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Just some of my observations from playing a game as Germany. Only one weird bug that I found was when I was attacking in Yugoslavia, the arrow was yellow instead of red and the troops would take a month to get the next province. Aborting the movement do not change this. Upon a save and reload this went away. The troops attacked normally and moved into the province within a few days/week. Never noticed this during the campaigns in Poland, France, Norway and UK (did sea lion :).

Other observations I have noticed which are plus points, the US dropped 6 para's on Birmingham (defeated this assault, although they must have flown in from the US!). They also launched several amphibious assaults on the UK mainland while this was going on, all defeated by sending my small fleet to get the transports.

My sub fleets do sink convoys and surface raiders sink escorts. Subs don't seem to take any damage from convoy raiding but the surface raider (1 heavy cruiser sent on combat patrol in the same area as subs) seems to get damaged quite easily dropping to almost 80 strength. Also my subs seem to be able to hold there own against destroyers, although these have been no higher than level 3 with no ASW attachments. Not sunk anything yet with subs but they take more damage than I do (subs grouped in three's, usually 2 destroyers as the opponents).

Other point (i know probably being worked on) but just allied with Japan, they have 23 CV's! but I gave then the tech for level 4 CV's!!! Currently in 42, 36 campaign.
 
Same issue as the one above - now that producing INF doesn't happen "by default", pretty much all nations will need to be told to produce more of them.

In fact what you have to do is to tell them to not produce ANYTHING AT ALL, if you want something even remotely historical as buildup. Just a way to tell a nation to STOP to buildup its military for god's sake. Currently there is no way to prevent Denmark from building those retarded lvl1 Tacs or in the new version lvl1 DDs while everybody knows that they spent their money on welfare these days.
 
I suppose I'm finished with a japanese game i've just played (my side lost.. which is a good thing!).

-Of course I defeated china.
-I influenced venuzuala and argentina and got venuzuala to join, but Argentina never would, even with 200 relations and similar sliders. Maybe this was because Ven was before china war and Arg after?
-Everything went historical in Europe except Germany never declared war on USSR
-I used my ally Venuzuala as a forward base of operations in a take over of South America
-After a couple countries down in South America, USA declared war on me (1942)
-Later in 1942 USSR DoWed me! (she was still at peace with Germany, I am not allied with axis)
-Early 1943 USSR DoWed Germany which resulted in the world at war and a few minors sided with Germany at this point due to soviet agression
-USA slowly pushed me out of, and gobbled up South America and my recently conqured/released Australia, it did some island hopping too and helped out UK in africa/mid east
-The endless hordes of Russian infantry and tanks! stopped me cold and put me on desperate defense in Asia, Germany made slow progress twoards and eventually a little east of Moscow

-The UK at one point launched a paratrooper drop on Hiroshima! Its closest air base was in the phillepeens so no clue how they got that far. Was still fun to see.

-Despite doing what I could around the world to distract the USA, and usualy winning all naval engagements, the game was decided by the huge USA airforce zerg. It basically obliterated anything that moved near the front lines. Germany was bombed to smitherines, its allies troops destroyed from the air, then bogged down in Russia and landings in balkans/italy spelled its doom.

Overall one of the most fun games i've played in a very very long time. Was so refreshing to see things unfold in an unexpected manner, and to be beaten!.

1. convoys for puppets/released nations etc. Thanks for giving new countries 10 convoys on creation, but they are all almost instantly destroyed by the enemy. I would really really like to see the ability of the master to give convoys to the puppet or an ally in the "open negotiations" screen. I released India and after a week the convoys from India to ceylon were dead. Would be nice if any and all countries would produce some convoys when they need them too.

2. about puppets and allies in general, could the default AI be adjusted some so they do a bit more on their own besides sit within their own borders? Basically all of my minor "allies" just sat there within their own borders throughout the war and did not help.

3. How am I supposed to ever join axis/germany if I'm at war with china and/or the allies, and have my puppets within my alliance already? Was frusterating to have the world at war and never be able to join the axis officially.

Everything is looking good though. I'm sure with some balance adjucements this patch will be great. I kinda feel like playing again right now from 1936 to try things differently and made win this time.
 
I played a game as japan the other day and communist china wanted to ally with me a bit weird..
I understand that it can have something to do with we are at war the USA and by allying with Japan and China that can be a better situation.

japmz.png
 
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In fact what you have to do is to tell them to not produce ANYTHING AT ALL, if you want something even remotely historical as buildup. Just a way to tell a nation to STOP to buildup its military for god's sake. Currently there is no way to prevent Denmark from building those retarded lvl1 Tacs or in the new version lvl1 DDs while everybody knows that they spent their money on welfare these days.
I so agree with this......................so many micros end up with 30 lvl 1 tacs and 30 lvl 1 destroyers as well as a huge stack of infantry.................hundreds and hundreds of useless,game taxing units.............
 
I so agree with this......................so many micros end up with 30 lvl 1 tacs and 30 lvl 1 destroyers as well as a huge stack of infantry.................hundreds and hundreds of useless,game taxing units.............

+1 yes, definitly. Minor countries need a max.unit number!
It could be modified by national & social ideas (e.g. Imperial World View, Parochial World View, Militaristic Focus --> more units, Conciliatory World View, Liberal Focus, Enterprise Focus, Welfare Focus --> few units)
I guess the Ideas are the best tool to get the max.unit numbers
 
Besides building junk units, the minor AI can also build too much good stuff. I have reproduced the following effect in two recent games:

While playing as human USA and giving all AI + 20% IC, MP, and RES, I started giving Philippines +5 Energy and +1 Oil for free per day starting early JAN 1936 thru a trade.

In both cases, by DEC 1941, Philippines had 13 vanilla INF!

Somehow, this does not seem right.

This is one of those things never seen in a hands off game of course and it can be avoided by the USA not giving them the free resources, but it still needs to be fixed by something other than "house rules".
 
Besides building junk units, the minor AI can also build too much good stuff. I have reproduced the following effect in two recent games:

While playing as human USA and giving all AI + 20% IC, MP, and RES, I started giving Philippines +5 Energy and +1 Oil for free per day starting early JAN 1936 thru a trade.

In both cases, by DEC 1941, Philippines had 13 vanilla INF!

Somehow, this does not seem right.

This is one of those things never seen in a hands off game of course and it can be avoided by the USA not giving them the free resources, but it still needs to be fixed by something other than "house rules".

Well, but it seems far better producing INF than INT or DD in large quantities. As several guys have pointed out before: somehow the AI should be taught not to produce anything at all, when a certain number of units has been created.
 
A few comments on the 1/06 Beta 1 (not in any particular order):

Syria has no IC when liberated following its conquest by the British - hence never produces (and cannot support) any units.

Somalia seems to have a very small manpower pool of (0?) when it is created so it makes unit which then attrites to 0.

Italy doesn't even bother to garrison Rome... Surely it could check for coastal areas with beaches and make some efforts to send troops there?

Soviet Union - the changes to the defence ability of the troops as the SU gets more rteady for war appears to be miniscule.

Generally the AI of minor powers, (Hungary etc.) is utterly cretinous. Wouldn't it be nice if you could take control of all forces in a region/area/province etc instead of all or nothing for the allied countrys.

Otherwise pretty good fun!
 
Generally the AI of minor powers, (Hungary etc.) is utterly cretinous. Wouldn't it be nice if you could take control of all forces in a region/area/province etc instead of all or nothing for the allied countrys.

my idea: ability to give them general orders e.g. "protect your borders/beaches", "protect key provinces", "limited offensive" (30% sent to engage enemies, rest protects country), "offensive" (e.g.75% sent to engage enemies), "occupation" (sends about 2/3 of ground forces to occupied provinces to reduce partisan activity)

would limit micromanagement and could make minor allies useful
 
I found a spelling error on the information window when you select Norway in 36 and 39.
Not a big deal just wanted to post it. maybe it can be corrected one day. By the way any one now ere we can find the propaganda posters to the fantasy scenarios? from armageddon.


norwayinfo.png

Nasjonal Samling (National Gathering) not nosjonal samling




http://en.wikipedia.org/wiki/Nasjonal_Samling
 
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I have a question: In how far the upgrade costs depend (in IC) together with the expansion of infrastructure??

The following Background: Vanilla AoD 106b1 hotfix 01/01/1936 00:00 hour Germany

1. 109 IC upgrading cost

2. 132 IC with province.csv (02/10/2010) from No Mercy mod (eg Berlin = 130% Infra)

3. 195 IC with my province.csv (eg Berlin + a few other Provinces to 200% Infra)

The only file I edit was province.csv .
 
My first impression on 1.06 Beta. Played as USSR 1936 scenario.

Infrastructure now costs 2 IC ..... nasty surprise. Goodbye, huge Infra buildups of 1.02.:(
"Defensive world view" now has no Land defence bonuses. So this ideology seems to be almost useless.
By the way, why Soviet Union in 1936 has defensive ideology? It's ideology till 50's was pure Revolutionary Pioneering Outlook. Is it a bug?
A small dilemma - on the one hand, I agree with the free commander promotion, but on the other hand - isn't it too gamey? I mean - letting an average major general, having only one skill point, command an entire 12 division army is utopia. At least in reality.

Bugs:
1. Soviet province named "Vologda" has spelling error in the game - "Volodga". "Vologda" is the right spelling.
2. "Civil expences" slider - for example, I have civil expence needed in amount of 50. In case of national dissent I'm moving the slider towards 65 to decrease the dissent. The slider moves and shows that national dissent will change -0,05 per day. But the amount stays 50. An example of virtual money in AoD :D
 
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For the event Surrender events - Partition of United Kingdom
I think this line could be added.

#Incase Argentina has taken the Falkland Islands
command = { type = secedeprovince which = ARG value = 866 } # Falkland Island

ukfalkland.png


scotlandm.png

Would be nice if Scotland cold build a level one coastal artillery in Edinburg.
 
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Could someone post an example of what Germany is building in 1940 along with their MP? Has Germany build order finally been fixed?
 
Infrastructure now costs 2 IC ..... nasty surprise. Goodbye, huge Infra buildups of 1.02.:(
Not really - it costs 2, but the time needed has halved. You can build as you did before, but must do it a bit differently. The new time does make building Infra during wartime to increase supply to important sectors a more reasonable proposition, though.

By the way, why Soviet Union in 1936 has defensive ideology? It's ideology till 50's was pure Revolutionary Pioneering Outlook. Is it a bug?
This is a judgement issue, of course, but I would say that USSR was more "Revolutionary Pioneering" up until around Trotsky's death - after that the war fatigue of the civil wars and the (growing) paranoia of Stalin made it much more "Defensive" in outlook. The main reason for the grabbing of land after WW2 was as "buffer states" to protect a Russian heartland that, naturally given her geographical position, tends to feel threatened on all sides. Japan, China, British India, the Middle East and Europe (first increasingly fascist/nazi and then American) are not a set of neighbours that would make me feel relaxed and at ease, either, I have to say!

2. "Civil expences" slider - for example, I have civil expence needed in amount of 50. In case of national dissent I'm moving the slider towards 65 to decrease the dissent. The slider moves and shows that national dissent will change -0,05 per day. But the amount stays 50. An example of virtual money in AoD :D
The civil expenses slider can be set high, but the system will always spend only what it needs to if there is no dissent. If there is actual dissent and it stays at 50, that is a bug. But when the dissent is gone it should automatically go back to 50 - this means that you don't have to micromanage it as dissent comes and goes - it will always spend to reduce dissent only when it needs to.

Could someone post an example of what Germany is building in 1940 along with their MP? Has Germany build order finally been fixed?
The bug that was messing with the build schemes has been fixed, but the build schemes (which had been modified to cope with the bug) have not been rebalanced to work well with the new, bug-free system yet.