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Great mod, it was one of the best that I've played. Some things were a bit weird (Yugoslavia events didn't fire, sometimes Fate of Afghanistan and similar Fate decisions were popping up and disappearing, otherwise had tremendous fun, thank you!
It could benefit to have additional post war decisions, like the Charlemagne decision in the USA, South America and for Australia and New Zealand as well
Maybe go to war with Japan as well in the future
 
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Is this the latest version or is there a newer version somewhere? And how compatible is the mod with the latest patch for DH?
The latest official release by Sheien you can find in the first post.
Since then he was quite busy and has made many more fixes and improvements on his github project for EODAIP which you can just download and copy/overwrite the full version with it.

Purely for my own convenience I've added the new files on github to a full stand alone version:
But this comes with no garanty that everything works correctly or is balanced and I've done it on the 10th Dec, so probably there are already newer files on github.
 
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I think getting into war early breaks mobilization for Germany EoD 2.5. I've been fighting Soviets on 0 manpower since 1942 (I have a wall of fortresses holding them off, it is now 1944), and I have zero events available for mobilization (I did the original drafting that you get in 1933 and got no other options, there should be in addition General Mobilization and Extended Mobilization.) The thing is I invited Spain into my alliance and helped them win the war directly, so I think that might have broke it.
 
Completely unable to deal with meganz.

Can some kind person reupload this mod to another, more kindly, host? Basemod without music will be OK.

Alternatively, I have original EOD. Can I use it's files under EODAIP updates from github?
 
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Completely unable to deal with meganz.

Can some kind person reupload this mod to another, more kindly, host? Basemod without music will be OK.

Alternatively, I have original EOD. Can I use it's files under EODAIP updates from github?
No problem.


"EODAIP 07 2023 no music" is the last official stable release of EODAIP from 07 2023.
"EODAIP beta patch github 11 2024" contains most recent (as of 14.01.2025) EODAIP files from Github (November 2024). Just install them over previous version of EODAIP. Not sure how well they work, or about the balance, bugs etc. I didn't have time to test them. Please let us know if you have more free time to play the mod :)

Also, here is a link to EODAIP github:

Alternatively, I have original EOD. Can I use it's files under EODAIP updates from github?
No, it will not work. Just download EODAIP and (optionaly) that beta patch.

Hopefully, EODAIP dev (Sheien) is well and...alive. He was last seen here and on Github in November 2024.
 
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Can someone tell me how to adjust the IC build time for an individual nation? (Germany)

Thanks in advance!
You can create an event to do so. The command you're looking for is :
type = building_prod_mod which = [building type] value = X% # Bonus to production time. Additive. NOTE: Positive value = reduced time.

An exemple of use would look like this :

Code:
event = { 

country = GER 

id = XXXXX 

random = no 

style = 0 

picture = "XXXXX" 

decision_picture = "XXXX"






name = "Invest in production infrastructure?" 

desc = "Old civil factories has been in use for a many years and are about to close, if the state bought it back it could serve us in case of war as they could be converted to military factories. Should we make the investment ?" 



decision = {

atwar = no 

}



decision_trigger = { 

atwar = no 

money = 1000 

metal = 500 

}

trigger = { 

atwar = no 

money = 1000 

metal = 500 

}

date = { day = 0 month = july year = 1914 } 

offset = 50 

deathdate = { day = 0 month = july year = 1990 } 



action_a = { 

name = "Invest !" 

command = { type = building_prod_mod which = IC value = 20 #Should reduce by 20 the production time

command = { type = money value = -1000 } 

command = { type = metalpool value = -500 } 

} 

action_b = { 

name = "The cost is too high" 

command = { } 

} 

}
 
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You can create an event to do so. The command you're looking for is :
type = building_prod_mod which = [building type] value = X% # Bonus to production time. Additive. NOTE: Positive value = reduced time.

An exemple of use would look like this :

Code:
event = {

country = GER

id = XXXXX

random = no

style = 0

picture = "XXXXX"

decision_picture = "XXXX"






name = "Invest in production infrastructure?"

desc = "Old civil factories has been in use for a many years and are about to close, if the state bought it back it could serve us in case of war as they could be converted to military factories. Should we make the investment ?"



decision = {

atwar = no

}



decision_trigger = {

atwar = no

money = 1000

metal = 500

}

trigger = {

atwar = no

money = 1000

metal = 500

}

date = { day = 0 month = july year = 1914 }

offset = 50

deathdate = { day = 0 month = july year = 1990 }



action_a = {

name = "Invest !"

command = { type = building_prod_mod which = IC value = 20 #Should reduce by 20 the production time

command = { type = money value = -1000 }

command = { type = metalpool value = -500 }

}

action_b = {

name = "The cost is too high"

command = { }

}

}
Thanks for replying I really appreciate it. Creating an event may be beyond my skills but I will give it a shot!

If that does not work I am playing All In One RED and I thought I saw somewhere that DrBob had nerfed German IC builds. I think he made it so that it takes Germany longer to build. I am not positive but I think it is done by slowing the production down. If I put an IC into production in March 1933 the noted completion date is March 1934, but when I go back and check progress in July 1933, the completion date will have changed and the new date is August 1934 (or something like that instead of March 1933. this would not be a big deal but Russia's IC production is unbridled and by September 1941 their IC is 650ish while Germany is lagging behind at around 350., and that is after they have taken over France and the Balkan states. Do you know where/how German production might have been nerfed?

Thx again!
Mike
 
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Germans were able to attack France by November 1939. Winter slowed them down, but Paris fell in April. They never declared Vichy. Or somehow France became Free France once I declared the Sacred Union. The Maginot line is defiantly holding out still. I guess I got lucky.
 
View attachment 1328815Germans were able to attack France by November 1939. Winter slowed them down, but Paris fell in April. They never declared Vichy. Or somehow France became Free France once I declared the Sacred Union. The Maginot line is defiantly holding out still. I guess I got lucky.
The AI is programmed never to attack occupied provinces with level 10 forts. The Maginot line has level 10 forts, so the AI will surround and bypass it. The real surprise in this situation is that Vichy didn't happen.

I forget if it's this one or another one (maybe the All in One with Redwolf AI mod) that uses the same trick to make a very artificial but historically stalemated Sino-Japanese war. Just spawns level 10 forts in every province on the historical frontline by event, and the Japanese AI stops attacking along that line, no matter how beneficial the odds for an attack.
 
The AI is programmed never to attack occupied provinces with level 10 forts. The Maginot line has level 10 forts, so the AI will surround and bypass it. The real surprise in this situation is that Vichy didn't happen.

I forget if it's this one or another one (maybe the All in One with Redwolf AI mod) that uses the same trick to make a very artificial but historically stalemated Sino-Japanese war. Just spawns level 10 forts in every province on the historical frontline by event, and the Japanese AI stops attacking along that line, no matter how beneficial the odds for an attack.
So I guess this may decide the war then. Ok. Thanks.[Edit] 30 September Axis are finally attacking!
 
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The AI is programmed never to attack occupied provinces with level 10 forts.

I've read this claim made a lot over the years, but I've seen the AI attack level 10 forts multiple times. If you place a single militia in a level 10 fort, the AI will attack it. Maybe the WiF-based mods have deactivated this feature though since I haven't played vanilla in many many years.
 
I've read this claim made a lot over the years, but I've seen the AI attack level 10 forts multiple times. If you place a single militia in a level 10 fort, the AI will attack it. Maybe the WiF-based mods have deactivated this feature though since I haven't played vanilla in many many years.
For the record, in my game, it did attack level 10 fortifications, smartly in fact. It waited until lack of supplies drew down the defender's strength until it became a sure-fire attack with minimal losses.
 
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I've read this claim made a lot over the years, but I've seen the AI attack level 10 forts multiple times. If you place a single militia in a level 10 fort, the AI will attack it. Maybe the WiF-based mods have deactivated this feature though since I haven't played vanilla in many many years.
It depends on the mod, and the AI settings. I could've sworn this one was the one with the lvl 10 forts in Maginot and China keeping the AI away. I try out too many mods...Maybe @Nick3210 knows more:

Why not just allow the AI to attack forts? Bombing forts lowers their effectiveness. Fortress busters could get some actual use.
I have no idea how to force AI to attack high level forts.

In connection with this situation, another player tested the AI behavior in my Mod in relation to high level forts, just for interest.
It turned out that the AI was happy to attack 5-6 level forts. And AI does not want to attack 7-8-9-10 levels forts.

I guess probably if I would reduce the penalty of the 10 level fort from the current -80 to -70/-60, then this will probably allow the AI to attack the forts of 7/8 levels.
But even such edit will not change the ban on attacking a 10 level fort.

The only thing I can think of is this part of the AI file:

# the following modifies the odds-strength for defender. (1.0 = no difference.)
largefort = x #for forts above level 6.
smallfort = x #for forts 6 and below
 
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