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Darkrenown

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For the Motherland - DD 8 – Modding

Well, it's Wednesday and that means it's time for a dev diary! Today I am going to talk about the various new triggers and effects that we're adding to FTM. I expect this is mostly of interest to modders, but the rest of you can imagine what we're doing with these effects.

First up, here's some useful commands we added for battle scenarios:
Code:
add_division = {
    name = "Test Division"    
    where = 5589
    bergsjaeger_brigade = "cool mountain dudes"
    }
This adds a division called “Test Division” in province 5589 with one Bergsjaeger brigade called "cool mountain dudes". While you can't script command chains this way, the created division is automatically attached to the theatre it's placed in. Some other scenario commands are:

brigade_exists = <name> - checks if a named brigade exists.
brigade_in_combat = <name> - checks if said brigade is currently in combat
remove_brigade = <name> - removes that brigade.
Also, supplies = x /fuel = x can now be used in a province scope to add those goods to that province.
What else? Oh, we can check and modify leadership per province too.

There is a new static modifier, government_in_exile = {}, which you probably won't be surprised to learn can be used to affect all GiE nations.

For strategic resources he we have:
has_strategic_resource =<yes/no> - A trigger to check if a province has any strategic resource.
strategic_resource = <resource_name> - A trigger to check if a country/province has a specific resource.
strategic_resource = <resource_name>/none – An effect to add or remove a strategic resource from a province.

And here is the list of strategic resource effects:
Code:
aluminium = {
    air_build_speed = -0.25
}
rubber = {
    amm_movement_speed = 0.25
}

heavy_water = {
    nuke_research = -0.4
}

uranium = {
    nuke_research = -0.4
}

tungsten = {
    hard_attack = 0.25
}

fur = {
    winter_effects = -0.33
}

black_soil = {
    global_manpower_modifier = 0.10
}

cinchona = {
    jungle_effects = -0.33
}

helium = {
    rocket_build_speed = -0.25
}

gold = {
    global_money = 0.33
}

horses = {
    supply_throughput = 0.10
}

antibiotics = {
    casualty_trickleback = 0.05
}

ballbearings = {
    unit_repair = 0.25
}

prefab_ship_facilities = {
    naval_base_efficiency = 0.33
}

dockyard_facilities = {
    naval_build_speed = -0.25
}

oil_refinery = {
    fuel_conversion = 0.5
}

automotive_industry = {
    tank_build_speed = -0.25
}
Some misc stuff:
fire_election – Effect to trigger an election.
The government = X effect can now use THIS and FROM.
<Tag1> = { has_wargoal = <Tag2> } - Checks if one nation has any wargoals set against another nation.

Finally we have wargoals. These are very moddable too, here's the lebensraum wargoal as an example:
Code:
# lebensraum!
aquire_territory = {
    sprite_index = 5
    is_triggered_only = yes

    always = yes
    
    is_valid = {
        this = { 
            faction = axis 
        }
    }
    
    allowed_regions = {
        owned_by = FROM
    }

    po_demand_region = yes
}
It's always available to Axis nations, and allows you to take regions from whoever you use it against. For those of you who have played Victoria 2, it works much the same; you pick what region you want when you add the goal, although unlike V2, only pre-scripted regions are selectable.

You can also do some neat new things with wargoals with on_add and on_completion effects. If you want adding a wargoal to add extra threat, or completing one to give someone else a counter-CB on you or fire an event, that is fully scriptable :)
For the Motherland DD8 Modding goodness.png

Next week we will have a report from Podcat about how much faster the game is with multi-threading enabled.
 
The wargoal system is really nice.

Is it known how many of each strategic resources are available though the world?
 
The wargoal system is really nice.

Is it known how many of each strategic resources are available though the world?

they are always visible on the map in the resource mapmode. there will be a ledger page as well for easy overview, but we havent finished that one yet.
 
For the Motherland - DD 8 – Modding

Next week we will have a report from Podcat about how much faster the game is with multi-threading enabled.

Very good news!
Will translate asap..

Kind regards,
Chromos
 
The implications of the moddability improvements went over my head but I see wargoals and strategic resources, so bravo. :)

In the screenshot I don't see a trace of this 'Lebensraum' Axis wargoal. How does that work exactly?
 
The implications of the moddability improvements went over my head but I see wargoals and strategic resources, so bravo. :)

In the screenshot I don't see a trace of this 'Lebensraum' Axis wargoal. How does that work exactly?

It's called "Aquire territory" ingame. Just lets you take specific regions. Say you want to DoW the Czechs, you could use the conquer wargoal and annex them, but if for some reason you just want the Sudatenland you can pick that via aquire territory instead.
 
I know, amunition and rifle rounds & stuff like this are already inside the supply system.
Is there still planed any strategic ressource for the infantry warfare?

What about a 'culture' like strategic ressource, like university, military academy and educations schools for the totalitaire systems?
To have/invest something on it could increase morale of choosen/few units.

Or such ideas out of the concept?
 
Plenty of new options. Great job!

BTW Can the modders now add/remove convoys/escorts by events/decisions? It would be really useful.

BTW2 Can you show us examples of strategic resources distribution? Which areas became more important when compared with HOI3 SF?

BTW3 "winter_effects"? "jungle_effects"? What do they do, exactly? Can these effects be used in other game elements (e.g. in laws, techs or decisions)?

BTW4 What are "Destiny" and "Defence" decisions?

What about a 'culture' like strategic ressource, like university, military academy and educations schools for the totalitaire systems?
Leadership covers that.
 
@ DarkRenown: Oh I see. So nations outside the Axis would not be able to use the 'Acquire territory' wargoal at all, or only at a penalty of some sort.

guessing from the way it works in VicII i would say allies are not able to use that wargoal to start a war but you should be able to add it once you are winning against an attacker.
 
Leadership covers that.

Leadership is useful for research, spy and diplomacy. But a military academy or a bolshewist NKVD training camp or the german NAPOLA or Waffen-SS officer training school in Sonthofen or even the USMC Westpoint academy are a different thing.

If there is any way to bring some combat (for example morale) effects by such a strategic ressource (which should be passive and only available for somebody by itself --> I cant use as german the Westpoint academy, but can take it --> USA is loosing this strategic ressource)
 
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BTW Can the modders now add/remove convoys/escorts by events/decisions? It would be really useful.

Agreed!

BTW3 "winter_effects"? "jungle_effects"? What do they do, exactly? Can these effects be used in other game elements (e.g. in laws, techs or decisions)?

My guess is that this is attrition. Fur clothes keep you warm and cinchona is used to make quinine.

BTW4 What are "Destiny" and "Defence" decisions?

I'd guess these are the one-off decisions that an earlier dev diary referred to, one for an overwhelming offensive like Barbarossa and the other to prolong the defensive war once things start going badly in Russia.
 
BTW Can the modders now add/remove convoys/escorts by events/decisions? It would be really useful.

BTW2 Can you show us examples of strategic resources distribution? Which areas became more important when compared with HOI3 SF?

BTW3 "winter_effects"? "jungle_effects"? What do they do, exactly? Can these effects be used in other game elements (e.g. in laws, techs or decisions)?

BTW4 What are "Destiny" and "Defence" decisions?

1. No.
2. Well, a couple: Norway has heavy water, Czechs have Automative industry, Romania has a fiel refinery.
3. Reduces the combat penalty/attrition in cold weather and jungle terrain.
4. All the majors got ~3 new decisions. "Destiny" gives a +movement speed and +supply throughput for a few months when at war with the USSR, for example.
 
If there is any way to bring some combat (for example morale) effects by such a strategic ressource (which should be passive and only available for somebody by itself --> I cant use as german the Westpoint academy, but can take it --> USA is loosing this strategic ressource)

Sure, just add a "Westpoint" strategic resource and place it only in the USA. Although the USA would share the effect with their faction-members.