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derpenburg

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Thanks for the welcome.

I wouldn't worry too much about the victory conditions, I think HOI players are generally mature people who set tough goals for themselves already, its what makes the game so compelling; we never feel like we have to complete an arbitrary challenge. That's even in the AoD manual :D And lets face it, the tough fighting in the war itself is way more satisfying than the 'Congratulations, You Win!' screen.

It was particularly awesome when the Soviet Union waged war on me again in 1946, 2 years after the Bitter Peace. Fighting a renewed Red Army, trying to reclaim the lost lands? Hell yes! From then on I switched my main objective from an invasion of America to trying to completely annex the USSR, which probably can't be modelled with a simple criteria for victory. I loved how I could turn around a seemingly random move by the AI into my own little game.

Oh and about the 12 cap ship losses... I suppose its what you get for building a massive BB fleet early on to smash the Royal Navy. It worked, but as soon as the Americans steam in with their CV Death Squadrons, you may as well get ready to play "Ich hatt' einen Kameraden" on national radio for the next 24 hours and prepare a carefully planned tirade about total war. I lost 6 Battleships and a mess of screens in just a single encounter :S
 

Gringoesteban

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Oh and about the 12 cap ship losses... I suppose its what you get for building a massive BB fleet early on to smash the Royal Navy. It worked, but as soon as the Americans steam in with their CV Death Squadrons, you may as well get ready to play "Ich hatt' einen Kameraden" on national radio for the next 24 hours and prepare a carefully planned tirade about total war. I lost 6 Battleships and a mess of screens in just a single encounter

Oh, okay, I was wondering why your sub losses (and English convoy losses) were so low. Sounds like you built BB rather than following the historical approach of using wolfpacks to fight the Battle of the Atlantic. In a way, that kind of relates to what you were saying about victory conditions. How you define 'success' in each game can differ depending on your strategy/priorities during that particular game.
 

clist123abc

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A couple questions

Subs - Do you build mostly Type IX subs for the battle of the Atlantic? What do you have to do to be able to research the semi modern ones subs? I researched the Heavy subs (33 year model) and XXI regular class (38 year model) and electro subs but i have not gotten the ability to research the semi modern subs. Do you know why that is? Do you build heavy subs at all?

Convoy Raiding - Most convoy raiding areas have between 3 to 5 sea 'provinces'. Do you assign one wolfpack of 3 subs to each raiding area or do you assign a wolfpack per sea province? Have you had naval leaders die when your subs were sunk?

Do you use heavy cruisers and battle cruisers with 2 destroyers as well? Don't they get sunk by the Royal Navy?

Militia - Why are the militia units disabled? Would they mess up the build queue of the Soviets, Chinese? I would like to build some to use for anti partisan duties and guarding supply lines, instead of having to use infantry divisions just sitting there. I think such an option would be historical.
http://en.wikipedia.org/wiki/Ostlegionen

SS Divisions - I thought most if not all SS divisions were motorized. I'm not sure of the later ones in the war (such as the Galizien and Baltic ones) but i thought the Polizei division was definitely motorized because it was almost exclusively equipped with Czech weapons. I know the Spanish division was not motorized, and read that the RONA division was given captured Soviet tanks and artillery. Do you think it might be worthwhile to give the RONA and Polizei divisions the early model motorized status so the player can have the option of either allowing them to upgrade or throw them in with inferior equipment as irl once they arrive by event?

Motorized Infantry Brigade - you stated on the last page this will be a new brigade; can you tell us what the stats and MP requirements are? does this mean its a new tech area or will it be like the truck brigades that are activated but cannot be researched? have you used them in your games?
 
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Gringoesteban

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I build exclusively 1938 subs. Usually like say 44 of them, give or take. That is enough for 12 groups of 3 with eight left over to use as replacements. By the time you are able to research and build the 1943 sub model, it is pointless because the US Navy will slaughter your wolfpacks. I believe that the 1943 model sub requires the 1938 sub as well as the 1933 long range sub tech. I might be wrong about that, though.


I put my ships or subs in groups of 3 and assign them to an 'area'. That is to say, they cruise around within the group of 3-5 provinces. You could have three individual subs as well, which would trigger the Battle of the Atlantic event since three German ships would still be in the sea 'area' (perhaps not in the same province, but that is irrelevant).


I send out two surface raider task forces in addition to my subs. The task forces are the Scharnhorst with two DDIV and the Gneisenau with two DDIV. I brigade the BC's and their DD screens with camoflague smoke screen brigades so they hopefully can slip past the Royal Navy.


Germany didn't really deploy militias until the Volkssturm at the end of the war. For game purposes, the Luftwaffen Feld divisions are Militia II and you can build them once you discover the 1941 (or is it 1943?) infantry division technology. With the 1945 infantry division tech, you can build Volkssturm (Militia III). Regarding the east legions, several of those pop up by event as locked fortress divisions to defend the French coast.


The SS Polizei division is a motorized infantry division with an attached MP brigade. Generally the SS divisions which are created by event correspond to their historical role/order-of-battle. Some were unique/nonstandard units, and in any case all divisions contain organic artillery, engineers, vehicles, etc. so it is not alway so clear cut on what type of unit to use.


Regarding the new motorized infantry brigade (whose name changes to 'Pzg Bgd' in 1942) it does not have its own research path but rather is contained with the normal motorized infantry (1939 and 1941) and then mechanized infantry (1942 and 1944) techs. It costs 4 MP and gives a +1 speed bonus. It has less hard attack, toughness, and less 'hardness' than a heavy panzer brigade or assault gun brigade, but has better soft attack and defensiveness. Motorized infantry brigades would probably be most useful attached to panzer divisions, mech infantry divisions, or motorized infantry divisions to allow them to race ahead a little faster and be better able to defend a newly captured province until the 'leg' infantry catches up. That was similar to their role IRL. I made a matrix in Excel to compare the stats of several kinds of brigades and I think they are pretty well balanced. Heavy panzer is definitely the best, but it costs 6 MP and lots of IC and burns lots of fuel so you have to use those sparingly.
 
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clist123abc

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You're right. The 43 infantry has the luftwaffenfeld. Building militia earlier would be too ahistorical.

Where do you base your subs? Brest and Bordeaux? Do you use Narvik as a base for the subs enforcing the Murmansk blockade?

Do you base your raiders in Wilhelmshaven and have them raid around Scotland?

How has the motorized brigade changed your building distribution? Have you changed your tactics at all with the new 'defensive line' events?

I was also curious as to why building forts is so time consuming. I dont know if you use them at all but i've built some in the Balkans to stem attacks and they've delayed Allied progress but i basically had to stop all upgrades, builds to free up the ICs. It just seems excessive that it takes 1 year to build a bunker.
 
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Gringoesteban

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Where do you base your subs? Brest and Bordeaux?
Bordeaux. The port is usually safe from carrier port strikes until late-1942. Brest on the other hand seems to suffer more Allied attacks, so I do never base ships there.


Do you use Narvik as a base for the subs enforcing the Murmansk blockade?
Yes, those three subs are based in Narvik. I also base the Gneisenau and the Scharnhorst task forces in Narvik.


Do you base your raiders in Wilhelmshaven and have them raid around Scotland?
No.


How has the motorized brigade changed your building distribution?
For my latest game, I attached mot inf bgd's to all the motorized infantry divisions and panzer divisions that I built. (I attached heavy panzer brigades to the three starting panzer divisions and the one that arrives with the annexation of Czechoslovakia).


Have you changed your tactics at all with the new 'defensive line' events?
Not really, but TRM is definitely harder now. In my test game, it is April 1944. I have taken Leningrad, Archangelsk, Moscow, Stalingrad, and Baku. I don't know if I have enough combat power to make it to Sverdlovsk, and the eastern front is basically stalemated. The Russians occasionally break through my lines, and then I am able to surround, trap, and destroy say 10-20 of their divisions, but then things stalemate again. Part of the problem is that I have 25 divisions in Norway. I originally sent those divisions to Denmark to throw back an Allied landing force that had conquered all of Denmark before I was able to stop them. Then I sent the divisions up to Norway to try to retake Narvik and re-establish my ore trade with Sweden. After some initial success on my part, the USA has built its Norwegian force up to about 30 divisions so I am unable to dislodge them. I think I will evacuate/abandon Norway and then send those 25 divisions east for my summer 1944 offensive. I am down to 6,000 rare materials and I have to keep my repair slider in the 40-50 range to repair all the damage from the Allied strategic bombing campaign. I am out of manpower and cannot reinforce my units. Most of my reinforcement IC is used on interceptors to keep them flying and protect Germany. I need several hundred MP for reinforcements but my MP pool is zero. Although it is April 1944, most of my panzer divisions are still 1941 model Panzer IV's, and I have only been able upgrade about 20 infantry divisions to the 1943 model.


I was also curious as to why building forts is so time consuming.
The fort production time and cost is the same as vanilla. You're right, it does seem like an awful lot of IC to use just to build a fort.
 

unmerged(10338)

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russian counter attacks

well i started a game with your mod and was really surprised with the Russian counter attacks...i was at the gates of Moscow on December of 1941 and was waiting for the weather to change. Then the Russian demons came..The counter attacks were relentless and on the whole front..I was driven back from Leningrad in the north and my allies in the south were crushed. i was forced to retreat from Moscow to avoid encirclement. by spring 1942 my front was in shambles.. only by striping my troops in france was i able to stabilize the front just east of the polish border. i will continue the game to see what the allies will do in france..all in all it is a real challenge.. you did a real good job...thanks
 

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You can download the latest version of the Third Reich AoD Mod at

http://www.gamefront.com/files/21298352/TRM+v1.07.4+SZDB.rar

The checksum is SZDB (when installed over AoD v1.07 MZJY)

The previous version 1.07.3 was downloaded 222 times.

Change control TRM v1.07.3 ==> TRM v1.07.4

Eastern Front
•Soviet units created by event in the “Bring ‘em On” tougher Barbarossa Campaign option now arrive on the map with full organization whereas previously they only appeared with half their maximum org. In other words, each new division starts with 51/51 org instead of only 26/51 org. (You may notice a Russian event called “SOV AI: Adjust Red Army Org” triggering numerous times during your war with Stalin). The free Soviet armies also arrive with commanding generals in place (a feature added in v1.07.3). Bring ‘em On provides a nice challenge, but a good player can beat it, especially if he has played TRM before. That being said, anyone who is able to capture and hold Leningrad, Moscow, and Rostov by December 1941 is truly a god of AoD.
•The Soviets will receive some free supplies in “Bring ‘em On”. Each time an event fires to create a free Soviet army in a province, supplies and oil will be placed directly into that province to provision the new units. The Soviets will also “lay siege provisions” in Leningrad and Moscow if those provinces are surrounded.
•Soviet “Officer Purge” event kills 25 fewer random generals. The Red Army needs these extra generals to command all the locked units in TRM.
•Added a headquarters division to the list of free Soviet units already created by the Operation Uranus event. That is to say, this event now gives the Russians 18 free divisions east of Stalingrad instead of only 17. Promoted the commander of the Soviet 21st Army so he will arrive on the battlefield as a field marshal instead of as only a lieutenant general. Given this change, all 18 divisions can immediately attack without suffering any over-command-limit penalty. Good luck holding onto Stalingrad….
•Added nine flavor events containing actual diary quotes from troops on the Eastern Front. The events will trigger between August 1941 and January 1943, on the dates they were actually written. The source of these quotes is “Inferno – The World at War” by Max Hastings, which I happened to be reading in late January 2012, at the same time I was working on this version of TRM. You have the option to sleep these events if you don’t want them.
•Five new events create a total of 27 more free Red Army divisions under “Bring ‘em On”:
-Mozhaisk Defense Line west of Moscow
-Separate Coastal Army - Siege of Odessa
-9th Independent Army - Rostov Counteroffensive
-5th Tank Army in the Don Bend
-Kotluban Operation north of Stalingrad


Techs
•Added three new naval doctrine techs: Screen Night Combat (1942), Capital Night Combat (1942), and Torpedo Run (1942). The night combat techs provide a tiny positioning bonus, as well as a small bonus to naval combat at night, in the rain, and in the snow. The Torpedo Run tech gives destroyers a +1 naval attack bonus. Japan begins the Scenario knowing the two night combat techs, and the USA and England receive blueprints for all three techs via event.
•Added two new secret weapon techs: air-to-air missile 1943 and air-to-air missile 1945. Each tech gives a +1 air attack bonus and +2.5% morale bonus to interceptors and fighters, as well as a +1% boost to air superiority mission efficiency.
•Aircraft Assembly Line tech speeds the build time for light carrier cag brigade.
•Moved up the tech year for some technologies so they can now be researched during the TRM timeframe, which ends in in December 1946.
-Semi-Modern Repair (1370) changed from 1949 to 1945.
-Advanced Hospital System (14040) changed from 1950 to 1946.
-Semi Modern Air Combat Techniques (944410) changed from 1947 to 1946.
-Integrated Offensive Doctrine (17000) changed from 1947 to 1946.
-Miniaturized Fission Bomb (16010) changed from 1948 to 1946.
-Semi Modern Mountain Division (10040) changed from 1947 to 1946.
-Semi Modern Marine Division (10060) changed from 1947 to 1946.
-Semi Modern Paratrooper Division (10020) changed from 1947 to 1946.
-Semi Modern Motorized Division (10080) changed from 1947 to 1946.


New Events
•Beer Hall Bomb assassination attempt on Hitler
•Standard Oil & IG Farben – provides blueprint for Synthetic Material 1939 (5300)
•Henry Ford receives the Grand Cross of the German Eagle
•GM & Opel – provides blueprint for Advanced Oil Refining 1940 (5210)
•Folk Pest Law
•Surface raiders – provides blueprint for Commerce Raider 1940 (8210)
•1940 German-Soviet Commercial Agreement
•German-Finnish Cooperation – allows you to bring Finland into the Axis in February 1941. Although IRL Finland never signed the Tripartite Pact and was never a member of the Axis, we have to live with AoD mechanics, and within the game an alliance is the best way to simulate the cooperation between Finland and Germany in their joint conflict (the “Continuation War”) against the USSR.
•Ukrainian bread basket 1942 – provides bp for Advanced Agricultural Production 1943 (13000)
•Ukrainian bread basket 1943 – provides bp for Modern Agricultural Production 1945 (13010)
•Werfergranate 42 air-to-air missile – provides bp 1943 AAM (900030)
•Ruhrstahl X-4 air-to-air missile – provides bp for 1945 AAM (900040)


Event Changes
•The “Plan Z” event yields an additional blueprint, specifically Advanced Aircraft Carrier 1938 (3350).
•The “Roof Over Fortress Europe” event provides another blueprint, specifically Semi-Modern Repair 1945 (1370).
•Rejecting the Four-Year Plan event will move Germany’s economic slider 1 towards free market, rather than having no impact.
•The “Time Man of the Year” event reduces dissent by -1 instead of having no impact.
•The USA receives a 5 dissent hit if both London and Glasgow fall to Germany.
•The USA will receive 16 more free destroyers and 16 additional free troop transport ships during the course of the game to ensure it has enough ships to launch many amphibious assaults.
•Romania will not get a province when Yugoslavia is annexed.
•VIC will cede three more western Africa provinces to France. This will prevent VIC from strategically redeploying some divisions to an area where they will be surrounded and annihilated.
•Updated the text and picture for the event which activates the V-1 Flying Bomb secret weapon tech.


AI
•The Axis minors (ITA, HUN, ROM, BUL, VIC) should prioritize provincial AA gun technology research and construct more provincial AA batteries in key provinces. These nations will also be willing to spend more IC on their “infrastructure” repair slider. Despite this change, in hands-off playtesting, by the end of 1944 (in games where the Axis actually survives that long) American strategic bombers have blasted these nations’ IC down to zero and their troops starve from lack of supplies.
•Instructed the Italian AI not to do amphibious landings in the Middle East since its forces always get trapped against the fortress at Suez and slaughtered. Perhaps, with more troops in Libya, the ITA AI might be able to hold North Africa a little longer.
•HUN and ROM AI’s will build fewer factories at the beginning of the Scenario.
•ROM AI will be more willing to trade oil, especially with Germany.
•HUN AI is instructed to not sell any rare materials because it always runs out.
•VIC AI will build more interceptors and fewer tactical bombers.
•FIN AI will spend more IC on upgrades and reinforcements.
•The US Air Force AI will give lower priority to ground attack missions with its tactical bombers, and it will also be more selective in its target selection to lower bomber losses. As a result, you may see more logistical strike, runway cratering, and interdiction missions than in previous versions of TRM. Made a similar change for the English air AI that takes effect in 1943.
•South Africa will take back its expeditionary forces from England before the UK surrenders to Germany.
•Made South Africa less prone to neutrality and more friendly towards England.
•New events fire in December 1938 to lower the interventionism of Belgium and Holland. Previously it had been possible for these countries to declare war on Germany before the Wehrmacht attacks them, which is not historic.
•Recurring event whereby England AI will create supply convoys from Scapa Flow to Gibraltar to prevent the locked army in Gibraltar from starving.


Units
•Added new brigade type “Motorized Infantry Brigade”. The research path for the four models is: 1939 motorized infantry tech (to build “Mot Inf Bgd ’39”), 1941 mot inf tech (“Mot Inf Bgd ’41”), 1942 mechanized infantry tech (“Pzg Inf Bgd ’42”), and 1944 mech inf tech (“Pzg Inf Bgd ’44”).
•Changed the tech year for the first airborne division technology from 1939 to 1938. Its prerequisite was changed from the 1939 infantry division tech to the 1936 infantry division tech. (The arrow in the infantry tech tree still shows an arrow from the 1939 inf div because I suck at graphics and did not change it).
•Made paratrooper divisions less costly. Their revised IC-day cost is now “only” 3x as much as a regular infantry division. Specifically, lowered IC cost from 12 to 11.6 and reduced build-time from 210 to 190. I also lowered their manpower value from 22 to 20. (As a point of reference, a regular infantry division costs 7.7 IC, has a 95 day buildtime, and uses 15 MP).
•Reduced the IC cost of a Ju-52 transport aircraft from 30 to 26. Given this change, the IC-day cost of a Ju-52 (transport aircraft 1936 model 0 / SKIF icon I) has been set equal to 1.67x the IC-day cost of a Do-17 (tactical bomber 1936 model 1 / SKIF icon II).
•Mountain Infantry Division manpower requirement reduced from 22 to 20.
•Lowered the air combat stats of 1944 and 1946 interceptor aircraft a wee bit.
•Slightly buffed the air combat stats for reconnaissance aircraft brigade (b_u9). As you may recall, in TRM recon aircraft may only be attached to strategic bombers and naval bombers, which cannot use escort fighters. The purpose of doing this was to give strategic bombers and naval bombers longer range so that the AI will use them more effectively. Recon brigades remain less effective in air combat than escort fighters from the equivalent model year, but nevertheless now you will have a tougher time keeping air superiority over Germany.
•Partially worked around a bug whereby after you discover the 1943 rocket interceptor tech, upgrading your regular interceptor aircraft will become very fast and very cheap. You may notice that the 1943 Komet rocket interceptor tech in the secret weapons tech tree increases interceptor build time by 56 days (kind of like a negative Aircraft Assembly Line tech). This is intentional. Don’t worry – the IC you save from quicker interceptor upgrades is a lot more than this minor penalty, but this was the best fix I could implement to even things out. The Komet tech will not unlock until you have discovered either the 1943 interceptor or the 1943 multirole fighter technology, as well as the 1939 rocket engine technology. BTW, rocket interceptors are definitely worth researching and building in TRM, not just for flavor, but because they are very good at defending a small cluster of provinces.


Map
•Made Crete (396) more strategically relevant by increasing its airbase and navalbase sizes from 2 to 10. Also raised provincial infrastructure from 60 to 100 so units based on the island can regain org more quickly. Gave Crete 1 victory point (previously it had zero) so the Axis must to conquer it before annexing Greece. When Greece goes to war, it will receive a free locked militia division on Crete. Created a new “canal” so that the owner of Crete controls ship transit between the Ionian Sea (2448) and the Sea of Crete (2463). Updated ITA and USA and ENG AI files to prioritize the capture and defense of Crete.
•Provincial infrastructure in Bashanta (1842) increased from 10 to 20. Bashanta is located a few provinces southwest of Stalingrad. When the province only had 10 infrastructure, the Soviet AI would avoid moving troops into it.
•Assigned the Med Sea island of Dodecanese (398) to Greece because the Italian AI always stacks like 15 divisions there and softcoding instructions failed to change this odd behavior.
•Raised Stalingrad (163) IC by 5 to better reflect its importance as an industrial center. To balance this change, subtracted two IC from Moscow (175), two IC from Sverdlovsk (1572), and one IC from Novosibirsk (1548).
•Deleted the impassible connection between Socotra (1815) and Malta (31) which had been put in place in TRM v1.07.3 to keep Allied forces in the Med Sea supplied even if both Gibraltar and Suez fell to the Axis. Instead, added an event that places 4,000 supplies and 4,000 oil in Malta as soon as England loses control of both Gibraltar and Suez. To prevent England from getting an unfair advantage, the same amount of resources will be deducted from England’s resource stockpile. This new event-based approach is more realistic than an impassible land connection. Also eliminated the free locked English infantry division that had been based in Socotra.


Leaders
•Added commando trait to German General Rendulic.
•Added counter attacker and elastic defense specialist traits to von Manteuffel.
•General Heinrich Himmler becomes available in 1945 as a skill level 0 leader.


Other
•Human resource penalty in misc file worsened from -20 to -22.
-The penalty cannot be reduced below -22 ; Germany runs out of rare materials during the prewar years at a value of -23 or below.
-Hint: If you automate trades, check ‘do not export’ oil and rare materials, move the trade slider for oil and rares to the 150-185 range, do not build very much IC at the start of the Scenario, research synthetic techs and build a few synthetic plants, capture rare materials from the Soviets by taking Moscow and Stalingrad and Sverdlovsk, and if you can maintain air superiority over Germany, then you might have enough resources to sustain peak industrial output through December 1946, but it will be tough, as in real life.
-Rare materials seem to be more of an issue than oil, so stockpile as many rares as you can before the war breaks out.

very minor note to anyone reviewing the text files -- I made a notation of '1.08' beside most of the recent changes instead of annotating them '1.07.4'.


Optional soundtrack
If you want additional game immersion, you can download this mix of military music, speeches, and news broadcasts from the Second World War era. Mute your AoD game music and play these files in the background on your media player. I downloaded most of these files off the internet. The download also contains a couple mixes created by Fernando Torres for the WiF Mod.

https://rapidshare.com/#!download|5...760332|R~C0973568F68CE885FA5BC9BEC0FCDA2D|0|0
 
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...
•Changed the tech year for the first airborne division technology from 1939 to 1938. Its prerequisite was changed from the 1939 infantry division tech to the 1936 infantry division tech. (The arrow in the infantry tech tree still shows an arrow from the 1939 inf div because I suck at graphics and did not change it).
...
I've made an updated infantry techtree to match your inf 1936 -> para 1938 change. Feel free to add it to the TRM (goes to ...\gfx\interface\ folder).

Updated inf techtree for TRM 1.07.4
 
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unmerged(10338)

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finland

is it possible to do something like this...make finland go neutral after regaining viruri and sortavala..historically finand did not do much after regaing lost ground from the russo finn war
 

Gringoesteban

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is it possible to do something like this...make finland go neutral after regaining viruri and sortavala..historically finand did not do much after regaing lost ground from the russo finn war

The easiest solution would be to assume military control of Finland and then not move any of its divisions beyond their historical stopping point. I don't know if there is another way that can be done by softcoding the AI files. The Total Realism Project (TRP) mod for HOI2DDArma may have had a solution, but I do not have Armagedon or TRP on my computer any more.
 

Fu.Th.Sy.

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How about a simple event that triggers when these two provinces are under FIN control(or not under SOV control). Then the Fins would leave alliance or make separate peace with the Soviets.
 

Gringoesteban

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How about a simple event that triggers when these two provinces are under FIN control(or not under SOV control). Then the Fins would leave alliance or make separate peace with the Soviets.

The problem is that even if Finland granted military access to Germany, then German troops would be unable to attack the Russians from Finnish territory.

IIRC in AoD it is not possible for Country A to attack Country B from Country C's territory unless B and C are at war.
 

unmerged(10338)

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well as far as i know germany never did attack russia from finland. i believe that they really never had the troops to spare and hitler gave up on trying to get finland to move on leningrad
 

vitality

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The main problem with that idea is of course that the Soviets would not be able to attack/bomb Finland. Leading to ahistorical focus on the Southern Front. I say leave Finland as it is.

About to start my first Barbossa with the latest version, love the new changes so far. I do suggest lowering the historical year of lvl 2 Transport Planes to 1939 though. Getting them ready in time for Greece was a real pain.
 

Gringoesteban

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The main problem with that idea is of course that the Soviets would not be able to attack/bomb Finland. Leading to ahistorical focus on the Southern Front. I say leave Finland as it is.
Yeah, doing nothing seems to be the best solution. Besides, if we change Finland, then we would have to change Bulgaria, too, since IRL Bulgaria only declared war on the western Allies but never declared war on the Soviet Union.


About to start my first Barbossa with the latest version, love the new changes so far.
Good to hear. I was worried that the Mod might have too many events in the pre-war years.

I am interested to hear how your Barbarossa campaign goes. It should be a lot tougher than in previous versions of TRM.


I do suggest lowering the historical year of lvl 2 Transport Planes to 1939 though..
Okay, if I update TRM again I will consider this.
 
Last edited:

unmerged(10338)

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great challenge

wow..this is the best aod game i have ever played ...the invasion of ussr is the most challenging one. stopped at the gates of Moscow in 1941 winter troops frozen.. russian counter attack...got rolled back and now in spring of 42 i have to decide to start new offense or stay on the defensive...and this was the normal Barbarossa. great mod
 

Korth

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I first visited this thread when it was two pages long and I must say this is an amazing piece of work. I can't wait to try it!

Unfortunately, the download link is not working anymore. Could anyone please re-upload the file?
 

Titan79

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There was a similar problem with my mod (also hosted at GameFront, like the TRM, and the download link wasn't available during the afternoon) but now it works again.

You might try downloading it later: it could be ok at any time again.