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OHgamer

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the current vip:r 0.2 unitnames.csv list is expanded in terms of names compared to the original.

If you want to modify it further, best to open the file with a basic text editor such as notepad, open another text editor page and copy/paste the list from the web you want to add, then copy/paste the lines in the second text editor page into the body of the unitnames page you opened with the text editor, make any other changes you want and save. CSV can be an odd format and simply cut and paste, esp from a web page, can cause all sorts of issues
 

sadhukar

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Ooops I messed up; I copied the names from another mod (the Israel one, have no idea where it disappeared off into) which had a 600kb monster of a unitnames.csv . They had fancy ship names for German Ironclads and more ship names for US wood vessels, which instantly appealed me (I'm a pseudo-roleplayer, and there is nothing more annoying than calling a ship "SMS 1st IC Division")
 

unmerged(35742)

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Its 1860 and for some reason John compnay seems to be around, is there a way to force the event that leads to the change from the British east india company to the Raj?
 

Wenceslaus II

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I am so wanting to get into Victoria again. But I definately prefer the late game, arms race period over bucking broncos in Texas, Sam Houston suicide or not. Any chance... someone can give a few screenshots, or at least of the new resources? And can the interface of the last VIP for regular non Ricky Vicky be added, or is that an optional install somewhere?
 

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Which event? What country?
 

th3freakie

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Is it normal that the ACW lasts only 1 year?

Maybe ye lads overdid the victory conditions for the USA? In the two games I've run thus far the war only lasted one year, even though both sides had about the same ammount of land taken from eachother... :confused:
 

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Cestius111 said:
Its 1860 and for some reason John compnay seems to be around, is there a way to force the event that leads to the change from the British east india company to the Raj?

if they had the Mutiny of 1857 and survived, they should get the event regarding being placed under Crown Rule in 1858 (which does nothing more than give IND a new flag unless you choose the ahistoric option to annex all India to Britain)

However, if the Mutiny does not happen (and there is a small % chance that situation arises), then the Company would survive as is
 

OHgamer

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th3freakie said:
Maybe ye lads overdid the victory conditions for the USA? In the two games I've run thus far the war only lasted one year, even though both sides had about the same ammount of land taken from eachother... :confused:

if both USA and CSA are AI-controlled, and the human player is not allied to CSA, then the USA will win the war once CSA war exhaustion hits IIRC either 60 or 70%.

If you want to have the CSA survive, you as human player must actively intervene to change the course of history, allying with CSA and defeating the USA before the CSA collapses. Otherwise the historical result will happen. This is to ensure that later historical environment can be maintained with the USA rising to become one of the top 3-4 powers in the world by 1935
 

th3freakie

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OHgamer said:
This is to ensure that later historical environment can be maintained with the USA rising to become one of the top 3-4 powers in the world by 1935
*scratches head*

But I've never seen them pass 1850 bellow #2 :confused:

Ah well I guess I had two strange games then. Is there any way for an AI vs AI war ending up in CSA victory, thus gimping both of them and opening space for other players to reach the top?
 

ohms_law

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Honestly, you really haven't had that strange of games at all... What your describing is relatively common.

I have no idea if OH and the rest of the community would be interested, but I've been looking at and thinking about making (somewhat heavy) modifications to the ACW at least for my own personal use. The current ACW is... disappointing.
:(
 

unmerged(83579)

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ohms_law said:
Which event? What country?


# The Health Insurance Reform
# modded by vIP - now Bismarck's reforms are split into 3 separate reforms 3004, 3006 and 3012
#########################################################################
event = {
id = 3004
random = no
country = GER

trigger = {
atwar = no
reform = { type = health_care value = none }
}
 

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I concurr. At least, it should last 2-3 years. Here, in a couple of months, it's over. :(
CSA do surrender way to easily.
 

OHgamer

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cykin said:
# The Health Insurance Reform
# modded by vIP - now Bismarck's reforms are split into 3 separate reforms 3004, 3006 and 3012
#########################################################################
event = {
id = 3004
random = no
country = GER

trigger = {
atwar = no
reform = { type = health_care value = none }
}

odd, that should only fire if the health_Care is set to none, not if you already have good health care.

As far as I understood, the event only fires if set at the specific level mentioned in the trigger. I could be wrong, but that is the impression I've always worked on

You are saying you had good health care and it fired? :confused:
 

OHgamer

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here is the trigger for CSA to surrender (Event 14235 in scenarios/vipscen/events/vanilla/csa.txt) :

Code:
	trigger = {
		war = { country = CSA country = USA }
		OR = {
			AND = {
				occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
				war_exhaustion = { country = CSA value = 3 }
				OR = {
					ai = no
					NOT = {
						ai = USA
						}
					}
				random = 10
				}
			AND = {
				occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
				war_exhaustion = { country = CSA value = 4 }
				OR = {
					ai = no
					NOT = {
						ai = USA
						}
					}
				random = 15
				}
			AND = {
				occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
				war_exhaustion = { country = CSA value = 6 }
				OR = {
					ai = no
					NOT = {
						ai = USA
						}
					}
				}
			[b][color=pink]AND = {
				ai = yes
				ai = USA
				OR = {
					occupied = { country = CSA data = 30 } # 30% or more of CS provs in enemy hands
					war_exhaustion = { country = CSA value = 6 }
					}
				NOT = {
					alliance = { country = CSA country = ENG } #alliance with some outside power
					alliance = { country = CSA country = FRA }
					alliance = { country = CSA country = MEX }
					alliance = { country = CSA country = PRU }
					alliance = { country = CSA country = GER }
					alliance = { country = CSA country = SPA }
					alliance = { country = CSA country = RUS }
					alliance = { country = CSA country = AUS }
					alliance = { country = CSA country = CAN }
					}
				}
			AND = {
				ai = yes
				ai = USA
				occupied = { country = CSA data = 40 } # 40% or more of CS provs in enemy hands
				OR = {
					alliance = { country = CSA country = ENG } #alliance with some outside power
					alliance = { country = CSA country = FRA }
					alliance = { country = CSA country = MEX }
					alliance = { country = CSA country = PRU }
					alliance = { country = CSA country = GER }
					alliance = { country = CSA country = SPA }
					alliance = { country = CSA country = RUS }
					alliance = { country = CSA country = AUS }
					alliance = { country = CSA country = CAN }
					}[/b][/color]
				}
			}
		}

the first three cases denote trigger conditions for when CSA is human or USA is human. the last two cases, highlighted in pink, are for when both CSA and USA are ai-controlled.

If CSA is not allied to a major power (and we can expand the list if felt needed, note there is no simple way to say "is allied to human") then CSA will get the even when either 30% of its territory is occupied OR war exhaustion is 60% or more. If CSA IS allied to a major power, the event will fire only if 40% or more of CSA territory is occupied.

If the event fires, there is currently a 3% chance the CSA will reject peace overtures and continue fighting.

So the question is does the 60% exhaustion level for CSA represent too low a level. There is nothing we can do to slow down the rate at which CSA builds its war exhaustion - that the CSA AI throws its armies into bloodbaths and gets high war exhaustion within a year is pretty much beyond our control.

if we raise the WE level higher, there is the increasing chance that the USA and CSA will white peace out, which will have deleterious affects on maintaining the historical lines of development for the AI at the global level.

Play 100 games where AI USA fails to defeat AI CSA, and you will find the environment that you play in is going to be very, very odd. A united USA post-1865 is a key component in keeping the environment in which the player of a third nation playing on a fairly historical keel. Without it, a lot of weird things in regards to not just geopolitical development (as there are quite a few events for geopolitical events in other parts of the world that depend on a post-Civil War USA existing), but geoeconomic development will happen.

Now, if players feel that the clause of the trigger that deals when CSA is in alliance needs further expansion to include more nations the human may be playing, then that I am open to discussion regarding which nations should be added. But, given the current setup where both are AI and neither are in alliance, with a 3% chance the war will continue on the CSA's part, I feel that any further changes will make the likelihood of CSA survival in a strictly AI-AI environment to be too high a percentage of overall games played.

The reality is the CSA lost the war. Unless the human player is involved and wants to play hand of fate to alter the historical result, I see no good reason in a mod whose primary focus is to provide a historical environment in which to play the game, why there should be greater than a 3% chance the CSA contiues the war even after it has reached either being 30% occupied or reaching 60% war exhaution.
 

th3freakie

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Hm... I think one of the problems here is the 30% occupied thing. Since it seems to happen while the USA also have around the same amount occupied, and thus to a player looking at the map the event seems to kill the CSA when they had the war at least tied.
Is it possible to make the event not trigger if the same CSA control 30% (or another value) of the USA?

Another idea would be to make the result more dependent of the event that starts the war. One could have a very unlikely event (say, the 3%) in wich the CSA would start very strong, and thus realisticly win, and another where it would start weak and thus lose without needing the event.

Then again... that doesn't solve the issue of the war ending too fast, wich is the only real "problem" I see. Can the two be forbiden to peace out, HOI2 style?
 
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