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Actually, I disagree that reservists are the same as militia. Reservists are, I gather, at par or close to that with regular infantry in equipment, but they lack the training of the professionals (and also a bit of morale). Militia, otoh, are poorly trained and equiped units, possibly carrying their own weapons (not armed by the state).

The problem with all this is that, after a year, reservists will have gained some experience (and the regulars lost some, as the professionals get replaced by new soldiers) and the reserve and regular army tend to equality. After that year, the militiamen will still be poorly equiped.

Oh, and another thing. When we figure out what unit fits where, we should also agree on their NATO symbols (what would be the symbol for fortress infantry?), as the counters are using the HOI ones (fort inf is represented by the "armoured infantry" combination right now).
 
What about the CTD

Hey you didnt mentioned anything about this CTD i had.Ok i saw another thread about changing the techs of AUS-HUN with RUS but its still there,also it in a thread i was supposed to put a # in some files but i cant figure it out.Can you give me any specific answers or paths with the independance files?
 
Use your operating system to search for the text 'type = independence which =' in the documents in the events file, as there are too many to work through manually.
 
Gwalcmai said:
Oh, and another thing. When we figure out what unit fits where, we should also agree on their NATO symbols (what would be the symbol for fortress infantry?), as the counters are using the HOI ones (fort inf is represented by the "armoured infantry" combination right now).

Best just wait until we decide what units we're going to have before rushing to conclusions. Fortress infantry, for example, is on its way out. :)
 
About divisions.

I beliave that the reason "trench" divisions or else where formed was because aftre such a blody fighting almost no country could spare the equipment and resources to have all of their divisions in a 100% capacity,that is way they had to "build" some formations that althought with lower standars they were capable in defencive role.As about hte reserve divisions its qutie a different matter.In French army reserve divisions were supposed to mobilise(and they did in the war beginning)so to incorporate the trained men(reservists) of previous years so to bring the army in a strenght enought to fight the germans.Their difference was that they had fewer artillery pieces(btw this was a problem with the French army as a whole,they begun with 0.7 art pieces per 1000 men when German had 2.1 pieces-guns per 1000 men nad was soon going to change).Same thing with Germans as well,their mobilised(Reserve)divisions were very good quality(the same as field divisions)but once again with fewer heavy weapons.Btw the whole staff has to do with 2 different concepts of mobilization and conscription.In some armies there were a certain number of division understrenght that were supposed to became full strenght after the reservists had joined and the mobilization had occured.The 2nd pattern was 100% strenght divisions from active army(conscripts during their 2 -3 year duty) plus the reserve divisions formed almost exclusivly from the trained reservists(conscripts of previous years).Still almost every major power had some difference from others and minors usually were following the pattern of nations they were more connected to.
 
Eastern European Independence Events

Despite solving the independence crashes for the most part, the November Revolution still results in a crash.

Reason: Independence checks for who controls the territory. Russia grants independence to Poland, Baltic states, Finland, Georgia, Azerbaijan and Armenia.

Germany and Austria ususally do well if the revolution happens (since it requires dissent >= 20). Hence, the control of much of the above mentioned territory is in fact in German and Austrian hands. Hence the independence commands will not work properly because Russia has no right to give independence to territory that it has lost control of.

If we switch this to Germany giving independence, then the resulting states would have messed up borders. Austria controls bits of Poland, Germany other bits.......the countries will not form correctly so to say.

In any case it would be rather annoying to check who owned what provinces. What we need to do is change the trigger to check if the needed provinces are controlled by RUSSIA not Germany, so that Russia can release them.

We need separate events to check if Germany controls the needed provinces as well so that Germany can release them.

And, we need events for Austria and/or Russia to cede provinces to the newly independent countries if they dont form properly :wacko:

Alternatively, change the trigger in all these events to RUS at peace with Germany. This isnt too bad because puppets were set up when Russia was defeated; it makes sense to say that Germany would only set them up after Russia were defeated.......this way all the countries can be released with proper borders.

Russia was still at war with Germany and Austria when the November Revolution happened, but Lenin saw it fit to sue for peace in March 1918. At that point, Tsarist remnants and the Whites were still in existence; ie Soviets became the de facto legitimate government of Russia. Perhaps we can have a Russian event that checks for Soviet existence in March 1918, and this triggers peace with Germany. This is not historical but it is the only way to get the independence events working as intended. Once peace is concluded, Tsarist Russia can release all the countries and continue their war with the Reds. A possible problem is if the Soviets control parts of these about to be released countries.....

Also, the "Create a puppet __?" events for Germany suffer from the same problem. If Germany and Austria and Russia control chunks of Poland, then Poland will not be created properly. I will make a bold suggestion here, disable all these events. The player really has zero incentive to create puppets because puppets join the Central Powers, making them legitimate targets for Russia. Hence, he cannot actually remove troops from these puppets, they are still border provinces. Alternatively, change to trigger such that Germany must control ALL the provinces required for that country so that it is released properly.

Also, we need a Treaty of Brest Litovsk for post Revolution Russia. Currently there is only one for Tsarist Russia. I suggest we rename the Tsarist Russia treaty to something else to avoid confusion.....maybe Treaty of Petrograd, given the German penchant for humiliating others in their own homes...? Brest Litovsk will be triggered by the new Russian defeat event (exists = SOV) above, Petrograd trigged by the regular defeat event. Of course, one defeat event would sleep the other.
 
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Stephen, didn't countries like Finland, Azerbaijan become independent without a problem when you were testing the mod and writing your AAR?

If these independence crashes are happening, and it is not associated with tech problems, then a solution like Patch's will have to be implemented.
 
I remember in Stephen's AAR the Eastern Front barely moved.

Since Russia is in control of all the necessary provinces, no problem.

However here is a brilliant solution concocted by Allenby:

Cede all necessary territory to Germany.

Then have Germany release them, and the make puppet events will fire to make them puppets.

However this still doesnt solve the problem of "Create a puppet blablabla" events. Germany may only control bits of those countries and the borders are messed up. I've also realised another serious problem - say Germany creates Poland (whatever it might look like) and advances deeper into Russia.....all the gained territory goes to Poland!! This may mean we have to take out these create a puppet events.

Another point - I noticed the Romania "Join the Entente" event has Austria at war with USA and Italy as triggers. USA never joins the war in my games, and there's always a chance Italy stays with Central Powers. In my opinion, the most important factor leading to Romania's trigger happiness was the Brusilov offensive. I suggest that we add the trigger that Lwow (725), Chisinau (763), and Beltsy (767) is in Russian hands, as well as the conditions already specified. This would simulate Russian success in the Carpathian front - is this enough for modelling Brusilov?
 
The Russian independence events worked perfectly when I tested them, but that was with 1.04, not 1.05... Back then, the original owner of the territory had to be the one to release it. Looks like Paradox have changed things on us. :mad:

In the October Revolution break-up, there are (at least) two events for each country: one checks whether Russia controls the country's capital, others check if Germany or other countries do so. For 1.05, we will need to change these from being Russian events to those of the appropriate country. Each event would check to see if the October Revolution event had occurred and the country in question owned the minor's capital, and if it activates it should sleep all the other independence events for that country.

Frankly I'm not bothered if this means the countries don't have their historical borders. This is a game of alternative history, after all - and the new countries will still have national claims on the unredeemed provinces. You could write extra events, such as for Austria "If POL exists, and POL is a puppet of GER or U11, then cede [Galicia] to POL". We'd have to test whether it would cause a crash if Austria attempted to cede a province it no longer actually controlled.

I'm not particularly enamoured of the "Germany creates a puppet" (before Brest-Litovsk) events either, but they're in there because we had some Polish posters who were extremely insistent that the historical setting-up of a Polish government by the Germans in ?? 1916 should be represented. You'll notice that "create the puppet" is the less-likely choice for the AI, and this was deliberate design. Yes, the fact that German troops advancing out of Poland would be expanding the borders of Greater Poland, not the Reich, is noted: but I'd suggest that in WW1 terms, that actually is what they'd be doing.

Having the break-up of Russia happen only after Russia and Germany go to peace would be unhistorical and silly, because you'd then need another event immediately afterwards putting them back at war again... :rolleyes: One of the biggest issues in the early Russian Civil War was that the White factions were still at war with Germany, so the Allies supported them against the Soviets.

There's no separate Treaty of Brest-Litovsk event for revolutionary Russia because the October Revolution event already includes it in its effects. Soviet Russia gains independence, and is automatically (because that's how the game works) at peace with Germany. Plus, historically, most of the new countries declared their independence immediately on hearing of the October Revolution, if not before. The actual Treaty was more an acknowledgement by the Bolsheviks that they wouldn't try and reclaim the independent territories, and would permit Germany to absorb them into her sphere of influence. This Germany did by backing friendly factions within each state, and providing them with military assistance where possible - in effect, making them puppets.
 
ptan54 said:
Another point - I noticed the Romania "Join the Entente" event has Austria at war with USA and Italy as triggers. USA never joins the war in my games, and there's always a chance Italy stays with Central Powers. In my opinion, the most important factor leading to Romania's trigger happiness was the Brusilov offensive. I suggest that we add the trigger that Lwow (725), Chisinau (763), and Beltsy (767) is in Russian hands, as well as the conditions already specified. This would simulate Russian success in the Carpathian front - is this enough for modelling Brusilov?

The event has more triggers than that. In total:
Romania is not at war, and not allied to Austria-Hungary.
Austria-Hungary is at war with both Russia and Britain, plus either Italy or the USA.
Russia controls Odessa and Minsk.
France controls Paris.
The province control is intended to establish that both France and Russia are still intact and battle-worthy.

In my opinion, trying to write the event around the actual historical situation in August 1916 is hopeless; we can't predict where the front lines will be or what the military situation would be like, and there's no event trigger for "who's won a big battle recently?". More to the point, Rumania joined the war because they thought the Entente would win; the Brusilov Offensive was merely the impulse that pushed them into choosing that particular moment.

Therefore, the event triggers are there to represent the crucial underlying strategic question: is Rumania's hereditary enemy (A-H) at war with at least three other Great Powers who are still in possession of their heartland territories?
 
I still contend the most efficient (and historical) solution to the independence problem associated with Oct/Nov revolution is by ceding all the needed land to Germany and AH, and having them release as puppets.

This would avoid all the sleeping and checking of conditions. Even though Brest Litovsk was a confirmation of the independence of these countries by the Soviets, it would make sense that in the actual treaty Germany would please their new vassals by drawing up the historical borders.

So we put in those create a puppet? events to placate some angry Polish gamers? I'd say that "puppet Poland" in 1916 was not a puppet in HOI terms. ie: has internal sovereignty, but on foreign matters acquiesce to the master. "puppet Poland" in 1916 was more like a room full of Polish nationalists who thought they were independent but actual control of everything remained in German hands.....

Just checked the SIB file, they dont seem to declare war on the Soviets!
 
StephenT said:
The Russian independence events worked perfectly when I tested them, but that was with 1.04, not 1.05... Back then, the original owner of the territory had to be the one to release it. Looks like Paradox have changed things on us. :mad:

In the October Revolution break-up, there are (at least) two events for each country: one checks whether Russia controls the country's capital, others check if Germany or other countries do so. For 1.05, we will need to change these from being Russian events to those of the appropriate country. Each event would check to see if the October Revolution event had occurred and the country in question owned the minor's capital, and if it activates it should sleep all the other independence events for that country.

Frankly I'm not bothered if this means the countries don't have their historical borders. This is a game of alternative history, after all - and the new countries will still have national claims on the unredeemed provinces. You could write extra events, such as for Austria "If POL exists, and POL is a puppet of GER or U11, then cede [Galicia] to POL". We'd have to test whether it would cause a crash if Austria attempted to cede a province it no longer actually controlled.

I'm not particularly enamoured of the "Germany creates a puppet" (before Brest-Litovsk) events either, but they're in there because we had some Polish posters who were extremely insistent that the historical setting-up of a Polish government by the Germans in ?? 1916 should be represented. You'll notice that "create the puppet" is the less-likely choice for the AI, and this was deliberate design. Yes, the fact that German troops advancing out of Poland would be expanding the borders of Greater Poland, not the Reich, is noted: but I'd suggest that in WW1 terms, that actually is what they'd be doing.

Having the break-up of Russia happen only after Russia and Germany go to peace would be unhistorical and silly, because you'd then need another event immediately afterwards putting them back at war again... :rolleyes: One of the biggest issues in the early Russian Civil War was that the White factions were still at war with Germany, so the Allies supported them against the Soviets.

There's no separate Treaty of Brest-Litovsk event for revolutionary Russia because the October Revolution event already includes it in its effects. Soviet Russia gains independence, and is automatically (because that's how the game works) at peace with Germany. Plus, historically, most of the new countries declared their independence immediately on hearing of the October Revolution, if not before. The actual Treaty was more an acknowledgement by the Bolsheviks that they wouldn't try and reclaim the independent territories, and would permit Germany to absorb them into her sphere of influence. This Germany did by backing friendly factions within each state, and providing them with military assistance where possible - in effect, making them puppets.

You seem to know how to remedy the problem then. :) Could you possibly do the changes? They are your events after all :)

I think the puppet creation events can go as well - the idea of a huge Poland stretching across the Urals sounds a bit bonkers to me.


StephenT said:
In my opinion, trying to write the event around the actual historical situation in August 1916 is hopeless; we can't predict where the front lines will be or what the military situation would be like, and there's no event trigger for "who's won a big battle recently?". More to the point, Rumania joined the war because they thought the Entente would win; the Brusilov Offensive was merely the impulse that pushed them into choosing that particular moment.

The idea of having Lwow, Chisnau and Beltsy as a condition for Rumanian entry sounds more like a check for a secure northern flank than the possibility of any fighting going on. The reference to the Brusilov Offensive is an historical one, not a gaming one. :)
 
I've made a set of supply loss events attempting to simulate the British blockade of Germany. These happen every quarter and Germany loses 5000 supplies. This isn't much at all, with Germany's IC they can get to 99999 with ease, but we'll see how testing goes. The later ones also give dissent hits to simulate starving people.

Speaking of the blockade, I have an idea for Allenby's 1919 German defeat event.

Why not check for dissent >= 20, and if at war with France, Britain, USA, and NOT in control of Paris, manpower < 100, then trigger "Kiel mutiny". Start date is 30th Oct 1918, deathdate 1925. Once the Kiel mutiny fires, +20, and choice_a is seek peace with entente, which triggers the 1919 German defeat. choice_b is use the army to crush them all, resulting in +30 dissent. This would be highly interesting as it could potentially trigger the German revolution events.....Dissent at this point would be at least 20 + 20 + 30 = 70!

event = {
country = GER
id = 21799
random = no
style = 0
name = "Kiel Mutiny"
desc = "Germany's manpower is drained, the British blockade is starving us of food and war materials, and the air of rebellion is spread throughout the Reich. When ordered to launch a final sortie against the British navy, sailors of the Hochseeflotte at Kiel mutinied. What will be the fate of Germany?"

trigger = {
AND = {
war = { country = GER country = FRA }
war = { country = GER country = ENG }
war = { country = GER country = USA }
dissent = 20
NOT = {
{ manpower = 535 }
control = { province = 527 data = GER }
}
}
}

date = { day = 30 month = october year = 1918 }
offset = 1
deathdate = { day = 0 month = january year = 1925 }

action_a = {
name = "We have been defeated"
command = { type = dissent value = 25 }
command = { type = access which = FRA }
command = { type = access which = ENG }
command = { type = supplies value = -99999 }
command = { type = oilpool value = -99999 }
command = { type = steelpool value = -99999 }
command = { type = coalpool value = -99999 }
command = { type = rubberpool value = -99999 }
command = { type = manpowerpool value = -99999 }
command = { type = influence value = -1000 }
command = { type = peace which = ENG value = 1 } #1 or 0? Latter is alliance wide peace.
command = { type = headofstate which = 21073 } #All of these taken from the August 1919 defeat event
command = { type = headofgovernment which = 21074 }
command = { type = foreignminister which = 21082 }
command = { type = armamentminister which = 21091 }
command = { type = ministerofsecurity which = 21099 }
command = { type = ministerofintelligence which = 21016 }
command = { type = chiefofstaff which = 21108 }
command = { type = chiefofarmy which = 21110 }
command = { type = chiefofnavy which = 21019 }
command = { type = chiefofair which = 21020 }
command = { type = sleepevent which = 21800 }
command = { type = sleepevent which = 21801 }
command = { type = sleepevent which = 56810 } # Britain's defeat event
command = { type = sleepevent which = 56451 } # Britain's defeatists event
command = { type = sleepevent which = 56453 } # Britain's leftist defeat event
command = { type = sleepevent which = 20800 } # France's defeat event
command = { type = sleepevent which = 20801 } # France's defeat event
command = { type = sleepevent which = 20551 } # France's defeatists event
command = { type = sleepevent which = 20553 } # France's leftist defeat event
command = { type = sleepevent which = 48708 } # Russia's defeat event
command = { type = sleepevent which = 21553 } # Leftist defeat
command = { type = sleepevent which = 21551 } # Defeatists
command = { type = end_mastery which = POL }
command = { type = end_mastery which = EST }
command = { type = end_mastery which = LAT }
command = { type = end_mastery which = LIT }
command = { type = end_mastery which = BLR }
command = { type = end_mastery which = UKR }
command = { type = end_mastery which = FIN }
command = { type = setflag which = kiel } #This flag triggers the Treaty of Versailles post 1916
}

action_b = {
name = "Never! Use the army to crush the rebellion!"
command = { type = dissent value = 30 }
}
}

Have also made a set of British supplies loss events, one for 1915-1916 u-boat campaign (ahistorical) and another for the historical 1917 crisis. The numbers may seem huge (7000 to 10000 per quarter) but Britain has 638 ICs so it shouldnt affect their war effort at all.
 
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That looks rather interesting. How does it go in testing?

The revolution events can only trigger with a certain amount of dissent, and they are also random, so even if the conditions are met, they do not necessarily fire. I think it would be best to leave action b as it is, as it would not be entirely certain what kind of revolution would occur - communist, military or defeatists.

I notice that the British supply loss events seem to hit harder than the German ones - would it be accurate to say that Germany's U-boat campaign against Britain was more effective than the Royal Navy's blockade against Germany?
 
Depends on what you mean by hit harder. One is a short burst of bigger numbers, and the other is an unending problem, there is no way Germany can lift the blockade. Realistically I should check for British navy > German but there is no way I can do this. So I'll just assume that the blockade stays.

The uboat campaign events only happen 4 times or so - I have faith in the Admiralty coming up with effective countermeasures. Or maybe I should make the British countermeasures a random event with probability 90? Since that is historically what happened. Once the convoy system event fires, I'll sleep all the needed submarine events. This however would mean I need to write more of them........:wacko: Thereafter, the German player (or AI) will have to do whatever he can do sink ships himself.

The blockade fires EVERY quarter (just imagine how many of those events I had to write) and simulates "slow but steady". I think it's fair to say German dissent goes up in 1917 and 1918 - with increasing proportion too. Goes up by 2 three times, then 3 three times, 4 thereafter.......each quarter.

Now, I seem to have used already taken IDs, bugger.......have to sort through them all over again.......
 
About that thread Lothos started about the batch file approach to solving province.csv problems.

Should we stick with the TGW special NTL patch or just start including the generic one? Because creating the conditions to share the HOI installation with other mods requires either the generic NTL or having two exe files. And the contents of the batch files will depend on whether or not there are two different EXE files to run.

And... 1.200 posts! I'm a Lt. General. :)
 
I am sure this has been discussed before, but I just started playing TGW this week (was doing C.O.R.E. before), but all the main powers have 0 manpower. This isn't a big problem, but I have noticed Germany and Austria running out of manpower repeatedly early in the war (before Russia becomes a wuss), Turkey and Italy usually have some reserves built up from not joining until a later time.

I know that starting in 1917, Germany started scraping bottom while getting able troops, but I'm talking 1914-Winter here!
 
Gwalcmai said:
Should we stick with the TGW special NTL patch or just start including the generic one? Because creating the conditions to share the HOI installation with other mods requires either the generic NTL or having two exe files. And the contents of the batch files will depend on whether or not there are two different EXE files to run.

I'd suggest using the generic NTL patch - ultimately it is less hassle for the user: if they don't use our one to play TGW then the mod begins in 1935, and if they keep our one to play the generic HOI, then the game ends as soon as it starts.
 
Congratulations Gwalcmai on your promotion to Lt. General. Stick around long enough like I did and you can just skip all those ranks and create your own position. :)