get notifications whenever anyone makes a comment there - I currently feel Like I'm an unofficial AoD assistant as I'm always trying to help players there with their problems, which I'm happy to be, just would be nice to have a few extra voices :)

You can see what I'm talking about here:-

Adding Earlier light armor brigades (1917-1937/8 most armour was fairly light)
This can be done. Currently, AOD has a whopping 1...yes, only one type of light armor. Any suggestions? We could add more light armor brigades based off of the light armor divisions. This would give us 6 light armor brigades (Great War, Tankette, Early, Basic, Improved, Advanced, Semi-Modern). However, I'm thinking of adding 2 to 4 more types of light tanks that would extend them pass the 1943 (Advanced) light tank into the early 1960s. I'll need to do some more research to extend the light tanks by looking at US, USSR, UK, French light tanks and let's not forget those light tanks that Airborne forces use.
I completely agree with his suggestion, going off the light tank model makes complete sense, as does adding more models - perhaps a 1941 alongside 1943, and 1945 into the 1960s, keeping up pace with the medium tank models. Each tech upgrading both the division and brigade.
Adding Earlier armored car brigades (first ones where in use around 1900)
We could do this. We need others to say if they want to see more armored cars and what years need to be added. Let's see what others think.Personally, I think that armor cars shouldn't go pass 1945 since IRL they became APCs (Armored Personnel Carriers) of the post WW2 Mechanized and Armored Divisions. Even when one thinks about Army scouts use/used APCs and more modern use IFV (Infantry Fighting Vehicles...e.g. Bradleys, etc.)
Completely agree with this too. A big problem is that armoured cars were primarily useful for reconnaissance, but there's no ideal way to re-create that in game. I'd say best to start from 1918, stretching to 1945 - perhaps 1918, 1930, 1936, 1939, 1942, 1945 models?
Higher air-attack/air-defence values for most divisions either as something like 0.5/1 per level or as a seperate tech for integrated AA:
Giving higher air attack and air defense capabilities to land divisions, I do not think it's a good idea. This is what the AA brigades are for, and maybe they need to have higher air attack and air defense capabilities. Also, looking at the Tactical Bombers and CAS to land divisions. IMO, IRL land divisions are very vulnerable to CAS and a little less to Tactical Bombers. If a country doesn't have air superiority, their military forces and infrastructures are vulnerable. Think of all the wars and battles where air superiority turned the tide or event decimated enemy forces...Battle of the Bulge when the fog lifted, etc.
Agreed - air units particularly already struggle significantly against large clusters of units (i.e. 12 divisions or more). In real life bombers would be targeting a few hundred men at a time, but in AoD they target all several hundred thousand at once...
Values of brigades should be rebalanced a bit, right now there is no reason to use anything other than art/spart
Agree, but can you be more specific? I actually believe that arty and sp shouldn't be available to any unit other than HQ. IRL there was never enough Arty and SP brigades to supply each land division with one. Arty, SP, Tank Destroyers, ADA, AA, Engineer, etc. brigades are Corp (or higher) assets. Example: The US Army has 4 active Engineer Brigades...18th, 20th, 130th, and 555th Engineer Brigades.
I think he means that the research cost and utility of ART and SPART far outweigh any other brigade - they're the first techs you can reach, and the combat stats of them both is greater then anything else. Which is my view on it too. Not sure banning ART and SPART from being attached to virtually every unit is the answer though. Being able to attach more then 1 brigade to a land division would be ideal and open up brigade selection.
Light cruiser research cost lowered from 5 to 4 and destroyer research cost lowered from 5 to 3 (never made much sense that a destroyer has the same research cost as a heavy cruiser)
I quickly did just a cost comparison between Early and Basic Destroyers, Light Cruisers, Heavy Cruisers, etc. Basic (1936) Destroyer cost is 5, Basic (1936) Light Cruiser cost is 4, Basic (1936) Heavy Cruiser cost is 3.5, Basic (1936) Battlecruiser cost is 5.5, and Improved (1936) Battleship cost is 8
He was referring to the research cost - ie 5 for naval engineering, artillery etc. I'm using a modded game that's improved the naval aspect so can't verify, but it would seem crazy to me that it's harder to research light cruisers then it is heavy cruisers.
More ship/unit/squadron names
This can be easily done. Everyone reading this, what countries need their lists of ship/unit/squadron names increase? Also, think about the countries that can be released.
Taiwan! Taiwan! It's beautiful anti-submarine fleet I devised have 0 naval leaders (when the nation has airforce generals?!) - it would be nice to be able to transfer generals from one nation to another, especially if it's between a puppet and master nation. Ie as Japan I'd love to give my Taiwan puppet some admirals I'll never use.
Since the ai is just bad at upgrading its provinces having the ability to build province upgrades for them is a neccessary evil and maybe infrastructure upgrades should be added as well
In AOD, one can easily upgrade province infrastructure through the Production screen.
He was referring to the AI - he's saying the AI should be able to have a province upgrade cheat to get them to do it more often. This I'm not particularly fussed about. The big issue here is being able to get the AI to reliable build up infrastructure in the first place.
 
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I've suggested he come to the forums to post directly, but I still urge you Devs to check the Steam threads when you can (you can even subscribe to get notifications whenever anyone makes a comment there - I currently feel Like I'm an unofficial AoD assistant as I'm always trying to help players there with their problems, which I'm happy to be, just would be nice to have a few extra voices :)
Truthfully, I've been avoiding the Steam forum due to its "lump all threads" into one long forum. It lacks organization, flexibility, posting pictures, and is just a very basic "forum." I'll try to do brief replies with links back to Paradox's AOD forum threads, but everyone needs to know that I can go many days without logging into Paradox's forum. Especially when I'm working on and testing the 1.13 release. This is basically my disclaimer, :) BTW, I'm currently logged into the Steam forum.

going off the light tank model makes complete sense, as does adding more models - perhaps a 1941 alongside 1943, and 1945 into the 1960s, keeping up pace with the medium tank models. Each tech upgrading both the division and brigade.
I'll knock this one today. To make it quick and easy, the new 1941 light tank brigade will fall under the 1941 Medium Tank technology. The rest will be under the Light Tanks.

Completely agree with this too. A big problem is that armoured cars were primarily useful for reconnaissance, but there's no ideal way to re-create that in game. I'd say best to start from 1918, stretching to 1945 - perhaps 1918, 1930, 1936, 1939, 1942, 1945 models?
This is on my to-do list. Thanks for the years.

I think he means that the research cost and utility of ART and SPART far outweigh any other brigade - they're the first techs you can reach, and the combat stats of them both is greater then anything else. Which is my view on it too.
So these are too effective in combat? Is so, we could look at lowing the effectiveness a bit with the 3 Great War artys then build upon the later models (1940 and up). The thing is that we don't want to modify them too much, since arty was use greatly in both the offense and defense. I'll see if someone in the team can look more into it...full plate here :)

He was referring to the research cost - ie 5 for naval engineering, artillery etc. I'm using a modded game that's improved the naval aspect so can't verify, but it would seem crazy to me that it's harder to research light cruisers then it is heavy cruisers.
Ah, I see, says the blind man...woman.

Taiwan! Taiwan! It's beautiful anti-submarine fleet I devised have 0 naval leaders (when the nation has airforce generals?!)
With my great deductive reasoning skills...hmm?...I'm thinking Taiwan needs more ship/unit/squadron names. :)
Also, we need to look at adding some naval leaders. Thanks.

He was referring to the AI - he's saying the AI should be able to have a province upgrade cheat to get them to do it more often. This I'm not particularly fussed about. The big issue here is being able to get the AI to reliable build up infrastructure in the first place.
I know that all the starting nations have province infrastructure (and a little IC) in their Production queues. From your experiences, is it failing to add infrastructure for other provinces after the initial infrastructure production provinces have been finished? Maybe an issue for new;y release countries?
 
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We now have 6 Light Armor Tanks Brigades:
  • Great War (1918) Light Tank Brigade
  • Tankette (1927) Light Armor Brigade
  • 1936 Light Tank Brigade
  • Early (1938) Light Tank Brigade
  • Basic (1941) Light Tank Brigade
  • Improved (1943) Light Tank Brigade
While doing the new Light Tank Brigades, I update the 2 existing Light Tank Divisions and 2 more. Here are the Light Tank Divisions:
  • Tankette 1927
  • Early Light Tank 1938
  • Basic Light Tank 1941
  • Improved Light Tank 1943
 
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I'll knock this one today. To make it quick and easy, the new 1941 light tank brigade will fall under the 1941 Medium Tank technology. The rest will be under the Light Tanks.
Great news :D
So these are too effective in combat? Is so, we could look at lowing the effectiveness a bit with the 3 Great War artys then build upon the later models (1940 and up). The thing is that we don't want to modify them too much, since arty was use greatly in both the offense and defense. I'll see if someone in the team can look more into it...full plate here :)
It's more the time it would take to get any other brigade, as you need to get ART (and I think SPART) to get to some of the other artillery types. Reducing the effectiveness of ART might help, but I fear this would imbalance the game in favour of defenders (which are already heavily favoured due to the support defence mechanic being very over powering). I think my idea over in the light infantry discussion thread would be the way to go, but I don't know how hard it would be to change the hardcoding to allow land divisions to have more then 1 brigade. I can offer help with updating the softcode for the AIs etc if it is possible.
With my great deductive reasoning skills...hmm?...I'm thinking Taiwan needs more ship/unit/squadron names. :)
Also, we need to look at adding some naval leaders. Thanks.
Sounds good, this guy is a good candidate - https://en.wikipedia.org/wiki/Seizō_Kobayashi Although he's already a leader for Japan, I'd be happy with duplicates. If only there was a mechanic where the game could remove leaders and "transfer" them over to a newly created nation.
I know that all the starting nations have province infrastructure (and a little IC) in their Production queues. From your experiences, is it failing to add infrastructure for other provinces after the initial infrastructure production provinces have been finished? Maybe an issue for new;y release countries?
Yes, it's for newly released nations alongside nations that have conquered new lands (ie Germany might want to develop Paris, Luxembourgh or Alsace-Lorraine if possible).
 

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I think my idea over in the light infantry discussion thread would be the way to go, but I don't know how hard it would be to change the hardcoding to allow land divisions to have more then 1 brigade. I can offer help with updating the softcode for the AIs etc if it is possible.
Well it will need to be changed, a bit anyway, to support the new ASM (air to Surface Missiles), AAM (Air to Air Missiles), Drop Tanks, and Air Refuelers brigades/attachments.

I'll try to explain in layman terms, so everyone can understand.
Within the AODGame.exe code, there is a large IF statement:
It is just simple logic that says If this = [something you what to evaluate/check] then do this. If this does not equal [something you what to evaluate/check], then do this instead.​
This If statement checks to see if the unit is a naval unit or not. If it is a naval unit, then it loads/reads the naval unit's corresponding EV_??_MAX_ATTACH quantity from the ..\db\misc.txt file. Next, it applies the brigade(s)/attachment(s) variables/parameters to the existing naval unit's variables/parameters. Since the max numbers of brigades/attachments allowed is 5, it repeats this process until all brigades/attachments have been applied to the naval unit's variables/parameters.
If the unit is not a naval unit, then it only checks for one brigade/attachment. If it does have a brigade/attachment, then it applies the brigade(s)/attachment(s) variables/parameters to the existing unit's variables/parameters.

What would need to happen to allowed non-naval units more than one brigade/attachment, is just dropping the If statement and let the current naval unit brigade/attachment logic (that is in the if statement) run on any unit/division. Additionally, I would also update the misc.txt file to include EV_??_MAX_ATTACH variables for Infantry, Marines, Mountain, Airborne, Wheeled Infantry, Mechanized Infantry, Cavalry, Armor Cavalry, All Armor types, all aircraft types, etc.

Yes, it's for newly released nations alongside nations that have conquered new lands (ie Germany might want to develop Paris, Luxembourgh or Alsace-Lorraine if possible).
The lack of AI for countries, especially non-majors, has been lacking since HOI2 days. The good news is that with every new release, there are new and updated AI files applying updated and new logic.

For Germany specifically, I know that there has been a lot of work on adding radar, AA, energy to oil, and oil to rare to provinces. We have 4 people, from 3 countries, working on the 1.13 release with skill sets that compliment each other. Someone better, than I, with AI will address this. There are a lot of countries' AI files that would need to be updated and/or creating, especially when you throw in all the releasable countries AOD has available.
 
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Additionally, I would also update the misc.txt file to include EV_??_MAX_ATTACH variables for Infantry, Marines, Mountain, Airborne, Wheeled Infantry, Mechanized Infantry, Cavalry, Armor Cavalry, All Armor types, all aircraft types, etc.
I'm happy to help with that, I've edited the misc file, AI files, and the db/units and brigades files are very self explanatory too. After every online session of AoD I'm editing the save game to improve/tweak the AIs to my liking :D
The lack of AI for countries, especially non-majors, has been lacking since HOI2 days.
I probably haven't been clear, it is a hardcoded problem. There is the "infra provinces" option/soft code to get the AI to build infrastructure in particular locations, but it is quite unreliable. Fixing that, alongside having a construction preference (priority equalling 100, which be can divided between infra, factories, AA guns, coastal/land forts etc - same as how military priorities work) would be great for enabling developers/modders to further improve the AI.
What would need to happen to allowed non-naval units more than one brigade/attachment, is just dropping the If statement and let the current naval unit brigade/attachment logic (that is in the if statement) run on any unit/division.
Hopefully a simple task, although I'd have no idea. I've seen the suggestion for land divisions to have multiple brigades (although, with my 'light infantry' idea, they'd be battalions instead) made by many different players, I can try and find such quotes - or include it in a poll, if you wanted to see if others support the idea.
 

Czarina Julie

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I'm happy to help with that, I've edited the misc file, AI files, and the db/units and brigades files are very self explanatory too. After every online session of AoD I'm editing the save game to improve/tweak the AIs to my liking :D
Right now, there is no need to edit the misc.txt file until I updated the hard code to accept land and air divisional units to have brigades/attachments. Then I'll need to update the misc.txt file with these variables and step through/test the code that reads and loads the new land and air divisional EV_??_MAX_ATTACH variables.

As for the AI files, you might want to reach out to PB-DK (on paradox forums) or Evil Overload (on Steam) ... both accounts are the same person.

There is the "infra provinces" option/soft code to get the AI to build infrastructure in particular locations, but it is quite unreliable. Fixing that, alongside having a construction preference (priority equalling 100, which be can divided between infra, factories, AA guns, coastal/land forts etc - same as how military prioritie
Are you talking about the Full IC Takeover option? I know of only three ways to increase infra in provinces: Through the Production screen (this includes clicking on a province and clicking the Infrastructure area to add it to the Production screen), through an event (this includes random events and events that perform an AI switch), and editing an AI file raising the priority there. If I'm missing something, let me know.
 

Mr_B0narpte

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Are you talking about the Full IC Takeover option? I know of only three ways to increase infra in provinces: Through the Production screen (this includes clicking on a province and clicking the Infrastructure area to add it to the Production screen), through an event (this includes random events and events that perform an AI switch), and editing an AI file raising the priority there. If I'm missing something, let me know.
No I'm talking about the AI command under the construction "instructions", where you can get them to build AA guns, forts, factories etc. There's a command for them to build infrastructure that was added in a recent patch, but it doesn't seem all that reliable.
As for the AI files, you might want to reach out to PB-DK (on paradox forums) or Evil Overload (on Steam) ... both accounts are the same person.
I'm in regular contact with him, we're in an epic online campaign together. I'm Japan and he's Italy so we're organising a grand war of liberation together ;)
Right now, there is no need to edit the misc.txt file until I updated the hard code to accept land and air divisional units to have brigades/attachments. Then I'll need to update the misc.txt file with these variables and step through/test the code that reads and loads the new land and air divisional EV_??_MAX_ATTACH variables.
Roger that.
 

Mr_B0narpte

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Regarding some of the post-1945 technologies, especially for units, I'd recommend having no more then a 4 year gap between technologies. Some skip from 1949 to 1961! Leaving the 1950 period a tad stale.
 

Czarina Julie

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Regarding some of the post-1945 technologies, especially for units, I'd recommend having no more then a 4 year gap between technologies. Some skip from 1949 to 1961! Leaving the 1950 period a tad stale.
As I was researching the newer technologies (specifically advances within those technologies), a lot of advancements slowed after the 1946/47 time frame. Additionally, if a certain technology has some minor advancement in (example) one year then next year, and finally another minor advancement would be consolidated into one technology. The technology's components should be realistic and not generic redundancy. How many times have we seen technology components do this? Here's an example of what I mean regarding technology component redundancies:

Early Short Range Engine, then next technology model component Basic Long Range Engine, then next technology model component Improved Long Range Engine, then next technology model component Advanced Long Range Engine, then we start over with Basic Turbojet Engine, then next technology model component Improved Turbojet Engine, etc.

With the exceptions of aircraft, there wasn't much advancement after WW2. The Korean War was mainly fought with WW2 equipment and technologies. Most densely discovered/invented technologies occur during larger wars. Between the Korea War and Vietnam War, we had mostly smaller wars (areas fighting for independence) that didn't produce many, or none at all, newer technologies. A lot of "new" technologies from the different countries of the world are not new, but redesigns (or pure copies) of other nation's inventions. US, UK, France, Germany, and the USSR would invent something or come out with a much improved model then the others would make their own versions. This is what I was trying to avoid.

The thing about how AOD is currently designed, is that it has to group those different variants from the world's nations into generic groups that every nation in the AOD world can research. Additionally, not many people play pass 1945-1950 time frame. We can look at adding more technologies after 1950 and adding more scenarios that start after 1950 or existing ones to go beyond 1950. We still have to plan out the 1.14 release which could contain these.

All this said, is there something specific we have missed or you like to see?
 
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Mr_B0narpte

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All this said, is there something specific we have missed or you like to see?
As I personally only play AoD for WW2 I'm not fussed at all, was mainly just thinking of players who might want to progress into the 1950s. But all you've said makes sense. Would be interesting to hear if anyone out there wants to play into the 1950s, or for AoD to have more of a Cold War focus.
 

Czarina Julie

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The team does have ideas for new scenarios that would go into the 1950s (currently there aren't many events past 1946) and scenarios that would start after WW2 going into the 50s & 60s. These could be done in 1.14 to "freshen up" the game a bit and add some variety.
 
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Epokextra

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It was the same. These brigades fell under the Corp commander, but were assigned to divisions as the missions needed. So the 1st Inf Div might have had a Corps artillery brigade assigned to it during a certain battle and the 84th Inf Div (in the same Corp) could have a Corp Engineer brigade to them for a river crossing operation, with the other inf divs in the Corp not getting any brigades attached to it. Then days/weeks later, these same brigades could be assigned to different divisions in the Corps.
I share the same views. Those brigades/regiments/battallions were deployed with divisions, even if they often remained under Corps' command.
So the current system is fine (with 2 brigades per division and per HQ, if possible).

Yes. And it should be done. I've only seen the major nations build any HQs, although some minors do start with some HQs. The HQs cost should be 50% (maybe 60%) of the IC currently, with the manpower and days to complete remaining the same. However, people need to vote, voice their opinion, and approve such a change. I can make the changes, but it's up to what the most of the players want.
I agree with this proposed change. Minors would face more choices when planning their tech improvements (not INF only) and when deploying on the field. When breaking in the enemy's back, majors would sometimes crush an isolated HQ (sweet). Overrall, tactical play might be more enjoyable. It should be playtested.
 

Czarina Julie

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So the current system is fine (with 2 brigades per division and per HQ, if possible).
Currently, the only divisions that allow more than 1 division are the naval divisions. The breakdown goes like this:
  1. Naval division are allowed multiple brigades/attachments. The number of allowable attachments is by divisions. That is, a Destroyer can have 3 whereas a battleship can have 5. While the maximum limit is 5 (within the AOD Game code), the number of allowable brigades/attachments (up to 5) are read from the misc.txt file.
  2. All other divisions are limited to 1 brigade/attachment with a few exceptions
  3. exceptions are Interceptor and Multi-Role Fighter which are allowed none (by the AOD Game Code)
As for the HQs, the change has already been done (see here).
 

KostasL

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Currently, the only divisions that allow more than 1 division are the naval divisions. The breakdown goes like this:
  1. Naval division are allowed multiple brigades/attachments. The number of allowable attachments is by divisions. That is, a Destroyer can have 3 whereas a battleship can have 5. While the maximum limit is 5 (within the AOD Game code), the number of allowable brigades/attachments (up to 5) are read from the misc.txt file.
  2. All other divisions are limited to 1 brigade/attachment with a few exceptions
  3. exceptions are Interceptor and Multi-Role Fighter which are allowed none (by the AOD Game Code)
As for the HQs, the change has already been done (see here).

Of course! But the main idea is that 1.13...should implement some game code changes! All the other stuff are not really that important...I mean things that everybody can add or remove or edit!
 
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Czarina Julie

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But the main idea is that 1.13...should implement some game code changes!
And those are coming. One AOD Game code change, that is specific to the above issue, is removing the restrictions on all divisions (not just naval). This leads into one (of many AOD Game code) updates/fixes, exposing all the divisions allowable brigades/attachments in the misc.txt file, letting the players set their own allowable brigades count.

I mean things that everybody can add or remove or edit!
Not really. Many of the new technologies can not be done without AOD Game code changes. Additionally, releases haven't been all "game code changes" in the past, nor should they. Many people that play are not modders. By adding new techs, modifying AI files, new events, etc. keeps the game interesting for those individuals.

I'm currently working off of 2 lists, the "softcode" (everything not in the AOD Game code) and the "hardcode" (the actual C++ game code). The softcode items have to be done first so that those changes can be implemented in the hardcode, along with the current bugs and changes.
 
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vitality

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Love the changes I see here. Research/technology has needed some love for a long time.

This suggestion is a bit off-topic but I've had the idea for a while so here goes:
If at all possible I'd love to see some kind of way to manage the hierarchy of research.

Right now tech team funding is managed by a single slider that collectively funds all tech teams equally. Would it be possible to make it so the Player can micromanage research funding on individual teams/projects?


Suggestions for how this could look like:

a) The simplest model: An extra button that increases the speed of the research at the cost of maybe a fixed sum of money​
b) Adapting this arrow thing from the production screen: Default (100%) Speed-up (150%) Max speed (200%)​
c) More complex model: Allowing the player to control funding for individual tech teams in the same way that collective research funding is managed now (0-100%).​
d) When you start a project you decide the timeframe yourself and for the research according to that. A simple short term, medium term, long term hierarchy.​


Historically the powers pretty much researched (or tried to) everything. Their successes was determined by how much resources they invested into differing projects. Germany focused on rockets and fantasies neglected their nuclear research -- But research into physics continued on as usual, just without the facilities and resources needed to create the A-bomb. Had Germany in 1943 decided to go for the A-bomb they wouldn't need to start from scratch since a lot of the theoretical groundwork existed.

I think this would make the the second line great powers like Japan, Italy and France as well as the regional/minors much more interesting to play. With limited resources you can't keep up with the superpowers overall, but investing into individual fields you can contest those. Example in real life would be Japanese naval aviation and torpedoes visa vi the US in 1941-42. The US and allies had of course a multitude of things that were superior to the Japanese counterparts. But the Japanese had a few things they were really good at, and managed to use utilize their advantages well against the western powers.

These were actual decisions that the powers were faced with. For a more modern example you can see the Swedish post-war strategic focus on an air force.
 
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