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Chromos

AHOI-Mod Series Developer
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Feb 10, 2005
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TFH-ahoi_mod-header.jpg



Starting Year: 1936
Country: Germany
Difficulty: Normal(it's meant to be played on normal)
Version: Their Finest Hour 4.02
Mod: AHOI-Mod - "A HOI3 Treasure-Chest" 4.02d

Description:
After the cancellation of East vs West, I focus now again on my own Mods.
To see where I can improve it next and finally play the Mod myself again, I thought it might be nice to write about it in an AAR to show how this Mod could be played and explain some of its features.
I'll play with Germany and focus on an overall build up of all forces(Army/Navy/Air Force) and of course try to defeat the allies and aid my possible axis partners wich will be hopefully the historical ones. Maybe we can do some fun invasions in South America too.. :)






Table of Contents:
Achtung Achtung! We will get a first look at the game now! Achtung, Achung!
Up to Danzig - Part 1 - Summary
Up to Danzig - Part 2 - Nation related research
 
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Achtung Achtung! We will get a first look at the game now! Achtung, Achung!

TFH-ahoi_mod-header.jpg




Achtung Achtung! We will get a first look at the game now! Achtung, Achung! Further news comming!..

After the loading screens, wich I change from time to time with a new version of the mod,
load_zpsb6fb37cc.jpg~original


we arrive at the Reich in its '36 borders.
initial_zps5fe24c75.jpg

Berlin has quite some buildings.
We can see here next to the old ones also civil air ports, civil ports, entrenchements/pillboxes, railroads and heavy IC. The telegraps(just below the hvy IC) will not be used for now. I'll explain all the new buildings later on more in detail.
GER IC is quite good but not much forces are build. So we would be no match for possible enemies.
The statistics speak for themself:
initial-stat_zpsb8ec1f57.jpg


In Diplomacy settings I'll let the AI do the trading. Maybe set up some own trades if I think it should be usefull.
initial-diplo_zps9b19d3cf.jpg

I will stay in control of the decsions and other diplomatic actions like influencing though for now.
Starting influencing BUL/ROM for now to get them some more in my direction.
Also you can see here two new decsions.
The upgrade decsion let GER put in a higher percentage of its IC into upgrades to get up to date forces asap.
You see the effect in the production screen.
Before the decsion, we have just some percentage spending on upgrades.
initial-prod1_zps901b5dac.jpg

Nice to see that the AI builds some new ships on its own. Because big ships take quite long, GER AI is scripted to build only 2 BB, 2 BC and maybe 1-2 CV next to some smaller vessels. You will se that later on.
I'll let the AI handle this area mostly and only override if I think it is needed.
Right after that upgrade decsion was taken, it is spend quite some more on upgrades:
initial-prod2_zps58a01455.jpg

You can also see here the next 16 lines in the build queue. And just for a note now, the tank at the end only consist out of a Tank Regiment and a Mobile-Support-Regiment. Thats to simulate "lone Tank support" wich can be used as corps assets. If only consisting of one Rgeiment the AI would attach it to the next Divsion in sight, so it needs to have at least another Regiment attached from the start. And the Mob-Sup-Reg makes the most sense. These units can be used also by AI in breakthrough/exploitation and firebrigade missions.
At top of that list you see a true Tank Divsion. It is more costly and has also Infantry and Artillery attached.


In the research area I'll do most myself for now.
initial-research_zps644f55f2.jpg

I started and added quite some techs. Also you can see a "problem" of the mod right here.
The Comando Tech like many others too has no tech description or uniqe picture by now. Thats becasue this area was undergoing many changes and has ~600 techs. So I focused first on technical stuff and will add "eye candy" later on.

For now my reserach is focused on the country and industry. Increase the MP/IC/LS to be prepared for the future. Quite some techs have a malus to them. So you get more IC efficiency and supply throughput from better roads as the infrastructure allows a better production/trading etc., but it also cost you some IC and MP to simulate the cost for maintaining these inrastructure.
Also you can see the techs on the right lower side. The "theoretical" techs are needed for other area techs as a prerequisite. So without a certain rocket science lvl, you won't be able to research jets etc..



Political changes:
initial-politics_zps94c0bcca.jpg~original

Only some few changes by now to boost the nation.
Goebbels for slight LS increase.
Schacht for more IC.
Frick to have an overall bonus in espionage.
Von Blomberg to lower the supply consumption of the forces.

As time passed by, Industry Laws was change to "Mixed Industry", and conscription Laws to "Three-Year Draft".
That should help in setting the country up for the possible comming conflicts.



The espionage is only trying to build up some more spies for now.
initial-spy_zps42641465.jpg

I will activate them for actions with full 10 spies in some enemy countries, and help the right parties in some I would like to have as allies.
Usually I'll try to raise the threat of possible enemies, so the world will shift more in the favour of my faction.
Also the homefront gets full support.



In the end we see now a initial picture of our current OOB.
initial-OOB_zps2328c208.jpg

I plan to let the AI handle all units.
Very likely I'll set up some new theatres or rearange existing ones, and only set the stances. But overall the AI should handle all. Thats only fair in regard to my enemies wich have to use the AI too. :D
In the picture you can see that I appointed "von Rundsted" all my forces. He has high skill and attack/defence traits. Next to his slightly bigger leader picture you can also see a little icon that is showing he is an land units commander.

So after "von Rundstedt" reorganized the units, also the Rhineland event happend to us.
The events are bigger in the AHOI-Mod so you can have more text shown even wih low resolutions.
On the left you can see a typical Inf-Divsion of the AHOI-Mod wich is based on a regiment system wich is quite different to vanilla and uses a "Div Support Regiment" for equipment like recon/AT/AA/ENG of a Division(if you researched that..)
initial-rheinland_zpsc4003408.jpg


This is just a first overall overview.
Wir kommen wieder..
(We'll send more infos..)
 
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Very nice ! Thanks for taking time to present the mod !!
 
looks like an interesting mod... subbed
 
Hi,
and thank you all for the nice welcome.
I added the loading screens pic and the missing political area.

Hope I can get you some more infos soon. :)
 
Keep it coming!
 
I hopefully will add a new entry soon. :)
 
Hi Chromos, I've played various mods for HOI3 and enjoyed many of them, including AHOI-Mod in it's semi-ready state about a year and a half ago or so. I haven't played much in the last 7-8 months, but this week I found myself with some extra time and decided to see what progress had been made on HOI3 mods. I was extremely happy to see that, among many of the the mods I value, that you've refreshed AHOI-Mod Chromos and are able to put in more time to make it more finished.

AHOI-Mod always had a lot of potential, it was just a matter of you being able to spend some of your limited time to work on this "special project." Although I was saddened about the cancellation of EvW, I'm glad to see that it allows you to spend more time with AHOI-Mod. And hopefully many of the special lessons learned by the modders contributing to EvW will enhance future versions HOI3 mods, like AHOI, and enrich what is possible.

That said, I look forward to following the AAR and the progress of AHOI-Mod. I'll post any feedback regarding my own AHOI-Mod gameplay in the AHOI-Mod mod-thread, if that's the best place for it.

Best of luck,

Riever
 
Hi Chromos, I've played various mods for HOI3 and enjoyed many of them, including AHOI-Mod in it's semi-ready state about a year and a half ago or so. I haven't played much in the last 7-8 months, but this week I found myself with some extra time and decided to see what progress had been made on HOI3 mods. I was extremely happy to see that, among many of the the mods I value, that you've refreshed AHOI-Mod Chromos and are able to put in more time to make it more finished.

AHOI-Mod always had a lot of potential, it was just a matter of you being able to spend some of your limited time to work on this "special project." Although I was saddened about the cancellation of EvW, I'm glad to see that it allows you to spend more time with AHOI-Mod. And hopefully many of the special lessons learned by the modders contributing to EvW will enhance future versions HOI3 mods, like AHOI, and enrich what is possible.

That said, I look forward to following the AAR and the progress of AHOI-Mod. I'll post any feedback regarding my own AHOI-Mod gameplay in the AHOI-Mod mod-thread, if that's the best place for it.

Best of luck,

Riever
Hi Riever,
thank you for your kind words and yes, that AHOI-Mod thread would be best place for more feedback.

Unfortunately I'm way behind my schedule for an update. Hopefully I'll get it done around eastern now.

Cheers,
Chromos
 
Up to Danzig - part 1

TFH-ahoi_mod-header.jpg




Achtung Achtung! More news comming!..

Sorry for the delay, but I had to fix a serious bug and also liked to play myself a bit more and not let the ai have all the fun, so I then decided to start all over again.
The game envolved a bit different as before, but not that much.
Both times I decided to play until Sep. 1 1939 and then describe the current tech tree, unit status etc. and what happend in the world up to then.

So we're now at the moment when Germany decided "to do the same as the Poles had done to them before and to shoot back since 5:45"..

What happened up to that moment in Attemp #1 for those that are interestet here a rough summary:
I had a hard time with rares and metall, the ai was not able to get that much in trades and I was constantly most times in the red, but somehow still was not running out of them.
Nat. Spain did a quick vicory about Rep. Spain in about 5 month.
Italy conquered easily some more "desert" as usual in East Africa.
Japan was invading China 2 month later as historical and did a massive landing in the area of South Taiwan Strait. It pushed down in the north too but not that strong as quite some units were marching from the beachhead towards Shanghai and in the direction of Hong Kong. IIRC it used there around 40-60 units and had in Jan '38 two harbours. Sometimes this sea invasions can be beaten by NatCHi and Japan then loose the initiative in that Theatre as it can't compensate the units fast enough. Loosing up to 80 Divisions can hurt for Japan. Also the NatChi is most times quite agressive, I've seen them sometimes counterinvading areas in MAN and Taiwan!

Ger build up ~140 Divisions with quite some Pz Divs and some Korps et. as also a navy with Scharnhorst/Gneisenau/Bismarck/Tripitz and some HC. Next to that it had also 2 CV under construction, one CVE and one CVL. Well on top some submarines, MTB and DD/LC/TRAN.
Air Force also had quite a mix of new units, mostly Fighters but also 2 Trans for the Para Div it had build, some CAS and even 3 Strat.
So quite ok, a bit ahistorical for early build of the BB but, hey the AI can use them well in '39..
Problem was a bug I wanted to fix/adjust at least before game start and also change some bit the build Orders, eg. no CVE and have some techs ready when starting to build tech carriers first..



Now to the current game!

Time to start the "real game"..



What other countries did who waged war so far:
Italy annexed Ethiopia..
Nat. Spain needed now some month longer to defeat Rep. Spain. That war lastet until late '38 this time. Becasue of the random provinces assignment the war cold also last up to '40, or is done in few month like in the first game.
Japan was this time doing no invasion by sea, but only pushing forward from the north. I made a screen in 'mid '38 when Nat. China inherited all Warlords. As in the Treasure Mod NatChi get events to ask the warlords for help when Japan advance. So the warlords can decide to help, to give some units but not be inhereted, or they give all and NatChi is much stronger and has more room to maneuver. This is just an interim solution, but works quite nice since years for now.



So the resistance stiffens as NatChi gets more units and also IC and victory points etc.. Japan still manages to push onward, even at a lower speed. And MP is now a key if too much battles fail. As NatChi has much more MP to spend.
Here's a closer look at the front in Sep. '39, JAP has fewer but better units and NatChi more but less specialized ones. Tech lvl should be different too. But as you look at the infra, you see that it is hard to move forward in these battled areas. Even that railroads can raise the infra lvl significantly after repair and roads don't get that easily damaged. But low infra means low speed and low supply throughput.



Another closer look at the front, this time with NatChi shows that railways get out of service faster then just roads and some units are trapped in the area around Shanghai.



If we look at NatChi in general here, you can see that they have plenty of units and MP at hand to defend their country. And they're on attacking stance..



Anyway, at Tokyo you can see quite some special forces assembled, maybe they try a sneak invasion somewhere?


What GER(I) did so far..
Diplo:
From my previous experience I did some trades myself. So I initiated early some trades with SOV about rares and some with USA. Also some about metall with some others(Eg. SWE). From then on the ai was handling that area again on its own and did build up a little surplus in all areas. Not that much, but it should be ok on the long run.
Also I influenced from the start now ROM/BUL/HUN for history reaons. JAP and ITA joined the faction as did HUN right in time.
All gameplay historcial, so Austria was taken "home" and Slowakia is now a puppet, rest taken into the Reich. I have some deeper event series around Munic events planned but not ready yet.
Memel was taken back as also MolRib treaty was signed and GER is mobilized and ready to attack POL.



Espionage:
Here I made a mistake in my first try too. I spend too much Leadership for Spying on too many countries. The AI is acting too good, so too many of my spies where dying etc..
This time I focused only on buffing/protecting my own country and the most important enemies now ENG and SOV. Both get mission counterspionage to help kill as most of their spies as possible as also to raise the threat of this two to have others not join them that easily or trade twith them.
In the picture you can see that ENG is building up its "home chain RADAR screen". So ENG took the decsion to build up RADAR in key provinces to be prepared for upcoming planes/ships, great..



Politics:
Here I did no big changes. You can see though that the Party Org is quite high due to the effort spend in the Espionage tab.
Otherwise I just picked up the next better law when possible. More Minister changes maybe when I'm deep in SOV..
Country is mobilized since July '39 and mobilizing was no big deal as the laws made the units already having 90% of men.
Also here I have plans for some more changes already fro a long time, but still not implemented. What is changed already is eg. that you wouldn't get more officers when switcing laws. The rate stays the same all the time, but also the specialist training exploit will be fixed in some to come version..



Production:
Here you can see the current build status now. Like ENG, I choosed the decsion to build RADAR in some key provinces to have a protection against planes(bombers) and invasions if I use the AI for my theatres. Second pic also shows 2 more single RADAR build. Thats because the ai builds RADAR on their own in high value provinces too if it has the money to do so. Because of that the USA can look quite funnily atm, as they may be able to build RADAR in many provinces..
Next to the lone DD that is in the queue you can see mostly land units. Some Mobile, GAR, INF and lots of Corps units that help to fill special need for AA/AT/ENG/ART as they incorporate the heavy stuff of that type or just many. Even the "Brandenburger" are being build(Comandos). After the first land build up phase wich should be finshed by now, the ai should switch to air force by decsion soon.
An overview over all produced units will be shown in the statistics..




Theatre:
I deleted the second command and thus put all units under one theatre command wich was taken by "von Rundstedt" who has Attack and Defense trait.
You can see that he is confident to push back the enemy on all fronts. Immediate needs are quite low.
We have quite some mobile forces to do some Blitzing and as you might see that there is no Mot-Inf icon, the Mot-Inf is incorporated in the Mech-Inf. As that units were to accompany the tanks. Normal Inf can be speed up by trucks via tech and thus made like the Mot-inf of the allies. The inital Mech-Inf in Treasure is also only equiped with trucks and Mechs have to be researched. So quite a good tradeoff to achive historical builds imho. Therefore the unit is named Mot/Mech in the Treasure.
We have some special units(2 Divsion each) of all areas already too, and some landing craft or Transport planes to use them all. Around 5 Infantry Divsions and ~30 GAR Divs next to some corps units should sum up for around 140 Divs. I'll look a the General later and post a pic if wanted.
Next to the two light Carriesr and two fleet carriers we have also a navy with two modern BC of Scharnhorst/Gneisenau and two BB with Bismarck/Tripitz! The initial 3 Superheavy Cruisers/Pocket BB of the Deutschland Class(have their own class in the Treasure Mod) and some new heavy Cruisers are also around as some LC and DD next to 5 flotillas of MTB(Speedboats) and 11 flotillas of submarines. As I didn't deleted any of the initial fleet that old BC are also around as the initial old SS/DD..
The Landing Craft Transports should also help in getting to Norway quick and also maybe help in the whole "Weserübung" campaign.
Because I focused this time on 2CVL/CV we have no Strat-Bombers by now, but that should change soon. Better to have the ships by now and have something to fight the RN as the other way around. But we have already quite some Fighters and 4 2Mot-hvy Fighters wich should be enough to hold of the Allies in the sky for a while. Also enough bombers to aid our ground forces for now.




Statistics:
Here yo can see the current count of units from our faction:
Japan has some more land units and ships by now.



But GER's navy is quite balanced imo. :) ITA has also quite a big navy. Must add the carriers to the build ai though..



Air units are also good imo. JAP will later change to diffrent focus too. More about that when that happens.



Overall the ships take more fuel now, so a fleet in being can help saving fuel..





Sunk ships so far:

NatChi lost all its ships..


Technology:
I'll show that pics later, as we have 23 pics fro those alone..
This time I was more acting in that area to secure the carriers had up to date techs when I build them.
I'll show a pic here now that shows soem of the infra affecting technologies in the nation tab. You can see that these techs not only give a bonus, but also have some negative effects.
So you need to be carefull if you go down a route and not take into account the malus of a tech.

Overall it is desiged that way(should be) that you can go down a path for quite a time until it can be bad in other areas maybe. But as you see in the pic, you can counter the IC drop with the "overall IC tech" and the LS drop with an education tech. Thats the way it also works for range of planes etc..

I hope you enjoyed the update and let me know how I could improve this AAR. As it is my first there might be much to improve.
Maybe I should add a small narative part to make it more fun to read? Ot stay with just facts and what happend?

Cheers,
Chromos
 
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nice, when do you think will be the mod playable?
 
nice, when do you think will be the mod playable?
Well you can already play this mod by now since 2011. It is one of the most downloaded mods of HoI3 by now with overall more then 13k downloads for the TFH version as also 13k for the FTM version alone. So many people tried and played and actually play this mod already.
So far also some write great AAR's with it, but only in German speaking forums.

But if you mean when will it be "perfect/final" whatever, then I just don't know. So much more ideas I would like to add. :)