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Oct 31, 2004
560
0
Sorry for being absent for so long from the mod, but RL has been a stone cold bitch lately. But I am back working on it again. I have decided that to bring about the Political changes this era went through I am going to make liberal use of the setflag command. For example, here in the Wuerttemurg allies with the French event, I use it to set the flag for Wuerttemburg. Below are the events for the Wuerttemburg-French Alliance, step one in the creation of the Confederation of the Rhine monster event. Posted the events on the mod forum. :)

@Beezneez, I pushed back the availability of the tech to 1826 for everybody. before that only certain nations, beginning with the French 'discover' Canned Food, in an event. if you wish to limit it for everbody, have the discovery date in 1920, and assign the tech and one Canned Food factory to nations through events. BUT you have to keep the efficiency WAY down to keep those said humongous armies from appearing. :)




Cheers, Thorgrimm
 
Oct 31, 2004
560
0
It was a good day for event writing yesterday. I finished and tested the following events, The satelliting of Wuerttemburg and Baden to France, The Naval Act of 1794, The Jay treaty 9 events, and the XYZ Affair 4 events. Posted below are the events from the X Y Z Affair. :D




######################
# The X Y Z Affair By Thorgrimm
######################

event = {
id = 72047
random = no
country = FRA

trigger = {
AND = {
event = 106008 # Jay Treaty
}
}

name = "The x y z Affair"
desc = "The XYZ Affair was a scandal that lasted from March of 1797 to 1800. Three French agents, originally only publicly referred to as X, Y, and Z, but later revealed as Jean Conrad Hottinguer, Pierre Bellamy and Lucien Hauteval, demanded enormous concessions from the United States as a condition for continuing negotiations. The concessions demanded included 50,000 dollars, a $10 million loan, a $250,000 personal bribe to French foreign minister Talleyrand, and a formal apology by U.S. President John Adams."
style = 0

date = { day = 15 month = march year = 1797 }
offset = 30
deathdate = { day = 1 month = april year = 1800 }

action_a = {
name = "Sir you WILL apologise, among other things"
command = { type = trigger which = 106013 }
ai_chance = 100
}
action_b = {
name = "No need to upset the Yanks."
command = { type = badboy value = -5 }
command = { type = prestige value = 10 }
}

}


event = {
id = 72048
random = no
country = FRA

#Triggered by USA 106013a

name = "The x y z Affair"
desc = "The XYZ Affair was a scandal that lasted from March of 1797 to 1800. Three French agents, originally only publicly referred to as X, Y, and Z, but later revealed as Jean Conrad Hottinguer, Pierre Bellamy and Lucien Hauteval, demanded enormous concessions from the United States as a condition for continuing negotiations. The concessions demanded included 50,000 dollars, a $10 million loan, a $250,000 personal bribe to French foreign minister Talleyrand, and a formal apology by U.S. President John Adams."
style = 0

action_a = {
name = "They knew their betters"
command = { type = prestige value = 10 }
command = { type = badboy value = 5 }
command = { type = treasury which = 15000 } #Bribe, Loan and consessions
}
}

event = {
id = 72049
random = no
country = FRA

#Triggered by USA 106013b

name = "The x y z Affair"
desc = "The XYZ Affair was a scandal that lasted from March of 1797 to 1800. Three French agents, originally only publicly referred to as X, Y, and Z, but later revealed as Jean Conrad Hottinguer, Pierre Bellamy and Lucien Hauteval, demanded enormous concessions from the United States as a condition for continuing negotiations. The concessions demanded included 50,000 dollars, a $10 million loan, a $250,000 personal bribe to French foreign minister Talleyrand, and a formal apology by U.S. President John Adams."
style = 0

action_a = {
name = "They will pay..."
command = { type = prestige value = -10 }
}
}


American response

######################
# The X Y Z Affair By Thorgrimm
######################


event = {
id = 106013
random = no
country = USA

# Triggered by FRA 72047a

name = "The X Y Z Affair"
desc = "The XYZ Affair was a scandal that lasted from March of 1797 to 1800. Three French agents, originally only publicly referred to as X, Y, and Z, but later revealed as Jean Conrad Hottinguer, Pierre Bellamy and Lucien Hauteval, demanded enormous concessions from the United States as a condition for continuing negotiations. The concessions demanded included 50,000 dollars, a $10 million loan, a $250,000 personal bribe to French foreign minister Talleyrand, and a formal apology by U.S. President John Adams."
style = 0

action_a = {
name = "Hang our heads in shame."
command = { type = prestige value = -25 }
command = { type = relation which = ENG value = -50 }
command = { type = relation which = FRA value = 50 }
command = { type = treasury value = -15000 } #Bribe, Loan and consessions
command = { type = trigger which = 72048 }
}
action_b = {
name = "A million for defense, but not one for terror"
command = { type = prestige value = 15 }
command = { type = relation which = ENG value = 10 }
command = { type = relation which = FRA value = -50 }
command = { type = build_division which = frigate }
command = { type = build_division which = frigate }
command = { type = build_division which = frigate }
command = { type = build_division which = frigate }
command = { type = trigger which = 72049 }
}
}




Cheers, Thorgrimm
 
Last edited:
Oct 31, 2004
560
0
It was a busy day yesterday for the mod. I finished the US French Quasi Naval War event chain, 18 events! :wacko: The reason for so many events is that I wanted to give a human French player the chance to end it at any time before it becomes fully blown. All are tested and work as written. :D

Added AI's for Austria, the Cisalpine Republic, Sardinia-Piedmont, and Venice. These were needed first as these nations were surrendering way too often to France. So far in the ten games used to test the AI's they have not surrendered till the peace events fired. They now go at it like rabid dogs fighting over a rotten piece of meat. :rofl:

Now since I love alt hist, one thing I am going to add is the Escape of Napoleon to America. Historically one of the options Napoleon was presented with by his staff after the defeat at Waterloo was to take a ship to the US. So now the event chain will begin by presenting the US with the option to accept his services or turn him over to the English in exchange for peace.

So I would like some input into what other events should be in the chain, and their effects.




Cheers, Thorgrimm
 
Oct 31, 2004
560
0
Was a busy day yesterday for the mod. I finished the satelliting events for Anhalt, Saxony, Nassau, Hesse-Kassel and Hesse-Darmstadt.

Finished the Parties for Anhalt, Saxony, Nassau, Hesse-Kassel and Hesse-Darmstadt.

Finished the AI's for Prussia both pre and post 1806, Anhalt, Saxony, Nassau, Hesse-Kassel and Hesse-Darmstadt.

Finished the Treaty of Shoenbruenn where Prussia 'aquires' the Austrian and English north German provinces and France gets the Bavarian and Saxon Renish provinces. Nicely sets up 1806. :D

Posted the events for the treaty of Shoenbruenn on the mod forum.




Cheers, Thorgrimm
 
Oct 31, 2004
560
0
Spent most of the day yesterday finishing the German minor satelliting events. Now to do the Confederation of the Rhine, Westphalian, Berg, and Kleves nation creations. I have decided the Confederation of the Rhine should be one nation with a non-ending allaince with France. The Confederation will dissolve if the Coalition can take all the member capitals. Comments are welcome.

I have also decided to remove ANY canned food production till 1826. That way the countries can not create any new units or convert pops to soldiers outside of events. Below is the French Class of 1793. It looks like a lot, but all the classes after are quite small, and without any other way to create new units makes this class over time not so large.

The Conscience and Flag set are for later if the player takes all the recruitment opportunities it will eventually cause some of your soldiers to convert to farmers and laborers along with the possibility of revolts. This is to show the growing lack of recruiting age males and my way to simulate war weariness.



#######################
# The Class of 1793 by Thorgrimm
#######################
event = {
id = 72068
random = no
country = FRA


name = "The Class of 1793"
desc = "Sire, the Class of 1793 has graduated and been added to the rolls. Shall we form new regiments?"

style = 0

date = { day = 15 month = july year = 1793 }
offset = 15
deathdate = { day = 30 month = december year = 1793 }


action_a = {
name = "Excellent, raise the regiments!"
command = { type = build_division which = infantry } #100e Regiment d'Infanterie de Ligne
command = { type = build_division which = infantry } #111e Regiment d'Infanterie de Ligne
command = { type = build_division which = infantry } #123e Regiment d'Infanterie de Ligne
command = { type = build_division which = infantry } #129e Regiment d'Infanterie de Ligne
command = { type = build_division which = infantry } #147e Regiment d'Infanterie de Ligne
command = { type = build_division which = infantry } #148e Regiment d'Infanterie de Ligne
command = { type = build_division which = infantry } #29e Regiment d'Infanterie Legere
command = { type = build_division which = infantry } #30e Regiment d'Infanterie Legere
command = { type = build_division which = cavalry } #13e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavarly } #14e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #15e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #16e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #17e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #18e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #19e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #20e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #21e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #22e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #23e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = cavalry } #13e Regiment de Chasseurs-a-Cheval
command = { type = build_division which = dragoons } #19e Regiment de Dragons
command = { type = build_division which = dragoons } #20e Regiment de Dragons
command = { type = build_division which = dragoons } #28e Regiment de Dragons
command = { type = build_division which = cavalry value = hussar } #6e Regiment du hussards
command = { type = build_division which = cavalry value = hussar } #7e Regiment du hussards
command = { type = build_division which = cavalry value = hussar } #8e Regiment du hussards
command = { type = build_division which = cavalry value = hussar } #9e Regiment du hussards
command = { type = build_division which = cavalry value = hussar } #10e Regiment du hussards
command = { type = build_division which = cavalry value = hussar } #11e Regiment du hussards
command = { type = pop_consciousness which = farmers value = 1 }
command = { type = pop_consciousness which = labourers value = 1 }
command = { type = pop_consciousness which = soldiers value = 1 }
command = { type = pop_consciousness which = craftsmen value = 1 }
command = { type = pop_consciousness which = clerks value = 1 }
command = { type = pop_consciousness which = capitalists value = 1 }
command = { type = setflag which = recruit }
}

action_b = {
name = "We do not need them."
command = { type = pop_consciousness which = farmers value = -1 }
command = { type = pop_consciousness which = labourers value = -1 }
command = { type = pop_consciousness which = soldiers value = -1 }
command = { type = pop_consciousness which = craftsmen value = -1 }
command = { type = pop_consciousness which = clerks value = -1 }
command = { type = pop_consciousness which = capitalists value = -1 }
}
}




Cheers, Thorgrimm
 
Oct 31, 2004
560
0
Posted on the mod forum the first three events that create the French Imperial Guard. :)

Any comment would be helpful.




Cheers, Thorgrimm
 
Oct 31, 2004
560
0
I have finished the French and British Army recruiting events. And since the French had the most, the rest should be far easier. :D

All the French foreign Regimental recruitment is tied into other events. So far I can only do the Swiss, Piedmontese, and Hanoverian regiments, the others have to wait till the events, French annexation of the Illyrian Coast, Duchy of Warsaw, etc etc are written. Below are the French Foreign recruit events and one of the Brits.

Also I call your attention to the pic posted, this was after the british Class of 1793 event fired. Coordinating the event and unit names list is a bit tedious, but I like the results.


Just in case ANYONE is following this thread, I need input. :)

Brit-Prod.jpg




#########################
# The Swiss Regiments by Thorgrimm
#########################
event = {
id = 72085
random = no
country = FRA

trigger = {
event = 72025 # Helvetian Republic
}
}
name = "The Swiss Regiments"
desc = "Sire, we have the opportunity to raise a few Swiss Regiments, shall we raise them??"

style = 0

date = { day = 15 month = july year = 1806 }
offset = 15
deathdate = { day = 30 month = december year = 1806 }


action_a = {
name = "Excellent, raise the regiments!"
command = { type = build_division which = infantry } #1er Regiment d'Infanterie Suisse
command = { type = build_division which = infantry } #2e Regiment d'Infanterie Suisse
command = { type = build_division which = infantry } #3e Regiment d'Infanterie Suisse
command = { type = build_division which = infantry } #4e Regiment d'Infanterie Suisse
command = { type = build_division which = infantry } #5e Regiment d'Infanterie Suisse
command = { type = build_division which = infantry } #6e Regiment d'Infanterie Suisse
ai_chance = 100
}

action_b = {
name = "We do not need them."
command = { }
}
}
########################################
# The Piedmontese and Hanoverian Regiments by Thorgrimm
########################################
event = {
id = 72085
random = no
country = FRA

trigger = {
event = 720006 # Victory in Piedmont
event = 720066 # Treaty of Shoenbruenn
}
}
name = "The Piedmontese and Hanoverian Regiments"
desc = "Sire, we have the opportunity to raise some Piedmontese and Hanoverian regiments, shall we raise them??"

style = 0

date = { day = 15 month = july year = 1803 }
offset = 15
deathdate = { day = 30 month = december year = 1803 }


action_a = {
name = "Excellent, raise the regiments!"
command = { type = build_division which = infantry }#1er Legion Etranger Pietmontaise

command = { type = build_division which = infantry }#1er Legion Etranger Hanovrienne (Infanterie)
command = { type = build_division which = cavalry } #2e Legion Etranger Hanovrienne (Cavalerie)
ai_chance = 100
}

action_b = {
name = "We do not need them."
command = { }
}
}
#############################
# The West Indies Regiments by Thorgrimm
#############################
event = {
id = 109056
random = no
country = ENG

name = "The West Indies Regiments"
desc = "Sir, Parliment has authorised our raising of new colonial regiments to act as garrisons and free up the regular regiments for duty elsewhere, shall we raise the regiments?"

style = 0

date = { day = 15 month = july year = 1795 }
offset = 15
deathdate = { day = 30 month = december year = 1795 }


action_a = {
name = "Very well, raise the regiments"
command = { type = build_division which = infantry }#1st West India Regiment
command = { type = build_division which = infantry }#2nd West India Regiment
command = { type = build_division which = infantry }#3rd West India Regiment
command = { type = build_division which = infantry }#4th West India Regiment
command = { type = build_division which = infantry }#5th West India Regiment
command = { type = build_division which = infantry }#6th West India Regiment
command = { type = build_division which = infantry }#7th West India Regiment

command = { type = build_division which = dragoon }#Col. Hompesch's Regiment of Mounted Riflemen
ai_chance = 100
}

action_b = {
name = "The Exchequer does not need the added expense"
command = { }
}
}




Cheers, Thorgrimm
 
Last edited:

Kaiser Franz

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that be a lot of work...i am very impressed. I'd help out alittle more, but alas, my PC messed itself up last week, and all i have is the internet, also, i go through interest phases, so when i was really helping out i was very interested in Napoleonics, so i'm not that interested now. But i'll still keep an eye on it and offer the odd bit of advice or suggest some stuff or do a bit of research.

all i can say is...very, very good work there Thor.
 

beezneez

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Thorgrimm said:
Sorry for being absent for so long from the mod, but RL has been a stone cold bitch lately. But I am back working on it again. I have decided that to bring about the Political changes this era went through I am going to make liberal use of the setflag command. For example, here in the Wuerttemurg allies with the French event, I use it to set the flag for Wuerttemburg. Below are the events for the Wuerttemburg-French Alliance, step one in the creation of the Confederation of the Rhine monster event. Posted the events on the mod forum. :)

@Beezneez, I pushed back the availability of the tech to 1826 for everybody. before that only certain nations, beginning with the French 'discover' Canned Food, in an event. if you wish to limit it for everbody, have the discovery date in 1920, and assign the tech and one Canned Food factory to nations through events. BUT you have to keep the efficiency WAY down to keep those said humongous armies from appearing. :)




Cheers, Thorgrimm


glad to see you are hard at work on the mod. i'm looking forward to it. thx for the explaination on the canned food factories. the new events look good and they sound very well thought out. do the major powers all recieve units as the war nears? and that one event for the class of 1783 includes a lot of units. will all those units defeat the idea of having small armies and therefore more deciesive battles counting more on the generals?
 
Oct 31, 2004
560
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@ Beezneez, yes all the powers that I can find information on will have their recruitment scripted. And while it may look like huge armies when they are built, they attrit away REAL fast. Remember no canned food for soldier pop conversion, so not very much manpower at all. In fact after the classes fire, the Brits and French are in negative manpower. Keeps the armies from becoming overwhelming.

@Kaiser, np dude. It happens to us all. Maybe one day you will regain an interest in the Napoleonic era again. :D




Cheers, Thorgrimm
 
Oct 31, 2004
560
0
Just a quick update today. Below is a pic of the French Armee du Rhin et Moselle. Commanded by Dumouriez. Notice that even though it has 42 units, the army strength is very near historical at 44,000. Also notice the French manpower, it is negative. That is to show that during this era most troops were recruited in unit sets, and not like the grist mill of today. Look at Austria and her participation in the Napoleonic Wars. She got her ass kicked a few times, and each time had to rebuild her army, then she jumped in again.

Most wars in this era were fought till one side or another lost an army, then peace would break out. So with the recruitment done by event, and negative manpower, the armies should remain at or near historical strengths. Even with the massive numbers of units. :D

So good leaders will be paramount in this mod. For example, Dumouriez above will be a good leader for capturing territory as the Careful trait gives him -10 attrition. And Attrition WILL be a BIG problem in this mod, just like in real life, your armies will melt away like snow in the summer sun if you spend too much time in enemy territory. So if you decide to invade Russia as the French, you had best make sure you can end the war quickly, or your La Grande Armee will do a repeat of history. :wacko:


Army-of-Rhine.jpg





Cheers, Thorgrimm
 
Oct 31, 2004
560
0
Kaiser, thanks. I feel that all of my research is finally starting to pay off. As now I am getting to the meat of the mod. :D

As for all the modding, that is one reason I love Vicky, if you think about what you need to do, you can do just about anything modding wise. Just sometimes you have to jump through some pretty twisted hoops to get it done. Like my trying to find a way to limit army sizes. :wacko:




Cheers, Thorgrimm
 
Oct 31, 2004
560
0
The French have been finalized and in their permanent positions. Man coordinating the French army events and the units list was tricky, but it is done. :D Next up are the Austrians.

Below is a screenie of those final army positions.



Final-French-Armies.jpg





Cheers, Thorgrimm
 

Dominik

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I think I missed something, will future classes (1800 and later) give free manpower? As without that the regiments would be destroyed while they in fact were replenished each year with new recruits (not during campaigns, but when inactive).
 
Oct 31, 2004
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Dominik, Good question. And after doing some testing I think I will include a boost to the manpower value with manpower pool additions. Not much, but enough that with time you can reform the strength of the regiments. But the one fly still in the ointment is that the AI tends to put all its manpower into one unit till it is at full strength, I.E. 10,000 men. :mad:

In V:R, is there a way to cap unit strengths for the AI? Like for example, is there a setting to limit sizes of units? Or is it still like vanilla Vicky?

For there is no way to do it but by starving the AI of manpower in vanilla Vicky. But if anybody knows a way to do it, by all means let me know. :D




Cheers, Thorgrimm
 

Dominik

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Unfortunately that's only the cost. Size stays the same...

Also, the value is not stored as an integer so finding a value as low as 10 is impossible in the exe. I guess best choice would be to beg Johan to export this value to misc.txt so it could be modded.

edit: On the other hand, why not increase the cost of the division to 40MP or 80MP? That would also limit the size of the armies without the need to artificially create units and prevent others from creating as well as staying true to Vicky scale of division-sized (not regiment-sized) units?
 
Last edited:
Oct 31, 2004
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Thanks for the responses guys. :D

@Dominik, that was an option I mulled over, but being a nitpicky kinda guy, it just did not look right with the Napoleonic era running around with every protagonist having 50 10,000 divisions. :wacko: The early tests I ran with just increasing the cost of divisions did not slow by much the creation of those monster armies, the AI's would just convert more and more pops to soldiers to keep the grist mill fed.

That and the era just did not use the division as more than just an administrative unit, not for controlling the troops. Until Napoleon introduced the Corps De Armee system that had divisions as mini armies, the Brigade with the regiments and independant battalions attached was the norm of the era's armies.

Usually by 1805 or 1806, most armies were fielding numbers around a million men! So that was when I hit on the idea of taking away the canned food factories and having units require canned food to build. After that my wanting to use historical units and deployments came to the fore.

Heck Austria only had 64 infantry regiments and its army never rose above 300,000 for the entire Napoleonic Era. And the number of units raised was never great, that and they were usually under strength indicated to me something drastic needed to be done. :wacko:



On a side note, almost completed converting the Austrian OOB to the new style. While Austria only had 64 Infantry regiments, each regiment had 4 musketeer and 1 grenadier battalion, making the regiment top out in strength of 5,000 men! :D




Cheers, Thorgrimm