Guild Imperium Update
Guild Imperium Update:
Ran an excellent test. All is working rather well, especially invasions with coordinated paradroops, AI opening several fronts by land sea and air. I was going to show some bragging pictures, but hell who cares I am instead moving on to get this beta1 ready for a closed circle of beta testers!
Tweaked Event WarFile1 and will maybe do a little more with #2. But for Beta1 I really only intend it be a good play for say five years and not worry about lengthening event chains at this time.
After some thought I have decided to really keep some balance unpredictability into this mod. Not all will of course be loaded in, but enough to give a real thrill for survival!!
There will be six countries with the special distinction of being 'majors'. Only six, while some others that are puppet_masters will just be considered 'want to be's', such as Japan, Australian Empire and Scotland for instance.
The six majors have a build jump, or a larger OOB that is most noteworthy and be a true terror by air, land and sea. But not invincible, just with a decided 'advantage'. You can play them of course.
They are:
Imperial France
Imperial Germany
Austrian Empire
Imperial Russia
India
Imperial China (who will be the only Chinese country with full cores on most of China and also has Tibet as a puppet.)
Next I have some a few file details and file housekeeping.
Then the two biggest things left are finally inserting the flags etc I long ago collected and some work on the revolt file and maybe one revolt event chain.
Cheers!!
Note these 'majors' are largely in the same neighborhood so the likely hood is that they will often seek to clobber each other.
The Americas are cut up enough that no country is considered a 'major', same with Africa.