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adyghost

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Playing Germany I've noticed there is no mention in the events file, or anywhere else for that matter, regarding the additional units gained after Austria or Czechoslovakia are annexed. They seem to be more or less the same every time, but is there a way of knowing beforehand what those units will be? Do you basically get every unit that was under that country's control before getting annexed or is it randomized?
 

Blecky

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Playing Germany I've noticed there is no mention in the events file, or anywhere else for that matter, regarding the additional units gained after Austria or Czechoslovakia are annexed. They seem to be more or less the same every time, but is there a way of knowing beforehand what those units will be? Do you basically get every unit that was under that country's control before getting annexed or is it randomized?

As for the Anschluss event, you´ll get what Austria has built up til then. Usually two TACs lv. 1, one under construction, 1 IC under construction 1 MTN, 1 CAV, 1 HQ lv. 1, and several INF which can be brigaded or not, that´s quite random. The annexation of Czechoslovakia will give you 1 LARM lv. 3, don´t know if this is true when you don´t create Slovakia.
 

DerStudti

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The inherit-command leads to a transfer of all available troups only if the annexed country has been defined with the correct regular_id, i.e. the annexor's nation-tag. The regular_id may be defined in the nation-specific *.inc inside the scenario-folder or via db\revolt.txt.
Additionally, an alliance's leader always inherits all the naval units of an allied nation that has been annexed. In contrast to the first method mentioned above, it doesn't matter who annexed.

In case of Germany, the Anschluss-event transfers all austrian units and its building queue because Austria has the regular_id "GER" set in the aus_36.inc.

Czechoslovakia is a different matter: Because it "lacks" the regular_id "GER", the developers used a simple add_corps-command to represent the captured Pzkpfw. 38(t).

Code:
#########################################################################
#  The End of Czechoslovakia - Czechs annexed
#########################################################################
event = {
	id = 2006
	random = no
	country = GER
	# Triggered by CZE 2201
	name = "EVT_2006_NAME"
	desc = "EVT_2006_DESC"
	style = 0
	picture = "czechs_annexed"

	action_a = {
		name = "OK"
		command = { type = dissent value = -4 }
		command = { type = domestic which = defense_lobby value = 1 }
		# new for 1.3
		#command = { type = independence which = SLO value = 1 }
		command = { type = inherit which = CZE }
		command = { type = gain_tech which = 2050 } # Improved Light Tank
		command = { type = gain_tech which = 1240 } # Improved Motorized Division
		command = { type = add_corps which = "Reserve Heeresgruppe Nord" value = land where = 469 }
		command = { type = add_division which = "10. Panzer-Division" value = light_armor when = 2 }
		command = { type = manpowerpool value = -7 } # Manpower for 10. Panzer
		command = { type = trigger which = 2051 } #  Puppeted Slovakia
	}
}
 

DerStudti

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For the add_division-command, the number behind "when" defines the model of the added unit, beginning with 0 for the earliest incarnation. For example, a value = 0 when = 0 - command creates a 1918 infantry-division.

You may find additional information in db\events\event commands.txt.

Code:
type = add_division which = [name] value = [div type] when = model where = [brigade type] # Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool.