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HMS Enterprize

On loan to the C.S Navy
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Jun 21, 2004
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CSS Southern Cross leaves Norfolk Yard to join her support ships.

The American continent in 1936

Confederate General Patton.

The blurb for new people.

Even if you are unfamiliar with the Harry Turtledove novels, you may well enjoy this mod anyway. Consider a world where the Confederate States of America still exists and with their British and French allies lost WW1 to the powers of the German Empire and the United States.

It is now 1936 and war looms again. The Entente powers have swung towards extremist governments, the USA and Germany have become complacent and the Communist forces never took power in Russia; in the pacific the Japanese are still hungry for more territory...

Scenario features:
A vastly altered world. A UK and France with much of their empires broken up, an occupied Canada, an Austro-Hungarian Empire that never fell, plus much more.
Many new puppet states.
A whole new array of strategic options to consider...Will the Brits try and retake Gibraltar? or liberate their subjagated Canadian brothers? Will the Germans beat the Entente for a second time? Will a new agressive France have revenge on the Germans?
Take command of 'specific to this timeline' units... The CS 'Stalwart' Infantry Division, the British 'Silvershirts' Armoured Division plus many others.

Enjoy!
And as always, back up your files and read the readme first!!

PS: Included in the game are some 'injokes' from various other sources, including music, games, toys and historical figures. See if you can find them all and win a prize (or at least some recognition ;) ) BTW, they are all reasonably easy to find, ie-you wont have to build 40 tank divisions before you find them!


NEWS/UPDATES: (17th August 2008)

Correction:

Ive noticed an error in the event files relating to the Mexican Civil War. For a manual fix perform the following actions-

Before activating JSGME, go into the mod-ht folder/db/events/HT.txt

Find event 50151 and the line that says-

lost_national = { country = U00 value = 60 }

Change the U00 to read MEX and save. Fix done, activate the mod & play as normal.


(18th March 2008)

v3.0 of the mod for HOI2: DD (note Doomsday not Armageddon!) has been released, see signature below for a link.


(20th June 2006)
While running tests, I have downloaded my own mod twice. On one occasion not all the files downloaded correctly!! :wacko: The 2nd DL I attempted seemed to work ok. Particularly if you find you have no scenarios to select when you load the game...try another download again. Sorry...its not the easiest of soulutions but its the best we can hope for when depending on free hosting services...believe me, I was just as surprised!


EASTER EGGS: Warning- spoilers ahead!

Ive decided to add the list of available hidden references for people who want to look at it and see what they are missing. I'll update it everytime someone finds one and posts that they have found it. Obviously, dont look if you dont want to know! I will also add the name of who first found the reference in brackets.

Last chance to look away-



Freedom CSA:
1 'Fortunate Son' Mountain Div. Creedence Cleawater Revival song. (Ugly Guy)
2-
3-
4-
6-
7 Freebird Bomber. Name of a Lynyrd Skynyrd song.
8 CSS Vulcan Raven. Character from the game Metal Gear Solid. (Ugly Guy)
9-
10-
11-
12-
13-
14-
15-
16-
17-
18-
19-
20 General Maximillian. Maximillian Veers. Star Wars character
21-
22-
23-
24-
25-
26 Lt Gen Arica. Codename for Mara Jade, Expanded universe Star Wars character.
27-
28 Rivington Rifles Div. Rivington featured in another Turtledove novel- Guns of the South.
29-
30-
31 Lt gen O'hara. G. I Joe character. (Ugly Guy)
32 Baroness DeCobray. G. I Joe character. (Ugly Guy)
33-
34 Minister Diana. Character from tv series V. (Sutekh)
35 General Kael. Character from the movie Willow. (Chilango2)
36-
37-
38-
39-
40-
41-
42-
43-
44-
45 CSS Dawn of War. Warhammer reference (Ugly Guy)

USA:
1 USS Sulaco. Colonial Marines mothership in the movie Aliens.
2
3
4
5

UK:
1-
2-
3-
4-
5-
6-
7-
8-
9-
10-

FRANCE:
1-

GERMANY:
1 Dr Reinhardt. Character from the Disney sci-fi movie 'The Black Hole' (RolandRahn)

JAPAN:
1-
2-
3-
 
Last edited:
NO, it is a completely new mod (that does run on mod-dir)

I cant comment on what will happen to other mods when you use this one but I think you will like it!
 
looks great. got it loaded and playing.

A couple questions, why the LARGE CSA navy, I know its no addressed in the books, but with 2 carriers and 5 level 4 BB's they can easily wipe up the USA.

Also I saw Eisenhower was listed in the CSA generals list. Wasnt he from Missouri?

Just a couple notes, anyway it Plays GREAT!!!

THANKS A TON!!!!!
 
^You have got your armour mixed up...Light armour upgrades to medium not the other way round. After light armour 3, they upgrade to medium 3.

Regarding the navy, as you say, there is no list as such. But thinking about the alternate CSA, they would have the 4th or 5th largest economy (bearing in mind there is no soviet union). With this in mind, the French had a couple of carriers so to assume that the CSA did also isnt too much of a stretch. Also consider this is an aggressive/modernising CSA...Plus carriers are cool! :)

The US navy is still much larger and the CS ai will revert to a traditional 'fascist' sub-heavy fleet. (In a test game im running the CS has still lost a large portion of its surface fleet)

How did users find the readme? Was it easy to understand?
 
I'm in the middle of a CSA game and one thing I noticed was the uprising event didn't seem to work. It listed a few provinces in the south that were supposed to have an increase in partisan activity but I didn't have to bother with it. They stayed green on the revolt-risk map mode.

My other comment is it would be nice to have CSA events to let you know when you get the Texas and Kentucky provinces. I was perusing the production screen when it happened and about 2 weeks past before I noticed it on the map.

I may have to start over because Japan is peaceful and that's making a boring game. I should have the entire US industrial east coast in CSA hands by the end of 1941.

The UK ai is behaving lame. They started the whole thing off by declaring war on Ireland. Well they bombed them a little bit and France took it over. Then the UK declared on Norway but hasn't done anything in that sector. France followed up with a declaration on Germany and then came my turn for operation Blackbeard.

I'm in the Entente alliance btw.

It seems like an awful long time and a lot of build up before the war actually starts. It runs ok but it might be a better idea to have the scenario start in 1938. I only built 36 factories because I was preparing for war in 1939. If I had known it was going to happen in 1941 I would have built at least 24 more.

I haven't read any of the author's books on the subject of this scenario but overall I have found it to be an interesting twist to WW2.
 
I'm playing a CSA game, its july 13th 1941 right now, and theres only three things I've noticed that I think should be changed/improved:

1. AI: the AI doesn't seem to really "fit" the scenario right. for example, Germany dows Luxemburg and Netherlands after France dows it, and would probably dow belgium if belgium wasn't allied. Also, France and Britain do nothing, at all. Britain has dowed norway and Ireland, but hasn't even attempted an invasion, and France hasn't even tried to occupy any parts of Germany. The Russian AI, however, seems fitting (Russia is getting beat up by Germany, but, Russia is trying and I suspect that their massive waves of infantry will allow them to drive the Germans back). Also, the US ai doesn't build enough divisions, they had about 40, mostly garrisons, when operation blackbeard fired.

2. starting governments. I think that CSA should be fascist or National Socialist, France should be Fascist, and UK should be Paternal Autocrat or maybe Fascist (these are just my opinions, they don't negatively affect the game)

3. Germany's colonial possesions. I think that if Germany was one of the victors of WW1, then Japan and Australia wouldn't of gotten Germany's pacific colonies (all those little islands Japan has, except Guam, and northern New Guinea, I think).

aside these 3, its a really great mod, and I'll probably play every major country in it before I go back to regular HoI2.
 
ELOSO said:
I'm in the middle of a CSA game and one thing I noticed was the uprising event didn't seem to work. It listed a few provinces in the south that were supposed to have an increase in partisan activity but I didn't have to bother with it. They stayed green on the revolt-risk map mode.

Easy explanation. National provinces won't be affected by increasing the revolt risk. I think only dissent will create those kind of partisans.
 
Thanks for the feedback everyone. As said before this is still in the playtest 'zone' so there will be a few bugs to iron out...

Regarding the UK ai, this is basically a copy of the 36 ai with tweaks to build priorities, so to be fair I dont think I dont think that one is my fault..That said it is a problem so I will look at other UK ai's and see if anything can be done...

I will probably move the start date foreward for the next update as most seem to think '36 is a bit early. (that said, many nations are at least PA now, so you could do a little rampaging of your own! ;) )

Regarding general Ai issue...ai is a complete nightmare to edit, my skills still have some work to do. I'll try and consult a higher power on this, if any!

@komodo
Finally, Germanys pacific possessions. I originally left them in entente's hands so the ai didnt have another thing to worry about (its flaky enough as it is!!) but now I think about it, it might be a good way to get the japs moving. Thanks for the idea!

Anyone found all the hidden references yet?
 
Atruejedi said:
Easy explanation. National provinces won't be affected by increasing the revolt risk. I think only dissent will create those kind of partisans.

It didn't even increase on the side panel either. It is as if the event had no effect.

The free partisan unit I got in Enid (actually a militia unit flying the CSA flag) worked, but not the negro uprising that was supposed to hit me. Maybe this event should give the units to the USA side for it to work as intended.

Another thing I noticed was that the CSA has a pretty low starting manpower. I put all the best manpower ministers in charge at the start of the game and have all of the agricultural techs researched. My daily manpower gain was roughly +.61/day prior to the war when I switched to the org +20% chief of staff minister.
 
alpinit said:
lack of tech teams for Austro-hungary, the same tech teams as in regualr HOI 2, CSA and AH don't have flags and symbels.

Aus-hun is a weak power trying to play in the big boys leauge but Ill have a look at them if you really think they are underpowered.

CSA and Aus-hun most certainly do have flags, have you installed properly or could you explain what you mean...
 
HMS Enterprize: Does the UK not have a smaller empire? I know most of Africa has gone but surley India, Hong Kong and Singapore (the big pirzes) should be gone?
 
Depsite following all the instructions in the Readme, I can't get it to work. When I start it, I just get the regular HOI2 screen and everything, with a blank scenario list.
 
HMS Enterprize said:
Well, its finally here, I hope people download and enjoy this mod.

The blurb for new people.

Even if you are unfamiliar with the Harry Turtledove novels, you may well enjoy this mod anyway. Consider a world where the Confederate States of America still exists and with their British and French allies lost WW1 to the powers of the German Empire and the United States.

It is now 1936 and war looms again. The Entente powers have swung towards extremist governments, the USA and Germany have become complacent and the Communist forces never took power in Russia and in the pacific the Japanese are still hungary for more territory...

Scenario features:
A vastly altered world. A UK and France with much of their empires broken up, an occupied Canada, an Austro-Hungarian Empire that never fell, plus much more.
Many new puppet states.
A whole new array of strategic options to consider...Will the Brits try and retake Gibraltar? or liberate their subjagated Canadian brothers? Will the Germans beat the Entente for a second time? Will a new agressive France have revenge on the Germans?
Take command of 'specific to this timeline' units... The CS 'Stalwart' Infantry Division, the British 'Silvershirts' Armoured Division plus many others.


This mod is still for playtesting, so please post any suggestions, comments, bugs, praise, whatever...

Get the mod here: http://www.savefile.com/projects/469948

Enjoy!
And as always, back up your files and read the readme first!!

PS: Included in the game are some 'injokes' from various other sources, including music, games, toys and historical figures. See if you can find them all and win a prize (or at least some recognition ;) ) BTW, they are all reasonably easy to find, ie-you wont have to build 40 tank divisions before you find them!

NOTE 1: The game starts in 36 but the action kicks off in 41, so you will have plenty of time to build that wopping great army you always wanted. If this is too much time for players, I'll bring the start date forward. Let me know!

Any screenshots?
 
SirCliveWolfe said:
HMS Enterprize: Does the UK not have a smaller empire? I know most of Africa has gone but surley India, Hong Kong and Singapore (the big pirzes) should be gone?

The books mention (IIRC) that the Brits are worried about Japanese agression, which implies they still have territory there. Regarding India, there is no 'evidence' from the books either way. But everything I have read about WW1 suggests that Germany A)wanted its own colonial territory more than removing others and B) in actual fact, Germany was quietly confident that the UK would sit out the war and did not have a great deal of thought devoted to after the war. Plus Im not sure even a victorious Germany could force an unconditional surrender on the UK without invasion, so negotiated peace is what they got..

But as it stands, the UK has lost Gibraltar, Malta and the Suez (which were very important bases)
 
FurorTeutonicus said:
Depsite following all the instructions in the Readme, I can't get it to work. When I start it, I just get the regular HOI2 screen and everything, with a blank scenario list.

If you are getting the regular HOI2 game, this suggest you have not installed properly. Remeber, this runs off 'mod-dir' which means in effect you will have 2 HOI shortcuts on your desktop, 1 for regualr game and 1 'direct' to the mod.

Make sure you have put the mod-HT folder into your regular HOI2 directory. This is the only reason I can think of that the scenario doesnt show.


TO ALL USERS: If you would like to put the link to this thread in your sig to 'spread the word' and show your support for the mod I would be most appreciative! :)
 
I played as CSA. In June 1937, I demanded territory from US. There was a 50% chance of success. I retook my land. This may need to be looked into, as problems with the Plebiscite events occur. AI seems to be nearly unaltered. By May 1941, CSA has 90 divisions, including 36 Armoured (Lvl-4). The USA has a mere 60, only 5 L-Arm and 2 Arm. Is something wrong here? Wasn't USA supposed to have higher army and industrial output than the South?

I'm only in June 1941. I'll need to see how it plays out. I've already annexed Ireland after dropping 9 Armoured divisions in Cork (undefended). I'm not at war with the US yet.

Good work, though it needs some fine-tuning. (That's why I'm playtesting it.)
 
fj44 said:
I played as CSA. In June 1937, I demanded territory from US. There was a 50% chance of success. I retook my land. This may need to be looked into, as problems with the Plebiscite events occur. AI seems to be nearly unaltered. By May 1941, CSA has 90 divisions, including 36 Armoured (Lvl-4). The USA has a mere 60, only 5 L-Arm and 2 Arm. Is something wrong here? Wasn't USA supposed to have higher army and industrial output than the South?

Ok, thanks for the heads up on the claim acceptance thing. Thats one thing I never thought to look at, as usually there is no point.

Regarding the ai, this seems odd as the ai's for both nations should stop building airfields/factories etc in 39 at the latest.

hmmm, well, keep testing and I hope everybody is enjoying the mod...

(god, I hate ai!)