Okay, but it's May 1934 and the war hasn't started?
The decision is available for about a fortnight in February, after that the opportunity is gone and you should get an event telling you the civil war is over
Faulty - how's it going with writing the surrender events for China you spoke of? Anything else new you have planned? I swear this is one of the most well put-together mods out right now.
Just waiting for inspiration to strike
Since I'm already changing the minister personalities file I figured I'd make a few tweaks to the vanilla personalities too, with an eye to making all the different armaments ministers appealing based on the player's situation. In vanilla games I just stick to administrative genius since the other traits are so awful - I'd have to devote more than half my industry to submarine production before the submarine proponent paid for himself considering the 6% IC difference between the two. Another oddity is that half of them give a research bonus while the other half give a pitiful production bonus for very specific units largely negated by a 1% penalty to IC. I'd standardised all the ministers to give a research bonus to their area of expertise alongside their other bonus. I've also made the ministers more attractive to retain during wartime, with a very small morale bonus to represent higher quality equipment going to that branch of the military.
The unmodified values are also present (minister_personalities - Copy.txt) if you don't want this.
Anyway here are some examples, tell me what you think
Production refers to an IC bonus (when positive), unit/extra refers to reduced production time and cost for divisions/brigades (when negative), research refers to reduced research time (when negative)
Administrative genius, vanilla (calculated value: 70)
Code:
command = { type = production which = production value = 0.0500 }
command = { type = resource which = energy value = 0.0500 }
command = { type = resource which = metal value = 0.0500 }
command = { type = resource which = rare_materials value = 0.0500 }
Administrative genius, modified (calculated value: 55)
Code:
command = { type = research which = industry value = -0.1000 }
command = { type = production which = production value = 0.0500 }
command = { type = resource which = energy value = 0.0250 }
command = { type = resource which = metal value = 0.0250 }
command = { type = resource which = rare_materials value = 0.0250 }
Resource industrialist, vanilla (calculated value: 55)
Code:
command = { type = production which = production value = 0.0250 }
command = { type = resource which = energy value = 0.0250 }
command = { type = resource which = metal value = 0.0250 }
command = { type = resource which = rare_materials value = 0.0250 }
command = { type = research which = industry value = -0.1000 }
Resource industrialist, modified (calculated value: 72)
Code:
command = { type = research which = industry value = -0.1000 }
command = { type = production which = production value = 0.030 }
command = { type = resource which = energy value = 0.0800 }
command = { type = resource which = metal value = 0.0800 }
command = { type = resource which = rare_materials value = 0.0800 }
Steel magnate, vanilla (calculated value: 9)
Code:
command = { type = resource which = metal value = 0.1000 }
command = { type = stockpile which = industry value = 0.1000 }
Steel magnate, modified (calculated value: 69)
Code:
command = { type = resource which = metal value = 0.300 }
command = { type = research which = industry value = -0.100 }
command = { type = stockpile which = industry value = 0.1000 }
Air to sea proponent, vanilla (calculated value: -8)
Code:
command = { type = unit which = naval_bomber value = -0.0500 }
command = { type = extra which = cag value = -0.0500 }
command = { type = production which = production value = -0.0100 }
Air to sea proponent, modified (calculated value: 55)
Code:
command = { type = research which = aircraft value = -0.1000 }
command = { type = unit which = naval_bomber value = -0.1500 }
command = { type = unit which = naval_bomber when = morale value = 0.100 }
command = { type = extra which = cag value = -0.1500 }
command = { type = extra which = light_cag value = -0.1500 }
command = { type = extra which = floatplane value = -0.1500 }
Tank proponent, vanilla (calculated value: -8)
Code:
command = { type = research which = armor value = -0.1000 }
command = { type = production which = production value = -0.0100 }
Tank proponent, modified (calculated value: 65)
Code:
command = { type = research which = armor value = -0.1000 }
command = { type = unit which = armor value = -0.100 }
command = { type = unit which = armor when = morale value = 0.0500 }
command = { type = unit which = light_armor value = -0.100 }
command = { type = unit which = light_armor when = morale value = 0.0500 }
command = { type = extra which = medium_armor value = -0.100 }
command = { type = extra which = light_armor_brigade value = -0.100 }
command = { type = extra which = heavy_armor value = -0.100 }
command = { type = extra which = super_heavy_armor value = -0.100 }
command = { type = extra which = glider_armor value = -0.100 }
command = { type = extra which = amph_armor value = -0.100 }
General staffer, vanilla (calculated value: 28)
Code:
command = { type = diplomacy_cost which = ask_for_military_access value = -0.5000 }
command = { type = diplomacy_cost which = assume_military_control value = -0.3333 }
General staffer, modified (calculated value: 73)
Code:
command = { type = diplomacy_cost which = ask_for_military_access value = -0.5000 }
command = { type = diplomacy_cost which = assume_military_control value = -0.3333 }
command = { type = detection which = land value = 5 }
command = { type = intelligence_report which = land value = 1 }