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unmerged(96727)

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Haven't got fresh copy of AOD 1.03 installed at the moment. Let me know if this works/what result it produces.

It will need some tweaking as I've just given across-the-line increases, not province specific

Code:
####AFRICA BRANCH
###main south-north

##rhodesia/ndola
province = { id = 1129 infra = 0.3 }
province = { id = 1127 infra = 0.3 }

province = { id = 1144 infra = 0.3 }
province = { id = 1073 infra = 0.3 }
province = { id = 1064 infra = 0.3 }

##entebbe-egypt
province = { id = 1065 infra = 0.3 }
province = { id = 1066 infra = 0.3 }
province = { id = 1031 infra = 0.3 }
province = { id = 1028 infra = 0.3 }
province = { id = 1026 infra = 0.3 }
province = { id = 1024 infra = 0.3 }

###east africa branch
##branch 1: elisabethville-mogadishu
province = { id = 1123 infra = 0.2 }
province = { id = 1139 infra = 0.2 }
province = { id = 1140 infra = 0.2 }
province = { id = 1141 infra = 0.2 }
province = { id = 1061 infra = 0.2 }
province = { id = 1158 infra = 0.2 }
province = { id = 1056 infra = 0.2 }


##branch 2: entebbe-mombassa
province = { id = 1060 infra = 0.2 }

###west africa branch
##entebbe-port harcourt
province = { id = 1072 infra = 0.2 }
province = { id = 1070 infra = 0.2 }
province = { id = 1079 infra = 0.2 }
province = { id = 1086 infra = 0.2 }
province = { id = 1085 infra = 0.2 }
province = { id = 1145 infra = 0.2 }
province = { id = 1009 infra = 0.2 }
province = { id = 1010 infra = 0.2 }
province = { id = 1011 infra = 0.2 }

###north africa branch
##alexandria-tunis
province = { id = 1020 infra = 0.2 }
province = { id = 926 infra = 0.2 }
province = { id = 927 infra = 0.2 }
province = { id = 928 infra = 0.2 }
province = { id = 931 infra = 0.2 }
province = { id = 934 infra = 0.2 }
province = { id = 937 infra = 0.2 }


####MIDDLE EAST/WEST ASIA
###Africa to Balkans
##suez-dair az zawr
province = { id = 1800 infra = 0.3 }
province = { id = 1799 infra = 0.3 }
province = { id = 1798 infra = 0.3 }
province = { id = 404 infra = 0.3 }
province = { id = 1794 infra = 0.3 }
province = { id = 1792 infra = 0.3 }
province = { id = 1861 infra = 0.3 }

###Syria to China
##dair az zawr-guyuan
province = { id = 1860 infra = 0.3 }
province = { id = 1789 infra = 0.3 }
province = { id = 1826 infra = 0.3 }
province = { id = 1502 infra = 0.3 }
province = { id = 1500 infra = 0.3 }
province = { id = 1491 infra = 0.3 }
province = { id = 1487 infra = 0.3 }
province = { id = 1427 infra = 0.3 }
province = { id = 1424 infra = 0.3 }
province = { id = 1422 infra = 0.3 }
province = { id = 1432 infra = 0.3 }
province = { id = 1433 infra = 0.3 }
province = { id = 1435 infra = 0.3 }
province = { id = 1441 infra = 0.3 }
province = { id = 1440 infra = 0.3 }
province = { id = 1273 infra = 0.3 }
province = { id = 1274 infra = 0.3 }

###North Central Asia branch
##zhambyl-karaganda
province = { id = 1555 infra = 0.2 }
province = { id = 1554 infra = 0.2 }

###Inner Mongolia branch (to remove in 0.14/Japanese territory???)
##yinchuan-yuling-hohhot
province = { id = 1272 infra = 0.2 }
province = { id = 1439 infra = 0.2 }
 
Last edited:

gianlucad

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Ok, my laziness is gone, I will put all these changes and test it, if all goes well, we will have 0.1.5 ready by today...
 

gianlucad

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Error messages are now COMPLETELY gone! I found where the mismatches were (vichy_france.txt in the events folder) and I changed the ids which had a mismatch, also, for some reason, these mismatches caused the game to crash when you surrendered, so now there are no more error messages nor crashes!

Alpha 0.1.5 is uploading! Here is the changelog:
Code:
Fixed event id mismatches
Fixed Anne Palme's picture (Also her name was changed)
Fixed some gfx's
ESE changed

We still need to fix the provinces in china, there are some with 0% ese and there are divisions there...
 

unmerged(96727)

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Putting more INFR in would in my opinion make it unrealistic (already the main route has more than many European capitals!)

Instead I think give Draka an ESE bonus to start with, from a tech or otherwise. It can represent their efficient style of government over the other powers.

With the INFR + Deep Logistics and another tech I was able to turn most of China orange in 0.13 game


About representing elite Citizen Divisions - have you got any plans for that?

My idea was either new brigades (improved morale/org/soft attack) to be added on to INF, but then I think the naming scheme would still call them Janissaries.

Otherwise allow buying of divisions by the event chain I proposed. I do not know if it is possible to write scripts to compare manpower changes and use a %age of that but I can look at ways if you give the go ahead. If that isn't possible and because Citizen population won't change much through the game (unless you start losing core provinces), we could set a fixed number of divisions (to create Spec Inf/Armoured units) per year.
 
Last edited:

gianlucad

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Oh, I forgot to change the folder name, it is 0.1.5 but the name of the folder says 0.1.4. :)
 

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Brigade proposal:

Code:
#Citizen Infantry Brigade
model = {
	cost 				= 7
	buildtime	 		= 180
	manpower 			= 5
	defaultorganisation             = 17
	morale				= 40
	toughness			= 18
	suppression			= 7
	softattack			= 6
	hardattack			= 4
	defensiveness 		        = 2
	fuelconsumption		        = 0.5
	supplyconsumption 	        = 0.3
	upgrade_time_factor             = 0.5
	upgrade_cost_factor             = 1.0
}
 

gianlucad

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I will try to implement that after we fix ese problems and start working on othr things ok?
 

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Counter-proposal...

Serfs would form primarily INF with some MTN and MAR units as needed. Their equipment is inferior to Citizen formations, but comparable to or better than most competing armies. Citizens form MOT, MEC, ARM, and PAR and are generally equipped and trained to a higher standard than any other troops, pound for pound, in the world. It would be assumed that the "leg" formations aside from paratroopers are going to be serf formations with Draka officers while the elite arms are all-Draka with no type overlap (no serf ARM divisons, etc.).

At game start 1936, there ought to be a nation-specific event (or an equivalent starting tech) for the Draka.

Effects would be, roughly:
+250 TC to simulate dirigibles and mass rail traffic
Manpower production modifier to be decided
Production time and cost -10%

For land units:
+2 speed for INF (to simulate the motorization of Serf formations in general)
+2 soft and +1 hard attack for INF, MOT, MEC, PAR, MTN, MAR (to simulate superior small arms and portable AT weapons)
+2 soft and +3 hard attack for ARM (to simulate superior gun size, armor, and heavy machine guns for Hond III tanks)
Increase in IC cost by 50% for MOT, MEC, ARM, and PAR (due to the mass of equipment carried by civilian formations)
Increase in 20% IC cost for INF, MTN, MAR (to simulate the additional equipment, trucks, artillery, etc. carried by Serf formations)
Increase of supply consumption for all land units of 20%
Decrease in manpower trickleback to be decided
Increase in attrition for INF, MTN, MAR of 20%
Increase in morale for all land units 15%
Increase in org for all land units 15%
Decrease in build time for land units by 20 days
Increase in toughness and defensiveness for all land units to be decided

For air units:
25% increase in IC cost for all types
Increase in air defense +3 for all types
10% decrease in build time
15% increase in supply and fuel consumption
Increase in range of 150 for INT and FTR and 300 for all other types
Increase in speed of 100 for INT and FTR and 50 for all other types
+2 air attack for INT and FTR due to larger caliber guns
+3 soft and +1 hard attack for CAS and TAC due to better handling and fire control

I'm beginning to think Japan may need something similar as well, to simulate the fact that they would be using Japanese officers to command hordes of Chinese infantry in most of their operations. Obviously, the elite formations would be all Japanese, and generally of higher quality.

I'm willing to mod this if everyone else is willing to abide by it. Thoughts? Questions? Insults?
 

gianlucad

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I sent a pm to wikng, we should soon have our own subforum, so if the thread isnt here, look for it in the subforums.
 

gianlucad

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Sounds fine to me except the +20% supplies consumption I would think that would eat up much of the benefit the extra INFRA and TC given to Draka

10% then?


Ill start research on commands for these things. Should be ready by night, since I have little time.
 

gianlucad

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If I remember, mod34 had something like this...
 

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I just found out you cant increase attrition for a single type of nit, you have to increase for all types...
 

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This is what has been done so far:
Code:
####################################
# Troop Imrpovement
####################################

event = {
	id = 90000
	random = no
	country = U00
	name = "Troop Improvement"
	desc = "Our troops have been improved"
	style = 0
	picture = "outcry_Domination"

	date = { day = 1 month = september year = 1936 }

	action_a = {
		name = "OK!"
      		command = { type = build_cost which = paratrooper when = now where = relative value = 50 }
      		command = { type = build_cost which = motorized when = now where = relative value = 50 }
      		command = { type = build_cost which = mechanized when = now where = relative value = 50 }
      		command = { type = build_cost which = armor when = now where = relative value = 50 }
      		command = { type = build_cost which = infantry when = now where = relative value = 20 }
      		command = { type = build_cost which = bergsjaeger when = now where = relative value = 20 }
      		command = { type = build_cost which = marine when = now where = relative value = 20 }
		command = { type = supply_dist_mod value = -10 }
		command = { type = max_organization which = land value = 15 }
		command = { type = morale which = land value = 15 }
		command = { type = build_time which = armor when = now where = relative value = -20 }
     		command = { type = build_time which = light_armor when = now where = relative value = -20 }
     		command = { type = build_time which = light_armor_brigade when = now where = relative value = -20 }
      		command = { type = build_time which = mechanized when = now where = relative value = -20 }
      		command = { type = build_time which = motorized when = now where = relative value = -20 }
      		command = { type = build_time which = armored_car when = now where = relative value = -20 }
      		command = { type = build_time which = heavy_armor when = now where = relative value = -20 }
      		command = { type = build_time which = super_heavy_armor when = now where = relative value = -20 }
      		command = { type = build_time which = tank_destroyer when = now where = relative value = -20 }
      		command = { type = build_time which = sp_artillery when = now where = relative value = -20 }
      		command = { type = build_time which = sp_rct_artillery when = now where = relative value = -20 }
		command = { type = build_time which = infantry when = now where = relative value = -20 }
      		command = { type = build_time which = cavalry when = now where = relative value = -20 }
      		command = { type = build_time which = militia when = now where = relative value = -20 }
      		command = { type = build_time which = garrison when = now where = relative value = -20 }
      		command = { type = build_time which = police when = now where = relative value = -20 }
      		command = { type = build_time which = paratrooper when = now where = relative value = -20 }
      		command = { type = build_time which = bergsjaeger when = now where = relative value = -20 }
      		command = { type = build_time which = marine when = now where = relative value = -20 }
      		command = { type = build_time which = engineer when = now where = relative value = -20 }
      		command = { type = build_time which = mechanized when = now where = relative value = -20 }
      		command = { type = build_time which = motorized when = now where = relative value = -20 }
      		command = { type = build_time which = anti_tank when = now where = relative value = -20 }
      		command = { type = build_time which = anti_air when = now where = relative value = -20 }
      		command = { type = build_time which = artillery when = now where = relative value = -20 }
      		command = { type = build_time which = rocket_artillery when = now where = relative value = -20 }
      		command = { type = attrition_mod value = 10 }
}
}

These are the things I dont know the command of:
Code:
+2 speed for INF (to simulate the motorization of Serf formations in general)
+2 soft and +1 hard attack for INF, MOT, MEC, PAR, MTN, MAR (to simulate superior small arms and portable AT weapons)
+2 soft and +3 hard attack for ARM (to simulate superior gun size, armor, and heavy machine guns for Hond III tanks)
Increase of supply consumption for all land units of 20%

We have to decide this:
Code:
Decrease in manpower trickleback to be decided
Increase in toughness and defensiveness for all land units to be decided
 

cplhicks

Second Lieutenant
73 Badges
Mar 25, 2008
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I've written it as a tech, though the TC will be added as a kind of "house rules" event at game start. It's not exactly what I wrote on the forum, but it's pretty close. Have a look:

Code:
  application =
  { id        = 6390
    name      = "Draka Land Tech"
    desc      = "The Domination has a distinct military philosophy unique to its economic system."
    position  = { x = 18 y = 436 }
    year      = 1936
    component = { id = 6391 name = TECH_CMP_LD_39_1_NAME type = combined_arms_focus difficulty = 10 }
    component = { id = 6392 name = TECH_CMP_LD_39_2_NAME type = centralized_execution difficulty = 10 }
    component = { id = 6393 name = TECH_CMP_LD_39_3_NAME type = training difficulty = 10 }
    component = { id = 6394 name = TECH_CMP_LD_39_4_NAME type = small_unit_tactics difficulty = 9 }
    component = { id = 6395 name = TECH_CMP_LD_39_5_NAME type = technical_efficiency difficulty = 10 }
    effects =
    { 	command = { type = speed which = infantry value = 2 }
		command = { type = soft_attack which = infantry value = 2 }
		command = { type = soft_attack which = motorized value = 2 }
		command = { type = soft_attack which = mechanized value = 2 }
		command = { type = soft_attack which = paratrooper value = 2 }		
		command = { type = soft_attack which = bergsjaeger value = 2 }
		command = { type = soft_attack which = marine value = 2 }		
		command = { type = soft_attack which = armor value = 2 }
		command = { type = hard_attack which = infantry value = 1 }
		command = { type = hard_attack which = motorized value = 1 }
		command = { type = hard_attack which = mechanized value = 1 }
		command = { type = hard_attack which = paratrooper value = 1 }		
		command = { type = hard_attack which = bergsjaeger value = 1 }
		command = { type = hard_attack which = marine value = 1 }		
		command = { type = hard_attack which = armor value = 3 }
		command = { type = build_cost which = infantry when = now where = relative value = 20 }
		command = { type = build_cost which = bergsjaeger when = now where = relative value = 20 }
		command = { type = build_cost which = marine when = now where = relative value = 20 }
		command = { type = build_cost which = motorized	when = now where = relative value = 50 }
		command = { type = build_cost which = mechanized when = now where = relative value = 50 }
		command = { type = build_cost which = paratrooper when = now where = relative value = 30 }
		command = { type = build_cost which = armor when = now where = relative value = 50 }
		command = { type = build_time which = infantry when = now where = relative value = -20 }
		command = { type = build_time which = bergsjaeger when = now where = relative value = -20 }
		command = { type = build_time which = marine when = now where = relative value = -20 }
		command = { type = build_time which = motorized	when = now where = relative value = -35 }
		command = { type = build_time which = mechanized when = now where = relative value = -35 }
		command = { type = build_time which = paratrooper when = now where = relative value = -30 }
		command = { type = build_time which = armor when = now where = relative value = -35 }		
		command = { type = supply_consumption which = infantry value = 0.5 }
		command = { type = fuel_consumption which = infantry value = 0.5 }
		command = { type = supply_consumption which = motorized value = 0.5 }
		command = { type = fuel_consumption which = motorized value = 0.5 }		
		command = { type = supply_consumption which = mechanized value = 0.5 }
		command = { type = fuel_consumption which = mechanized value = 0.5 }
		command = { type = supply_consumption which = armor value = 0.7 }
		command = { type = fuel_consumption which = armor value = 0.7 }
		command = { type = attrition_mod value = -15 }
		command = { type = trickleback_mod value = -15 }
		command = { type = max_organization which = land value = 15 }
		command = { type = morale which = land value = 15 }
		command = { type = build_cost which = interceptor when = now where = relative value = 25 }
		command = { type = build_cost which = multi_role when = now where = relative value = 25 }
		command = { type = build_cost which = cas when = now where = relative value = 25 }
		command = { type = build_cost which = tactical_bomber when = now where = relative value = 25 }
		command = { type = build_cost which = naval_bomber when = now where = relative value = 25 }
		command = { type = build_cost which = strategic_bomber when = now where = relative value = 25 }
		command = { type = build_cost which = transport_plane when = now where = relative value = 25 }
		command = { type = build_time which = interceptor when = now where = relative value = -10 }
		command = { type = build_time which = multi_role when = now where = relative value = -10 }
		command = { type = build_time which = cas when = now where = relative value = -10 }
		command = { type = build_time which = tactical_bomber when = now where = relative value = -20 }
		command = { type = build_time which = naval_bomber when = now where = relative value = -20 }
		command = { type = build_time which = strategic_bomber when = now where = relative value = -30 }
		command = { type = build_time which = transport_plane when = now where = relative value = -30 }
		command = { type = supply_consumption which = interceptor value = 0.2 }
		command = { type = fuel_consumption which = interceptor value = 0.5 }
		command = { type = supply_consumption which = multi_role value = 0.2 }
		command = { type = fuel_consumption which = multi_role value = 0.5 }		
		command = { type = supply_consumption which = cas value = 0.2 }
		command = { type = fuel_consumption which = cas value = 0.5 }
		command = { type = supply_consumption which = tactical_bomber value = 0.5 }
		command = { type = fuel_consumption which = tactical_bomber value = 1.0 }	
		command = { type = supply_consumption which = naval_bomber value = 0.5 }
		command = { type = fuel_consumption which = naval_bomber value = 1.0 }
		command = { type = supply_consumption which = strategic_bomber value = 0.7 }
		command = { type = fuel_consumption which = strategic_bomber value = 1.5 }
		command = { type = supply_consumption which = transport_plane value = 0.3 }
		command = { type = fuel_consumption which = transport_plane value = 0.5 }		
		command = { type = air_defense which = interceptor when = now value = 3 }
		command = { type = air_defense which = multi_role when = now value = 3 }
		command = { type = air_defense which = cas when = now value = 3 }
		command = { type = air_defense which = tactical_bomber when = now value = 3 }
		command = { type = air_defense which = naval_bomber when = now value = 3 }
		command = { type = air_defense which = strategic_bomber when = now value = 3 }
		command = { type = air_defense which = transport_plane when = now value = 3 }
		command = { type = air_attack which = interceptor when = now value = 2 }
		command = { type = air_attack which = multi_role when = now value = 2 }
		command = { type = soft_attack which = cas when = now value = 3 }
		command = { type = soft_attack which = tactical_bomber when = now value = 3 }
		command = { type = hard_attack which = cas when = now value = 1 }
		command = { type = hard_attack which = tactical_bomber when = now value = 1 }
		
    }
  }

Apparently, toughness and defensiveness are not changed by event or by tech in Hoi2/AoD. I like this idea, and I think I'm going to write a corresponding one for the US, Soviets, Japan, Germany, UK and France.