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Possible bug: Slider AI / infrastructure

Slider AI does not assign IC to infrastructure while at peace. IC and infra built by the AI are thus only half finished. When at war, IC is immediately assigned and IC / infra completed.
 
Here's a picture of the Belgrade super-stack. As you can see, Barbarossa is well underway, but the AI prefers to use these vital divs to garrison Serbia instead.

They were finally moved to the front in late 1942.

EDIT: Another observation. USA AI seems to build a lot of radar stations. This is completely pointless and a waste of IC.
 
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You mean like no IC at all for the Infrastructure slider?

Yes, debugai shows it nicely. Infra and IC builds stay half finished (can be seen when clicking on the province). Of course this is CORE 0.50.16, but that should not matter.
 
@Tegetthoff

Very strange, I'll look into it. Can you provide details into how to reproduce it,or does it always happen?

@Manfred

So the AI eventually does move those units.

Unfortunately that is the pace at which the AI reacts to these things. The fact that German-occupied Serbia is an enclave after Croatia is created doesn't help,quite the contrary. This is an issue tied to the very basics of the engine. Sadly not something that can be changed in a patch.

As for the USA's build, I'll tone down the radars. There are likely many more such problems that will be fixed as we go.
 
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@Manfred

So the AI eventually does move those units.
Unfortunately that is the pace at which the AI reacts to these things. The fact that German-occupied Serbia is an enclave after Croatia is created doesn't help,quite the contrary. This is an issue tied to the very basics of the engine. Sadly not something that can be changed in a patch.
You should at least remove the Serbian enclave by giving the provinces of Bjelovar and Osijek to Germany. Croatia can have Banja Luka, Zenica and Sarajevo instead. Pristina should go to Italy.
 
Something that may need correction:
1) The default AI setting after a fresh install is weakling, I didn't notice this until I tried to change some things later on. Without noticing this this may result in some false observations regarding AI capabilities.
2) In our CORE mod we have some settings like difficulty, speed, AI aggressivness set up per scenario file but these settings are ignored. Without a separate config.eu file a mod uses the vanilla settings as it's own default settings.

EDIT: the mod then creates it's own config.eu file based on the vanilla one. Every changed setting is then stored in this local file and used. The only question is why it ignores the setting from the scenario file - AFAIR it worked in Armageddon and previous versions but I'm not 100% sure on this.
 
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1) It's not a problem. In AoD aggressiveness is how likely the AI is to declare war on his own (read : "how likely the AI will go bonkers declaring wars left and right"). "Weakling" is an adequate setting.

2) I'll look into the issue of "config.eu" and moddir.
 
1) It's not a problem. In AoD aggressiveness is how likely the AI is to declare war on his own (read : "how likely the AI will go bonkers declaring wars left and right"). "Weakling" is an adequate setting.

2) I'll look into the issue of "config.eu" and moddir.

I asked this in another thread but did not get an answer: will max AI agressive setting cause little wars to break out in other places ? (argentina DoW a neighbor for example?). I like games to have a bit of chaos theory in them, but I always thought the AI agression setting did nothing. I will try this latest beta with AI agressivness set to max.

p.s. the patch line about puppets only sending exes. to its master is disapointing, I like for my puppets/allies to do things on their own, and one of the only ways to do this was to have another country in my alliance with it's own offensive AI. It would then get exes. from manchuria or what not, and "do its own thing". It added to replayability, when you leave your allies to do their own thing, for better or worse. Sometimes they helped you in unexpected ways, sometimes they did the wrong thing and threw a wrench in your plans.
 
Yes, it's entirely possible for things to go seriously a-historical with max aggressiveness.

@ Denniss : "config.eu" is entirely compatible with moddir. If you want a certain set of game options to be presented by default, what you do is :

1) Start vanilla AoD.
2) Set the options to what you want them.
3) Quit
4) Copy the "config.eu" in the main AoD folder to the "mod-CORE2" folder.

When you run CORE, the "config.eu" in the "mod-CORE2" folder with the desired options will load. All you need to do next is to include it in the install pack.
 
Isn't this really as it should be as IRL the US/UK was major exporters of raw materials, i.e. Japan had to start war with the US to try to conquer it's own resources when the US embargoed them because of the war in China. To edit the scenarios to compensate for your own action seems a bit odd. /Mattias

Duh -- I don't get it! Maybe I'm just getting old timers disease in my old age, but I never thought that rares were raw materials. For some strange reason, I always thought that they were stuff like rubber, silk, tungston, and uraninum. Correct me if I am wrong here.

As to why I edit the scenarios, it is because I get tired of winning easily all the time. Don't you all?
 
Duh -- I don't get it! Maybe I'm just getting old timers disease in my old age, but I never thought that rares were raw materials. For some strange reason, I always thought that they were stuff like rubber, silk, tungston, and uraninum. Correct me if I am wrong here.

As to why I edit the scenarios, it is because I get tired of winning easily all the time. Don't you all?

Rubber (well,the natural one), tungsten and uranium are raw materials :) ( silk seems to be the odd one out here )

Rubber needs to be vulncanized or otherwised refined in a variety of industrial processes, tungsten needs to be processed as well. As for uranium, obviously, one needs to enrich it.
 
Spain invades Portugal

Suggestion

France can gain hawk lobby and interventionism moves if either N.Spain or R.spain invades portugal. Becuse France should be a littel worried if there rival nabour is getting to agreesive. UK can gain hawk lobby I know UK garentues Portugals indepence. Maybe it should have had some effect for Germany and Italy too but this is just a suggestion. This move is very ahistorical most likely or only happend to human player. A leftwing R.spain would be a naurual enemy to Portugal.

Something for a later time maybe Portugal could have possibel more acitve role in the spanish civil war.
 
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Italy still won't supply her African colonies

As in 1.06B1, AI Italy doesn't make ANY convoy routes so its colonial troops will starve. The only convoy route it has is Sardinia to Rome, but thats because it has been their from the start.
Whenever I take control of Italy, within the next (game) day all the convoy routes are automatically made, so I'm confused.

Its on auto convoy for all the options.
Is it a corrupt install? Am I doing something wrong? Is it because Tripoli, Massauau (?) and the other African port already have supplies? Please help. :)

Oh nuts, I just tested it on my 1.02 vanilla and the same there, corrupt install most likely? But its just Italy, all the other countries (UK, USA etc) are able to supply their overseas territories. Although, when I loaded up as UK, the auto convoy made 9 more convoy routes, including one to Malta and Egypt. (auto trade with other countries isn't on) :confused:
 
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Overall you've got a great idea about tying the poor Soviet performance to lower morale instead of GDE. But you made a couple of mistakes:
1) If a player chooses option B in the Purge there is no morale loss to replace, and yet the events for GDE boost (morale revival now) are not slept
2) If the purge event never occurs (e.g, the player somehow replaced Stalin) the events are not slept either
So here is the correction

Code:
#########################################################################
#  The Great Officer Purge Begins
#########################################################################
event = {
	id = 2609
	random = no
	country = SOV

	trigger = {
		minister = 4002 # Iosif in charge
		}

	name = "EVT_2609_NAME"
	desc = "EVT_2609_DESC"
        picture = "gulag"
	style = 0

	date = { day = 1 month = march year = 1938 }

	action_a = {
		name = "ACTIONNAME2609A" # Purge the traitors!
		ai_chance = 100

		command = { type = morale which = land value = -30 }

		command = { type = manpowerpool value = -10 }
		command = { type = belligerence which = SOV value = -1 }
	command = { type = sleepleader which = 9839 }
	command = { type = sleepleader which = 9841 }
	command = { type = sleepleader which = 9843 }
	command = { type = sleepleader which = 9884 }
	command = { type = sleepleader which = 9894 }
	command = { type = sleepleader which = 9896 }
	command = { type = sleepleader which = 9900 }
	command = { type = sleepleader which = 9907 }
	command = { type = sleepleader which = 9910 }
	command = { type = sleepleader which = 9926 }
	command = { type = sleepleader which = 9930 }
	command = { type = sleepleader which = 9951 }
	command = { type = sleepleader which = 9955 }
	command = { type = sleepleader which = 9969 }
	command = { type = sleepleader which = 9974 }
	command = { type = sleepleader which = 9991 }
	command = { type = sleepleader which = 9993 }
	command = { type = sleepleader which = 10006 }
	command = { type = sleepleader which = 10016 }
	command = { type = sleepleader which = 10019 }
	command = { type = sleepleader which = 10028 }
	command = { type = sleepleader which = 10031 }
	command = { type = sleepleader which = 10042 }
	command = { type = sleepleader which = 10054 }
	command = { type = sleepleader which = 10066 }
	command = { type = sleepleader which = 10071 }
	command = { type = sleepleader which = 10114 }
	command = { type = sleepleader which = 10115 }
	command = { type = sleepleader which = 10137 }
	command = { type = sleepleader which = 10138 }
	command = { type = sleepleader which = 10202 }
	command = { type = sleepleader which = 10208 }
	command = { type = sleepleader which = 10215 }
	command = { type = sleepleader which = 10253 }
	command = { type = sleepleader which = 10271 }
	command = { type = sleepleader which = 10276 }
	command = { type = sleepleader which = 10283 }
	command = { type = sleepleader which = 10286 }
	command = { type = sleepleader which = 10297 }
	command = { type = sleepleader which = 10322 }
	command = { type = sleepleader which = 10342 }
	command = { type = sleepleader which = 10349 }
	command = { type = sleepleader which = 10369 }
	command = { type = sleepleader which = 10370 }
	command = { type = sleepleader which = 10371 }
	command = { type = sleepleader which = 10401 }
	command = { type = sleepleader which = 10417 }
	command = { type = sleepleader which = 10453 }
	command = { type = sleepleader which = 10463 }
	command = { type = sleepleader which = 10472 }
	command = { type = sleepleader which = 10477 }
	command = { type = sleepleader which = 10500 }
	command = { type = sleepleader which = 10514 }
	command = { type = sleepleader which = 10515 }
	command = { type = sleepleader which = 10516 }
	command = { type = sleepleader which = 10517 }
	command = { type = sleepleader which = 10518 }
	command = { type = sleepleader which = 10520 }
	command = { type = sleepleader which = 10521 }
	command = { type = sleepleader which = 10522 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }
	command = { type = sleepleader which = -1 }

	command = { type = sleepminister which = 4005 } #Yagoda
	command = { type = sleepminister which = 4007 } #Tukhachevsky
	command = { type = sleepminister which = 4009 } #Orlov
	command = { type = sleepminister which = 4066 } #Smushkevich
	command = { type = sleepminister which = 4006 } #Berzin
	command = { type = sleepminister which = 4010 } #Alksnis

	command = { type = sleepteam which = 3713 } #Tukhachevsky
	command = { type = sleepteam which = 3718 } #Alksnis

	command = { type = ministerofsecurity which = 4041 }
	command = { type = chiefofstaff which = 4051 }
	command = { type = chiefofnavy which = 4061 }
	command = { type = chiefofair which = 4065 }
	command = { type = dissent value = 10 }
	}
	action_b = {
		name = "ACTIONNAME2609B" # No need for brutality
		ai_chance = 0
		command = { type = dissent value = 30 }
		command = { type = domestic which = defense_lobby value = -2 }
		command = { type = domestic which = free_market value = -2 }

		command = { type = sleepevent which = 2651 }
		command = { type = sleepevent which = 2652 }
		command = { type = sleepevent which = 2653 }
		command = { type = sleepevent which = 2654 }
		command = { type = sleepevent which = 2655 }
		command = { type = sleepevent which = 2656 }
	}
}

#########################################
# USSR Great Patriotic War events by Lothos
#########################################

event = {
	id = 2651
	random = no
	country = SOV


	trigger = {
		event = 2609
		OR = {
			year = 1939
			atwar = GER
			lost_national = { country = SOV value = 2 }
		}
	}

	date = { day = 1 month = january year = 1936 }
	offset = 7
	deathdate = { day = 29 month = june year = 1939 }

	name = "USSR_GEAR_1"
	desc = "USSR_GEAR_2"
	style = 0	
	picture = "soviet_strategic_victory"

	action_a = {
		name = "OK"
		#command = { type = ground_def_eff value = 0.3 } # Set it to 0.3 
		command = { type = morale which = land value = 5 }
	}
}
event = {
	id = 2652
	random = no
	country = SOV


	trigger = {
		event = 2609
		OR = {
			AND = {
				year = 1939
				month = 5 # June
			}
			NOT = { exists = POL }
			alliance = { country = GER country = POL }
			NOT = { control = { province = 56 data = FRA } } # Paris
			lost_national = { country = SOV value = 4 }
			}
		}

	date = { day = 1 month = january year = 1936 }
	offset = 7
	deathdate = { day = 29 month = december year = 1939 }

	name = "USSR_GEAR_1"
	desc = "USSR_GEAR_2"
	style = 0	
	picture = "soviet_strategic_victory"

	action_a = {
		name = "OK"
		#command = { type = ground_def_eff value = 0.4 } # Set it to 0.4 
		command = { type = morale which = land value = 5 }
		command = { type = sleepevent which = 2651 }
	}
}

event = {
	id = 2653
	random = no
	country = SOV
	style = 0

	picture = "soviet_strategic_victory"

	trigger = {
		event = 2609
		OR = {
			year = 1940
			war = { country = GER country = SOV }
			lost_national = { country = SOV value = 5 }
		}
	}

	date = { day = 1 month = january year = 1936 }
	offset = 7
	deathdate = { day = 29 month = december year = 1940 }

	name = "USSR_GEAR_1"
	desc = "USSR_GEAR_2"

	action_a = {
		name = "OK"
		#command = { type = ground_def_eff value = 0.5 } # Set it to 0.5 
		command = { type = morale which = land value = 5 }
		command = { type = sleepevent which = 2651 }
		command = { type = sleepevent which = 2652 }
	}
}

event = {
	id = 2654
	random = no
	country = SOV
	style = 0

	picture = "soviet_strategic_victory"

	trigger = {
		event = 2609
		OR = {
			AND = {
				year = 1940
				month = 2
				}
			lost_national = { country = SOV value = 6 }
			}
		}	

	date = { day = 1 month = january year = 1936 }
	offset = 7
	deathdate = { day = 1 month = june year = 1941 }

	name = "USSR_GEAR_1"
	desc = "USSR_GEAR_2"
	action_a = {
		name = "OK"
		#command = { type = ground_def_eff value = 0.6 } # Set it to 0.6 
		command = { type = morale which = land value = 5 }
		command = { type = sleepevent which = 2651 }
		command = { type = sleepevent which = 2652 }
		command = { type = sleepevent which = 2653 }
	}
}

event = {
	id = 2655
	random = no
	country = SOV
	style = 0

	picture = "soviet_strategic_victory"


	trigger = {
		event = 2609
		OR = {
			AND = {
				year = 1940
				month = 5
				}
			lost_national = { country = SOV value = 7 }
			}
		}

	date = { day = 1 month = january year = 1936 }
	offset = 7
	deathdate = { day = 15 month = june year = 1941 }

	name = "USSR_GEAR_1"
	desc = "USSR_GEAR_2"
	action_a = {
		name = "OK"
		#command = { type = ground_def_eff value = 0.7 } # Set it to 0.7 
		command = { type = morale which = land value = 5 }
		command = { type = sleepevent which = 2651 }
		command = { type = sleepevent which = 2652 }
		command = { type = sleepevent which = 2653 }
		command = { type = sleepevent which = 2654 }
	}
}

event = { # Final Raise for all GCs AI or Human
	id = 2656
	random = no
	country = SOV
	style = 0

	picture = "soviet_strategic_victory"


	trigger = {
		event = 2609
		OR = {
			AND = {
				year = 1940
				month = 7
			}
			lost_national = { country = SOV value = 8 }
			AND = {
				ai = yes
				OR = {
					war = { country = SOV country = GER }
					war = { country = SOV country = JAP }
					war = { country = SOV country = CHI }
					war = { country = SOV country = ENG }
					war = { country = SOV country = USA }
					war = { country = SOV country = FRA }
					}
				}
			}
		}

	date = { day = 1 month = january year = 1936 }
	offset = 7
	deathdate = { day = 29 month = december year = 1942 }

	name = "USSR_GEAR_1"
	desc = "USSR_GEAR_2"
	action_a = {
		name = "OK"
		#command = { type = ground_def_eff value = 0.8 } # Set it to 0.8 
		command = { type = morale which = land value = 5 }
		command = { type = sleepevent which = 2651 }
		command = { type = sleepevent which = 2652 }
		command = { type = sleepevent which = 2653 }
		command = { type = sleepevent which = 2654 }
		command = { type = sleepevent which = 2655 }
	}
}	
	
#event = { # first gde jump event
#	id = 2657
#	random = no
#	country = SOV
#
#trigger= {
#	OR = {
#		OR = {
#			AND = {
#				ai = no
#				under_attack = SOV
#				OR = {
#					war = { country = SOV country = GER }
#					war = { country = SOV country = ITA }
#					war = { country = SOV country = ENG }
#					war = { country = SOV country = USA }
#					war = { country = SOV country = FRA }
#					war = { country = SOV country = JAP }
#					war = { country = SOV country = CHI }
#				}
#				lost_national = { country = SOV value = 5 }
#				OR = {
#					NOT = {	control = { province = 189 data = SOV } } # Novgorod for SOV
#					NOT = {	control = { province = 219 data = SOV } } # Smolensk for SOV
#					NOT = {	control = { province = 238 data = SOV } } # Kiev for SOV
#					NOT = {	control = { province = 253 data = SOV } } # Sevastopol for SOV
#					NOT = {	control = { province = 1372 data = SOV } } # Vladivostok for SOV
#					}
#				random = 10
#				}
#			AND = {
#				ai = yes
#				lost_national = { country = SOV value = 10 }
#				random = 10
#				}
#			}
#		}
#	}
#
#
#	name = "fbarb_event8_name"
#	desc = "fbarb_event8_desc"
#	style = 0
#
#	date = { day = 1 month = january year = 1936 }
#	offset = 10 # Check for trigger conditions every 10 days
#	deathdate = { day = 30 month = april year = 1953 }
#
#	action_a = {
#		name = "OK"
#		#command = { type = ground_def_eff value = 0.8 } # Set it to 0.8
#		command = { type = morale which = land value = 30 }
#		command = { type = sleepevent which = 2651 }
#		command = { type = sleepevent which = 2652 }
#		command = { type = sleepevent which = 2653 }
#		command = { type = sleepevent which = 2654 }
#		command = { type = sleepevent which = 2655 }
#		command = { type = sleepevent which = 2656 }
#	}
#}

I have one question though--did you mean to have the effects of the purge wiped out in 1940? Because that's the way you wrote it, whereas originally it might take until 1942.
As you wrote it, the purge would only affect the Finnish Winter War and Historical Barbarossa or even Barbarossa one year earlier would not be affected.

I want to emphasize though that in spite of the imperfections in the new events I like the change because possible early play for the Soviets would be more interesting and modeling for a start earlier than 1936 would make more sense.
 
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Radu,

The lack of infrastructure repair happens for Japan (and Manchukuo) while at peace in CORE 0.50.16. I´ll probably upload this version tonight on the Terranova Beta forum so you can have a look.

I found Yugoslavia having some IC assigned to infra (and not at war).

The moment Japan is at war the IC is assigned and everyhing is fine.

I do not think it is a CORE issue. I have even added infrastructure = 0.05 to the Japan ai file.

Everything was fine in 1.06b1, it just popped up with 1.06b2.
 
Playing as Germany - Grand Campaign. On 2 March 1938 (prior to Anschluss) I had the event 'Baade has died' fire 50 plus times! Checked history and Soviets had Great Purge begins on the same day ....
 
@ Tegetthoff : Issue solved for Beta3.

@ Nomohan : Good catch. Will be fixed for Beta3.

@ MrBonaparte & Rocket88 : Very strange, these kinds of things never even came close to happening in our tests.
 
@ MrBonaparte & Rocket88 : Very strange, these kinds of things never even came close to happening in our tests.
What could affect how the AI handles (or doesn't handle) convoys? I know Denniss told me about having auto convoy off can affect the AI, anything else? Or is it hardcoded?
 
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