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Semi-Lobster

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JRaup said:
Quick code idea for this:

event = {
id = XXXXXX
country = ENG
random = no

trigger = {
war = { country = ENG country = GER }
NOT = { exist = GRE } #Greece must have fallen
control = { province = xxxx data = ENG ) #UK must control Cyprus
random = 40
}

name = "Cypriot Volonteers"
desc = "Can't beat em away with a stick"
style = 0

date = { day = 1 month = january year = 1940 }
offset = 240
deathdate = { day = 30 month = decemeber year = 1947 }

action_a = {
name = "Sign em up"
command = { type = manpowerpool value = 6 }
}

}

Just a thought on it. It triggers roughly every six months or so as along as the Uk and Germany are at war, and Greece has fallen.

Great job expect it's 'volunteers' also The Cypriots started volunteering as soon as the Italians invaded Greece.
 

JRaup

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Semi-Lobster said:
Great job expect it's 'volunteers' also The Cypriots started volunteering as soon as the Italians invaded Greece.

Despite being a native english speaker, at times I treat it like a second or third language. Just check all my typos. :D

As for the triggers, just add in either alliance = { country = GRE country = ENG } or war = { country = GRE country = GER or ITA }. that should cover it.
 

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I've already coded this in. My version is quite similar to JRaup's, but allows for volunteers even if Greece had not fallen yet. Initial event gives some volunteers for the Greek campaign, and other two give two more manpower boosts early and late in the war.

Of course, mine are much more verbose. I like to talk.... :)

If Steel gets around to it, they should be in rc2.

Zerli
 

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For germany there is a event (fall weserubung) Which makes them plan for the invasion of norway and giving them 2 transportsships for nothing as I recall.

Wouldn’t it be nice/possible to make a similar event for the UK/US planning Market Garden. You could give them 2 transport planes or even some glider techs? Perhaps even a paratroop division?

I read that in September 1944 preparations began for an operation of this kind.

You perhaps make it time related or related to the control over a certain area of france/Belgium?

Would this be something to add? Any thoughts on this?
 

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Crazyhorse said:
For germany there is a event (fall weserubung) Which makes them plan for the invasion of norway and giving them 2 transportsships for nothing as I recall.

Wouldn’t it be nice/possible to make a similar event for the UK/US planning Market Garden. You could give them 2 transport planes or even some glider techs? Perhaps even a paratroop division?

I read that in September 1944 preparations began for an operation of this kind.

You perhaps make it time related or related to the control over a certain area of france/Belgium?

Would this be something to add? Any thoughts on this?
Thanks for the input :) and yup it's a possibility. It almost has to be control based rather than time based as we cannot predict when the Allies will be advancing in Europe. There would need to be some pre-req techs, but the event chain could also offer some cheap/speedy advances for the UK.

One issue is that the AI does not use paras at all (other than as infantry) :( and another is that there's no way to check for German airforce strength/presence in the area as the garrison parameter only applies to land forces. Also there's a long standing C.O.R.E. principle that we don't model battles with events so it would be limited to the planning/deployment stage only (much like Weserubung) and then the player would need to execute the operation.

Let me know what you think :)
 

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UK Economic growth

A point raised by a couple of different players is that the manpower mod really kills the ability of the UK to expand their industry until war breaks out. There's also a concern that the UK can achieve some ahistorical growth by upgrading IC on certain islands.

I'd like to address this as follows

1) An event chain which occurs on an annual basis and presents the player with 4 options to pick from in what policies to apply for economic growth. Actual effects then occur roughly a year later, this repeats until the UK mobilisies. A rough but functional draft of this event chain is available in the wiki v0.8 General Discussion and I'd appreciate feedback from the dev team on this

2) The removal of single IC presence on all minor islands (list to be prepared) until the UK mobilises. Once mobilisation occurs the IC will be restored, thus allowing the player to create AA or forts as needed. The window of opportunity for very lucrative IC upgrades will have been reduced significantly though. If this works ok I'd like to apply the same to the Japanese and US islands in the Pacific
 

Ghost_dk

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Steel said:
A point raised by a couple of different players is that the manpower mod really kills the ability of the UK to expand their industry until war breaks out. There's also a concern that the UK can achieve some ahistorical growth by upgrading IC on certain islands.

I'd like to address this as follows

1) An event chain which occurs on an annual basis and presents the player with 4 options to pick from in what policies to apply for economic growth. Actual effects then occur roughly a year later, this repeats until the UK mobilisies. A rough but functional draft of this event chain is available in the wiki v0.8 General Discussion and I'd appreciate feedback from the dev team on this

2) The removal of single IC presence on all minor islands (list to be prepared) until the UK mobilises. Once mobilisation occurs the IC will be restored, thus allowing the player to create AA or forts as needed. The window of opportunity for very lucrative IC upgrades will have been reduced significantly though. If this works ok I'd like to apply the same to the Japanese and US islands in the Pacific

I've had a look a the event and they look very promising. Players will of course still have the opportunity to upgrade regularly on the Home isles and India, but this will cost Manpower regularly.

Since there are two possible outcomes of each years policy, I'd like to se a spin of set of events giving a 1-2 IC boost to one or two of the commonwealth countries if the years invesment is a full success, as their economies were tied so closely.

Are you considering similar events for other democracies? Like France fx and possibly Democratic Japan.

I like the idea of limiting growth on small islands and look very much forward to your proposal on Japan and US as well. Since Japan will most likely already be at war in 37 we should make a ai switch to start building defenses on the pacific islands once it swithces to not so agressive ai in china. Not sure if this is in yet as im not so well into the whole ai parts.

Over all a good plan IMO.

Ghost_dk
 

Crazyhorse

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Steel said:
Thanks for the input :) and yup it's a possibility. It almost has to be control based rather than time based as we cannot predict when the Allies will be advancing in Europe. There would need to be some pre-req techs, but the event chain could also offer some cheap/speedy advances for the UK.

One issue is that the AI does not use paras at all (other than as infantry) :( and another is that there's no way to check for German airforce strength/presence in the area as the garrison parameter only applies to land forces. Also there's a long standing C.O.R.E. principle that we don't model battles with events so it would be limited to the planning/deployment stage only (much like Weserubung) and then the player would need to execute the operation.

Let me know what you think :)

It seemed to me that it should have been just like Weserubung. I realize that the AI can't make the right advantage of it. It's only for the human player to receive this extra tech and unit(s).

And what human player as germany will allow the UK to posses parts of belgium and holland or france. So it shouldn't even trigger for the ai! :)
 

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Der Bismarck

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RAF Order of Battle, France, 10th May 1940

Royal Air Force
Order of Battle, France, 10th May 1940

Please note that this OB is based on two sources which cannot quite agree ! Squadrons for which no aircraft type is given only appear in source (1) while Squadrons that only appears in source (2) are indicated so.

--------------------------------------------------------------------------

Air Officer Commanding in Chief : Air Marshall A.S. Barrat
Senior Air Staff Officer : Air Vice-Marshall D.C.S. Evill

Headquarters (North) : Group Captain S.C. Strafford
Headquarters (East) : Squadron Leader R. Cleland

Air Component [ Top of Page ]
Air Component Headquarters
Unit Aircraft Total Avail. Base Commander
HQ Air Component - - - Air Vice-Marshall C.H.B. Blount

No 14 Group
Unit Aircraft Total Avail. Base Commander
HQ No. 14 Group - - - Group Captain P.F. Fullard
60 (Fighter) Wing
Unit Aircraft Total Avail. Base Commander
HQ 60 Wing Wing Commander J.A. Boret
85 Squadron Hurricane Mk I Lille-Seclin
87 Squadron Hurricane Mk I Senon
61 (Fighter) Wing
Unit Aircraft Total Avail. Base Commander
HQ 61 Wing Wing Commander R.Y. Eccles
607 Squadron Hurricane Mk I
Gladiator Vitry-en-Artois
615 Squadron Hurricane Mk I
Gladiator A flight : Le Touquet
B flight : Abbeville
63 (Fighter) Wing - created on 10 May 1940
Unit Aircraft Total Avail. Base Commander Notes
HQ 63 Wing ? only mentioned in source (2)
3 Squadron Hurricane Mk I Merville
79 Squadron Hurricane Mk I Merville
70 (Bomber Reconnaissance) Wing
Unit Aircraft Total Avail. Base Commander
HQ 70 Wing Wing Commander W.A. Opie
18 Squadron Blenheim Mk V
57 Squadron Blenheim Mk V
52 (Bomber) Wing
Unit Aircraft Total Avail. Base Commander Notes
HQ 52 Wing Wing Commander A.F. Hutton
53 Squadron Blenheim Mk IV
55 (?) Squadron source (2) says 59 Squadron
50 (Army Co-operation) Wing
Unit Aircraft Total Avail. Base Commander
HQ 50 Wing Group Captain A.R. Churchman
4 Squadron Lysander
13 Squadron Lysander
16 Squadron Lysander
51 (Army Co-operation) Wing
Unit Aircraft Total Avail. Base Commander Notes
HQ 51 Wing Wing Commander A.H. Flower
2 Squadron Lysander
26 Squadron Lysander
81 (C) Squadron Dragon Communications Squadron

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Advanced Air Striking Force

Advanced Air Striking Force Headquarters
Unit Aircraft Total Avail. Base Commander
HQ Air Component - - - Air Vice-Marshall P.H.L. Playfair
67 (Fighter) Wing
Unit Aircraft Total Avail. Base Commander Notes
HQ 67 Wing Wing Co. C. Walter
1 Squadron Hurricane Mk I 12 Wassincourt
73 Squadron Hurricane Mk I 12 Rouvre
212 Squadron Photographic Recce Squadron. Only mentioned in source (1)

501 Squadron Hurricane Mk I 12 Bethenville Arrived 10 May 1940. Only mentioned in source (2)
No. 71 (Bomber) Wing
Unit Aircraft Total Avail. Base Commander
HQ 71 Wing Air Commodore R.M. Field
105 Squadron Fairey Battle 16 Villeneuve
114 Squadron Blenheim Mk IV 16 Condé
139 Squadron Blenheim Mk IV 16 Plivot
150 Squadron Fairey Battle 16 Ecury
75 (Bomber) Wing
Unit Aircraft Total Avail. Base Commander Notes
HQ 75 Wing Group Captain A.H. Wann
88 Squadron Fairey Battle 16 Mourmelon
103 Squadron Fairey Battle 16 Betheniville
208 Squadron Fairey Battle 16 Auberive source (2) gives 218 Squadron instead
76 (Bomber) Wing
Unit Aircraft Total Avail. Base Commander
HQ 76 Wing Group Captain H.S. Kerby
12 Squadron Fairey Battle 16 Amifontaine
142 Squadron Fairey Battle 16 Berry-au-Bac
226 Squadron Fairey Battle 16 Reims
Unit Aircraft Total Avail. Base Commander Notes
98 Squadron Fairey Battle Nantes Acted as a reserve for Fairey Battle squadrons. Only mentioned in source (2)

Sources :
(1) The War in France and Flanders, L.F. ELLIS, London : Her Majesty's Stationery Office, 1953. SO Code : No. 63-111-2-2*
(2) La campagne de France (1e partie) : La bataille du Nord, Batailles Aériennes no. 7 Jan-Feb-Mar 1999
 

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Questions for CORE crew on Australia

Hi all:
I have been playing CORE v0.8 as the Aussies and have a few questions.

Without looking at all 23+ pages of posts (I did check the last few!) I am wondering if there is an explanation for Australia starting with not one single ground unit. As designed for 0.8? Seemed a bit odd, although I figured it may have something to do with the ultra low manpower growth until later. :confused:

A second item that has me puzzled is the manpower for 1936. It is around 40-50 (?) at start. So, I begin my game as I usually do, by increasing industry in most of the 1IC territories, using the little IC left for some limited research, starting with the basic computer tech. Things got goofy when I am rolling along and suddenly notice that my manpower has dropped when I haven't even built anything! In one game it dropped all the way to zero. Did I do something to trigger this? I thought I read about failure to produce supplies each month would lead to increased dissent, but this? :eek:

Otherwise, I am thoroughly enjoying CORE v0.8 so far gents... kudos to all!

Thanks,
Pdubya :)
 

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Pdubya said:
Hi all:
I have been playing CORE v0.8 as the Aussies and have a few questions.

Without looking at all 23+ pages of posts (I did check the last few!) I am wondering if there is an explanation for Australia starting with not one single ground unit. As designed for 0.8? Seemed a bit odd, although I figured it may have something to do with the ultra low manpower growth until later. :confused:

A second item that has me puzzled is the manpower for 1936. It is around 40-50 (?) at start. So, I begin my game as I usually do, by increasing industry in most of the 1IC territories, using the little IC left for some limited research, starting with the basic computer tech. Things got goofy when I am rolling along and suddenly notice that my manpower has dropped when I haven't even built anything! In one game it dropped all the way to zero. Did I do something to trigger this? I thought I read about failure to produce supplies each month would lead to increased dissent, but this? :eek:

Otherwise, I am thoroughly enjoying CORE v0.8 so far gents... kudos to all!

Thanks,
Pdubya :)

thanx for your feedback. As for your questions:

1) Australia had no standing army 1936. Only some militia units spread across the coutry that are to small to be represented by an entire division in the game.

2) Manpower is lowered for all democracies when not at war.

3) The reason your manpower dropped was because increasing IC costs MP as well.

Hope this clarifies. Were happy you enjoying the mod.

Ghost_dk
 

unmerged(18237)

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Steel said:
A point raised by a couple of different players is that the manpower mod really kills the ability of the UK to expand their industry until war breaks out. There's also a concern that the UK can achieve some ahistorical growth by upgrading IC on certain islands.

I'd like to address this as follows

1) An event chain which occurs on an annual basis and presents the player with 4 options to pick from in what policies to apply for economic growth. Actual effects then occur roughly a year later, this repeats until the UK mobilisies. A rough but functional draft of this event chain is available in the wiki v0.8 General Discussion and I'd appreciate feedback from the dev team on this

2) The removal of single IC presence on all minor islands (list to be prepared) until the UK mobilises. Once mobilisation occurs the IC will be restored, thus allowing the player to create AA or forts as needed. The window of opportunity for very lucrative IC upgrades will have been reduced significantly though. If this works ok I'd like to apply the same to the Japanese and US islands in the Pacific

Should'nt it also be the same for some USSR provinces? Especially in Sibiria, first after the event "move the industri" should it be possible to upgrade these eastern provinces. Just a thought

/Frank2u
 

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frank2u said:
Should'nt it also be the same for some USSR provinces? Especially in Sibiria, first after the event "move the industri" should it be possible to upgrade these eastern provinces. Just a thought

/Frank2u
Did you try playing the USSR? There's been events for their industrial expansion for quite some time.

########################################################################
# USSR Industrialization plans 1936-1942
# events 222069-222075 by Copper Nicus
#######################################################################
 

Pdubya

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Thanks

Ahh, I see. Makes sense now of course. :rolleyes:

Although it begs the question:

So, is it worth the limited initial MP you have to spend it increasing a nation's Industrial Capacity? Thoughts anyone?

Also, are most of these underlying modifications/tweaks explained in a CORE text file? Maybe I have missed it.

Thanks again,
Pdubya
 

Dr.Wires

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I'd first like to say that I'm new to the CORE mod and enjoying greatly.

I just had a few questions and comments about possible events for Canada.

- Mackenzie King's state visit to Germany in 1937 (the only Western leader to conduct an official state visit I believe) [the influence that this might have on country I'm unsure]
- the Ogdensburg Agreement in August 1940 (use this event to ensure that if Canada is invaded the US will join them in war [due to the formation of a Permanent Defense Board] it was also with this agreement that Canada agreed to move to American military control if Britain fell (in this sense they meant on a operational level, but the latter never has military control in a HOI sense so I'm unsure how it would be scripted accept perhaps with a move from a imperialist or transatlantic strategy to a more contential defense approach)
- the Hyde Park Declaration in April 1941 was another significant event yet difficult to script event since the Canadian economy in HOI doesn't suffer from the Lend-Lease Act towards Britain; it could simply be a favour event with the US sending some materials to Canada (I know in reality the US promised to purchase more Canadian goods to maintain the economy but this is unworkable in game)

That's all I can think of at the moment except maybe to stress the importance of the Anglo-French relationship in Canada and the political tightrope that King walked to maintain peace on the homefront. Events such as the training of British pilots in the Praries was rejected in 1938 I believe because King feared that accommodating them would mark him as a belligerent to opposing European powers; and at the same time were war to break out he could always revisit the issue and grant the request while it would be much more difficult to revoke it. Similarly at the Munich Agreement King was able to give his support to England only in private and not in public to once again avoid the impression of imperial entanglements that Quebecers were especially concerned about. Well back to playing CORE.
 

Crazyhorse

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Dr.Wires said:
I'd first like to say that I'm new to the CORE mod and enjoying greatly.

Well welcome and nice to hear you enjoy it!

Dr.Wires said:
- Mackenzie King's state visit to Germany in 1937 (the only Western leader to conduct an official state visit I believe) [the influence that this might have on country I'm unsure]

I think this will be nothing more then a flavour event.

Dr.Wires said:
- the Ogdensburg Agreement in August 1940 (use this event to ensure that if Canada is invaded the US will join them in war [due to the formation of a Permanent Defense Board] it was also with this agreement that Canada agreed to move to American military control if Britain fell (in this sense they meant on a operational level, but the latter never has military control in a HOI sense so I'm unsure how it would be scripted accept perhaps with a move from a imperialist or transatlantic strategy to a more contential defense approach)

This is already dealt with in event 402004 (US Commitment to Canada).

Dr.Wires said:
- the Hyde Park Declaration in April 1941 was another significant event yet difficult to script event since the Canadian economy in HOI doesn't suffer from the Lend-Lease Act towards Britain; it could simply be a favour event with the US sending some materials to Canada (I know in reality the US promised to purchase more Canadian goods to maintain the economy but this is unworkable in game)

This can be made. US gets supplies from Canada and Canada could get resources from the US. Something like the Barter trade between Germany and Yugoslavia.
 

ltccone

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Is it impossible to puppet the UK?

In version .81 I have captured all of the UK provinces in Egypt and Great Britain, including Belfast. The UK army has been reduced to three divisions, all of which are fighting in Ethiopia. In vanilla HOI this gave me all of the VPs I needed to puppet the UK, but I can't in C.O.R.E. If I have to capture India to puppet the UK I might as well try to annex it.