Fallout's Doomsday 2.4.1.2 for Darkest Hour (latest release: 22-12-2021)

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Slaughter

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Fallout's Doomsday
A mod for Darkest Hour

============================================

The spirit of the ancient heroes lives in their deeds, their inspiration, the rousing of our spirits
FzFB4z0.png



Even as they come and go

zCICCdK.gif


As long as humanity lives, there will be heroes and villains, and all those in between, the men in the grey line, hanging on, struggling against the storm.

tyIQMAB.jpg



And there always will be


BtWp3Qf.png



After all...
War. War Never Changes...

==================================
Current Team Members:
Slaughter


Retired/Inative Team Members:
SwordOfJustice
Arcangelus
Messenger
Miguel Lanius

NEW, IMPROVED VERSION FODD 2.4.1.2 - For HOIDH 1.05.1
Download Link:
Main Mod File (2.4.1.1:) This download file is a rar file. Extract this archive into the Mods folder of your Darkest Game installation. Then install the hotfix.

https://www.mediafire.com/file/vfhrfouiewtwzrl/FODD_2.4.1.1.rar/file

Hotfix 2.4.1.2 (for use with both 2.4.1 and 2.4.1.1. Its cumulative): https://www.mediafire.com/file/qaaibxltaqwxch4/FODD_2.4.1.2_Hotfix.rar/file

If you cannot use mediafire for some reason, try to download from our Moddb page:
Fallout's Doomsday for Darkest Hour - Moddb Page

Install instructions for hotfix:
1. Replace and overwrite files from your FODD install with their equivalents from the rar file. I recommend making a copy of your previous mod folder and patching the copy.
2. This patch is cumulative, it can be installed on a 2.4.1 or a 2.4.1.1 install. It contains all the fixes 2.4.1.1 does.

Changelog:

Code:
Changelog 22/12/2021 FODD 2.4.1.2 Hotfix


db:

    revolt.txt:
        - It was possible to liberate Gecko in Woodland province for some reason. This is no longer the case - it requires the province of Vale now.

    events:
   
        End_Game:
            - Redding will no longer join the Jihad or American Unity if it join the Slavers' Guild.
            - Fixed Mayan Empire's AI triggers to join the American Unity and the Dictatorship of Man. They were mistakenly swapped before.
            - Fixed the Calgary Confederacy joining the Dictatorship of Man when it was meant to join the Jihad.
            - Fixed New Canaan joining the Dictatorship when it should be joining the Jihad.
            - Fixed Commonwealth Minutemen joining Dictatorship instead of Jihad when they should join the Jihad.
            - Fixed Institute joining Dictatorship instead of Jihad when they should join the Jihad.
            - Fixed Commonwealth joining Dictatorship instead of Jihad when they should join the Jihad.
            - Fixed Nuka Cola Company joining Dictatorship instead of Jihad when they should join the Jihad.
            - Fixed Quebec joining Dictatorship instead of Jihad when they should join the Jihad
            - Fixed White Legs joining Dictatorship instead of Jihad when they should join the Jihad.
   
        Releasing_units.txt:
       
            - units in the "Slavers' Compound Guard" will now be unlocked in 2247. Hopefully this will solve the issue of the Mexican Raiders for some reason bunching so many units among those and pretty much locking their entire army in their capital.
   
        West_Politics.txt:
       
            - "Pioneers Send Riders to Redding" will no longer trigger once the Final War starts.
           
        White_Legs.txt:

            - White Legs now have a -30% penalty to industrial modifier supplies (was -20)
           
scenario:

    2245:
   
        White_Legs.inc:
            - White Legs now have -3 IC:
                - Ely province now has 2 IC (was 4)
                - Their off-map IC income is now 3 (was 4)
               

Changelog 14/12/2021 FODD 2.4.1.1 Hotfix

- FODD_ID_Numbers.txt: Updated data.

db:

    credits.txt: Updated the credits list.

    events:
 
        - RCC.txt:
            - Fixed the "Quebec has too much manpower" bug:
                - event 24026:
                    - command = { type = free_manpower value = 0.05 } (was 0.5)
                - event 24031:
                    - command = { type = free_manpower value = 0.05 } (was 0.5)
                
                
gfx:

    interface:
 
        - ill_prov_6125:
            - Lost Hills province now has the correct province graphic and Fresno no longer has the Lost Hills special graphic.

scenario:

    2245:
 
        - West_BoS.inc:
            - Western Brotherhood had too much off-map manpower growth, insane in fact. Equivalent to something like 10 MP per day. Fixed, now it gets only 0.10 mp per day (althrough it will start lower than that, due to manpower effic). Remember, the West BoS starts with only off-map MP to despict that conquering them gives no manpower - the Brotherhood is too much of a tribe-like clan for conquered brotherhood to just enlist in any conquering army or something.

        - NCR.inc:
            - Now gaining 0.19 off-map MP per day for balance reasons - namely, the fact that the recent balance reasons will make the Western Brotherhood gain more MP than the NCR - which makes no sense because the NCR is far bigger. The reason its off-map is balance - to prevent conquerors from getting all that sweet NCR manpower. Also, similar to the Brotherhood but on a smaller scale, assume those are the people who would never serve any conquerors no matter what, only the Republic.
 

Changelog 08/12/2021 FODD 2.4.1

- FODD_ID_Numbers.txt:
        - Updated with some important data.
        - Added Commonwealth data.
        - "Tucson" was written as "Tuscson". Literally unplayable.

ai:

    - Numerous new ai files. Too many for me to list. Objective is to enhance the AI by:
        - Making the AIs more active and less passive in general.
        - Make AI nations act closer to their intended canon/fanon portrayals
        - Make the AI stronger and more competitive with the player(s).
        - Make sure every single nation is noticed by the other AIs and vice-versa. Some nations never get attacked or attack anybody because due to how the AI files work, they are practically invincible.
        - Make the AI build better.
        - Make builds more versatile.
    - Not all AIs were improved. On one hand, sad, on the other, an excellent way to test Old vs New AIs. Report any issues and other matters of interest to the Brotherhood Elders, paladins.
    - Changed AIs:
        - Caesar's Legion.
        - Darien Tribes
        - Kansas Free State
        - Junkers
    - Fixed a mistake with the construction of forts in AI files. Namely, the AI setting fort_borders{} was being used with province numbers (say, 735) as parameters, when they should be used with tags as parameters (say, CAL). This is wrong, because the correct setting to assign the ai to build a fort in a province, is fort_provs{}. This is now fixed, both settings are being used correctly now. Expect the AI to actually build forts now.
    - The following province ids used to reference other, older provinces from the old map. All changes I could find were made. The map changed and so they reference the following new provinces now, please alter any references in AI files to these new provinces:
        696 = 20 # Worthington. Currently referes to 6338 # Brainerd.
        2684 = 30 # Moorhead. Currently is 6334 # Saint Cloud.
        626 # Springfield. Was Springfield KS aparently.
        711 # Wichita. Is now province of Tyler in Texas.
        792 # Topeka. Currently Kansas City.
    
 
    Caesar's Legion/ALB:
 
        - Caesar's Legion Neutrality change: 80/70/60/50/40/30. It was 90 before.
        - Caesar's Legion now uses offensive supply in all dates.
        - Caesar's Legion now builds IC at war after 2250
        - Caesar's Legion can build forts now.
        - Caesar's Legion will now build forts in many provinces East of the Colorado river, bordering it. lvl1 in 2251, lvl3 in 2253, lvl6 in 2255.
        - ALB.ai: Replaced by ALB_2245.ai.
        - ALB_2248.ai: Is now ALB_2249.ai
        - ALB_2250.ai: Is now ALB_2251.ai
        - New AI files: ALB_2245, 2247.ai.
        - References to "Silver City" province replaced with Deming province.
        - Will now target provinces of all enemies. And man, are there LOTS of enemies.
        - The Caesar has marked those nations for death, and the Legion obeys! Ready yourselves for battle!
            - 2245:
                BRA/Reservation. Now (20/40/50/70/100/120). Was (30/50/50/70/100/120)
                CAL/New California Republic. Now (5/10/20/40/80/100). Was (5/10/20/30/60)
                SWE/The Hub Is now (5/10/20/30/30/40). Was (5/10/10/20/30).
                TUR/Necropolis Is now (5/10/20/30/40/50). Was(5/10/20/30/30)
                IRQ/The Vipers Now (40/60/80/100/120/150). Was (30/50/70/100/120)
            - 2247:
                POL/Broken Hills. Is now (0/10/20/30/40/50). Was (0/0/0/10/20/30).
                ARM/Kurtz' Camp. Is now (0/10/20/30/40/50). Was (0/10/20/30/40).
                MOR/New Canaan. Is now (0/10/20/40/60/80). Was (0/10/20/30/40).
                JAP/Robot Nation. Is now (0/10/20/40/80/100). Was (0/10/20/30/40)
                GER/Vault City. Is now (0/5/10/15/20/30).
                POR/Gecko. Is now (0/5/10/15/20/30).
                SCH/Pioneer Alliance. Is now (0/5/10/15/20/30)
            - 2249:
                AFG/Kansas Free State (0/0/20/40/60/80)
                ARG/Harlequins    (0/0/0/20/40/60)
                BLR/Texas Reformed (0/0/40/50/60/60)
                TEX/New Church (0/0/20/30/40/50)
                ITA/Western Brotherhood of Steel (0/0/20/20/30/40)
                CHC/Shi Empire (0/0/10/20/30/40)
                AST/Under-Nation (0/0/10/20/30/40)
            - 2251:
                CAM/Reavers (0/0/0/5/10/20)
                SPA/East BOS (0/0/0/10/20/30)
                SOV/Mutant Army (0/0/0/5/10/15)
                BEN/Beast Lords (0/0/0/10/20/30)
                CSA/Manitou Tribes (0/0/0/10/20/30)
                U53/Nuka Cola Company (0/0/0/10/20/30)
                CZE/Spiders (0/0/0/20/40/60)
            - 2253:
                CAN/RCC (0/0/0/0/10/20)
                QUE/Quebec (0/0/0/0/10/20)
                MTN/Calgary Conferacy (0/0/0/0/5/10)
                ARA/Warriors of Ice (0/0/0/0/10/20)
                MEX/NROM (0/0/0/0/20/40)
                MAD/Mayan Empire (0/0/0/0/20/40)
                BEL/God-Machine (0/0/0/0/5/10)
            - 2255:
                AZB/Dark Cathedral (0/0/0/0/0/40)
                HOL/New Arroyo (0/0/0/0/0/60)
                PRK/Polar Station Zeta (0/0/0/0/0/60)
                USA/FUSA (0/0/0/0/0/90)
                BOS/Commonwealth (0/0/0/0/0/20)
                ALG/Darien Tribes (0/0/0/0/0/10)
    
        ALB_2245.ai:
    
            - Erased useless line.
            - References to target: "Silver City" province from the vanilla HOI map replaced with Deming province, where Silver City is.
        
        ALB_2247.ai:

            - Just fixed some stuff that wans't standardized. Nothing important, it just annoyed me.
            - Will now build AA in Flagstaff provinces.
            - IC construction setting changed. Caesar's Legion now builds IC while at war after this date and builds more IC in Arizona provinces, especially the more "inner" provinces:
                ic_at_war = yes
                force_ic_until = 2245
                ic_end_year = 2266
                IC_provs = {
                728  # Phoenix
                730  # Tucson
                6146 # Gila Bend
                6147 # Douglas
                6148 # Clifton 
                6154 # Prescott
                6155 # Globe
                }
            
        ALB_2249.ai:
            - Will build naval base in San Luis Rio Colorado(#4357)
            - Caesar's Legion will start researching naval technologies at this date.
            - AI will build lvl1 forts in the following provinces West of the Colorado:
                - Yuma (#6145)
                - Parker (#6156)
                - Kingman (#6153)
                - Flagstaff (#731)
                - Tuba (#6151)
                - Moab (#2678)
                - San Luis Río Colorado (#4357)
            - Caesar's Legion now builds IC in some New Mexico provinces as well:
                ic_at_war = yes
                force_ic_until = 2245
                ic_end_year = 2266
                IC_provs = {
                725  # Santa Fe
                727  # Albuquerque
                728  # Phoenix
                730  # Tucson
                6146 # Gila Bend
                6147 # Douglas
                6148 # Clifton 
                6154 # Prescott
                6155 # Globe
                6179 # Deming
                6180 # Socorro
                6181 # Grants
                6185 # Crocker
                }
            
        ALB_2251.ai:    
            - Will start building ships after this date. Beware, he who thinks the sea will make you safe from Caesar's wrath!
        
 
    Darien Tribes/ANG:
        - New files: ALG_2245, ALG_2247, ALG_2249, ALG_2251, ALG_2253, ALG_2255.
        - Darien Tribes now has switch AIs, will change AI according to game date.
        - Darien Tribes starts fortifying after 2249.
        - Darien Tribes will now target more nearby provinces for conquest, as well as correctly targeting the provinces of Mayan Empire, Mexican Raiders and NROM.
        - Darien Tribes will now build more IC in Panaman Ridge Provinces
        - New Neutrality Setting: 95/90/85/80/75/70
        - War settings: 5/10/15/20/25/30
        - New enemies:
            - HON/Mexican Raiders (5/10/15/20/25/30)
            - MAD/Mayan Empire (5/10/15/20/25/30)
            - CAL/New California Republic (10 in 2255)
            - ENG/Enclave (10 in 2255)
            - PRK/Polar Station Zeta (10 in 2255)
            - USA/Former USA (10 in 2255)
        - New friends:
            - CSA/Manitou Tribes(5/10/15/20/25/30). Both are tribals who aren't that fond of technology and more interested in old ways.
        - NROM target priorities changed: Was 40. Currently (5/10/15/20/25/30)
        
        
    Kansas Free State/AFG:
    
        - New AI files: AFG_2245, AFG_2247, AFG_2249, AFG_2251, AFG_2253, AFG_2255.
        - Kansas Free State had obsolete province target and province building priorities. In practice, it would try to target places far from it with a lot of dedication and neglect its own capital and starting provinces, and not build IC and such in all the right provinces, among other strangeness.
        - Kansas Free State now targets Beast Lords provinces.
        - Kansas Free State now targets Robot Nation provinces.
        - Kansas Free State now targets Caesar's Legion provinces.
        - Kansas Free State now targets Harlequins' provinces.
        - Kansas Free State now targets Dark Cathedral provinces.
        - Kansas Free State now switches AI according to the current date.
        - Kansas Free State now changes neutrality with every different AI file: 60/50/40/30/20/10. This means they will make more alliances and military access deals.
        - Kansas Free State will now focus on taking over all of Kansas in order to unify the state.
        - Kansas Free State will produce IC in more provinces.
        - Kansas Free State changes war setting with each file switch: -5/0/5/10/15/20. Still not very aggressive, but over five times more aggressive than before.
        - Now aggressive against the Robot Army (20). Hostile due to Calculator War making people in the region aggressive and distrustful towards machines, cools off with time: 20-15-10-5-0 Non-mutual except for Nasty Mainframe.
        - Keeps aggressive against the Beastlords - 20/15/10/5/0. Cools off in subsequent dates.
        - No longer aggressive against Texas Reformed
        - Kansas Free State AI is now able to use offensive supply after 2247, a time which it is assumed to have enough supplies to attempt so.
        - Will now build AA in the proper provinces
        - Prioritizes border defenses against certain countries.
        - New enemies and agressivity settings:
            - SOV/Mutant Army (5/5/10/10/15/15)
            - NOR/The Huns (5/10/15/20/25/30)
            - TEX/New Church (20/20/25/25/30/30)
            - AZB/Dark Cathedral (0/0/0/5/10/15)
            - ARG/Harlequins (0/0/0/5/10/15)
            - QUE/Quebec (0/0/0/5/10)
            - ARA/Warriors of Ice (0/0/0/5/10)
            - HON/Mexican Raiders (5/10)
            - CZE/Spiders (5/10)
            - ENG/Enclave (20 in 2255)
        - Two nations start off as enemies but relations molify and become friendly:
            - BEN/Beast Lords (20/15/10/5/0/0) (0/0/0/0/5/10)
            - JAP/Robot Nation (20/15/10/5/0/0) (0/0/0/0/5/10)
        - New friends:
            - SPA/Midwestern Brotherhood of Steel: 5/10/15/20/25/30
            - BLR/Texas Reformed: 5/10/15/20/25/30
            - MAD/Mayan Empire (0\0\0\5/10/15).
            - U53/Nuka Cola Company (0/0/0/5/10/15)
            - MTN/Calgary Confederation (0/0/0/5/10)
            - JOR/Vault 10 (0/0/0/5/10)
    
        AFG_2245.ai:
            - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
            - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
            - Now friendly to Texas Reformed. Becomes more friendly over time.
            - Will not fight Caesar's Legion in this date (too early), only after 2247.
            - Will now build airbase (lvl1) in Kansas City KS properly.
        
        
        AFG_2247.ai:
            - Less neutral (was 60, now 50). Will make more alliances and military access.
            - Increased warmongering (from -5 to 0)
            - More aggression (25) towards New Church.
            - Is now antagonic to the Mutant Army. Ghouls of Kansas still remember when the Super Mutants attacked Gravestone and killed several ghouls in an attempt to steal the nuke Plutonius (Fallout Tactics).
            - Now aggressive against the Robot Army. Non-mutual except for Nasty Mainframe. Cooling aggression (from 20 to 15)
            - Keeps aggressive against the Beastlords. Cooling off (from 20 to 15)
            - Now friendly to the Midwestern Brotherhood of Steel. Becomes more friendly with time.
            - Now friendly to Texas Reformed. Becomes more friendly over time.
            - Increased agression vs Super Mutants
            - Increased agression vs The Huns
    
        AFG_2249.ai:
            - Increased warmongering (from 0 to 5)
            - Decreased neutrality (50 to 40)
            - Becomes friendly to CAN/RCC in this date.
            - Extra aggression towards Caesar's Legion
            - Extra aggression towards The Huns (now 15)
            - Extra agression against Super Mutants (now 10)
    
    
        AFG_2251.ai:
            - Increased aggresivity against some enemies, increased friendship with others.
            - Increased war, decreased neutrality.
            - New enemies: Dark Cathedral (0/0/0/5/10/15)
            - New enemies: Harlequins (0/0/0/5/10/15)
            - New friends: Mayan Empire (0/0/0/5/10/15)
            - New friends: Nuka Cola (0/0/0/5/10/15)
            - AI now has priority to guard borders against the Dark Cathedral.
            - Now targeting essential provinces of new enemies
            - Division building priorities changed:
                light_armor = 15 # Was 10, now 15, due to open spaces of the Midwest
                garrison    = 5  # Was 10, now 5
        
        AFG_2253.ai:
            - New friends:
                - Calgary Confederation (5/10)
                - Vault 10 (0/0/0/5/10)
                - Beast Lords (5/10)
                - Robot Nation (5/10)
            - New Enemies:
                - Quebec (0/0/0/5/10)
                - Warriors of Ice (0/0/0/5/10)
                - Mexican Raiders (5/10)
                - Spiders (5/10)
            - Now targeting essential provinces of new enemies.
            - Now produces IC while at war
    
        AFG_2255.ai:
            - New friends:
                - Polar Station Zeta (50, due to being alliance leader)
                - New Arroyo (20, late bonus)
            - New enemies:
                - Enclave (20)
            - Now targeting essential provinces of new enemies.    
            - Divisions:
                paratrooper         = 8 # Was 10
                marine                 = 8 # Was 10
                destroyer             = 2
                transports             = 2
                The objective here is to make Kansas build a pretty small naval presence if it somehow makes it to 2255.
        
 
    Junkers/ANG:
        - New files: ANG_2245, ANG_2245, ANG_2247, ANG_2249, ANG_2251, ANG_2253, ANG_2255.
        - war setting change: 0/5/10/15/20/25. Was 0. Junkers are not meant to be very aggressive, more opportunistic.
        - neutrality setting change: 55/45/35/25/15/5.
        - From 2245 to 2247 file (actually until 2249), Junker AI is all about the Civil War - at least until I make a civil war-only AI file for Junkers in the future, that is.
        - max_land_level = 2/4/4/6/8/10.
        - Will now protect Eire province.
        - Max AA level = 1/2/3/5/7/10
        - use_offensive_supply = yes. So Junkers will now use offensive supply.
        - Correctly targeting all starting provinces of its enemies.
        - Enemies and agressivity settings:
            - ARA/Warriors of Ice (0/0/5/10/15/20)
            - ALG/Darien Tribes (0/0/0/0/0/2)
            - AZB/Dark Cathedral (0/10/20/30/40/50)
            - SPA/East BOS (0/0/5/10/15/20)
            - USA/FUSA (25/35/45/55/65/75)
            - CAL/NCR (0/0/0/0/5/10)
            - PRK/Polar Station Zeta (0/0/0/0/0/20)
            - AUS/Rad-Zombie Apocalypse (20/40/60/80/100/120)
            - CZE/Spiders (0/0/0/5/10/15)
            - BLR/Texas Reformed (0/0/5/10/15/20)
            - AST/The Under-Nation (0/0/0/0/2/4)
        - Friends:
            - BEN/Beastlords (5/10/15/20/25/30)
            - ARG/Harlequins (0/0/0/10/20/30)
            - ALB/Caesar's Legion (0/5/10/15/20/25)
            - BOS/Commonwealth (0/10/20/30/40/50)
            - DEN/Den (10/20/30/40/50/60)
            - ENG/Enclave (0/0/0/10/20/30)
            - SWE/Hub (0/5/10/15/20/30)
            - AFG/Kansas Free State (0/0/0/5/10/15)
            - HON/Mexican Raiders (0/5/10/15/20/25)
            - FRA/New Reno (0/5/10/15/20/25)
            - U53/Nuka Cola Company (0/10/20/30/40/50)
            - CAN/RCC (30/35/40/45/50/55)
            - NOR/The Huns (0/10/20/30/40/50)
            - TEX/The New Church (0/0/5/10/15/20)
            - IRQ/The Vipers (0/5/10/15/20/25)
        
        ANG_2245:
            - Junkers no longer have combat = with the following nations, because there's no reason for them to do so in 2245:
                SOV = 10 # Mutant Army
                SPA = 20 # East BOS
            - Will no longer befriend nations in this date:
                ALB = 30 # Caesar's Legion
                ARG = 20 # Harlequins
                FRA = 30 # New Reno
                IRQ = 10 # The Vipers
                HON = 30 # Mexican Raiders
                NOR = 30 # The Huns
                SWE = 10 # Hub
            - No longer targeting the following provinces:
                641 = 40 # Louisville (its two states over, its better served focusing on the civil war)
                671 = 40 # Nashville (its in frigging Tennesse, what is even the point here?)
                616 = 20 # Detroit (RCC-owned, also RCC is a friendly right now)
            - max_AA_level = 1 # Was 4
            - AA_provs = {
                614  # Pittsburgh
                2686 # Eire
                6377 # Washington, PA
                6378 # New Castle 
            - air_base = no # was yes (not for a while, there's no need for that)
            fort_borders = {
            USA # FUSA
            }
            - fort_provs = {
                614  # Pittsburgh
                2686 # Eire
                6377 # Washington, PA
                6378 # New Castle
                }
            - ic_at_war = no # Was yes (full focus on IC for civil war, no time to build IC now)
            - IC_provs = {
                614  # Pittsburgh
                2686 # Eire
                6377 # Washington, PA
                6378 # New Castle
                }
            
        ANG_2247:    
            - max_AA_level = 3 # Was 4
            - fort_borders = {
            USA # FUSA
            AZB # Dark Cathedral
            }
        
        ANG_2249:
    
            - fort_borders = {
            CAN # RCC
            AZB # Dark Cathedral
            AUS # Rad-Zombie Apocalypse
            SPA # East BoS
            USA # FUSA
            }
            - ic_at_war = yes #
            - country_priorities = {
            AUS = 20
            AZB = 20
            CAN = 5
            SPA = 10
            USA = 20
            }
        
            ANG_2251:
            - air_base = yes #
            - fort_borders = {
                CAN # RCC
                AZB # Dark Cathedral
                AUS # Rad-Zombie Apocalypse
                SPA # East BoS
                USA # FUSA
                }
            - country_priorities = {
                AUS = 20
                AZB = 20
                CAN = 5
                CZE = 5
                SPA = 10
                USA = 20
                }
            
        ANG_2253:
    
        
            - Junkers AI will go nuts with building IC in all Pennsylvania and West Virginia provinces it has.
                IC_provs = {
                614  # Pittsburgh
                604  # Harrisburg
                608  # Philadelphia
                609  # Bradford
                610  # Scranton
                618  # Altoona
                629  #    Wheeling
                630  # Huntington
                2686 # Eire
                2688 # York
                6377 # Washington, PA
                6378 # New Castle
                6379 # DuBois
                6380 # Allentown
                6381 # Williamsport
                6473 #    Charleston, WV
                6474 #    Beckley
                6475 #    Fairmont
                6476 #    Martinsburg
                6477 #    Webster
            }


    

    New California Republic/CAL:
 
        - CAL_2245.ai, CAL_2247.ai, CAL_2249.ai: Decreased the NCR's aggression towards Caesar's Legion. Made NCR perceive the White Legs and their provinces. Some other minor changes.


config:

        event_text.csv:
            Broken Hills:
                - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were absent. See also: Broken_Hills.txt in events.
                - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
                - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: Broken_Hills.txt in events.
            End Game events:
                - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
                - Nations which attack everyone during the End War won't merely say "We Will Not Join". This is now for real neutrals.
                - Corrected "battelfield" to "battlefield" in the Mutant Army's End War event. Literally unplayable.
                - "Warlord Gammorin Decides the Mutant Future": Changed description, original was too simple.
                - Many End War choices now have flavour in their choices for certain nations.
                - "The City of the Dead Chooses" no longer refers to the FUSA due to them possibly dying in the civil war.
            Gaining Control:
                - Updated the Gaining Control events to account for Illya's changes.    
            General:
                - Tadziomencel leaves event: The ending of Tadz's message had an extra ". Literally unplayable.
            Manitou Tribes:
                - Manitou Tribes event: "Louisiana Tribal Nation", now correctly titled "Manitou Tribal Nation".
            Mayan Empire:
                - 'Devices' in the intro event was mispelled as 'devises'. Literally unplayable.
            NCR:
                - "History of the Rangers" event changed a little to account for newer lore.
                - "Tandi speaks on slavery" Now has an actual speech, hopefully very Tandi-like.
            Unifications:
                - "Arizona United" description no longer lines up with the lore, rewritten.
                - "Oregon United":
                    - "Tribe of the Sea Dancers" no mispelled as "teh Sea Dancers". Literally unplayable.
                    - "Klamath Falls" is now Pioneer Alliance as it should be. A little fix to some old writing.
                    - Also added something extra.
            White Legs:
                - White Legs tribal raids event: "What is ours is ours, what is theirs is ours too!", not "What is theirs' is ours, what is ours is ours!" It sounds better now.
            
    
        province_names.csv:
            - San Luis Obispo (6125) province still had its original name. Fixed, its now Lost Hills.
                Note: I know, its actually NOT in the original Lost Hills. Lost Hills is located more or less in the last western tip of Visalia province. Giving Visalia to the Brotherhood, however, would pretty much cut the NCR in half. Also the province itself is too big. That can only be fixed with map modding, something I am going to hold off for a good while. So San Luis Obispo is right now the best place the Brotherhood can be in.
        
        
        scenario_text.csv:
            - Calgary Confederacy scenario text: Was saying "resources war" instead of "Resource Wars". Literally unplayable.
            - Quebec had no scenario description, added one.
            - Fixed too many quote marks on Nuka Cola's description
            - Kurtz' Camp description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Thank you to John Henry Eden for bringing it to my attention.
            - NROM description description had incompatibilities with in-game lore from Fallout New Vegas. This is no longer the case. Also, the description was expanded on. Thank you to John Henry Eden for bringing it to my attention.
    
        unit_names.csv:
            - motorboats are no longer called a "squadron" even through there's just a single one.
    
db:    

    - armynames.csv:
        - MOR/Canaan had Morrocan army names. Fixed it by adding a few army names pertaining to LDS history and New Canaan lore. Hopefully they will make those army names more diverse and interesting.

    - building_cost.txt:
        - Infra building cost is now 1 (was 3), just like in vanilla. However, it now takes 80 days (base) to build infra. Subject to further change.
        - Land Fort and Coastal fort building time (base) is 100 days (was 80).
    
    - revolt.txt:
        - More comments.
        - Changed reference to an old province called "Repulse Bay" to "Port Nelson". Any similar reference must be changed in other files.
    
    - Province.csv:
        - Resources from all provinces in-game taken to scenario files. This will make the amount of on-map resources more transparent and easier to account for.
    

    events:    
 
        Broken_Hills.txt:
            - Added proper event name, descriptions and action names for the event "Expedition Dangers" (Event 14010). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
            - Added proper event name, descriptions and action names for the event "Covert Hunt Outcomes" (Event 14026). For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
            - Added proper event name, descriptions and action names for the event "Overt Hunt Outcomes" (Event 14027). Fixed event name. For some reason, they were on the event file rather than the event_text file. See also: event_text.txt in config.
 
        Commonweath.txt:
            - Small adjustment to joining events; they now set a important flag. Also, the free choice event is player-only.
        
        End_game.txt:
            - The Tides of War (104109) event now requires victory points = 250 to fire (Was 340. Was 170).
            - Most nations can now choose to declare war against all the three alliances at once, similar to what some super-aggressive nations already do. This is what the game called "Neutral" before and I now call the "Wildcard" option. This is for both players and AI. Some nations will be more or less prone to this. A few nations will ALWAYS go Wildcard, such as the Zombie Apocalypse.
            - Added new End War events for the following nations:
                - Beastlords
                - Calgary Confederacy
                - Commonwealth
                - New Canaan
                - Nuka Cola Company
                - Quebec
                - White Legs
            - The new End War Standard Political Matrix:
                Dictatorship of Man:
                    Fundamentalist Oligarchy
                    Pre-War Government
                American Unity:
                    Post-War Republic
                    Military Technocracy
                Jihad:
                    Anarchic Commune
                    Traditional Customs
                Neutral or Wildcard:
                    Criminal Corporation
                    Enforced Elitocracy
                    Merchant State
                    Organized Gang
                - Note: Mutant Nations (Necropolis, Mutant Army, etc) follow different rules, because they cannot join the Dictatorship.
                - Note 2: Many nations have their own rules for this. Some will always join a certain side (New Arroyo will always go Jihad, for example), many have their own special weird rules.
            
            - Fixed certain AI countries' ability to join alliances:
                - NROM will now join properly, rather than being locked into neutrality most of the time. The AI can also join the Jihad, althrough that's unlikely. It can also go Wildcard, but that's unlikely.
                - Previously, NCR only joined the Jihad - unless they had the Mandate of Authority. Now they can join any faction.
                - Necropolis AI is also now able to choose any alliance, it would go neutral before.
                - Mayan Empire now uses the same rules for joining alliances as most human nations do.
            - RCC's action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
            - Manitou Tribes can now choose to join the Dictatorship of Man, and also go Wildcard. The AI won't, but players now have the two possibilies.
            - NROM now has their own messages for joining up Alliances.
            - RCC also has their own special action message for joining the Dictatorship and for fighting everyone.
            - Caesar's Legion action to join the American Unity is no longer titled "One flag, one nation: USA forever!", because that makes absolutely no sense. They use their own special description now.
            - RCC AI is now able to join the Jihad with the right conditions.
            - Fixed some issues with flag setting and modification that may have been breaking the sequencing.
                - Fixed a possible bug with the sequencing in RCC's events which may have breaking some things.
                - Fixed another possible issue with the sequencing in Pioneer Alliance's events which may have been breaking some things.
                - Fixed New Church's possible sequence issues
            - Den now has a special action message for joining the American Unity.
            - Darien Tribes now has the option of not joining the war at all or attacking everyone.
            - Harlequins now have the option of not joining the war at all or attacking everyone.
            - The Huns now have the option of not joining the war at all or attacking everyone.
            - New Church can now join the Jihad (probably won't, but it can)

    
        gaining_control.txt: Updated to Illya's new Gaining Control model. It is now possible to:
            1. Take control of land owned by non-enemy, non-wasteland and non-rebel countries.
            2. Give back land which belongs to other countries which are not enemies.
    
        Decisions.txt:
            - Fixed "Buy Imp. Rocket Company" giving a Missile Company rather a proper Improved Rocket Company. This was clearly making Rockets the superior choice to Avengers, and for the money-rich, made researching an entire group of attachments an waste of time.
            - Fixed a number of Invalid String ID [name] warnings in events 610404 - 610407.
        
        Enclave.txt:
            - Invalid String ID [name] warnings in event 11105
    
        General.txt:
            - Gave new "Nation Gone" events to:
                - Calgary Confederacy
                - Commonwealth
                - New Canaan
                - Nuka Cola Company
                - Quebec
                - Vault 10
                - White Legs
    
        White_Legs.txt:
            - White Legs given a -20% supply efficiency penalty. This is to simulate the fact White Legs are literally rapacious tribals who do not undertake any sustainable activities. This is canon, as in canon, the White Legs' tribe was expanding by the time of Honest Hearts and stretching their capability to provide for themselves - which is why they wanted to join the Legion so hard. This is a little test of a future gameplay mechanic.
        
        Pioneer_Alliance.txt:
            - Fixed bug where Pioneer Alliance obtaining Eugene would sleep the Gaining Control event for Colorado Springs instead of the event for Eugene.
        
        Raids.txt:
            - Caesar's Legion no longer raids New Reno. This never made sense, because New Reno is quite closely tied with the Slavers' Guild. Rather, the Legion will now raid the New Church, but only if The Vipers no longer exist - essentially, without the Vipers on the way, Legion raiding parties can get to Texas.
        
        Unifications.txt:
            - Fixed bug making Panama harder to unify.  This happened because the Panaman Ridge region has 14 provinces, but only 7 are on the map - the other ones belong are in South America. Panama Unification now only requires owning 3 out of 7 provinces, rather than the previous 7 provinces. It doesn't mean much right now, but it will be more important in the future.
            - Unifications in provinces with gold and silver reserves no longer give a flat money income. Rather, it gives a bonus in ic production of X resources ({ type = industrial_modifier which = [money] value = [] }). I roll dice twice to determinate a max cap, then roll a dice with the number of the cap to determine the total number.
                - Utah Unification no longer gives 27.11 money, but rather type = industrial_modifier which = [money] value = [2.71], or +2.71% industrial modifier for producing money.
                - New Mexico Unification no longer gives 14.80 money, but rather industrial_modifier which = [money] value = [5.92], or +5.92% industrial modifier for producing money.
                - Colorado Unification no longer gives 9.28 money, but rather industrial_modifier which = [money] value = [3.24], or +3.24% industrial modifier for producing money.
                - Nevada Unification no longer gives 48.45 money (no seriously, that was insane), but rather industrial_modifier which = [money] value = [12.11], or +12.11% industrial modifier for producing money.
        
    units:

        divisions:
    
            bergjaeger.txt:
                - Super Mutants can now have two brigade attachments per unit.
            
            d_rsv_33.txt:
                - Power Armor is now allowed two brigade attachments per unit.
            
            
map:

    adj-defs:

        - Ships in Eugene Province are now able to properly go into the sea and back. Before, they could't get out of Eugene province.
        - It is now possible to go from the Great Lakes to the Fleuve Saint-Laurent:
            Lake Huron (3008) to Lake Eire (3009). Sea.
            Lake Eire (3009) to Lake Ontario (3010). Sea.
            Lake Ontario (3010) to Fleuve Saint laurent (4250). Sea. I'm going to try something new by setting the province it will go through to 574 (Quebec)
        
    navaldist.tbl:

        - New navaldist file in order to allow the connection changes.
    
    
scenarios

    2245:
 
        - Off-map resources no longer count as points in land. This means that conquering land occupied by a country with off-map resource income, shall no longer increase Victory Points without a corresponding increase in income. This was making me wonder why so many minor nations possessed relatively large VP counts, even compared to majors like the NCR. This also means its harder to trigger Warmonger.
        - Victory Points that do not come from resources in-province are being purged. These usually are in Wastelands.inc, but also from vp.inc. If you see any Victory Points areas that have no resources, bases or anything on them, report to the Brotherhood Inquisitors and we shall do with them what we did to the HR callendar. Remember that one? No? Good.
        - Victory Points are being recalculated across the board. Many nations have province with wrong VP number calculations, somebody made a math mistake (probably me, Slaughter).
        - Province Infraestructure ported from province.csv to scenario files, just like resources. Why? Because having to use province.csv AND the scenario files to fiddle with things is a pain in the ass, and scenario files are far more confortable and organized to me.
        - Less bases pre-placed on the map as a whole, and the ones that remain are lower-level. Want a high-level airbase? BUILD IT.
        - Infra levels were also changed across the board, generally downwards - this IS a post-apocalyptic wasteland, after all. Low infraestructure should be norm, with the odd high infraestructure. A few states' infraestructure is also too homogenous. Many provinces were changed via dice roll, to make it more random and account for nuclear strikes and neglect. Its very simple: Roll a dice equal to the number of the infraestructure, diminish the infra by this number (so -1 = 10% or -0.1 infra), unless its equal, then keep it.
        - Fixed (possibly) "The Altoona Bug": Altoona province (618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the province id number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop. Simiarly, fixed a "Sherbrooke bug" that was causing similar issues (resources supposed to be in Sherbrooke were going to George Town... a province in the Caribbean).
        - Resource Revamps: Changed the way metals, rares and energy derived from mineral sources (coal and uranium) are calculated in my new real-life based resources. Some more details:
            - If the resource is less than 1, assume the full value.
            - If between 1 and 9, roll a single dice to determine percentage.
            - Above 10, roll two dice: An 1d10 to determine the maximum cap and another dice decided by the first throw. First throw determines how much % of that deposit is still recoverable, and the second determines how much can be accessed right now. For example: 20 metal, roll 1d10 = 5. 5 = 50%, which means the maximum that can be extracted is 10 metals or 50%. Then we throw a 1d5, let's say it comes 2/20%. This means that upon map start, there will be 4 metal on the map.
            - After 150, there's a further -10% maximum cap, so first roll becomes a 1d9 after 150, 1d8 after 300 and so on.
            - The difference between the two dices doesn't matter in practice... for now. But it will be pretty important in... future plans.
    
        Broken Hills.inc:
    
            - Lovelock (6143) infraestructure went from 80% to 50% (infra nerf by dice-roll).
            - Lovelock now has 33 Victory points, increased by +1 (wrong calculation).
    
        Beastlords.inc:
        
            - Updated minor description inside
            - Added province.csv data to scenario file.
            - Cape Girardeau (6365) infra nerf, from 80% to 60% - it was too much, but 60% kept to the average of the area. Also, has an extra vp now.
        
        
        Caesar's_Legion.inc:

            - Added Arizona provinces csv info to this file.
                - Infraestructure nerfs by dice roll.
            - Fixed Victory Points (were often not counting csv resources)
            - Phoenix now has 6 victory points, up from 2.
            - Two Sun/Tucson now has 13 victory points (was    11).
            - Globe (6155) now has 8 victory points (was 10).
        
        
        
        Commonwealth.inc:

            - Fixed bug where Commonwealth's capital was located in Washington D.C, for some reason, even through it did not own that province.
            - Added some province.csv data
                - Infra nerf by dice roll.
            
        Darien Tribes:
            - Added province.csv data
            - Panamá (888) victory points changed to 5 (Was 3)
            - Darien Tribes can now enter Wasteland territory and take marauder-owned land - it was a simple matter of not having military access to REB.
        
        Dead_Islands.inc:
            - Attu Station (3558) victory points changed to 1 (Was 2)
            - Added Kiska (7299) data.
        
        Den.inc:
    
            - Alturas province (6133) VPs changed from 20 to 16.
        
        East_BOS.inc:
            - Chicago (620) victory points changed to 29 (Was 26), vps weren't counting all the bases from Installations.inc.
            - Peoria (625) victory points changed to 7 (Was 9)
            - Added Aurora province (6396) data.
 
        Enclave.inc:
            - Adding CSV data to Enclave scenario data (Alaskan Provinces)
            - Eureka/Navarro Base province (766) no longer is defined both in this file AND Navarro.inc. Now it is only defined in Navarro.inc, to prevent issues with two provinces being defined at once.
            - Dillingham (548) now has 11 victory points (Was 12)
            - Anchorage (549) now has 12 victory points (Was 9)
            - Kodiak Island (6869) now has 0 VPs (Was 5)
            - Cold Bay points = 3 # Was 5
            - Unalaska resources are now in the scenario file, not in province.csv
            - Unalaska Island (692) victory points are now 43 (Was 5 for some reason, 45 before that)
            - Honolulu province (663):
                - Was labelled Pearl Harbour, fixed.
                - Removed 1 vp.
        
        Former_USA - Boston.inc
            - Minor adjustments
            - Added New Jersey info from province.csv.
                - Infraestructure nerf. All done in Former_USA - Boston.inc.
            - Added Massachussets Wastelands data from csv
                - Infra nerf by dice roll.
            - Richmond and Norfolk with each other's names, lulz.
            - Norfolk province (623) now has 4 VPs (was 2). Wans't accounting for installations VPs properly, althrough they were nerfed in this version.
            - Added West Virginia data from csv and fixed errors.
                - Wheeling was described as Charleston, old map weirdness. Fixed.
                - Wheeling now has 9 VP, rather than the 12 it had (11 from the file and +1 from vp.inc)
                - Huntington (Clarksburg in the old map) went from 4 to 5 VPs (resources were adjusted before but not the VPs, aparently).
                - Infra nerfed by dice roll.
            - Added Virginia data from csv.
                - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
                - Newsport News (6471) victory points changed to 1 (was 2)
            - Added lvl2 coastal forts in DC to keep the 13 VP value.
            - Added Maryland-Delaware province data from province.csv.
                - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files.
            - Added Connecticut-Rhode Island Wastelands provinces and province.csv data
                        - Infra nerf by dice roll.
            - Added Pennsylvania data from province.csv
                - Philadelphia (608) victory points changed to 5 (Was 6)
                - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
            - Added New York data from province.csv
                - Infra nerf by dice roll except in provinces which were already balanced and logical.
                - New York (602) victory points changed to 7 (was 8)
            - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND especially the Dark Cathedral, because it got this province when it revolted in the Civil War. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
            - Fixed Newark (#603) VPs. It had 7 VPs + 1 from the vp.inc file, when the correct number was 5.
        
     
        Gecko.inc:
            - Gecko/Vale(6103) victory points changed to 37 (Was 39).
    
        Hub.inc:
            - Off-map resource income no longer counts as province VPs.
            - San Bernardino now has 19 VP, decreased from 35, because off-map resources were being counted. Correct amount is 32, actually, the calculation was wrong.
        
        Ice_Wastes.inc:
            - Added Northwest Territories province.csv data
                - Did not mess much with the infra levels here, too little already.
            - Yellowknife (558) now has 16 (was 15) victory points.
    
        Installations.inc:
            - Minor changes.
            - Generally removed a lot of those vanilla E3 map cookie-cutter 1/4 AA/Airbase bases in state capitals and such.
            - Took out Washington's DC bases, as they were too high (10/10 air/naval bases? Holy shit) and transfered the lvl4 AA to the FUSA Boston file.
            - Removed 20 levels of bases, 10 air and 10 naval bases. Ported 1lvl of AA into NCR.inc file. Too high and too easy for the NCR to obtain max-level naval and air bases.
            - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly.
            - San Francisco instalations removed, the Shi_Empire.inc file already covered those. Also, 10/10 air and naval bases were too much.
            - Salt Lake City (733) had 1 level of AA and a level 10 airbase. This is no longer the case and both things have been removed - SLC was violently bombed according to Honest Hearts, so it makes no sense for all that infraestructure to be there.
            - Current size of Denver airbase is now 0, it will increase with time.
            - Portland's airbase level changed to 1 (was 4)
            - Seattle (780) naval/air base levels changed from 10/10 to 4/4. The levels are intentionally higher than LA and San Diego, to show that Seattle was not as severely nuked.
            - Bases wrongfully allocated to Lawton (713) are now correctly pointed to Oklahoma City (793).
                - Base values changed: From 1/4 AA/Air Base, to 1 Air Base. Also the province now has a landfort.
            - Bases wrongfully allocated to Oklahoma City (793) are correctly pointed to Tulsa (2682).
                - Base values changed: From 1/4 AA/Air Base, to merely 3 AA.
            - Bases allocated to Omaha (790) were wrongfully pointed to Lincoln (789) province. Fixed.
            - Bases allocated to Minneapolis (2261) were wrongfully pointed to Rochester (693) province. Fixed.
            - Minneapolis (2261) airbase level changed to 2 (was 4)
            - Saint Louis (689) airbase level changed to 2 (was 4)
            - Milwaukee (621) AA/air base levels changed from 1/4 to 3/1. Why? Because there's a lot of state capitals with a 1/4 level for some reason. This makes Milwaukee a bit different.
            - Chicago (620) airbase level changed to 5 (was 10). Was too high.
            - Detroit (616) AA/air base levels changed from 1/4 to 3/1.
            - Deleted bases in Memphis (673) because I think I wanted things to be different here.
            - Charlotte province (637) no longer has any airbases. Went from 4 levels to 0, and AA went from 1 to 5.
            - Removed 1 lvl AA and 4 lvls of air base in Biloxi
            - Removed 1 lvl AA and 4 lvls of air base in Atlanta (670).
            - Removed 4 lvl of air base and added 2 lvls of AA in Charleston, SC (644).
            - Miami AA, Airbase and Naval Base values changed to 2/2/2, respectively (was 1/10/10)
            - Bases in Pearl Harbour had the wrong province id.
            - Pearl Harbour (7242) bases went from 3/10/10 AA/Naval Bases/Air Bases, to 3/5/5 respectively.
            - Louisville (641) AA/air base levels changed from 1/4 to 3/0.
            - Norfolk (632) bases changed from 4/10/10 Anti-Air, Air Base and Naval (24 levels total), to 4/5/5 (14 levels), respectively. Too strong.
            - Pittsburgh (614) bases changed from 1/4 Anti-Air, Air Base, to 4/1 AA and airbase respectively.
            - Syracuse (592) bases changed from 1/4 Anti-Air, Air Base, to 1/2 AA and airbase respectively.
            - Removed New York (602) bases, which were 4/10/10 for Anti-Air, Air Base and Naval Base respectively. This is too much, and not to mention, there are already bases defined in the scenario files, so those bases in the Installations file make no sense.
            - Removed Two Sun/Tucson bases (1 AA/4 Airbase).
            - Removed Sacramento (764) bases (1 AA/4 Airbase).
            - Removed Santa Fé (725) bases (1 AA/4 Airbase)
            - Houston (716) bases changed from 1/4 Anti-Air, Air Base, to 1/1 AA/Air Base. Still the same points because Houston now has a landfort.
            - Deleted 1/4 AA/Air Base bases at Little Rock (683) province in Arkansas.
            - Deleted 1/4 AA/Air Base bases at Bismarck (698) province in North Dakota.
            - Boston (600) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/4/4 AA/Air/Naval Base.
            - Vancouver (541) bases changed from 3/10/10 Anti-Air, Air Base and Naval Base, to 3/3/3 AA/Air/Naval Base.
            - Winnipeg bases changed from 1/4 AA/Airbase to 1 airbase.
            - Took out Ottawa (588) bases: 3/4 AA and Airbase.
            - Removed the enormous bases in St. John's (576) province (once Newfoundland), as the Wasteland.inc file already has a few bases for it.
            - Halifax province (579) bases changed from 1/4/10 AA/Air/Naval base to 1/2/3 AA/Air/Naval base, respectively.
            - Fixed bases being pointed to León de los Aldama (747) instead of Monterrey (745) due to old map shenanigans.
            - Puerto Barrios (2649) bases changed from 1/4/4 AA/Air/Naval Base, to 1/2/2 AA/Air/Naval base, respectively.
            - San José (540) bases changed from 1/4/10 AA/Air/Naval Base, to 1/2/4 AA/Air/Naval Base, respectively.
            - Tegucigalpa (760) bases changed from 1/4/4 AA/Air/Naval Base, to 4/2/3 AA/Air/Naval Base, respectively. Also fixed province id, it was pointing to Choluteca (4299).
            - Andros Town (2963) bases changed from 1/4 AA/Airbase to 1/1 AA/Airbase, respectively. Was also using Nassau's province ID (652) mistakenly.
            - Havana (654) bases changed from 1/4 AA/Navalbase to 1/2 AA/Navalbase, respectively.
            - Guantanamo Bay Naval Base (894) bases changed from 1/4/10 AA/Air/Naval Base, to 10/2/3 AA/Air/Naval Base, respectively.
        
        
        
        
        Junkers.inc:
            - Corrected VP count of Pittsburgh from 13 to 15, did not correspond to its resources.
            - Added Pennsylvania data from province.csv
                - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
        
        Kansas_Free_State.inc:

            - Corrected province ID/name relations.
            - Added resources from CSV into scenario file. This also had a few other effects, such as a small VP increase.
            - Topeka (6231) now has 5 victory points (was 7)
            - Lawrence (6232) now has 3 vps (Was 5)
            - Kansas City, KS (792) victory points changed to 6 (was 8)
    
        Kurtz's Camp.inc:
            - Fixed base of Kurtz' helicopters. They were based in Las Vegas, when they should have been based in Manti (his current capital).
            - Manti now has 40 infra.
            - Added province.csv data.
            - Resource Revamps:
                - Utah:
                    - Manti (6162) province:
                        - energy = 102.43 # scenario (10) + 92.43. Willberg Coal Mine (4.47 40/40%), Sufco Coal Mine (13.5 30/30%), Dugout Coal Canyon (2.02/6.75 30/100%), Crandall Canyon Coal Mine (1.52/5.08 30/100%), Skyline Complex Coal: (6.75/11.25 30/50%), Trail Mountain Coal (13.05/15.66 50/60%), San Rafael River Distrct/San Rafael Project: 44.37 U Energy (30.88 50/50% + 13.49 40/40%). Was 222.12. Was 10.
                        - victory points = 13 (Was 25)
        
        Manitou_Tribes.inc
            - Baton Rouge (6274) now has 0 victory points (was 1)
            - Added Biloxi data.
            - Mobile (678) now has 6 victory points (was 8)
            - Pensacola (676) now has 4 victory points (was 5)
            - Added province.csv data.
            - Infraestructure nerf by dice.
        
        Metis confederacy.inc:
            - Calgary (797) now has 10 victory points (was 8)
            - Claresholm (6819) now has 2 victory points (was 3)
        
        Mexican_Raiders.inc:
            - Saltillo (742) now has 8 victory points (was 13)
            - Monterey (745) now has 6 victory points (was 11)
            - Added province.csv data.
    
        
        Mutant_Army.inc:
            - Minneapolis (2261) now has 13 victory points (was 17)
            - A boit of infra nerf by die roll.
        
    
        Navarro.inc:
            - Eureka/Navarro base IC went from 8 to 5, due to not counting off-map resources anymore.
    
        NCR.inc:
            - San Diego (761) VPs changed from 11 to 8.
            - Added California data from province.csv.
                - Infraestructure rebalance to some provinces.
            - Added 1 level of AA to San Diego ported from Installations.inc
            - San Diego no longer has 10/10 naval/air bases. Currently it is 2/1, which is far more realistic and balanced. This change happened at the Installations.inc file, but its important to detail it here as well for balance reasons.
            - Removed 3/4/8 AA/air base/naval base from Los Angeles (762). Current levels are 1/4/2, respectivelly. Most of it was removed from Installations.inc, but some of it was ported, such as the naval base and AA. Point calculation was wrong, but this change meant it would continue with 19 VP was before.
            - Santa Barbara province (2709) victory points changed from 5 to 4. Calculation mistake, aparently.
            - Shady Sands/El Portal (6117) had a wrong victory point calculation. Was 19, now 18 VP.
            - Porterville(6124) province now has 40% infra.
            - Stockton (6129) VP increased to 2, was 1 (didn't take csv infra in account).
    
        Necropolis.inc:
            - Off-map resources no longer count as in-province VPs.
            - Necropolis/Bakersfield province VPs diminished from 23 to 11. Also, correct amonut was 21 not 23.
        
        New Arroyo.inc:
            - Arroyo/Marshfield (6107) victory points diminished to 12 (Was 13)
            - Corvallis (6108) victory points changed to 7 (Was 10).
    
        New_Canaan.inc:
            - Salt Lake City manpower changed from 0.5 to 1, because 0.5 doesn't show up on the map and doesn't work (a pity).
            - Added province.csv Utah data.
            - Ogden (6159) victory points changed to 9 (was 5)
            - Resource Revamps:
                - Utah Resource Revamps:
                    - Salt Lake City (733):
                        - rare_materials = 45.31 # scenario (1) + 43.71 from Bingham Canyon Mine/Kenneth Copper Mine (20/25, 40/50% Mo + 21.2/23,85 80/90% Mo + 2.51 100% Cu), White Pine District (0.96/1.60 60/100% Mo). Was 81.61.  Was 1.
                        - Salt Lake City victory points changed to 9 (Was 16)
    
        New_Reno.inc:
            - Reno province VPs corrected. 26, not 25.
            - Added Nevada province.csv data.
                - Infraestructure nerf by dice roll.
            
        NROM.inc:
            - Added province.csv data
            - Pueblo (741) had the ID of the province of Chilpancingo de los Bravo (4326), which meant the later got resources meant for the former. Both belong to the NROM, but that is still wrong. Fixed.
            - Acapulco de Juárez (751) victory points changed to 9 (Was 7).
                - Was Guadalajara in old map and labelled as such in the scenario files. Fixed.
        
        Nuka.inc:
            - Added Georgia csv resources.
            - Atlanta (670) victory points changed to 5 (Was 1).
            - Atlanta had a small infra nerf
        
        Pioneer_Alliance.inc:
            - Klamath Falls (6106) victory points changed to 9 (Was 12)
    
        Rad-Zombie Wastes.inc:
            - Added all data pertaining to resources previously in the csv file.
    
        RCC.inc:
            - Fixed two MASSIVE BUGS which resulted in a drastically weakened and nerfed RCC (on the order of -10 IC and many other changes like less manpower and resources in general), throwing the East Coast balance all out of wack:
                - Fixed "The Altoona Bug": Altoona province (#618) was owned by FUSA but had resources to it that actually belonged on a RCC province (Grand Rapids on the old map). However, the Canadians don't actually own Grand Rapids in this version and the number now goes to Altoona. In practice, this bug was nerfing RCC something fierce (4 ic doe), buffing FUSA, AND the Dark Cathedral, because it got this province when it revolted. I may have fixed a lot of balance issues (weak RCC, FUSA always losing civil war, OP Dark Cathedral) in one fell swoop.
                - Fixed "The Sherbrooke Bug". There was a mix-up between the provinces George Town (584) and Sherbrooke (1909). Aparently, George Town's current province id was used for Sherbrooke in the old map. In practice, a Wasteland province in the Caribbean was getting resources meant for a province in Canada held by the Royal Canadians, weakning Canada even more.
            - No longer attributing infra to "Flint" (actually Grand Rapids), even through it doesn't own the province. This is an old map bug.
            - Ottawa (588) victory points changed to 11 (was 14, but should have been 13 before I nerfed the bases).
            - Toronto (589) victory points changed to 2 (was 4).
            - Hamilton (599) victory points changed to 0 (was 1).
            - Oshawa (2731) victory points changed to 0 (was 2).
            - Quebéc (574) victory points changed to 9 (was 11).
            - Montreal (585) victory points changed to 6 (was 3, wrong calculus).
        
        
        
        Reavers.inc:
            - Cape Girardeau (6366) victory points changed to 11 (Was 13)
            - Small infra changes.
            - Added province.csv data.
            - Reavers no longer claim all the starting provinces of the East BOS for some reason. Now they claim Wichita (2680), which is more or less where Newton, Kansas is - their original base in Fallout Tactics.
        
        Redding.inc:
            - Redding province VP is now 37, was 38 before. Wrong calculation, aparently.
        
        Reservation.inc:
            - Resource Revamps:
                - Los Alamos/Reservation (6182) province:
                    energy = 43.19 #  Scenario (24) + Rio Puerco (10.30 5% U energy) + 8.08 from Coal (2.86 10%/10% from Monero Coal Field + 1.65/1.84 90/100% from Tierra Marilla Coal field + (2.43/3.48 79/100% + 1.14 10/10%) from Ignacio Chavez Wilderness Study Area coal) + 0.81 + from Abiquiu Dam (0.41/1.65) and El Vado Dam (0.40/0.80), for hydro max of 2.45. Was 70.21.
                    - metal = 21.4 #  scenario (15) + Bromide No.2 District (6.4). Was 47. Was 24. Was 15.
                    - rare_materials =  10.86 # Was 10. Now 10 + 0.86 (Nacimiento District)
                    - manpower = 5 # scenario (2) + 3 (1 Tiwa + 2 Jicarilla Apache. Los Alamos is intentionally nerfed because of balance, and because of the lore: The area near Reservation is said to be heavily radioactive, due to Chinese Nukes attempting to hit the Reservation and missing. So I make it as such that a bunch of tribes fled the area to nearby lands). Was 6. Was 2.
                    - Victory points = 19 # Was 27.
            
        
        
        Robot_Nation.inc:
            - Resource Revamp:
                - Aspen Robotics Center (706) province
                    - energy = 139.19 # . Currently 114 + 23.70 Coal + 1.49 hydro. 1.49 Hydro, Shoshone Generating Station(1.12/1.50 Light Damage), Ruedi Power Plant(0.37/0.50 Light Damage). Twentymile Mine(1.97 10/10 % coal), Sage Creek Mine(21.73 30/30% coal). Was 207.72. Was 114 (scenario).
                    - points = 44 # Was 51. Was 50
                - Grand Junction Camps (708) province:
                    - energy = 93.3 # Now 53 + 40.34. Colowyo Mine(5.94 60/100% Coal energy), Red Cliff Mine(14.4 Coal energy). Rifle Mine (20 1/5% U3O8). Was 78.7. Was 53 (scenario).
                    - victory points = 18 # Was 16. Was 14
                    
        
        Shi_Empire.inc:
            - San Francisco's VPs no longer consider off-map resources. So its VPs went from 32 to 19.
            - San Francisco no longer has AA, and ten levels of airbase and naval base. Now it only has a level 2 airbase. The real change was in installations.inc, but its worth listing here as well.
            - Added province.csv resources into file.
                - Oakland county now has 80% infra (10% was there + 70 in the csv)
            
        Spiders.inc:
            - Added province.csv data to scenario files
            - Tampa (649) now has 5 VPs (was 6)
            - Infraestructure nerf by dice.
    
        Wasteland.inc:
    
            - Fixed a small mistake in assigning province resource in Mexico
            - Fixed Grand Rapids and Flint provinces having resources attributed in the RCC file instead of Wasteland. Added resources from the CSV file too.
            - Added United States province data from province.csv:
                - Added American Pacific data (just Hawaii really, rest is off-map for now)
                    - Added Hawaii data (but not really, its all in the Enclave's file)
                - Added Alaska Region data:
                    - Added Alaska state data.
                        - Very slight infraestructure nerf. The infra is about as low as it gets here.
                    - Added Alaskan archipelago data.
                - Added Southwest US data:
                    - Added California data
                        - Infraestructure nerf by dice roll, except some provinces whose values were already correct.
                        - Nevada City (6116) victory points changed from 12 to 14.
                        - Ukiah (6127) has -1 rare materials.
                    - Added Nevada data
                        - Infraestructure nerf by dice roll in some provinces (If I did all of them, it would end up with pretty none)
                    - Added Arizona data
                        - Infra nerf by dice roll.
                        - Flagstaff had one less VP than it should have had, but resources ported from province.csv corrected it.
                        - Parker gained an extra VP (3, from 2)
                        - Fredonia/Hoover Dam (6152) now has 5 VP (was 6)
                    - Added Utah data.
                        - Infra nerf by dice on most provinces.
                - Added Northwest US data
                    - Added Oregon data.
                        - Infra nerf by dice roll.
                    - Added Idaho data.
                    - Infra rebalanced, too homogenous (almost all 40%)
                    - Added Washington state data
                        - Seattle did not have enough points for all the bases it has, even if I did decrease them.
                        - Infra nerf by dice roll.
                    - Added Montana state data.
                        - Too much infra = 0.5 (50%), so I did a big nerf: Threw some dice to decide the nerf.
                        - Removed a victory point from Helena (2367)
                        - Removed 2 VPs from Missoula (772)
                    - Added Wyoming data.
                        - Removed 4 VPs from Casper (704)
                        - Removed 2 VPs from Rock Springs (732)    
                        - Infraestructure nerf by dice thrown
                - Added Southcentral US data
                    - Added New Mexico data.
                        - Big infra nerf, using dice rolls.
                    - Added Colorado data
                        - Infraestructure nerf by dice roll.
                        - Boulder (6165) victory points currently 2 (was 3), due to infra nerf.
                    - Added Kansas data.
                        - Ported all Kansas resources from CSV to this file.
                        - Decreased infra in Kansas provinces somewhat (too homogenous, almost all 0.5) through dice rolls.
                        - Removed 2 vps from province Dodge City (6237)
                        - Took out 2 vps from Colby (6238)
                    - Added Oklahoma data
                        - Infraestructure nerf by dice roll.
                        - Removed 2 vps from Oklahoma City (793)
                        - Removed 2 vps for nothing from Tulsa (2682). It now has 2 vps from csv resources.
                        - Removed 1 vp from Beaver (6224)
                    - Added Texas data
                        - Nerfed many provinces' infra through dice rolls.
                        - Removed 1 vp from Austin (686). This province should't even be in this file, but on New Church's.
                        - Removed 2 vps from San Antonio (717)
                        - Removed 4(!) vps from Amarillo (721)
                        - Removed 3 vps from Corpus Christi (748)
                        - Removed 3 vps from Abilene (6255)
                    - Added Arkansas data.
                        - Removed 2 vps from Fayetteville (6282)
                        - Removed 1 vp from Fort Smith (6283).
                        - Removed 6 vps(!) from Little Rock (683)
                        - Infraestructure nerf via dice roll.
                    - Added Lousiana data
                        - Infraestructure nerf via dice roll.
                - Added Midwest data
                    - Added North Dakota data
                        - Infraestructure nerf by dice roll
                        - Removed 2 vps from Bismarck (699)
                    - Added South Dakota data
                        - Infraestructure nerf by dice roll.
                    - Added Nebraska data
                        - Removed 3 vps from Lincoln (789)
                        - Removed 2 vps from Omaha (790)
                        - Infreastructure nerf by dice roll.
                    - Added Minnesota data
                        - Infra nerf by dice roll
                    - Added Iowa data
                        - Infra nerf by dice roll, a new method.
                        - Removed 2 vp from Cedar Rapids (691)
                    - Added Missouri data
                        - Infra nerf by dice roll.
                        - Removed 1 vp from Springfield, MO (688)
                        - Removed 5 vps(!) from Saint Joseph (690)
                    - Added Wisconsin data
                        - Removed 3 vps from Milwaukee (621)
                        - Milkwaukee (621) now has a single point from its installations.
                        - Infraestructure nerf by dice roll.
                    - Added Illinois data
                        - Removed 3 vps from Springfield, IL (626)
                        - Infraestructure nerf by dice roll
                    - Added Michigan data
                        - Removed 2 vp from Marquette (622)
                        - Nerfed infra by dice roll.
                - Added Southast US data
                    - Added Tennesse data
                        - Removed 3 vps from Knoxville, TN (642)
                        - Removed 2 vp from Nashville (671)
                        - Removed 2 vp from Memphis (673)
                        - Removed 2 vp from Chattanooga (2717)
                        - Removed 2 vp from Columbia (6450)
                        - Nerfed infra by dice roll.
                    - Added North Carolina data
                        - Infra rebalance because it was too homogenous (almost all provinces had infra = 50%). So I just rolled 7-sided dice for all (because again, too homogenous) and had the dice decide. The dice is wise.
                    - Added Mississippi data
                        - Removed 2 vp from Jackson, MI (675)
                        - Infra nerf by dice roll.
                    - Added Alabama data
                        - Removed 10 (!!) vp from Montgomery (672)
                        - Removed 3 vps from Decatur (6432)
                        - Infra nerf by dice roll
                    - Added Georgia data
                        - Infra nerf by dice roll.
                        - Removed 1 vp from Augusta (2711)
                    - Added South Carolina data
                        - Infra nerf by dice roll.
                    - Added Florida data
                        - Removed 1 vp from Jacksonville (648)
                        - Removed 1 vp from Orlando (650)
                        - Removed 2 vps from Miami (651)
                        - Infraestructure nerf by dice
                - Added Northeast US data:
                    - Added Kentucky info.
                        - Kentucky infra was almost all 60% all around, too high and too homogenous. Infra nerfed by dice roll.
                        - Added 2 vp to Louisville
                    - Added Indiana info
                        - Removed 2 VPs from Evansville (6389)
                        - Infra nerf by dice
                    - Added Ohio info
                        - Infra nerf by dice roll.
                        - Took out a VP from Cleveland, OH (615) because it clearly does not fit there.
                    - Added Virginia info (most of it to Former_USA - Boston.inc)
                        - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                    - Added Maryland-Delaware info
                        - Less infra in general. Only nerfed infra from provinces which seem only like they had no infra defined in the scenario files (generally comparing Former_USA - Boston.inc and Former_USA) or had more infra from the scenario files. Used dice rolls for nerf.
                    - Added New Jersey info.
                        - Infraestructure nerf by dice roll. All done in Former_USA - Boston.inc.
                    - Added all New York wasteland provinces.
                        - Slightly dialed down the infra in some provinces.
                        - Infra nerf by dice roll except in provinces which were already balanced and logical.
                    - Added some Connecticut-Rhode Island info. See Former_USA - Boston.inc
                        - Infra nerf by dice roll.
                    - Added some Massachussets info
                        - Infra nerf by dice roll. See Former_USA - Boston.inc and Commonwealth.inc
                    - Added all Vermont Wastelands provinces
                        - Infra nerf by dice roll.
                    - Added some Pennsylvania info (honestly its all in Former_USA - Boston.inc and Junkers.inc files)
                        - Infraestructure rebalance by dice roll, except for some provinces which are already balanced and logical.
                        - Decreased general infra, too high.
                    - Added all wasteland New Hampshire provinces
                        - Infra nerf by dice roll.
                    - Added all wasteland Maine provinces.
                        - Infra nerf by dice roll.
                    - Added all wasteland West Virginia provinces (see: Former USA - Boston.inc where all of it is)
                        - Infra nerf by dice roll.
            - Added Canadian Province data from province.csv:
                - Added Northern Canada provinces.
                    - Added Yukon Territories provinces.
                        - No need for infra nerf, infra levels are so low there's barely anything here.
                    - Added Northwest Territories provinces (appears as "Eastern Northwest territories on the game, for some reason).
                        - Infra levels are already too small, didn't really mess with anything here.
                - Added Western Canada provinces.
                    - Added British Columbia province.
                        - Removed 2 VPs from Vancouver (541)
                        - Infra nerf by dice roll.
                        - Victoria (556) now has 3 victory points (was 6)
                    - Added Alberta province data.
                        - Removed 2 VPs from Edmonton (796)
                - Added Central Canada provinces. Note: Region is called merely "Canada" in the files. Vanilla relic?
                    - Added Saskatchewan provinces.
                        - Infra-rolled dice nerf. This time, I only rolled five-sided dice, because most of the infra was already pretty low-ish (mostly 30%, some 50%).
                        - Removed 1 VP from Saskatoon (798)
                    - Added Manitoba provinces
                        - Infra nerf by dice roll.
                        - Removed 2 VPs from Winnipeg (569)
                        - Removed 1 VP from Dauphin (6710)
                        - Removed 2 VPs from Brandon (6712)
                    - Added Ontario provinces
                        - Removed 1 VP from Sault Ste Marie, ON (565)
                        - Removed 1 VP from Fort William (571)
                        - Removed 1 VP from Fort Severn (6670)
                        - Infra nerf by dice roll
                    - Added Quebec provinces.
                        - Removed 1 VP from Senneterre (6629)
                        - Removed 1 VP from Sept-Îles (6633)
                        - Infra nerf by dice roll.
                    - Added New Foundland and Labrador provinces.
                        - Removed 1 VP from Nain (575), once merely Labrador province.
                        - Changes to St. John's bases:
                            - Bases from Installations.inc removed, it already had bases in the scenario file (removed for being too much).
                            - Current bases levels are: 2/2/2 AA/Naval/Air Base.
                        - Removed 1 VP from Michikamau Lake (6652), once merely Labrador province.
                        - St. John's victory points changed to 5 (was 3)
                        - North West River victory points changed to 2 (was 0)
                        - The infra is already very low and the area is pretty low-infra, so I didn't change anything infra-wise here.
                    - Added New Brunswick provinces
                        - Saint John victory points changed to 2 (was 0)
                        - Infra nerf by dice roll.
                    - Added Nova Scotia provinces
                        - Removed 1 VP from Charlottetown (578), once Cape Breton province.
                        - Removed 1 VP from Halifax (579)
                        - Infra nerf by dice roll.
            - Added Mexican and Central America province data from province.csv:
                - Important Note: Mexican areas are crap and in no way correspond to actual mexican states, which are far more than in map.
                - Note 2: Not all these areas are in Mexico. Parts of Yucatan and Central Rainforests area are in the Mexico region, but parts of it are in the Central America region. Seems like the devs had a region/area limit or something, or just didn't want to put much effort in Mexico. Even Arcangelus changed the Unifications to better despict Mexico. Thus Mexico and Central America region provinces will be together for convenience reasons.
                - Added Lower California provinces
                    - Infra nerf by dice roll.
                - Added Chihuahua provinces
                    - Removed 2 VPs from Ciudad Juárez (740), or Nogales in the old map.
                    - Infra nerf by dice roll.
                - Added Mexico City provinces.
                    - Removed 2 VPs from Guadalajara (738).
                    - Removed 2 VPs from León de los Aldam (747), labelled as Morelia in the old map.
                    - Removed 1 VP from Morelia (750)
                    - Removed 2 VPs Acapulco de Juárez (751).
                    - Infra nerf by dice roll, except a few provinces that didn't need it.
                - Added Vera Cruz provinces.
                    - Removed 1 VP from Matamoros (749)
                    - Veracruz (753) victory points changed to 2 (was 0)
                    - Oaxaca de Juárez (754) victory points changed to 1 (was 0)
                    - Infra nerf by dice.
                - Added all Central Rainforest provinces.
                    - Fixed VPs
                    - Infra nerf by dice.
                - Added all Yucatan provinces.
                    - Pretty low infra levels in general, so dice rolling wans't even necessary. Might change my mind.
                - Added all Wasteland Nicaragua provinces
                    - Diminished Managua's VPs from 3 to 2, as is correct.
                    - Infra is mostly pretty low, so didn't roll dice. Not sure if it was like that or I changed it.
            - Added Caribbean province data from province.csv
                - Added Antilles data (but no provinces yet because its all off the map_
                - Added Bahamas Islands data
                    - Removed 1 VP from Cockburn Town (573). What an unfortunate name for a place.
                    - No infra nerf, infra was already pretty low all over the place (mostly 20%).
                - Added Cuba data.
                    - Removed 1 VP from La Habana (654).
                    - La Habana (654) victory points changed to 1 (was 0)
                    - Santiago de Cuba (657) victory points changed to 3 (was 0)
                    - No infra nerf, infra was already pretty low all over the place (mostly 20% and 30%).
                - Added Hispaniola data - well, all the two provinces on map, that is.
            - Resource Revamps:
                - United States:
                    - Southwest US:
                            - Utah:
                            - Moab (2678) province:
                                - energy = 8.31 # Daneros Mine (2.97 U energy 20/20%), Gateway District (2.02 U energy 10/10%), Sage Plain Mining Project(3.31/8.20 30/100% U energy). Was 3.31. Was 8.23.
                                - rare_materials = 0.60 # Lisbon Valley Mines (0.56/1.87 30/100% Cu rares), Gateway District (0.01 V 100% rares), Sage Plain Mining Project (0.03 V 100% Rares). Was 2.01
                            - Panguitch (6163) province:
                                energy = 36.37 # Coal Hollow (6.93/13.86 50/100%) + Henry Mountains Uranium ( Tony M Indicated/Inferred (6.07 energy 5%), Southwest Indicated/Inferred (3.51 energy 5%), Copper Bench Indicated/Inferred (5.55 energy 5%), Indian Bench Indicated/Inferred (3.46 energy 5%) + Kaiparowits Plateau Coal (10.85/75.95 10/70%). Was 122.98
                                Victory points = 4 # Was 16
                            - Saint George (6164) province:
                                - metal = 34.59 # Was scenario (27). Now 27 + 24.58 (5.11/3.83 40/30% Fe metals (Comstock-Mountain Lion mine) + 3.60/6 60/100% (Bull Valley District) + 0.16 (Tutsagubet District)). Was 51.58 (scenario (27) + 24.58).
                                - rare_materials = 24.31 # Pine Grove District (15.3/35.7 30/70% Mo Rares) + Rocky District (2.18/3.64 60/100% Cu rares) + Tutsagubet District (0.03 Ga + 0.87 Ge + 0.18 Cu + 0.15 Zn + 0.50 Ar rares)  + White Mountain District (5.10/8.93 40/70% Al rares). Was 67.51.
                                - Victory points = 11 # Was 24
                            - Nephi (6161) province:
                                - rare_materials = 17.36 # Fish Springs District (5.91/7.39 80/100% Zn rares), Southwest Tintic District (3.15/18.9 10/60% Cu Rares + 7.50/10.5 50/70% Mo rares) + Diamond Gulch (0.66/1.32 50/100% Cu rares + Spor Mountain (0.15/1.50 10/100% Beryllium Rares). Was 56.71.
                                - Victory points = 3 # Was 10
                    - Northwest US:
                        - Oregon:
                            - Portland, OR (783) province:
                                - ic = 7 # oldcsv(7). Was 1 (csv)
                                - infra = 0.5 # csv (0.6) - 1
                                - victory points = 3 # was 0
                        - Washington State:
                            - Seattle (780) province:
                                - ic = 9 # oldcsv(9). Was 1 (csv).
                                - infra = 0.1 # csv (0.4) - 3
                                - victory points = 6 # 9 levels of bases total. Was 3. Was 9. Was 2
                            - Tacoma (782) province:
                                - ic = 4 # oldcsv (4)
                                - points = 1 # was 0
                            - Spokane (2365) province:
                                - ic = 3 # oldcsv
                                - rare_materials = 19 #  old csv (19). was 1 (csv)
                                - infra = 0.1 # csv (0.3) - 2
                                - points = 3 # was 0
                        - Montana:
                            - Helena (2367) province:
                                - rare_materials = 26 # oldcsv (26). Was 2 (csv)
                                - infra = 0.1 # csv (0.4) - 3
                                - points = 5 # was 0
                        - Wyoming:
                            - Wolton (6219) province:
                                - metal = 29 # Was csv (9)
                                - oil = 6 # Was 3 (csv)
                                - infra = 0.2 # csv (0.4) - 2
                                - points = 5 # Was 1
                    - Southcentral US:
                        - Colorado:
                            - Walsenburg (6169) province:
                                - energy = 60 # New Elk Mine(60 50/70% coal energy). Was 120
                                - infra = 0.1 # csv (0.4) - 3
                                - points = 6 # Was 12
                            - Gunnison (6172) province:
                                - energy = 19.62 # 8.64 hydro + 10.98 (coal + uranium). Blue Mesa Power Plant(8.64/8.64 Intact). West Elk Mine (6.7 10/10% Coal), Pitch Mine (4.28 3/5% U energy). Was 89.64
                                - metal = 36.39 # Orient Iron Mine(1.51 80/100% Fe), Iron Hill Carbonatite Deposit(174.40 Ti Metals). Was 176.29
                                - rare_materials = 29.13 # Brown Canyon District (2.22 F (1.44 80/100% 80/100% F + 3.00 100% F) in Gunnison and Leadville provinces), Bulldog(0.29 10/100% Pb), Iron Hill Carbonatite Deposit(24.91 20/60% REEs + 0.91 40/100% Th), Manganese Hill(0.8 40/100%). Was 134.15
                                - infra = 0.4 # csv (0.5) - 1
                                - points = 14 # Was 70. Was 71. Holy shit
                            - Montrose (6173) province:
                                - energy = 22.52 # 10.95 nuclear + 12.34 hydro. Sunday Mine Complex(1.03 3/5% U3O8), Slick Rock Mill(9.51 1/5% U), Sage Plain Mining Project(0.41 10/40% U divided between Moab and Montrose provinces). Morrow Point Power Plant(8.66/17.33 Mid Damage), Crystal Power Plant(3.15/3.15 Intact), Upper Molina Powerplant(0.00/0.86 Destroyed), Ridgway Dam Hydropower Project(0.20/0.80 Heavy Damage), Lower Molina Powerplant(0.00/0.48 Destroyed), Ames Hydroelectric Generating Plant(0.28/0.38 Light Damage), Ouray Hydroelectric Power Plant(0.00/0.09 Destroyed), Smuggler-Union Hydro Power Plant(0.05/0.05 Intact). Was 150.25
                                - rare_materials = 10.18 # Revenue-Virgilus Mine(1.81 50/100% Pb + 1.62 90/100% Ar), Sunnyside(5.98 Mn 20/100% Mn), Sunday Mine Complex(0.05 V Rares), Slick Rock Mill(0.72 40/100% V). Was wrong 32.18 metal instead of rares.
                                - infra = 0.4 # csv (0.5) - 1
                                - points = 4 # Was 22. Was 23
                            - Leadville (6171) province:    
                                - energy = 37.01 # 36.89 coal and nuclear + 0.12 Hydro.  Henderson molybdenum mine(0.99 (0.98 70/100% U + 0.01 coal)), Schwartzwalder Mine(2.90 1/5% U), Hansen/Taylor Ranch Project(33.11 U3O8 2/5%), Boomer Lake George Mine(0.88 U). 0.12 hydro, Green Mountain Power Plant(0.00/2.60 Destroyed), Georgetown Hydro Generating Plant Leadville(0.12/0.16 Light Damage). Was 195.99
                                - metal = 0.30 # Evergreen/Unnamed Rutile Occurence(0.20 Ti Metals + 0.10 Fe Metals).
                                - rare_materials = 44.29 # Black Cloud Mine(2.04 rares (0.62 Zn + 1.42 70/100% Pb)), Brown Canyon District(2.22 F rares (1.44 80/100% 80/100% F rares + 3.00 100% F rares) in Gunnison and Leadville provinces), Climax Molybdenum Deposit(22.44 Mo Rares(8.86 30/80% Mo + 13.58 30/60% Mo)), Gold King(0.02 Cu Rares + 0.42 Pb Rares), Sedalia Mine(16 rares (0.40 Cu Rares + 0.60 Zn Rares + 15 30/60% Pb rares)), Boomer, Lake George Mine(0.03 Be Rares + 0.03 Pb Rares + 0.03 W Rares), Evergreen/Unnamed Rutile Occurence(1.06 rares (0.64 30/100% Nb Rares + 0.42 Zr Rares)). Was 133.97
                                - infra = 0.1 # csv (0.4) - 3
                                - points = 11 # Was 45
                            - Colorado Springs (6171) province:
                                - Forgot to add some metal that should have been added in the first resource run, sorry.
                                - metal = 17.36 # Fremont Dolomite (17.36 20/30% Mg)
                                - infra = 0.1 # csv (0.4) - 3
                                - victory points = 3 # was 0
                        - New Mexico:
                            - Farmington (6183) province:
                                - energy = 213.41 # 210.21 + 3.20. Ignacio Chavez Wilderness Study Area Coal Deposits (2.75 = 0.52 10% + 2.23 10% Coal energy), McKinley Coal Mine (16.74/75.33 20/90% energy), Smith Lake District(16.95 energy), Nose Rock(5.06 energy), Church Rock Mining District(88.97 energy), Ambrosia Lake(56.9 U energy), Marquez District(21.49 energy), Diamond Tal Mine(0.81 energy). Hydro = 3.20 (Navajo Dam 3.20/3.20). Was 124.44 energy.
                                - infra = 0.3 # csv (0.5) - 2
                                - manpower = 3 # Navajo Nation (3). Was 5
                                - Victory points = 22 # Was 13
                            - Socorro (6180) province:
                                - energy = 4.80 # Cabeça de Vaca (4.80 4/5% U energy). Was 124.24.
                                - infra = 0.2 # csv (0.5) - 3
                                - manpower = 3 # 1 Navajo Nation + 1 Zuni Indian Reservation + 1 Keres People. Was 4
                                - victory points = 1 # Was 13
                            - Hermanas (6178) province:
                                - rare_materials = 5.04 # Red Hill District (0.52 Fluorine Rares) + Victorio Mountains (0.27 Beryllium rares, 4.52 50/100% W Rares)
                                - infra = 0.1 # csv (0.4) - 3
                                - victory points = 1 # was 0
                            - Grants (6181) province:
                                - energy = 63.25 # Laguna Mining District(11.35), Ambrosia Lake(5.44), Marquez Minining district(2.56), Grants District (43.90 2/5% U energy). Was 0.98.
                                - manpower = 6 # Now 1 (scenario) + 5 manpower (2 Zuni Indian Reservation + 3 Keres People). Was 9. Was 10. Was 11.
                                - vicotry points = 10 # Was 4
                        - Oklahoma:
                            - Lawton (713) province:
                                - ic = 1 # oldcsv(1)
                                - energy = 12 # oldcsv(12)
                                - oil = 14 # oldcsv(14)
                                - vicotry points = 2 # was 0    
                             - Oklahoma City (793) province:
                                - ic = 2 # oldcsv (2). Was 1 (csv)
                                - energy = 2 # csv
                                - metal = 1 # csv
                                - oil = 35 # oldscv(35). Was 5 (csv)
                                - infra = 0.3 # csv (0.4) - 1
                                - landfort = 1 # local fortifications
                                - manpower = 1 # csv
                                - victory points = 3 # was 0
                        - Texas:
                            - Tyler (711) province:
                                - ic = 2 # oldcsv
                                - oil = 4 # oldcsv
                                - infra = 0.2 # csv (0.3) - 1
                            - San Antonio (717) province:
                                - ic = 5 # oldcsv(5). Was 1 (csv)
                                - oil = 18 # oldcsv (18). Was 1 (csv)
                                - infra = 0.1 # csv (0.5) - 4
                                - victory points = 2 # was 0
                            - El Paso (718) province:
                                - ic = 2 # oldcsv (2)
                                - oil = 7 # oldcsv (7)
                                - infra = 0.1 # csv (0.5) - 4
                            - Lubbock (719) province:
                                - ic = 2 # oldcsv (2)
                                - oil = 5 # oldcsv (5, could be 45)
                            - Amarillo (721) province:
                                - oil = 10 # oldcsv (10). Was 1 (csv)
                                - infra = 0.3 # csv (0.4) - 1
                                - manpower = 1 # csv
                                - victory points = 1 # was 0
                            - Corpus Christi (748) province:
                                - ic = 5 # Was 1 (csv)        
                                - rare_materials = 4 # oldcsv (4). Was 1 (csv)
                                - oil = 47 # oldcsv (47) Corpus Christi bases. Was 2 (csv)
                                - infra = 0.1 # csv (0.6) - 5
                                - victory points = 11 # Pretty much all the Corpus Christi bases, really. Was 5.
                        - Arkansas:
                            - Little Rock (683) province:
                                - ic = 2 # oldcsv (2). Was 1 (csv)
                                - rare_materials = 18 # oldcsv (18). Was 1 (csv).
                                - oil = 23 # oldcsv (23)Was 1 (csv)
                                - victory points = 6 # Was 1.    
                    - Midwest:
                        - North Dakota:
                            - Mandan (2683) province:
                                - oil = 12 # csv (12)
                                - infra = 0.2 # csv (0.4) - 2
                                - manpower = 1 # oldcsv (1)
                                - victory points = 1 # csv
                        - Iowa:
                            - Des Moines (624) province:
                                - ic = 4 # oldcsv (4)
                                - energy = 84 # oldcsv (84)
                                - manpower = 1 # oldcsv (1)
                                - victory points 9 = # was 0
                            - Cedar Rapids (691) province:
                                - ic = 4 # oldcsv (4). Was 1 (csv)
                                - victory points = 1 # was 0
                        - Missouri:
                            - Springfield, MO (688) province:
                                - ic = 4 # oldcsv (4). Was 2 (csv)
                                - energy = 28 # oldcsv(28). Was 4 (csv)
                                - oil = 7 # oldcsv (7). Was 1 (csv).
                                - infra = 0.1 # csv (0.4) -
                                - victory points = 4 # was 0
                        - Wisconsin:
                            - Milwaukee (621) province:
                                - ic = 9 # oldcsv (9). Was 1 (csv)
                                - infra = 0.3 # csv (0.4) - 1
                                - victory points = 4 # Was 1
                            - Green Bay (623) province:
                                - ic = 2 # oldcsv (2)
                                - metal = 60 # oldcsv (60). Possibly that big iron range in the area?
                                - manpower = 1 # oldcsv (1)
                                - victory points = 12 # Was 0
                        - Illinois:
                            - Springfield, IL (626) province:
                                - ic = 3 # oldcsv (3). Was 1 (csv)
                                - energy = 22.40 # oldcsv (224 % 10) Was 5 (csv)
                                - victory points = 3 # was 0
                        - Michigan:
                            - Grand Rapids (617) province:
                                - ic = 4 # oldcsv (4)
                                - oil = 23 # oldcsv (23)
                                - manpower = 1 # oldcsv (1)
                                - victory points = 3 # was 0
                            - Marquette (622) province:
                                - metal = 47.20 #  oldcsv (118 % 40). Was 3 (csv). Local iron range?
                                - infra = 0.4 # csv (0.5) - 1
                                - victory points = 9 # Was 0
                            - Flint (2722) province:
                                - ic = 7 # oldcsv (7)
                                - victory points = 2 # Was 0                        
                    - Southeast:
                        - Tennesse:
                            - Knoxville, TN (642) province:
                                - ic = 4 # oldcsv (4). Was 1 (csv)
                                - infra = 0.2 # csv (0.4) - 2
                                - victory points = 1 # was 0
                            - Memphis (673) province:
                                - ic = 9 # oldcsv (9)
                                - infra = 0.4 # csv (0.5) - 1
                                - victory points = 3 # was 0
                        - North Carolina:
                            - Raleigh (636) province:
                                - ic = 2 # oldcsv (2). Was 1 csv (1)
                                - infra = 0.3 # csv (0.5) - 2
                            - Charlotte (637) province:
                                - ic = 4 # oldcsv(4). Was 1 (csv)
                                - infra = 0.7 # csv (0.5) + 2
                                - victory points = 2 # 5 levels of bases
                        - Mississippi:
                            - Tupelo (6425) province:
                                - infra = 0.4 # csv (0.5) - 1
                                - manpower = 1 # oldcsv (1)
                        - Alabama:
                            - Tuscaloosa (2255) province:
                                - ic = 2 # oldcsv(2). Was 1 (csv)
                                - energy = 70 # oldcsv (70). No idea what, could be a big dam or something. Was 7 (csv)
                                - metal = 60 # oldcsv (60). Was 6 (csv)
                                - infra = 0.1 # csv (0.4) - 3
                                - victory points = 20 # Was 1
                        - Georgia:
                            - Savannah (646) province:
                                - ic = 2 # oldcsv (2)
                                - infra = 0.2 # csv (0.4) - 2
                            - Macon (647) province:
                                - ic = 4 # oldcsv (4).  Was 1 (csv)
                                - infra = 0.3 # csv (0.4) - 1
                                - victory points = 1 # was 0
                        - South Carolina:
                            - Charleston, SC (644) province:
                                - ic = 2 # oldcsv (2). Was 1 (csv)
                                - infra = 0.1 # csv (0.5) - 4
                                - victory points = 2 #
                        - Florida:
                            - Jacksonville (648) province:
                                - ic = 2 # oldcsv (2). Was 1 (csv)
                                - infra = 0.2 # csv (0.4) - 2
                                - manpower = 1 # oldcsv (1)
                            - Orlando (650) province:
                                - ic = 2 # oldcsv (2)
                                - infra = 0.3 # csv (0.4) - 1
                    - Northeast US:
                        - Kentucky:
                            - Lexington (640) province:
                                - ic = 2 # oldcsv (2). Was 1 (csv)
                            - Louisville (641) province:
                                - energy = 78 # oldcsv (78). No idea what is this.
                                - manpower = 2 # oldcsv(2)
                                - points = 10 # Was 2
                        - Indiana:
                            - Fort Wayne (613) province:
                                - ic = 5 # oldcsv (5)
                                - infra = 0.4 # csv (0.5) - 1
                                - points = 1 # was 0
                            - Indianapolis (627) province:
                                - ic = 6 # oldcsv (6). Was 1 (csv)
                                - energy = 85 # oldcsv (85). Was 1 (csv). No idea what is it.
                                - oil = 10 # oldcsv (10)
                                - infra = 0.4 # csv (0.4) - 3
                                - points = 11 # was 0        
                        - Ohio:
                            - Cleveland (615) province:
                                - ic = 13 # oldcsv (13). Was 1 (csv)
                                - infra = 0.3 # csv (0.4) - 1
                                - manpower = 3 # oldcsv (3). Was 1 (csv)
                                - points = 5 # was 0
                            - Toledo, OH (2685) province:
                                - ic = 4 # oldcsv (4)
                                - points = 1 # was 0
                        - New York:
                            - Buffalo (612) province:
                                - ic = 7 # oldcsv (7). Was 3 (csv)
                                - infra = 0.1 # csv (0.4) - 3
                                - points = 4 # Was 3. Was 0. From csv resources.                        
                - Canada:
                    - Eastern Canada:
                        - Nova Scotia:
                            - Halifax (579) province:
                                - energy = 10 # oldcsv (10)
                                - infra = 0.1 # csv (0.4) - 3
                                - points = 3 # Was 2. Was 0
                - Mexico and Central America:
                    - Chihuahua:
                        - Ciudad Juárez (740) province:
                            - ic = 2 # oldcsv (2)
                            - rare_materials = 27 # oldcsv (27). Was 1 (csv)
                            - infra = 0.3 # csv (no change)
                            - points = 5 # was 0
                        - Aguascalientes (744) province:
                            - rare_materials = 13 # oldcsv (13)
                            - infra = 0.2 # csv (0.4) - 2
                            - points = 3 # Was 0
            
                    
                                        
                    
                    
                    
                            
                            
        West_BOS.inc:
            - Lost Hills/San Luis Obispo (6125) victory points changed from 35 to 26 due no longer counting off-map  resources.
        
        White_Legs.inc:
            - Ely province (6138) victory points decreased from 6 to 3
            - Elko (6139) victory points increased from 3 to 4.
            - Battle Mounta (6142) victory points decrease from 9 to 6 (no longer counts off-map resources)
        
        The_Huns.inc:
            - Miles City (701) victory points are now 5 (Was 6)
            - Added Gillete (6212) data from province.csv.
        
        
        The_New_Churck.inc:
            - Added Texas CSV data
                - Added data for all owned provinces which had nothing aside from ownership on scenario file.
                - Houston province (716) data vps now 12 (was 13)
                    - Houston now has a level 1 landfort.
                - Infraestructure nerf by dice roll on some provinces.
            
        The_Under-Nation:
            - Bllings (705) victory points are now 30 (Was 32).

        The Vipers.inc:
            - Roswell (724) now has 16 victory points (was 17). Las Cruces(6177) now has 14 victory points (was 17)
            - Resource revamps:
                - Las Cruces (6177) province:
                    - rare_materials = 12.29 # Scenario (9). + 3.29 rares (Pajarito Mountain Complex = 2.08 Rares total: 0.44 Y2O3 rares, 0.29 ZrO2 rares, 0.36 La rares, 0.04 Nb rares, 0.95 Ce Rares. Organ Mountains Wilderness = 1.07 Rares total. 0.28 Cu Rares, 0.37 Flourspar Rares, 0.38 Pb Rares, 0.04 Zn Rares. Galinas Mountains REEs = 0.14 10/100% REE rares). Was 13.58. Was 9.
                    - manpower = 2 #  Now scenario (1) + Mescalero Apache Reservation. More in Las Cruces for balance reasons (1). Was 3. Was 1.
                    - victory points = 13 # Was 14.
                - Roswell (724) province:
                    - energy = 51.02 #  Now its scenario (46) + Ogala Formation Uranium and Coal (0.93 2/5% U energy + 4.09 100% coal energy). Was 50.13. Was 46.
                    - metal = 11.23 # Was 10 (fantasy). Now is 10 + 1.23 (Capitan Iron Deposit)
                    - rare_materials = 8.52 # Scenario(6) + Stauber Mine(0.07 Cu rares) + Rialto Stock (2.45 80/100% Mo Rares). Was 9.14, was 6.
                    - oil = 12 # Was 5. Now 5 (fantasy) + 7 (previously on province.csv. Also fantasy AFAIK).
                    - infra = 0.3
                    - manpower = 5 # Was 4. Now is 4 + 1 (Mescalero Apache Reservation).
                    - points = 16 # Was 17. Was 15
 
        - Vault_City.inc:
            - Added province.csv data for Oregon and Idaho.
            - Fixed Vault City's VP points. From 37 to 35.
            
        - vp.inc: File was full of VPs that didn't fit the way FODD adds Victory Points and they had to go..
            - Took out Newark province's (603) single VP point.
            - Took out Washington DC (606) single vp point.
            - Took out Baltimore's (607) single VP point.
            - Took out Wheeling's (629) single VP
            - Took out Cleveland, OH's (615) VP point
            - Took out Fort Wayne (formely Buffalo's) victory point.
            - Took out Charllote (636) vp.
            - Took out Columbia, SC (619) vp. Formerly Indianapolis.
            - Took out Charleston, SC (644) vp.
            - Took out Yakima's (779) vp.
            - Took out Seattle's (780) vp.
            = Took out Two Sun/Tucson (730) vp.
            - Took out San Diego (741) vp.
            - Took out Los Angeles (762) vp.
            - Took out Sacaramento (764) vp.
            - Took out San Francisco (765) vp.
            - Took out Las Vegas province (734) victory point.
            - Took out a Salt Lake City (733) vp.
            - Took out Roswell (724) vp.
            - Took out Denver (707) vp.
            - Took out Portland (783) vp.
            - Took out Helena (2367) vp.
            - Took out Cheyenne (2677) vp.
            - Took out Kansas City, KS (792) vp.
            - Took out Oklahoma City (793) vp (was set originally to Tulsa)
            - Took out Dallas (715) vp
            - Took out Houston (716) vp
            - Took out San Antonio (717) vp
            - Took out Lafayette (680) vp. Was supposed to be New Orleans, not that it matters.
            - Took out Rapid City (787) vp
            - Took out Lincoln (789, was using Omaha label) vp
            - Took out Rochester (693, was using Minneapolis label) vp
            - Took out Minneapolis (2261) vp
            - Took out Springfield, MO (688) vp
            - Took out St. Louis (689) vp
            - Took out Saint Joseph (690, was labelled Kansas City) vp
            - Took out Milwaukee (621) vp
            - Took out Chicago (620) vp
            - Took out Des Moines (624) vp.
            - Took out Detroit (616) vp
            - Took out Knoxville (642) vp, Was labbed "Nashville".
            - Took out Jackson, MS (675) vp
            - Took out Mobile (678) vp
            - Took out Macon (647) vp
            - Took out Atlanta (670) vp
            - Took out Orlando (650) vp
            - Took out Miami (651) vp
            - Took out Pensacola (676) vp. Was labelled as Mobile
            - Took out Pittsburgh (614) vp
            - Took out Philadelphia (608) vp
            - Took out New York (602) vp
            - Took out Bufallo (612) vp
            - Took out Fargo (698) vp
            - Took out Boston (600) vp
            - Took out Vancouver (541) vp
            - Took out Calgary (797) vp
            - Took out Winnipeg (569) vp
            - Took out Ottawa (588) vp
            - Took out Toronto (589) vp
            - Took out Québec (574) vp
            - Took out Montréal (585) vp
            - Took out Tijuana (737) vp
            - Took out Ciudad Juárez (740) vp
            - Took out Monterrey (745) vp
            - Took out León de los Aldama (747) vp, Monterrey in the old map.
            - Took out 2 Mexico City/Cuidad de México (752) vps
            - Took out Puebla (753) vp
            - Took out Oaxaca de Juárez (754) vp, Acapulco in the old map.
            - Took out Villahermosa (755) vp
            - Took out Guatemala (757) vp
            - Took out Managua (539) vp
            - Took out San José (540) vp
            - Took out San Salvador (759) vp
            - Took out Tegucigalpa (760) vp
            - Took out Panamá (888) vp
            - Took out Balboa (889) 5 vps, labelled Colon in the old map.
            - Took out Havana/La Habana (654) 2 vps.
            - Took out Santiago de Cuba (657) vp. Was labelled as Guantánamo
            - Took out Guantanamo Bay Naval Base (894) vp. Was labelled as Santo Domingo
            - Took out Edmonton (796) vp
            - Took out Kingston (891) vp
            - Took out Concord (595) vp
        
        - West_BoS.inc:
            - Brotherhood now has 10 MP available (was 5). All the MP was moved from provinces to off-map, because a tight-knit organization like the Brotherhood would never serve their conquerors.
            - Off map resources no longer count as in-province VPs.
            - Lost Hills/San Luis Obispo (6125) province now has 25 victory points (was 35)
            - BOS off-map IC is now 20 (was 17)


Frequently Asked Questions:
FODD Frequently Asked Questions (FAQ):

1. Fallout? Wot's that?
A:
Someone was born under a rock or something. Fallout is a kick-ass classic Post-Apocalyptic Computer RPG series created by Interplay in the nineties. The original Fallout, released in 1997, and its sequel, Fallout 2, are some of the greatest classics of the genre. It pretty much defined Western RPGs - awesome non-linear turn-based games with great writting, setting, lore and humour.
The world of Fallout is a alternate timeline diverging after WWII, showing the future as seen by the 50s, where pulp-physics rules (giant radioactive bugs galore!), ray-guns, AIs, nuclear power and technological doorhickeys made of bulky valves and vacuum tubes are common, and 50s Americana and Cold War Paranoia never ended... then the world was set afire in nuclear war, and humanity is rebuilding from the ashes.

2. Hearts of Iron? Darkest Hour?
A:
Hearts of Iron is a series of Grand Strategy Games by Paradox Interactive, covering the period of World War II (and sometimes, the early Cold War). There are many games in this series (currently four). Darkest Hour is a stand-alone expansion built by fans with Paradox's help around the code of Hearts of Iron 2's Europa Engine, enhanced, improved and modernized, making it comparable even to the newest Grand Strategy Games. The HOI community is well-know for making great classic mods, like Fallout's Doomsday to Darkest Hour (hey, their words, not mine!), Kaiserreich, Modern Day Scenario, etc.

3. FODD? Fallout's Doomsday for Darkest Hour?
A.
[Intelligence] FODD is Falout's Doomsday for Darkest Hour. It is a Fallout mod for the game Darkest Hour. It is a classic project that exists from back in the days of Hearts of Iron 2 and the Doomsday expansion, it is now compatible with the Darkest Hour stand-alone fan-expansion. It was created by Doomtrader, and had many people help develop it. The project is over ten-years old and thanks to the Darkest Hour expansion, more modern and fresh than ever.

3. Why are Necropolis and Hub still around as nations?
A:
FODD is not exactly the Fallout timeline you know. Its the same world, but some things went a bit different. In this universe, Necropolis was never destroyed by the Master's Army (bad end), instead it survived and became a center of pre-war engineering and discovery (good end), and a more idependently-minded Hub resisted annexation by the NCR... for now.

4. What are some nations? I never saw them before!
A:
Those nations exist in parts of the map we never saw in Fallout games, or lack information at the time. These are original content that tries to stick as close to canon as possible.

5. FUSA? What the hell is that? I never saw it in Fallout 3 and 4!
A
: See previous question. FUSA is a remnant of the American Government, created by survivors of the pre-war instructures and led by the Legislative branch of government and the military. Think of it as the USA's equivalent of the Eastern Roman Empire, big and strong, but hanging by a thread. Its original content from since the alpha, and one of the big players.

6. How do I start conquering land? Its all black but I can't move there!
A:
You can't... yet. Wasteland terrain is passable but not conquerable. To conquer said land, one must wait before it is occupied by marauders. Marauders spawn a few months in the game, giving the player a few months to build up, think, strategize and research before embarking to claim land.

7. What the hell is a Marauder?
A:
Bandits, raiders, dangerous monsters, feral ghouls, degenerates and general People Nobody Likes. The sort of douches you run in the average Fallout random encounter, then try to kill you and take your stuff. You have to kill them and take THEIR stuff before they kill you and take your stuff, or others will kill them and take their stuff for themselves. But let them take Wasteland before you kill them, as you can't take it. Sometimes huge bands of marauders stick together, turning into deadly armies capable of fighting the great powers of the wasteland, even.

8. Why Marauders kick my ass?
A:
Many factors. Terrain, Time of the Day (time your attacks right), sheer numbers, your military sucks, etc. Marauders need to be strong, at least early on, so they can take Wastelands territory and not get insta-killed by four bordering nations attacking them at once. Build armies, research technologies, get the best leaders you can leading your troops, get all the force-multipliers you can, etc.

9. What are those "The Savage Wasteland" events?
A:
These are events warning about the first marauder spawns.

10. Game suddenly stopped in 2 July of 2245!
A:
Don't worry. What's happening is the BIG marauder spawn. Marauders will spawn all over the map now. It will take some time, because spawing and keeping so many marauders around uses a lot of CPU power. Go drink some water, maybe fix something tasty to eat, it will be very slow for a while until July the 9th. We have tried, but so far we cannot get rid of this, its a game programming issue. It will get better as we add more nations. It is not as slow as it used to be, through, but those with old computers better keep it in mind.

11. After all those marauders spawned, my game slowed down.
A:
Same problem - too many marauders in too big a map going around, moving and fighting. Keep playing and wait a bit, they will get killed off in a few years, althrough some big hold-outs might remain for a while. Kill them and take their land and stuff. In a few years, the problem will be solved. Only solution for this is to fill the map with more nations. We're working on it, and it has gotten better, thanks to Arcangelus.

12. The map seems empty.
A: Yes. We used to have a far-smaller map, but recently we adopted the E3 map (thanks @mumia! Thanks @Keynes 2.0!). So we got a pretty much a HUGE increase in space. We need to make more nations, and we have many we're making. If you want to help, PM me, we're always glad for help!

13. I feel some nations lacking. Like, where's the Brotherhood in Washington D.C?
A:
FODD is a creation from the early 2000s, way before we even knew much about Project Van Buren, much less Fallout 3. So, many things from the newer games are yet missing. We are adding nations as we can, in the correct places and correct time. Some of those don't exist yet, at least not in the 2245 scenario.

14. What are Player traits?
A: In case you don't wanna get THE SURPRISE and joy of discovery, here are they:
Player Trait Effects
Ambitious
Transporty Capacity modifier +20%. Transport Capacity for occupied provinces modifier +10%. Belligerence +10 (causes events increasing belligerence).
Cautious Organization and Toughness for land units: +4. Defence modifier for land units: +8. -1 speed for land units. +2% to chance for combat events Tactical Withdrawal and Delay.
Wise Organization: -3. Morale: -3. Research modifier +5.
Warlike All units: 10% construction bonus. Organization and Morale for all units: +1. Research modifier -10.
Secretive Better intelligence information for us. Worse intelligence information for enemy. Siddent +2 (through recurring events).
Alluring Bonus for relation with 5 random countries: +50. Supplies: -5.


LEGACY VERSIONS:

FODD 2.4:
Download Link:
https://www.mediafire.com/file/smsob0oyxyed6k9/FODD.rar/file
CHECKSUM: IHVL

FOR DARKEST HOUR 1.03 (contains an older E3 map, aparently version 0.9):
FODD 2.1 Upload 6
Alternate Link

Cumulative FIX-10


Installation Instructions:
1) Certify your game copy has the latest 1.03 patch (not 1.02 or 1.04 RC1). One recommendation is to have multiple copies of the game, or to revert a 1.04 copy to 1.03 through steam, then take it out of the steam folder and download it again, then update to 1.03 patch.

2) Put the FODD folder on your modfolder. Make sure it does not contain stuff from the FIX-11, or strange things might happen.

3) Extract the contents of the FIX-10 on your FODD folder, overwrite everything you are asked to. All the FIXES are cumulative, so there's no need to seek out older FIXES.

Code:
###########################
# Changelog FIX-10 (01/03/2015)
###########################

Changelog for Fix-10

Includes all previous Fixes as always.

db/units: Rebalances all divisions and brigades of the game. Emphasis on air bombardment vs land units, air vs ground combat and regular/scout/merc/heavy vehicle vs irregular/scum merc/light vehicle units. Sea units and naval combat were also rebalanced all across. Further feedback necessary.

db/province.csv: Change to province resources, in order to curb the rampant amount of resources since the last E3 map upgrade.

scenario/2245: Numerous changes and additions of provinces with resources.

Both province and scenario files radically re-alter resource balance to bring it more in line with the older, correct versions from before the E3 map update. Almost all nations affected (and mostly nerfed) but key ones include: NCR, Caesar's Legion, New Church, Robot Nation, FUSA, Junkers, RCC, WBOS, EBOS, Mutant Army, amongst others.


FOR DARKEST HOUR 1.02 (No E3 map):

Last version for Darkest Hour 1.02: 2.0.11 Note that patches are cumulative and contain all previous patch contents.
Release Date: 07/07/2011
Patch Date: 29/12/2013
Compatibility: Darkest Hour 1.02
Supported Game Mode: Single player and Multiplayer

Darkest Hour Patch 1.02
http://www.gamefront.com/files/23489812/Darkest_Hour_Patch_1.02.exe

2.0.11 Download Location
This ModDB site holds the current 2.0.11 patch plus the main FODD 2.0 installer, as well as the mod movie and music files.
http://www.moddb.com/mods/fallouts-doomsday-for-darkest-hour

FODD 2.0.11 Hot Fixes
Overwrite existing files, of course.

Hot fix A
https://www.4shared.com/office/2rUY_04pba/Redding.html
Put this in your mod events folder.

Hot Fix B
http://www.4shared.com/file/uuaMe4Aaba/Remove_1936.html
Put in this in your FODD mod folder. This is an update for the Remove_1936 batch file so it works properly. This isn't crucial but it's frees up a little disk space and I had fun making this batch file so it's there to use if you want.

More downloads
Improved music pack: http://www.gamefront.com/files/21027150/FODD_Music_A.rar

Installation Instructions for 2.0.11
1. The version of Darkest Hour you need is 1.02.
2. Reinstall Darkest Hour fresh if you've already used the 1.03 beta patch.
3. Then apply the 1.02 patch.
3. Download the FODD 2.0 installer file. Run it, and browse to or type in the folder location where you installed Darkest Hour.
4. The installer will install the required files into a subfolder in that location.
5. All Darkest Hours mods are stored in their own individually named folders inside the \mods subfolder. Once you install the mod, you'll see a FODD folder inside there.
6. Download the latest FODD patch. This is a rar archive file so you'll need a program like winrar to open it. Extract the files over the top of the FODD folder.
7. When you start Darkest Hour, you get a game launch screen. It has some settings, and in the bottom right is a drop down box where you can choose to play with installed mods.

NOTE: If you don't see the FODD subfolder inside the Mods folder, the installer program has accidentally put the folder somewhere else. You can find that and manually cut and paste the FODD folder and all its contents to the correct place.

NOTE: You could copy the entire Darkest Hour game folder somewhere else. Then have one copy for the mod, patched with 1.02, and have one copy to run Darkest Hour with the latest 1.04 patch. You will need to make an additional desktop shortcut that points to the Darkest Hour.exe file to launch the additional installation. You'll have to research on the internet how to do that yourself, this aint a Windows training service. :)

NOTE: The installation location for STEAM based games is different to non STEAM based games. I believe the above will still work. If you run Windows Vista or even Windows 7, you need to be mindful that you need permissions to the folders where you install the game.

*** Run the Remove_1936.bat file inside the mod folder. This deletes the heretical 1936 obsolete scenario. ***

Extract the latest patch archive file into the \mods\FODD folder, overwriting existing files. You have to install the hotfixes as noted above.

Regards, and take care!
The Fallout Doomsday's for Darkest Hour Team
 
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Taricus

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Alright, and for the first bug of the thread, I've been having issues with provinces flipping back to the wastelands after my troops have taken them.
 
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Slaughter

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You complete me

No homo, man, no homo!
The Team accepts tribute in gold, cattle, nubile females and chocolates, I'm told.

Alright, and for the first bug of the thread, I've been having issues with provinces flipping back to the wastelands after my troops have taken them.

Do you attack the marauders right after they pop out? Because the AI often does this, which is why sometimes you can see a province quickly go from marauder control back to wasteland control - probably because of Anti-Partisan action.

Besides, any wasteland provinces will eventually be turned into marauder land, starting from 2246 to 2249. This pretty much fixed those horrible wastelands in the middle of the map and such.
 

Taricus

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No, I typically wait a few months in game to let the marauders occupy more territory, then move onto the unoccupied provinces. The territory takes some time to flip back to wastelands but it inevitably does, usually while my forces are still on them.
 

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No, I typically wait a few months in game to let the marauders occupy more territory, then move onto the unoccupied provinces. The territory takes some time to flip back to wastelands but it inevitably does, usually while my forces are still on them.

Really odd.

I will take a look.
 

CommanderConway

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Would it be possible to have a list of Frequently asked questions? Either on the original post or somewhere on this first page of comments?

I can't think of anything at the moment, but I'm sure I will :p
 

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I think I have found the problem:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
    6 #0

Testing in a sec
Setting was 6, so it took some time but it happened.

Would it be possible to have a list of Frequently asked questions? Either on the original post or somewhere on this first page of comments?

I can't think of anything at the moment, but I'm sure I will :p

That's a pretty good idea.
 

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Alright, here's how to fix the "Marauder provinces returned to Wasteland" bug:

1) For those who already downloaded FIX-11: Download the attached misc.zip. Extract the misc.txt inside it on your FODD/db file, overwrite the previous misc.txt.

2) If you have not downloaded FIX-11, you can now download it without worry - I have just made a new upload, hotfix included.

3) Find the FODD/db folder, open your misc.txt, and find line 252:

From:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
6 #0

Change to:

Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
0 #0

This will resolve the problem. AFAIK, you need to restart your game. New checksum is TPSZ. A pity really, I began a nice Manitou tribes game to test this problem.

Sorry for the inconvenience folks, this one got me by surprise. Last thing I waited for was such an odd bug, easily solvable however. I would've fixed it yesterday, but slept early.

On better news, an alternate link to the hotfixed FIX-11 has been uploaded, for those of you who can't use Mega.
 

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Slaughter

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Sword, I think you forgot to erase some of your backups. There is an extra scenario forder in the db folder.

Its not him, its me.

Dunno why there's a scenario folder there, probably some copy-pasta bungle.
 

Arcangelus

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Its not him, its me.

Dunno why there's a scenario folder there, probably some copy-pasta bungle.
Lol. I wrote that in automatic. I need to be more careful.
On a side note, the link for both "Hot-fix" are invalid. And you could put the 1.02 legacy version on a spoiler tag, to avoid misunderstandings.
 

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just wanted to say a big THANK YOU BOTH to Slaughter and Arcangelus for finding the time to put up their new thread for Fallout!!!

Also thanks for giving us a new patch for the DH 1.04 RC1 version :p

YOU guys are great!! ALso glad you incorporated the 1.0 version of the E3 map. It was fun working on it.
 

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Started a game today with Manitou Tribes, played two years before coming to Uni.
Expanded nicely, Manitou Tribes are pretty good. Their main limiter is the low energy (and nobody wanted to trade with me), through, so it takes a while until you can just chug out two Irregular divisions at the same time. Also, they suck at making money, so research and diplomacy suffer. The key is to know how to game marauder expansion and get good borders with plentiful resources while cutting the marauders down. I don't remember Manitou actually being that awesome - powerful Irregulars with Traditional Customs, plenty of manpower. I keep chugging out Irregulars but so far I only almost ran out of manpower once - I am currently getting 0.18 manpower, which is like 15 manpower per month!

FUSA got rekt again - started well but once Junkers got in on the war, it was pretty much over. Took around a year or so until they were annexed because they held out in Norfolk, through. I need to booster the FUSA someway, they keep getting killed since the E3 map conversion. I think one or two well-placed locked garrisons might do it while not making the war easier for the human player.

I think there are too many marauders in Florida, Spiders could't even expand so far (and I barely could there), there are like 40-50 marauder units in Florida for some reason. I need to tone it down.
East Coast has been a mess since game start. At the end of the war against FUSA, Zombie Apocalypse spawned and one or two months later, attacked Junkers and RCC - RCC tried to go straight for the heart but lost, Junkers are losing their border with me due to zombie encirclement, Dark Cathedral and RCC are at war since FUSA was annexed. If Junkers lose, RCC is probably toast because of the zombies.

I don't like how expansion is going in the mid-west, I need to add a few more scattered marauders here and there. Too many ugly borders.

Also, Chief Jennifer No-Bull is hilarious to me, for some reason.



Lol. I wrote that in automatic. I need to be more careful.
On a side note, the link for both "Hot-fix" are invalid. And you could put the 1.02 legacy version on a spoiler tag, to avoid misunderstandings.

Yeah I just saw that. I think the Moddb site has it, and its way better to download than Gagfront and its bizarre brazilian-hating policies.
Once I get home I will get some mirrors, and post a legacy 1.03 version as well. I can spoiler it, through.


just wanted to say a big THANK YOU BOTH to Slaughter and Arcangelus for finding the time to put up their new thread for Fallout!!!

Also thanks for giving us a new patch for the DH 1.04 RC1 version :p

YOU guys are great!! ALso glad you incorporated the 1.0 version of the E3 map. It was fun working on it.

Thanks! Play on, and give us any feedback you can!
 
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i can't remember which fix it was but i kinda remember that you said you were gonna nerf the dark cath a bit so that FUSA might have a 20% chance of surviving the dark cath coup.

I think that would be good.

i've been playing almost exclusively as west BOS and west bos is good enough with just modest help.... F12 and keeping the energy, rare, metals up to where one can get extra troops in the early years. once west bos can take NCR and get into the Glow. Then they are pretty much "good-to-go". the enclave up in alaska is still a bit slow on expanding. Seeing as they also are a remnant of the USA. I would think they would have an easier time of taking more maurauder lands than New Arroyo or the other tribes in the northern USA.

Robots seem a little weak also, but i haven't played as them yet.

Yes i like that manitou tribes now can hold their own.

I wouldn't nerf the spiders too much. I've seen most of my west bos games where the spiders broke out and absorbed both the manitou and junkers kinda handily.

RCC does have it's hands full with Dark Cath. but if dark is toned down a bit then the eastern side of the game will be more fun to watch.

Also maybe beefing up the far northern tribes a little bit more, if that's allowable.

The tribes in southern mexico seem to be pretty even against each other. Ceasars's legion just gets free marauder lands mostly.
 

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mikey1871 said:
i can't remember which fix it was but i kinda remember that you said you were gonna nerf the dark cath a bit so that FUSA might have a 20% chance of surviving the dark cath coup.

Not nerf DC, boost FUSA a bit in a way that benefits the AI but not the player (much).
From what I keep seeing, FUSA vs DC is a damn good fight, but FUSA vs DC and Junkers = FUSA loses to a onslaught of Junker irregulars in two, three months, tops.
It used to be more or less 60-40% pre-E3 map, but the map was increased and their number of units stayed the same, so they got a bigger frontline to defend, with the same units.
When I played FUSA with the previous fix, I had to put some units in defensive positions on the Junkers' path, and even then I was almost overrun until I annexed DC. I'm not a pro-player, but the Civil War can be hard.

i've been playing almost exclusively as west BOS and west bos is good enough with just modest help.... F12 and keeping the energy, rare, metals up to where one can get extra troops in the early years. once west bos can take NCR and get into the Glow. Then they are pretty much "good-to-go". the enclave up in alaska is still a bit slow on expanding. Seeing as they also are a remnant of the USA. I would think they would have an easier time of taking more maurauder lands than New Arroyo or the other tribes in the northern USA.

Cheating? Lol, dishonorable.
I once had a WBOS game where I pretty much went isolationist, except I puppeted the Shi for resources, then stayed put researching like hell with the WBOS' bonus + Wise trait. Then the Dictatorship of Man pretty much conquered the world, leaving me almost alone in the Jihad.

Robots seem a little weak also, but i haven't played as them yet.

Robots are a little weak early on, because they lack rares and can't use their full IC.
Once they get plenty of resources, enough IC and research, through, they're scary. You can't even grind them through attrition, they really don't care about manpower.

Yes i like that manitou tribes now can hold their own.

I think they were weaker a few years back, getting annexed by Texas all the time.


I wouldn't nerf the spiders too much. I've seen most of my west bos games where the spiders broke out and absorbed both the manitou and junkers kinda handily.

I'm not gonna nerf Spiders, I'm going to nerf the marauders near the Spiders - I think like 30-40 marauder units spawn near them, that's a bit ridiculous.


RCC does have it's hands full with Dark Cath. but if dark is toned down a bit then the eastern side of the game will be more fun to watch.

I'm betting my money on RCC, but that will depend on what the zombies will do, if they will split and attack both RCC and Junkers, or just press into Junkers.

Also maybe beefing up the far northern tribes a little bit more, if that's allowable.


The tribes in southern mexico seem to be pretty even against each other. Ceasars's legion just gets free marauder lands mostly.

Warriors of Ice look really weak, but its actually the fact all their usual neighbors (Polar Station Zeta, Mutants, RCC, EBOS, Huns) are quite strong, so the AI is cagey and usually only goes on a rampage at the End War. If you can spy them, take a look at their unit numbers. They're pretty much the Spiders of the North, they just hang out in a tougher 'hood. Its similar for Darien.

Tribes in southern Mexico? Don't you mean the american southwest?
If yes, yeah the balance is quite good there. We plan on adding more tribes there in the future, and I plan to have a more expansionist Caesar's Legion going on the warpath before it attempts to conquer NCR, Texas or both.
 

delanonne

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Hey am I the only one having problems with the Fix 11 download on Mega? I have tried more than 6 times and all I end up with is a Fix11 at zero bytes and a Fix11-1 at 4.5 mb and Mega stuck at 99 per cent. The dl for the whole mod 2.1 went fine event though it still says 2.0 and the checksum is mulk I think. Being back in China I cannot use Media. I have not read anyone else here with probs. Is the file really supposed to be 77mb? Maybe another mirror would help but, I am not sure what other dl sites work here.Any feedback would really be appreciated. I have been waiting a long... time for this to be one dl. Wait can't you just make a complete already patched download like the first one?
delanonne
 

Adonnus

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I like the mod, but there is a huge amount of end of day lag (like 30 seconds per day) after the marauder events begin...

Edit: never mind it's gone. But with Caesar's Legion the event picture is from 300. A minor complaint I know.

Also is there any way to stop slave revolts? They are becoming a real nuisance.
 
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EmperorWillham

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I think I found a bug, I was playing as the FUSA and it would not let me or anyone else take land from the marauders. New Arroyo, can for some reason. And now the Enclave has it, bye bye Arroyo... Oh, and Poler station Zeta was annexed by the Ice Wasteland in less than 1 min. No joke.
 
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