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The explanation give by more serious historians is not that the Italians were cowards or anything, it was simply that they weren't interested in fighting a war that Germans only really benefitted from.

Any chance of providing these elite Italian elite units I mentioned, minus the morale-losses etc.?

In 1.05 you can make events that provide EXP for certain units. Also in 1.05 you can reduce retooling time by event, can you include that in your mod when you go to war? I can make the event. :)
 
After installing the 1.05 beta 3 patch and the 1.05 hotfix(and starting new games), the game proceeded to crash to desktop within a week or two after starting a war(either against Republican Spain in 1936 or against Poland in 1939). I am assuming that this is because the beta patch is still decidedly buggy.
 
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After installing the 1.05 beta 3 patch and the 1.05 hotfix(and starting new games), the game proceeded to crash to desktop within a week or two after starting a war(either against Republican Spain in 1936 or against Poland in 1939). I am assuming that this is because the beta patch is still decidedly buggy.

I'm more willing to say it might be due the fact the mod hasn't been updated to be 1.05 compatible. 'Obsolete' (patch-wise) mods shouldn't be run with newer patches unless there is proper guarantee it actually works.
 
On 4th September 1939 as Germany, I was surprised to see a Greater Columbia event happen. :S Is this normal?
 
I'm more willing to say it might be due the fact the mod hasn't been updated to be 1.05 compatible. 'Obsolete' (patch-wise) mods shouldn't be run with newer patches unless there is proper guarantee it actually works.

Correct, I have not (yet?) updated the Mod to v1.05. I have been busy at work and haven't had as much time for modding as I used to. I have not downloaded the v1.05 patch yet, but if the devs changed more than just the .exe file, then that would imply a lot of work to get the Third Reich Mod running properly again.
 
On 4th September 1939 as Germany, I was surprised to see a Greater Columbia event happen. :S Is this normal?


Greater Colombia gets created if south america feels "threatened". My definition of "threatened" is if Spain or Portugal join the Axis, since Spain and Portugal were former colonial masters of the continent. It is logical to think that if Mussolini wanted to re-create the Roman Empire, then Franco would want to re-create the Spanish Empire if he joined the Axis. Greater Colombia also forms if Germany captures London or key islands in the Atlantic, because that would mean the Allies are losing the war and the Axis might focus its ambitions on the Americas. This is more of a flavor / alternate history thing than anything else. The only way the event will trigger is if Germany is doing well in the game, better than it did historically. Besides, I was living in Colombia when I designed the Third Reich Mod so I wanted to bring Colombia into the game somehow....
 
Greater Colombia gets created if south america feels "threatened". My definition of "threatened" is if Spain or Portugal join the Axis, since Spain and Portugal were former colonial masters of the continent. It is logical to think that if Mussolini wanted to re-create the Roman Empire, then Franco would want to re-create the Spanish Empire if he joined the Axis.
I don't understand the logic. Franco didn't think like Mussolini?! Franco only had interests in Gibraltar and French Africa, certainly not South America.
 
I haven't got around to playing this 3rd Reich mod. Since it tries to be more realistic re REL WWII and make Germany's game much harder like it was in RL, I would like to add a suggestion:- Germany's intelligence network was riddled with people working for the Allies or the Russians. Perhaps, if it hasn't been done already, one could make most of those mentioned in the Intelligence section of Germany give Germany significant reductions in intelligence effectiveness - almost all of those mentioned therein were, in RL WWII, major opponents of the Nazi regime, working hard against it. Just an idea.
 
If you are still taking suggestions I have a couple for you.

1. Scharnhorst and Gneisenau were designed to be up-gunned to twin 15-inch turrets, which would solidify their classification as battleships. Due to the constraints of war, this re-fit never happened. How about creating an event which removes BC IV model Scharnhorst/Gneisenau and adds a BB IV?

2. JG 7 was formed as the first operational jet fighter wing. How about an even adding a Turbojet Fighter or Turbojet interceptor wing, with 2-3 battle stars worth of experience, and also with strength perhaps capped at 40?

3. Anti-tank guns are still not worthwhile IMO. Artillery provides much more SA, toughness, defensiveness, almost as much HA, and doesn't cost much more. Further balancing is needed, as it is still a nobrainer to attach arty to virtually any leg infantry (sometimes Eng).

4. Similarly to (3), SPA is extremely potent, followed closely by Assault guns. Both add lots of firepower, toughness, and defensiveness. Tank destroyers lag far behind, aren't worth what they cost to produce, and I find that I only build them for variety/flavor. I realize that adding too much hard attack is very dangerous ie it makes armor/heavy armor brigades very vulnerable. A little balancing for these brigades may be necessary.

Great mod! I gave up on my first play-through....I built too many bombers and not enough armor/brigades. The lack of armor sure made me appreciate SS Das Reich - Armor V! I sure have a new respect for the allied air forces too. I only won air superiority over my own territory by virtue of many wrecked 109s :(
 
If you are still taking suggestions I have a couple for you.

Yes, suggestions are always welcome.


1. Scharnhorst and Gneisenau were designed to be up-gunned to twin 15-inch turrets, which would solidify their classification as battleships. Due to the constraints of war, this re-fit never happened. How about creating an event which removes BC IV model Scharnhorst/Gneisenau and adds a BB IV?.

As long as there is a way to check whether the units still exist and have not been sunk, then I could make that event. The resource cost would be equal to the production cost difference between the BC and BB. Regarding model, I guess they should be BB IV like you recommended (which would be model = 3 in the event text itself). This makes those ships one generation less than Bismark and Tirpitz.


2. JG 7 was formed as the first operational jet fighter wing. How about an even adding a Turbojet Fighter or Turbojet interceptor wing, with 2-3 battle stars worth of experience, and also with strength perhaps capped at 40?

The Mod already includes event 79991 which creates the Jagdverband 44 wing equipped with Me-262. Should I change the text and talk about JG 7 instead of JG 44?


3. Anti-tank guns are still not worthwhile IMO. Artillery provides much more SA, toughness, defensiveness, almost as much HA, and doesn't cost much more. Further balancing is needed, as it is still a nobrainer to attach arty to virtually any leg infantry (sometimes Eng).

There is a BIG difference between AT and Artillery that you might not have noticed -- AT costs one less manpower point. If you brigade all your leg infantry divisions with AT rather than Arty, you will save more than 100 total MP. That becomes very important later in the game because you will need those MP as reinforcements once the Germans begin taking heavy casualties.


4. Similarly to (3), SPA is extremely potent, followed closely by Assault guns. Both add lots of firepower, toughness, and defensiveness. Tank destroyers lag far behind, aren't worth what they cost to produce, and I find that I only build them for variety/flavor. I realize that adding too much hard attack is very dangerous ie it makes armor/heavy armor brigades very vulnerable. A little balancing for these brigades may be necessary.).

I never build TD in my games so I guess I never noticed. I can take a look at the stats and maybe bump them up a bit. I believe that IRL Germans industry produced far more Assault Guns (especially StuG III) and SPA than they did Tank Destroyers. For example, they only produced 88 Jagdtiger and 415 Jagdpanther during the war (according to Wikipedia).


Great mod! I gave up on my first play-through....I built too many bombers and not enough armor/brigades. The lack of armor sure made me appreciate SS Das Reich - Armor V! I sure have a new respect for the allied air forces too. I only won air superiority over my own territory by virtue of many wrecked 109s :(

The air war could be even more interesting if I ever get around to updating this Mod for AoDv1.05. I saw in the changelong that the AI now prioritizes targeting enemy national provinces. If this works, then instead of bombing France to no effect, the USAAF and RAF will focus on Germany proper and really hurt the Player's IC. I was very happy to see this in the v1.05 changelog because I had made a suggestion on the bug/suggestion thread to improve AI strategic bombing preferences.
 
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That becomes very important later in the game because you will need those MP as reinforcements once the Germans begin taking heavy casualties.

But since ART is 'superior' in every basic aspect, if you save manpower by using AT you're far more likely to take more casualties in important fight due the nature of AT brigades, while with ART you have less manpower reserve but the extra punch and possibly less casualties. Yes, it's mostly speculative but statwise considering the nature of larger battles even marginal boost (presuming it's superior in every aspect) is more welcome than the less effective solution.
 
Don't get me wrong. I agree that i)artillery is probably more useful in long battles due to added firepower and ii) savings of 1 manpower per brigade is pretty huge. Still, I feel that if your goal is to encourage players to build more than one kind of brigade (150 divisions all with ART), then a buff to AT is probably necessary, particularly since armored divisions are so strong in AoD.
 
The Mod already includes event 79991 which creates the Jagdverband 44 wing equipped with Me-262. Should I change the text and talk about JG 7 instead of JG 44?

Well, Jagdverband 44 was definitely an elite unit (the knight's cross was effectively their unit badge, as so many of the pilots had been awarded one). I actually didn't play long enough to have it appear, so that's fine by me.

On a side note, the preferred spelling should be Limeys rather than Limees.

Pls forgive the double post.
 
On a side note, the preferred spelling should be Limeys rather than Limees.

Given how many Brits I work with, I guess I should have known how to spell that right.... I will make the change if I update AoD.


I will also take a look at AT Brigades. Do you have any suggestions, like +1 to toughness and/or defensiveness for every AT model, or maybe I could reduce the IC cost for each model by 1? My goal is to strike a balance whereby the Player is equally well off attaching Arty, AT, or Assault Guns to a leg infantry division. Some brigades might have better overall stats, but others would cost less IC, some may require more or less manpower, obviously the AG would burn fuel and also force to research the tech path of Tank Destroyer, etc. I want it to be a decision that the Player has to make with each game that has no obvious right-or-wrong answer. Always attaching an Arty brigade to every division is kind of boring, after all.