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 v1.0
7 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