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I have the same problem as the thread starter. I play the Arsenal of Democracy and in this misc.txt are no brigade number writen.
Where should i look at such changes?
 
It is in the misc file, lines 210 to 229, they look like this:-

# _EV_TP_MAX_ATTACH, Max number of attachments to transports
0
# _EV_SS_MAX_ATTACH, Max number of attachments to subs
2 # was 1
# _EV_SSN_MAX_ATTACH, Max number of attachments to nuclear subs
2 # was 1
# _EV_DD_MAX_ATTACH, Max number of attachments to destroyers
1
# _EV_CL_MAX_ATTACH, Max number of attachments to light cruisers
2
# _EV_CA_MAX_ATTACH, Max number of attachments to heavy cruisers
3
# _EV_BC_MAX_ATTACH, Max number of attachments to battlecruisers
4
# _EV_BB_MAX_ATTACH, Max number of attachments to battleships
5
# _EV_CVL_MAX_ATTACH, Max number of attachments to escort carriers
2 # was 1
# _EV_CV_MAX_ATTACH, Max number of attachments to fleet carriers
3 # was 1
 
Thanks but thats all i have in my misc.txt file in the Arsenal of Democracy/db folder:


# NOTE: Obviously, the order of these variables cannot be changed.

economy = {
# IC to TC ratio
1.50
# IC to Supplies ratio
4.0
# IC to Consumer Goods Ratio
1.5
# IC to Money Ratio
2.0
#Dissent Change Speed
0.8
# Max Gearing Bonus ( never lower than value * build time )
0.40
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
0.05
# Gearing Bonus Resource Cost Increment ( 1.0 = if 10% faster production 10% more resource usage)
0.6
# Gearing Loss if no IC assigned ( 0.01 = 1% loss / day)
0.02
# IC Non-National Province Multiplier
0.3
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
0.15
# TC Undeployed Division Load
10.0
# TC Occupied Province Load
1.0
# TC Land Division Load Multiplier
1.0
# TC Air Division Load Multiplier
0.8
# TC Naval Division Load Multiplier
0.4
# TC Load from partisans
10.0
# TC load factor from offensives
1.5
# TC Load from province dev
5.0
# TC Load from bases in queue
15.0
# National Province Manpower Multiplier (income per day)
0.01
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
0.001
# Colonial Province Manpower Multiplier (multiplied on the other)
0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
2.0
# Trickle-back factor for manpower from losses in battle. (ie, how many are just wounded.)
0.35
# Reinforcement Manpower Cost Factor
0.8
# Reinforce cost
1
# Reinforce time
0.6
# Upgrade cost
0.5
# Upgrade time
0.5
# Nationalism starting value
17.5
# Monthly Nationalism reduction
0.075
# Time in days to send a division to an ally
60
# TC Load from undeployed brigades (multiplied on top of the division cost)
0.3
# If units can be sold/transfered to non allied countries
0
# Cost to repair Province buildings
0.25
# Time to repair Province buildings
0.25
# Province Efficiency rise time in days
270
# Line Upkeep (of base IC)
0.15
# Startup Retooling Time (days) - first time a line is opened
80
# Retooling Time (days) - line upgrade
40
# Retooling Cost (of base IC)
1.0
# Retooling Resource Cost (of base IC)
0.25
# daily aging of MP
0.0000644
# Suppplies usage on convoy hunt (times combat!)
1.2
# Supply Usage Naval Static (value below * normal supply consumtion)
1.0
# Supply Usage Naval Moving (value below * normal supply consumtion)
1.1
# Supply Usage Naval Battle (value below * normal supply consumtion)
6.0
# Supply Usage Aviation Static (value below * normal supply consumtion)
1.0
# Supply Usage Aviation Moving (value below * normal supply consumtion)
1.1
# Supply Usage Aviation Battle (value below * normal supply consumtion)
4.0
# Supply Usage Aviation Bombing (value below * normal supply consumtion)
4.5
# Supply Usage Land Static (value below * normal supply consumtion)
1.0
# Supply Usage Land Moving (value below * normal supply consumtion)
1.1
# Supply Usage Land Battle (value below * normal supply consumtion)
3.0
# Supply Usage Land Bombing (artillery Bombardment, cost is below supplies * bombing stat)
6.0
# _EV_SUPPLIES_STOCK_LAND_, amount of stock stored in each divison - of combat usage
8.0
# _EV_SUPPLIES_STOCK_AIR_, amount of stock stored in each divison - of combat usage
13.0
# _EV_SUPPLIES_STOCK_NAVAL_, amount of stock stored in each divison - of combat usage
30.0
# Synthetic Oil plant conversion multiplier (this value below is the maxumum convertet oil producable by each Synthetic oil plant)
5.0
# Synthetic Rares plant conversion multiplier (this value below is the maxumum conversion of each plant)
3.0
# Military salary cost.. each MP in military service will cost this amount.
0.022
# Max intelligence expenditure
0.10
# Max Research expenditure
1.0
# Military Salary Attriction Modifier (attriction multiplier added when no salary paid, this simulates deserters)
1.5
# Military Salary Dissent Modifier (Dissent added when no salaries paid)
1.1
# Nuclear Site upkeep cost (modified by sliders and ministers)
2.5
# Nuclear Power Plant upkeep cost (modified by sliders and ministers)
0.0
# Synthetic Oil site upkeep cost (in addition to resource cost,modified by sliders and ministers)
0.0
# Synthetic Rares site upkeep cost (in addition to resource cost,modified by sliders and ministers)
0.0
# Duration of detection (in days)
14.00
# _EV_CONVOY_PROV_HOSTILE_TIME_, Convoy will try to avoid this province if last attack < this value
30.00
# _EV_CONVOY_PROV_BLOCKED_TIME_, Convoy WILL NOT enter province if last attack < this value
7.00
#_EV_AUTOTRADE_CONVOY_, when determining a trading partner use score = (neededtransports / unassigned transports) * value below
100
# _EV_SPY_UPKEEP_COST_, Each spy will demand xx investment each day.
0.5
# _EV_SPY_DETECTION CHANCE_, Propabinlity of a defending spy to detect a invading spy
3.0
# _EV_INFRA_EFFICIENCY_MODIFIER_, the influence of infra on Efficiency
0.25
#_EV_MP_TO_CG_, How much IC does each MP provide in CG?
0.01
#_EV_TIME_BETWEEN_SLIDER_CHANGES - Time between slider changes!
360
#_EV_MIN_PLACEMENT_IC_, Minimum IC to allow non capital placement
40
#_EV_Nuclear_Power_, Each reactor can give below energy
1.5
#_EV_FREE_INFRA_REPAIR_, Each day all province structures are repaired for free with below amount:
0.01
#_EV_MAX_SLIDER_DISSENT_, For moving slider before timeout - how much dissent gained?
18
#_EV_MIN_SLIDER_DISSENT_, Default dissent changing costs
0
#_EV_MAX_DISSENT_FOR_SLIDER_MOVE_, if above this, you cannot move the slider.
15
#_EV_IC_CONCENTRATION_BONUS_, each ic increases max effectivity by below value
0.01
#_EV_TRANSPORT_CONVERSION_, transport conversion gives below transports
10
#_EV_MINISTER_CHANGE_DELAY_, freely changed minister
60
#_EV_MINISTER_CHANGE_EVENT_DELAY_, when events cause a minister change like for example death or elections
15
#_EV_IDEA_CHANGE_DELAY_, freely changed national idea
120
#_EV_IDEA_CHANGE_EVENT_DELAY_, when events causes an idea change
60
#_EV_LEADER_CHANGE_DELAY_
7
#_EV_CHANGE_IDEA_DISSENT_,
6
#_EV_CHANGE_MINISTER_DISSENT_,
1
#_EV_MIN_DISSENT_REVOLT_, Min Dissent for revolt risk
40
#_EV_DISSENT_REVOLT_MULTIPLIER_, # chance for each dissent above _EV_MIN_DISSENT_REVOLT_,
0.5
}

combat = {
# Land XP gain Factor
0.5
# Naval XP gain Factor
2.0
# Air XP gain Factor
1.0
# Division XP gain Factor
1.25
# Leader XP gain Factor
1.25
# Attrition Severity Modifier
0.01
# _CV_NO_SUPPLY_ATTRITION_SEVERITY_, Multiplier for out of supply!
5
# _CV_NO_SUPPLY_MIN_ATTRITION_, Minimum attriction ->after<- multiplier
5
# Combat Modifier: Base Proximity
0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
0.002
# Combat Modifier: Total Invasion Mod for each division above three.
-0.1
# Combat Modifier: Multiple Combat Mod
-0.3
# Combat Modifier: Offensive Combined Arms Bonus
0.10
# Combat Modifier: Defensive Combined Arms Bonus
0.15
# Combat Modifier: Surprise Mod
-0.2
# Combat Modifier: Land Exceeding Max Command Limit Mod
-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
-0.75
# Combat Modifier: Naval Exceeding Max Command Limit Mod
-0.75
# Combat Modifier: Envelopment Mod (for each attack direction above one)
0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
-0.09
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
-0.09
# Combat Modifier: Dissent Multiplier
-0.005
# Combat Modifier: Supply Problems Mod
-0.3
# Combat Modifier: Radar Station ( value * radar level)
0.03
# Combat Modifier: Radar Station AA multiplier ( value * radar level)
0.15 #15% extra for each Radar level
# Combat Modifier: Interceptor vs Bomber Mod
0.20
# Combat Modifier: Total Air Overstacking Mod for each division above the enemy.
-0.50
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
-0.02
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
12
# Land Leader Command Limit (nr of divisions), Rank 1
9
# Land Leader Command Limit (nr of divisions), Rank 2
3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
16
# Air Leader Command Limit (nr of divisions), Rank 1
12
# Air Leader Command Limit (nr of divisions), Rank 2
8
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
4
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
30
# Naval Leader Command Limit (nr of ships), Rank 1
18
# Naval Leader Command Limit (nr of ships), Rank 2
12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
2
# Convoy protection factor (higher, the more fearful convoy escorts are for raiders.)
1.0
# Delay in hours after a combat ends before new orders can be given.
24
# Land Delay in hours before orders can be executed. (planning time)
2
# Naval Delay in hours before orders can be executed. (planning time)
0
# Air Delay in hours before orders can be executed. (planning time)
6
# Maximum sizes of air-stacks
6
# Effect of experience on combat
0.5
# Damage factor versus Naval Bases from bombing
0.3
# Damage factor versus Air Bases from bombing
0.5
# Damage factor versus AA from bombing
0.5
# Damage factor versus rocket from bombing
0.5
# Damage factor versus nuke from bombing
0.2
# Damage factor versus Radar from bombing
0.5
# Damage factor versus Infra from bombing
0.3
# Damage factor versus IC from bombing
0.7
# Damage factor versus resources from bombing
0.6
# Damage factor versus Synthetic Oil plant from bombing
0.30
# How effective is ground-def efficiency when applied to defence chance rolls.
1.0
# Base chance to avoid hit if defences left.
0.8
# Base chance to avoid hit if no defences left.
0.6
#CHANCE TO GET TERRAIN TRAIT
1200
#CHANCE TO GET EVENT TRAIT
1200
#BONUS ON TERRAIN TRAIT
0.1
#BONUS_ON_EVENT_TRAIT_
0.05
#Chance of leaders dying while in combat per day
0.0003
#_CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increase the str dmg air units takes (Str dmg * (ORG / below value))
25.0
# Land - Air Combat ORG damage (Increasing this value will increase the org dmg air units takes from land units)
0.15
# Land - Air Combat STR damage (Increasing this value will increase the str dmg air units takes from land units)
0.10
# Ratio of Soft/Hard damage dealt by artillery bombardment
3.0
# Damage factor versus Infra from artillery bombardment
0.2
# Damage factor versus IC from artillery bombardment
0.2
# Damage factor versus Resources from artillery bombardment
0.5
# Penalty for artillery bombarder being attacked by enemy land units
-0.5 # 50% penalty
# Artillery STR damage factor (also affected by Land-Land combat)
0.10
# Artillery ORG damage factor (also affected by Land-Land combat)
0.20
# Land - Land Combat STR damage (All land based units attacks against other land based units)
0.0666
# Land - Land Combat ORG damage (All land based units attacks against other land based units)
0.30 #was originally 0.6... should lengthen battles
# Air - Land Combat STR damage (All Air units attacks against land units)
0.20
# Air - Land Combat ORG damage (All Air units attacks against land units)
0.25
# Air - Naval Combat STR damage (All Air units attacks against Naval units)
0.4
# Air - Naval Combat ORG damage (All Air units attacks against Naval units)
0.8
# Air - Air Combat STR damage (All Air units attacks against Air units)
1.0
# Air - Air Combat ORG damage (All Air units attacks against Air units)
1.0
# Naval - Naval Combat STR damage (All Naval units attacks against Naval units)
0.5
# Naval - Naval Combat ORG damage (All Naval units attacks against Naval units)
1.0
# Naval - Air Combat STR damage (All Naval units attacks against Air based units)
0.1
# Naval - Air Combat ORG damage (All Naval units attacks against Air based units)
0.25
#_CV_MILITARY_EXPENSE_ATTRICTION_MOD (value below is how lower military expense affects attriction severity)
1.3
#_CV_NAVAL_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing) | DO NOT CHANGE to less then 8 (wyk)
8.0
#_CV_LAND_MIN_COMBAT_TIME, minimum combat time before retreat possible (prevent bouncing)
2.0
#_CV_AIR_MIN_COMBAT_TIME,minimum combat time before retreat possible (prevent bouncing)
2.0
#_CV_LAND_OVERSTACKING_MOD_, severity of overstacking
1.0
#_CV_LAND_ORGLOSS, organization loss when moving
0.2
#_CV_AIR_ORGLOSS, organization loss when moving
0.2
#_CV_NAVAL_ORGLOSS, organization loss when moving
0.0
#_CV_SUPPLY_DISTANCE_SEVERITY_, the amount supply distance affects combat
1.25
#_CV_SUPPLY_BASE_, the base ESE value
100.0
#_CV_LAND_ORGGAIN_, Org Gain divisor
1.0
#_CV_AIR_ORGGAIN_,Org Gain divisor
1.0
#_CV_NAVAL_ORGGAIN_,Org Gain divisor
1.0
#_CV_NUKE_MP_DISSENT_, MP dissent modifier
1.0
#_CV_NUKE_IC_DISSENT_, IC dissent modifer
0.5
#_CV_NUKE_DISSENT_, total modifier
1.0
#_CV_LAND_FRIENDLY_ORGGAIN_, Extra orggain in friendly provinces
1.25
#_CV_AIR_LAND_STOCK_MOD_, how much interdiction affects stock
0.1
#_CV_SCORCH_DAMAGE_, how much each STR affects scorch damage
0.0005
#_CV_STAND_GROUND_DISSENT_, each MP lost while using this command will result in below dissent
0.001
#_CV_SCORCH_GROUND_BELLIGERENCE_, each hour the land is scorched - add below beliggerence
0.001
#_CV_DEFAULT_LAND_STACK_, how much should multideployment aim for?
3
#_CV_DEFAULT_NAVAL_STACK_, how much should multideployment aim for?
18
#_CV_DEFAULT_AIR_STACK_, how much should multideployment aim for?
4
#_CV_DEFAULT_ROCKET_STACK_, how much should multideployment aim for?
1
#_CV_ARTILLERYBOMBARDMENT_FORT_DAMAGE_, damage done to forts
0.001
#_CV_ARTILLERYBOMBARDMENT_ORG_COST_, each hour any active artillery bombarding unit will loose below ORG
2.0
#_CV_LAND_COMBAT_FORT_DAMAGE_, timed STR of all units attacking
0.000025
#_CV_AIR_REBASE_FACTOR_Percentge of ORG lost when rebasing full range
0.3
#_CV_AIR_MAX_DISORGANIZED_, how many days is max disorganized
-20
#_CV_AA_INFLICTED_STR_DAMAGE_, modefier for damage each hit makes
1
#_CV_AA_INFLICTED_ORG_DAMAGE_, modefier for damage each hit makes
1
#_CV_AA_INFLICTED_FLYING_, modefier for damage each hit makes - when flying past
0.25
#_CV_AA_INFLICTED_BOMBING_, modifier for damage each hit makes - when bombing current port / province
1
}

research = {
# Blueprint Bonus
5.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
-0.00125
# Money cost for each skill-level
1.65
# Mean number of "invention" events occuring per year
4
# After-Historical Date Mod (value * days after to historical date. limit for the total is 1.50. )
0.00050
# Tech speed modifier - value below affects tech speed
2.0
#_RV_PRE_HISTORICAL_PENALTY_LIMIT_, Can not go below
0.1
#_RV_AFTER_HISTORICAL_PENALTY_LIMIT_, Can not go above
1.5
}


Should i insert ur's`?
 
What version of AoD are you using?
 
That would be why. I'm using the 1.11 beta, but I imagine any version beyond 1.05 would allow you to edit the number of bridges naval units have. But I recommend using 1.11, it's very stable and has some good new features (well, compared to 1.02 it has many bew great features)
 
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1.02 is ancient and has some serious issues. Upgrade to 1.07 at the minimum. The latest official version is 1.10. And if you register your game here on the forums you should be able to download the patch from the Tech Support section...
 
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