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I have some problems with IC, I guess it because this is not updated to 1,5 yet? Is this true?
 
5082780511_f3595d5824_b.jpg


Why my provinces have thousands of IC and resources and manpower always zero? This can't build up army.
 
But when I create a new event, it don't have react. I made a event that Honduras allied with Nicaragua and Costa Rica after Guatemala take El Salvador. But Honduras don't move after I take over Sal.
PHP:
#############################################################
#  Alliance of Central America 
#############################################################
event = { 
           id = 60000
           random = no 
           country = HON
           trigger = {              
                           owned = { province = 759 data = GUA }
                           
}

           name = "Alliance of Central America"
           desc = "The map of Central America has changed, for the safety and independence, we should fight together with our brothers."
           style = 0
           picture = "Defence"
              
           date = { day = 1 month = january year = 1935 }
           offset = 0
           deathdate = { day = 30 month = february year = 1999 }
 

           action_a = {
                  name = "Let's go!"
                  ai_chance = 90
                  command = { type alliance which = NIC }
                  command = { type alliance which = COS }
                  command = { type belligerence which = value = 100 }
}
           action_b = {
                  name = "Don't be panic."
                  ai_chance = 10
                  command = { }
}
I type it in the HT mod file
 
Pity Iron Cross doesn't seem to work properly, I'm afraid that my ideas about using the many more provinces in the Iron Cross map to improve combat in the Turtledove mod will have to wait.
 
I wonder why the 1.05 patch messed up everything in AoD.. I just started a game with the mod on, and every country had 1 or 2 numbers added behind their base IC value. USA had something like 160.000 IC. All the countries have the same 500 usable IC.

It's the misc.txt from the db folder. You have to use the one delivered with patch 1.05.
 
Great mod work! I remember downloading the original a while ago and playing it a bit, but I had more fun on AoD. I've only palyed one game, as CSA, and I lost(BIG time), but I have a few observations:

1) - The US was garrisoning the whole damn border from VA to Seqouyah with 13+ divs. Faced with that, the CSA's starting forces seem rather small, IMO.
2) - The US got to about 400 IC by the end of 1940. Considering my IC was around 160, that strikes me as concerning.
3) - The CSA's flag, while awesome, needs to be replaced with either the Stars and Bars(National flag) or have its colors reversed(Freedom Party flag)
4) - The CSA has no nuke tech team as of mid-'41
5) - The plebiscite events - I think that it should be random instead of US-chosen. Like more likely for Houston and Kentucky to return to the CSA(WAY more likely) then to remain, but slightly more likely for Seqouyah to remain USA(In my game Kentucky and Seqouyah both stayed in the States. While awesome for Cincinnatus Driver, it sucked for me)
6) - Willy Knight's betrayal event happened in January 1940 for me. I think that it needs to be relocated to fall 1939 since the CSA elections were then. Maybe an event chain? Like:

"Repeal the Seven Words!" Yes/No(name 'em what you will)

Yes leads to Willy Knight's beytrayal and the 1939 CSA Elections(Canon), with Featherston running against someone.

No leads to a choice for Freedom Party stalwarts to initiate a military coup. Yes/No

Yes leads to National Socialist nation and increased dissent.

No leads to the 1939(non-canon) elections, with Knight for the Freedom Party.

I can certainly try and make one or two if you want. Also I think the 1945 and 1951 Confederate elections should be in as nice hypotheticals. Be a bit of work but it'd add a lot of replayability.

Anyway, I had a memorable moment: I got the "rogue politician" event about a minister with different views. It was Clarence. Potter. Was that hardcoded in??? It seems like too much of a coincidence! ;) :p

On the whole, awesome work and I'll be playing more over the next few weeks - those were just my initial observations.

Oh, and the Netherlands selling Indonesia to Japan event has a typo - "play it save" should be "Play it safe" :p

-L
 
OK, I've played 2 more CSA games. The plebiscite events still are a little wacky IMO, but I'm not really that anti-them. Now to the meat of the issue: The CS military.

I've taken Detroit. I've taken Philiadephia. I've taken Pittsburgh. But all of them in separate games. The CSA needs to have a larger standing military, and I think I'm likely to break out my own modding skills and get cracking on making it happen. A few more barrel divisions would be my first suggestion, followed by some basic infantry out west. Maybe they could be infantry '18s or something?

And this is mainly a lore thing, but the CSA had a transcontinental railroad through Chihuahua and Sonora. Maybe Infra should be raised to account for that?

Also: The "Pinkard Arrested" event fired in 1940 for me. Weird. And the CSA has duplicates of Hodges and Eaker, as well as someone else I can't remember off the top of my head.

I vote that the CSA's capital be moved to Richmond and the city(and Norfolk!) Be fortified to level 6 at the start. I'll be happy to test these modifications myself if you want, and probably will even if you don't want me to:p

I'll be providing more feedback as I go.

Oh yeah, France's Consumer Goods need spiked beyond reason on day 3.

-L
 
That's for playing. :) And for your bug report.

Currently, I try to adopt the IC map to AoD. Just the map. This will make warfare in North America way more dynamic. I will however, be abroad for some time, so I can't promise anything.
 
Well then I'll pop on and test some ideas myself then - remove the duplicates, fix the typos I run across, and see what I can do about the CSA election event chain. I'm not good at eventwriting - most of mine seem to just not work. But I'll see what I can do. I'll also test some ideas for CSA-USA clashes to make it a little more balanced. I played a US game and saved right before the war - I built only aircraft so I think I'm gonna die. So I think that both sides could use a few INF '18s lying around, and Norfolk-Richmond-Washington-Philadelphia and maybe a few other provinces should have some starting forts. Anyway, I'll be playing around with it in future days :D

-L
 
Was about to post a bug report but now I realise it's just down to using 1.07.