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But that is completely ahistorical. Why is this necessary?

With the IC and the resources available CHI can hardly sustain its starting army. There is a strong need to increase IC and therefore resource production. If the AI is not intended to be stupid on purpuse it needs to build infra and IC.
 
Wait, are you talking about Chinese provinces with 150 infrastructure?
yes goes up from 80 to 150 from 36 to somewhere in 37 in Nanjing. i think that is way way too much.
i use this one for the JAP 1936 scenario:

province_development = {
id = { type = 13016 id = 1071 } #type = 4712 id = 2143
name = ""
progress = 0.0000
location = 1184
cost = 2.0000
date = {
year = 1940
month = december
day = 11
hour = 0
}
manpower = 1.0000
close_when_finished = yes
waitingforclosure = no
total_progress = 0.0000
size = 9
done = 0
days = 1783
days_for_first = 200
gearing_bonus = 0.0000
type = infrastructure
}
now JAP is slowly building infra in Tokyo but just finishes one or two while CHI makes 7 in Nanjing alone within a few months.
i suggest to give both such commands in their scenario files.

Pang Bingxun said:
I changed the Italy AI. It builds more infantry and more IC. I also changed research, that section was completely blanc! I did not change the behavoir. Italy has 79 Inf, more than 100 land units at all. Not a single units protects the main land. Is that WAD?
well if you change too much, lol. seems that ITA is invading spain, so strange things can happen, maybe.


EDIT:
With the IC and the resources available CHI can hardly sustain its starting army. There is a strong need to increase IC and therefore resource production. If the AI is not intended to be stupid on purpuse it needs to build infra and IC.
well CHI is designed to be a problematic state, if i'm not mistaken. if adding something i would give them some resources via the provinces.csv instead of highways
 
yes goes up from 80 to 150 from 36 to somewhere in 37 in Nanjing. i think that is way way too much.

This happen in your scenario only. If thing go historic there happen no infraincreasemnt in Nanjing due to japanese advancements.

i use this one for the JAP 1936 scenario:

This is a possibilty. A better solutions were build infra commands for AI events.

well if you change too much, lol. seems that ITA is invading spain, so strange things can happen, maybe.

I made no such changes. SPA joined axis after SPR joined allies in 1940. Something that happens quite often.

well CHI is designed to be a problematic state, if i'm not mistaken. if adding something i would give them some resources via the provinces.csv instead of highways

The alternative is to increase resources and IC. Which values are appropriate?
 
New update.

Improved the way AI assigns leaders to units

some key features:
- no more commando leaders for non pure commando units
- old guard or no traits preferred for commanding transport planes
- HQ units guaranteed to be commanded by Generals or Field Marshalls
- pure panzer units guaranteed to be commanded by Panzer leaders
- pure fast units (panzer, mechanized, motorized, cavalry) favored for Offensive doctrine
- carriers guaranteed to be commanded by Superior tacticians

... plus other tweaks to assign generals with proper traits

Unless it has been changed, and I don't believe that it has -- The real problem with assigning commando leaders to non-comando units was that in actual battle in the game, the combat value was reduced by -10.

This made commando leaders worth less when leading non-commando units than any regular leader.

For instance -- a commando leader with a marine is +10 combat.
A non-commando leader with a marine is +0 combat.
A commando leader with an infantry is -10 combat. This makes no sense!
 
I would prefer China to stay poorer if possible, and if the Japanese AI is too strong, then reduce the Japanese land units. Is this feasible?

It is feasible, but imo it is not desireable. Right now there is quite a nice balance. Before increasing the Infra limit in the events from 50% to 150% the CHI AI was a bit to weak because of being stupid. The optimal solution is to make CHI trade for supplies and to build Infra via regular AI and event commands like "build building=5 size=10" to make the AI start a serial of 10 units Infra.


Unless it has been changed, and I don't believe that it has -- The real problem with assigning commando leaders to non-comando units was that in actual battle in the game, the combat value was reduced by -10.

It is -5% and imo that is plausible. You cannot command regular infantry like a marine corps.
 
Last edited:
Right now it´s just Chongqing that has 150% infra. I don´t mind that one, since most of China´s IC and some resources are located there.

It would be strange, however, to see other provinces rise their infra to the same level (and increase ESE accordingly).
 
Right now it´s just Chongqing that has 150% infra. I don´t mind that one, since most of China´s IC and some resources are located there.

It would be strange, however, to see other provinces rise their infra to the same level (and increase ESE accordingly).

Usually Kunming raises above 100% until CHI runs out of money when ~130% is reached. The solution is balanced quite elegantly as lost divisions require no salaries. The more money CHI has the more Infra is builds.


Here is a new set of changes. It also includes the proper files for nationalist_spain.txt and republican_spain.txt.

Code:
\ai\ger_1936.ai
		max_factor = 0.40 changed to 0.50 
		hq = 2 changed to 3
		interceptor = 15 changed to 21
		multi_role = 0 changed to 6
		cas = 15 changed to 6
		tactical_bomber = 10 changed to 6

\ai\ita_1936.ai
		max_factor = 0.30 changed to 0.40
		infantry = 15 changed to 50
		motorized = 5 changed to 3
		armor = 8 changed to 1
		marine = 0 changed to 2
		bergsjaeger = 10 changed to 5
		garrison = 5 changed to 0
		hq = 4 changed to 2
		interceptor = 5 changed to 6
		tactical_bomber = 5 changed to 3
		naval_bomber = 5 changed to 3
		battleship = 3 changed to 2
		destroyer = 10 changed to 5
		heavy_cruiser = 5 changed to 3
		submarine = 5 changed to 2
		transport = 10 changed to 8
		new written research

\ai\jap_1936.ai
		infantry = 35 changed to 40
		garrison = 20 changed to 15
		
\ai\pol_1936.ai
		infantry = 70 changed to 40
		cavalry = 0 changed to 30

\ai\rom_1936.ai
		infantry = 90 changed to 70
		cas = 0 changed to 20

\ai\sov_1936.ai
		infantry = 30 changed to 58
		motorized = 14 changed to 12
		marine = 2 changed to 0
		bergsjaeger = 3 changed to 0
		interceptor = 4 changed to 6
		multi_role = 5 changed to 3
		cas = 10 changed to 6
		tactical_bomber = 10 changed to 3
		submarine = 10 changed to 0
		endgoal 1951 Inf instead of 1951 Mech

\ai\switch\ger_build_land.ai
		infantry = 22 changed to 16
		motorized = 10 changed to 15
		mechanized = 8 changed to 10
		armor = 4 changed to 5
		garrison = 20 changed to 20
		interceptor = 6 changed to 9
		cas = 6 changed to 3
		tactical_bomber = 5 changed to 3

\ai\switch\ger_build_mix.ai
		infantry = 19 changed to 10
		motorized = 10 changed to 15
		mechanized = 8 changed to 10
		armor = 4 changed to 5
		garrison = 12 changed to 15
		interceptor = 6 changed to 9
		cas = 6 changed to 3
		tactical_bomber = 6 changed to 3
		destroyer = 2 changed to 3

\ai\switch\ger_build_navy.ai
		infantry = 10 changed to 5
		motorized = 6 changed to 12
		mechanized = 6 changed to 8
		armor = 3 changed to 4
		interceptor = 3 changed to 7
		destroyer = 10 changed to 8
		light_cruiser = 10 changed to 8
		heavy_cruiser = 4 changed to 3
		battlecruiser = 6 changed to 3

\ai\switch\ger_build_standard.ai
		infantry = 20 changed to 13
		motorized = 7 changed to 15
		mechanized = 7 changed to 10
		armor = 4 changed to 5
		garrison = 10 changed to 5
		interceptor = 4 changed to 9
		multi_role = 4 changed to 3
		cas = 5 changed to 3
		tactical_bomber = 5 changed to 3

\ai\switch\ger_build_sp_art.ai
		infantry = 26 changed to 19
		motorized = 10 changed to 20
		armor = 4 changed to 5
		interceptor = 7 changed to 9
		multi_role = 4 changed to 3
		cas = 6 changed to 3
		tactical_bomber = 5 changed to 3

\ai\switch\ita_build_land.ai
		infantry = 35 changed to 65
		motorized = 5 changed to 3
		armor = 6 changed to 1
		marine = 0 changed to 2
		bergsjaeger = 9 changed to 5
		garrison = 10 changed to 0
		hq = 5 changed to 2
		interceptor = 5 changed to 6
		multi_role = 5 changed to 0
		tactical_bomber = 4 changed to 3
		naval_bomber = 6 changed to 3

\ai\switch\ita_build_standard.ai
		infantry = 12 changed to 45
		motorized = 2 changed to 3
		armor = 3 changed to 1
		marine = 0 changed to 4
		garrison = 8 changed to 0
		interceptor = 4 changed to 3
		multi_role = 4 changed to 0
		destroyer = 25 changed to 7
		light_cruiser = 7 changed to 5
		submarine = 4 changed to 2
		transport = 10 changed to 8

\ai\switch\sov_build_land.ai
		infantry = 63 changed to 58
		motorized = 9 changed to 12
		armor = 6 changed to 8

\ai\switch\sov_build_standard.ai
		infantry = 52 changed to 47
		motorized = 9 changed to 12
		armor = 6 changed to 8

\ai\switch\SOV_Fin_Demands.ai
		FIN = 15 changed to 10

\ai\switch\sov_germany.ai
		FIN = 15 changed to 10

\db\events\ai_ger.txt
		20007: Changed may random back to 20
		20556: changed back to an earlier state

\db\events\AI_POL.txt
		36972: deleted my own event

\db\events\AI_ROM.txt
		32169: deleted my own event

\db\events\hoi2.txt
		changed back to earlier state

\db\events\nationalist_spain.txt
		changed back

\db\events\republican_spain.txt
		changed back
 
New update.

Improved the way AI assigns leaders to units

some key features:
- no more commando leaders for non pure commando units
- old guard or no traits preferred for commanding transport planes
- HQ units guaranteed to be commanded by Generals or Field Marshalls
- pure panzer units guaranteed to be commanded by Panzer leaders
- pure fast units (panzer, mechanized, motorized, cavalry) favored for Offensive doctrine
- carriers guaranteed to be commanded by Superior tacticians

... plus other tweaks to assign generals with proper traits
Alelujah! Thank you Gunman!
 
@Pioniere

U73-England

We already have J.F.C. Fuller a CoS and CoA but it would be nice to have him as a Minister of Armament (tank proponent), too. I've seen that the U73 leader file (v1.08A) is quite empty: only 6 entries. Some additions would be useful because after a successful Sealion many players are tempted to release U73 to ease their garrison duties.
 
@Pioniere

The pictures of the first soviet light cruisers models are mixed up:

Please rename
Ill_div_sov_22_0 to Ill_div_sov_22_1
and
Ill_div_sov_22_2 to Ill_div_sov_22_0
 
@Pioniere and Denniss

Sd.Kfz. 140 Panzerkampfwagen 38(t) is missing as a german light armor model

MODEL_GER_4_0;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;PzKpfw. I;;;x
MODEL_GER_4_1;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;PzKpfw. IIc;;;x
MODEL_GER_4_2;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;PzKpfw. IIf;;;x

Please revisit the name of the third german light armor model. Although a more spiced-up armor tech tree would be nice to have I'm simply asking to include the main german light armor of the early war years: the Panzerkampfwagen 38(t). The Panzer 38(t) (produced 1938-1942) would also fit better than the PzKpfw IIF (produced 1941-1942) to the historical years proposed by the armor tech tree (1936/1938/1939).

EDIT:
Rename a copy of 'Ill_div_cze_5_2' to 'Ill_div_ger_4_2', if you can't retrieve a picture of a german Panzer 38(t).
The 'c' of the second model isn't necessary any longer if we're going to change the third model.


IF we're going to add a forth light armor model to the armor tech tree, either as another light armor division or as a late-war light armor brigade, we'd add the Panzer II Ausf. L (PzKpfw IIL) "Luchs" which was built during 1943-44 and would fit nicely.
 
@Pioniere and Denniss

'PzKpfw. Nb.Fz.' instead of 'PzKpfw. NbFz. VI'

MODEL_GER_5_1;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;PzKpfw. NbFz. VI;;;x
The name of the second german armor model should be revisited, too. According to wiki 2 versions of the NeubauFahrzeug have been developed, so that it seems to be better to remove the added number (VI), because it simply designates the origin of the design.

quoted from wikipedia:

(...) Rheinmetall's design was designated PzKpfw NbFz V (PanzerKampfwagen NeubauFahrzeug V), and the Krupp design PzKpfw NbFz VI. (...)
 
(...)
Anyway that's awesome about the shore bombardment, I always felt the coastal aspect of the game was lacking - coastal forts for example, as coastal guns played a significant role in the Scandinavian front, etc. Perhaps coastal forts could work like Anti-air guns against ships in bordering sea provinces, as radar affects adjacent provinces, or maybe creating a new mission type like artillery bombardment particularly to strike sea provinces for some kind coastal defense brigade? The former option may even go a ways to represent sea mines in the game, making crossing straits, raiding ports and bombarding the shore a more risky proposition - within reason of course, a large Pearl Harbour style raid could knock out coastal forts as bombers installation strike AA guns.
(...)

"Perhaps coastal forts could work like Anti-air guns against ships in bordering sea provinces" if these have a mission (shore bombardment or invasion) which targets their own or one of the neighbouring provinces. Fleets passing through one of the bordering sea provinces shouldn't be harmed at all.

Should the shore bombardment mission be limited to provinces which actually have a beach? Without forward artillery observers it would be quite difficult for them to actually hit anything beyond their visibility range.
 
This is likely since the latest 1936 eng AI file has 10 armour versus 14 inf indicated whereas a 1936 eng AI file from a couple of years ago had 26 inf versus 0 armour. Change the AI file to adjust to this.

This game does not reflect well that fact that many earlier armies had all their tanks attached to inf divisions instead of in armour divisions. Adding more inf attachments to a division would help this.

Maybe move the activation of the armour (unit) model(s) to a later doctrine, so that the ai can only build tank brigades until the usefulness of combined arms, i.e. fully integrated armoured divisions, is proven by the Sichelschnitt? ;)
 
New update.

Improved the way AI assigns leaders to units

some key features:
- no more commando leaders for non pure commando units
- old guard or no traits preferred for commanding transport planes
- HQ units guaranteed to be commanded by Generals or Field Marshalls
- pure panzer units guaranteed to be commanded by Panzer leaders
- pure fast units (panzer, mechanized, motorized, cavalry) favored for Offensive doctrine
- carriers guaranteed to be commanded by Superior tacticians

... plus other tweaks to assign generals with proper traits

Good news. Thanks!

I'm looking forward to the final v1.08. :)
 
Yes, Fürstbischof your right about the U73 and fuller maybe we could give him that post.
Thanks for the model info about soviet and Germany. Hopefully that should be corrected.