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Yes, if everything goes well they should invade UK/rarely reinforce Africa/ invade USA/naval invade Soviets/whenever possible. If they're getting their navy constantly destroyed, though, they may end up sitting in place for longer than I'd like (the AI is not super good at consolidating navy and using ships to escort transports, I'm not sure how to solve that... I also notice that sometimes they have 1 unused port where they never touch ships, if anyone has any idea what bug that is I'd be delighted to know if there's a solution)

I think they may also be able to attempt invading the Mediterranean but they need Gibraltar/Suez, otherwise the AI doesn't know how to handle transports stuck in a closed-off basin.
 
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The AI seems really bad at building up an airforce from the 33 start. The UK only has 4 air divisions in late 39, 2 fighter and 2 bomber. The Soviet airforce hasn't grown much either, only having about 16 divisions.
 
Also the UK launched Operation Wilfred (invasion of Norway) as soon as Poland fell (August 20th 39, I declared war on the 13th) but hasn't attempted to invade. With nofog on I can see a big stack in north Scotland perhaps preparing to invade, but most of their navy and transports are in the channel.
 
Since the AI doesn't cheat with production as much as they normally do (meaning they don't spawn tens of divisions from the void), peacetime production is limited to mostly factories and maybe some ships for countries like the UK. I'd need to mess with the manpower they free up going into 1939, currently it's just enough so that they reinforce everything and have ~200 leftover (which is not enough for the AI to start training anything with current config, as they want to keep around enough to potentially reinforce)


If they seemed to group for Norway then that's as far as I can take it, the rest is in the hands of God and Paradox's hardcoded invasion AI. I heard that it was improved a little in Arsenal of Democracy but I don't think Darkest Hour has those improvements

Edit: For what it's worth, they seem to invade on my end ¯\_(ツ)_/¯
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If they seemed to group for Norway then that's as far as I can take it, the rest is in the hands of God and Paradox's hardcoded invasion AI. I heard that it was improved a little in Arsenal of Democracy but I don't think Darkest Hour has those improvements

Edit: For what it's worth, they seem to invade on my end ¯\_(ツ)_/¯
Yeah I got an invasion in the same place a little while after I posted lmao. Too bad I had a corps of NAVs and mountaineers guarding the port. I never noticed it before, but it seems that NAVs rather cruelly prioritize hitting transport fleets, since they ignored the fleet doing shore bombardment. Would it be possible to spawn AI troops attacking Narvik and Trondheim say 3-4 weeks after it declares war to give it more of a sense of urgency? Also the event that creates a puppet denmark (I declared war manually since norway in the axis disables weserubung) gives it a national socialist government, but talks about how Hitler wanted it to be a model protectorate which superficially kept its democratic government and independence. I've played another mod, maybe TRP, which made it a puppet but it kept its government.

Lots of general feedback since I just did Sealion and this is my first EOD game. First, it was surprisingly easy to win naval superiority in the channel because the AI only used fleets of ~10 ships at most. I was able to sink a couple of BBs, a BC and a CV with 6 upranged BCs and asw DDs without any serious casualties. I feel like Germany can build up too strong of a surface fleet compared to irl because of how the Anglo-German Naval Treaty is implemented, it simply disables the building of BBs and CVs until the Czech issue is dealt with. The issue is compounded by the Plan Z event that fires after you renounce the treaty which can give you a ton of capital ships ready by 1940. There is an event in events/Reichs Expansion Pack/NS Germany/Kriegsmarine.txt that tries to model the tonnage limits of the treaty, but I don't think it works ingame. It might be better to have an event deciding the structure of the kriegsmarine when you get the event allowing you to build ships other subs. Going plan z could set an AI switch for ENG to build up its surface fleet. Also I know it's a vanilla engine issue, but it's really annoying how CV CAGs are modeled as ultra long range laser cannons that vaporize capital ships in good weather. A nerf to range or damage might be a nice thing. Finally it's cool how the british can use gas if you do Sealion, but weird how you can't respond in kind. Hypothetically if your invasion fails after that event fires, would the global debuffs stick around? Also the US seems to have silently declared war on me after capturing england, but before the collapse of the empire event chain happened. Will I still get the german american cold war peace event in a year or so like vanilla or when I defeat the USSR?

On the topic of czechoslovakia, giving free cores on inner czech lands is weird. Maybe the AI needs the IC but the player doesn't. Likewise to giving cores on the parts of Poland that Germany attempted to colonize precisely because it wasn't German, the Danzig corridor (and maybe Plock since it seems to be a vanilla thing) is enough. Occupation and cores in yugoslavia is also wonky, the event to liberate croatia and serbia for germany fires before the partitioning events are done, so Serbia can end up with provinces that other axis powers should get because they didn't paint the map right. Also I'm not sure that Serbia should be event liberated for free, it was a hotbed of partisans irl, germany had vague designs on the west banat and the italians annexed the southwest into albania and montenegro. It should be treated like an RK imo, with a core on Belgrade and claims elsewhere. Similarly croatia should have claims, not cores, on most of bosnia. About yugoslavia in general, it's annoying how the pro-british coup seems to be railroaded (might be a vanilla thing), I influenced them into becoming national socialist and got them to join the Axis in late 39, then the coup happened immediately and the italians declared war (also on greece a year early) for some reason but the declare war on yugoslavia decision remained visible for me and only served to add 10 belligerence. Considering yugoslavia was pressured into signing the tripartite pact partly because of the failed italian invasion of greece and the strengthening british position in the east Med, it's strange how a coup could happen when in my case Malta was captured and the italians weren't at war with greece.

Other balkan stuff. I know aligning Romania by putting divisions in hungary is vanilla, but it's always been weird that you can bring them into the war so easily when Hitler initially wanted them to stay neutral, so the Ploesti oil fields weren't threatened. As I understand the string of events that lead to Romanian Axis membership, greater Romania was dismantled piecemeal following the second vienna award and the iron guard coup was an attempt to limit the damage, particularly from the USSR, by aligning with Hitler. I don't think it should be possible to align them before the second vienna award and soviet invasion of bessarabia. The puppet state decisions also seem weird, maybe it's good for the GER AI to puppet Romania and Bulgaria to get military control but I don't think it's historically accurate to have fascist changes in government turn them into satellite states. Likewise it's pretty strange to see a puppet national socialist romania get progressively taken apart by hungary, bulgaria and the ussr.

Also kind of related to greece and the balkans, the decision to spawn the afrika korps is pretty silly for the player. You get 3 ARM divisions and 2 MOT with brigade attachments that you probably haven't developed like SPAA plus unit terrain buffs and forts from an event that quickly follows. Having rommel leading the DAK would be cool if you were playing england or an ally, but playing germany I would have preferred to get 5 or 6 transports to support the italians if they needed it (they didn't because they sent most of their army to libya) rather than free divisions. Some other MENA things, when the collapse of the british empire event happens, the sinai, palestine and jordan are annexed to free france while the french mandate for syria becomes independent of vichy (or maybe it flipped to free france then becomes independent and I didn't notice) and signs a peace treaty with the axis (which means it declared war?). I also got the event for the pro-axis coup in Iraq, but it seems to flip back to being a UK puppet immediately and stays in the war after the collapse of the empire, despite annexing kuwait.

Next, game balance wise airpower or at least CAS is very strong now. 3 wings of 1937 stukas with 1938 doctrines can kill over 2k men when ground attacking moving/retreating stacks and ground support seems to wipe the org of attacking stacks in 1-2 days of daylight bombing. I actually prefer it compared to vanilla's vaguely useful and expensive planes but it's a shame that the AI can't really use it well. It's balanced like arsenal of democracy, only there the AI knows how to use airpower or at least it's so strong that it feels like it can. Paratroopers are also very deadly when combined with airpower. I've never felt more like I was doing a proper blitzkrieg than using tanks to smash lines, motorized divisions to exploit and encircle and paratroopers to vertically envelop the rear all combined with microing CAS for ground attack or support.

Last thing lol, does EOD change default message and game log settings? It's pretty annoying how it was hiding the outcome of air battles and convoy sinkings in the game log.
 
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Would it be possible to spawn AI troops attacking Narvik and Trondheim say 3-4 weeks after it declares war to give it more of a sense of urgency?
Yes, but I prefer not spawning units whenever possible; instead I think I'll try gating AI events in a smarter way/having a bigger buildup (Separate ops into Norway>Denmark>wait until DEN is secure until doing anything else, so that UK doesn't suicide vessels into the Baltic, which can happen sometimes) and take a look at having UK train a little bit of specialized forces in the leadup to September
First, it was surprisingly easy to win naval superiority in the channel because the AI only used fleets of ~10 ships at most.
I don't know if it's a fuel-saving measure or another AI quirk, but it seems really rare (and typically reactive) for the AI to get a fleet bigger than 10 ships, even if they have some available. I genuinely have no idea on how to configure this(or if it's configurable at all), but if someone more knowledgeable about Admirals would pop in I'd really appreciate any pointers

There's a separate setting to control how many fleets can the AI have which I typically set pretty high, because otherwise the AI has really poor coverage and lets transports through constantly. But I haven't noticed that it'd have much of an effect on fleet size for countries like UK/USA etc.

There is an event in events/Reichs Expansion Pack
Those aren't hooked up to anything, I just used them to learn triggers in the past
German Navy being too strong is probably a fair point, I would be interested in trying out larger penalties for Player only (the AI is probably fine) - so Carriers are way harder to use with Sub focus etc.

it's really annoying how CV CAGs are modeled as ultra long range laser cannons that vaporize capital ships in good weather. A nerf to range or damage might be a nice thing
If you can believe it, they are actually already nerfed in my mod! Several times over at that... CAG (1940 CAG, 1939 Battleship for this example) range in EODAIP is down to 1.2 (1939), compared to 0.45 of Battleships; whereas in Darkest Hour it's 1.8 for CAG vs 0.38 of Battleships.

Most of the below refers to stuff that's vanilla EOD, but I agree that improvements could be made (though I'm not necessarily going to commit to all of them - I'll try to put out an update sometime soon nonetheless)

Cores ideally should be bound to some events (I think polish ones are already?) about colonization vs stealing conquered industry, but that's a lot of menial boring work & event writing

Serbia needs to exist or else AI GER gets screwed over by single Allied divisions landing near balkans

Giving the Player transports over alien tech is probably a cool idea! It's already very partially implemented with the Athens transport division. I think it got partially shelved because there was no good way to make this event work for the AI

Axis puppets could probably be hooked up to more (actual logical) requirements, some of which you've pointed out; I'll make the distinction though that I'm not sure what should happen to BUL. Since they didn't really do anything than chilling in their country during the war, AFAIK Bulgaria is not particularly known for anything, so it's hard to figure out what could be their priorities or what were their natural resources supposed to be in the game even. They're completely ignored when it comes to resources, so BUL just ends up being map filler that garrisons infantry around their capital.

Iraq shouldn't have flipped back unless it was re-captured by allies, do you have event logs for this?

AI planes are about 50x more effective than their ultra nerfed vanilla stat modifiers for the AI, but if they still feel non-threatening for player GER I'd like to take a look at giving them some buffs (or maybe making sure AI ends up with non-trash Air ministers?)
 
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Iraq shouldn't have flipped back unless it was re-captured by allies, do you have event logs for this?
Checked it out, it seems that the AI must have chosen the option to have the coup fail and there's no notification of that for Germany. Guess I'm just used to it always succeeding.
AI planes are about 50x more effective than their ultra nerfed vanilla stat modifiers for the AI, but if they still feel non-threatening for player GER I'd like to take a look at giving them some buffs (or maybe making sure AI ends up with non-trash Air ministers?)
Possibly AI air has seemed weak because the UK built up its airforce badly. The only bombers I fought were strats that got massacred in the air. The USSR has a decent airforce of 11 TAC and CAS, so I'll see if they use it well.

One other thing, some SS divisions like the Das Reich and Totenkopf still show up in the panzer division namelists, so you can have e.g. the Das Reich (generic ARM) SS Panzer division and the Das Reich motorized/armored division that uses the SS unit type at the same time. It seems that pretty much all of the historical SS panzer divisions are in unitnames.csv for ARM, though I don't know how many special SS divisions you get by decision. It might be nice to add an event option to refuse to create those divisions too, for decisions like the 22. luftlande which theoretically deletes an infantry division and adds a para division or if you simply don't want to expand the waffen SS/convert SS infantry to MOT or ARM without having them permanently clutter up the decision pane.

Edit: Barbarossa on normal difficulty done. The decision to have the luftwaffe wipe out soviet planes is really strong, though probably historically accurate, all 8 of the USSR's fighter divisions were wiped out and I didn't need to fly air superiority missions for 3 months. The soviets still had 10 bomber divisions and I don't think they used them once. My CAS on the other hand was constantly flying and evaporating ORG so my panzers could drive straight to smolensk and kursk. I think the ORG penalty on rebasing should be slightly increased, though not to the extent of wiping out their ORG altogether like hoi3. The war itself was launched in early May and effectively over by November, though it dragged on until February 42 because of how long it takes the bitter peace to trigger. Despite killing the Stalin unit, I had to go to sverdlovsk to win, although it might have only seemed that way because of the 35 day random trigger on the BP. The battles for fortress cities like leningrad and sevastopol were appropriately bloody and drawn out, even when cut off. Moscow itself was a bloodbath that I only won by breaking through the north and south and cutting off the city at Murom, behind it. The free divisions aren't as bad as I expected, but it's weird that the AI gets ~50 divisions at Moscow as soon as a player declares war and almost all subsequent free divisions seem to go there. Is it possible to put most of the later free divisions in the deploy pool so the AI will distribute them across the line? Deploying them all in Moscow makes it very easy to break through into Stalingrad and the Caucasus. Also is there a lendlease event chain that creates these or subsequent (1942+) free divisions or does the AI just get them for existing? Lastly, is the IC transfer to the Urals done by event as soon as a player declares war? I conquered the baltics, belarus and all of ukraine except sevastopol in three weeks, but there were still several ural provinces with 5, 7 or 10 IC.

I also played around with strategic bombers as I was mopping up the urals. 1939 strats are appropriately strong against provinces without flak, but even level 3 flak (30% strength) reliably takes out >50% of a bomber wings org. Given their cost (~20 IC per wing) it seems that a strategic bombing campaign against the UK or Germany would require massive investment while it would be impossible against the ural provinces of the USSR due to the extreme distances. You would need 1939 bombers based in moscow or stalingrad just to hit Berezniki, the first high IC province for me. On the other hand, I'm not sure what could be done to fix it except slightly toning down province AA. Escort fighters cripple strat range, but they should given that they're designed around flying SE england to the ruhr.

I topped off the campaign by conquering the US. They handled their airforce much better, especially their fighters, so I don't think the AI needs another direct buff. But their navy was abysmal, they sent almost all of their battleships to die near occupied england and france in tiny stacks and constantly sent infantry divisions unescorted across the atlantic. They're also intensely vulnerable to convoy raiding because they don't seem to produce convoy transports. For the post invasion order, imo the AUS should be given all of the lands of the CSA rather than just those on the eastern seaboard. It's weird to see a CSA that's basically a greater alabama. Next, the midwest union seems to be the successor state of the US, to the extent that it still uses the US ai file and prioritizes naval tech without having a coastline.

Also the japanese AI is hopeless in china. Even up to 1943 it was unable to conquer the nationalists, which meant the decision to get them to declare war on the USSR was impossible to implement. I had to take military control and use strats to level all remaining chinese onmap IC to get them to chongking, at which point they made peace with the nationalists and only took the coastline. Despite forming china-nanjing. Which means that japan controls all the coastline except nanjing and shanghai, which are controlled by china-nanjing, and china-nanjing controls the far west and far north of china, while the nationalists control inland china and are currently fighting the chinese civil war with the communists.
 
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It might be nice to add an event option to refuse to create those divisions too
Sure!
The free divisions aren't as bad as I expected, but it's weird that the AI gets ~50 divisions at Moscow as soon as a player declares war and almost all subsequent free divisions seem to go there.
Other than the locked garrison divisions and ~3 divs from Lend Lease in 1942 and 1943 SOV almost does not get any free (meaning instantly spawned without an IC cost) divisions now. They deploy from their pool to capital, which I would guess why Moscow had more stuff.

If you're playing on Hard and picked Hard Barbarossa event, they will get 15 free Inf+Arm divisions (in total), which will get deployed to their capital
Lastly, is the IC transfer to the Urals done by event as soon as a player declares war? I conquered the baltics, belarus and all of ukraine except sevastopol in three weeks, but there were still several ural provinces with 5, 7 or 10 IC.
It's somewhat counterintuitively done when you conquer ~20% of Baltics or Ukraine. There's no way to counteract it right now - I could look into making other parts of SOV smarter and compensating via having Industry Transfer interruptible
don't seem to produce convoy transports
They do, probably just can't keep up. In AI vs AI at least USA eventually prevails unless GER controls all of Eurasia, but it sounds like I should give them some convoy help against a Player
Even up to 1943 it was unable to conquer the nationalists
That's a good thing for me, Japan shouldn't be able to conquer CHI unless completely uninterrupted for a very long time. The peace chosen is semi-random between coasts and full puppet because it's kind of vague whether full conquest is even better for Japanese AI imo
 
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Czechoslovakia, Ireland, Greece, Turkey and South Africa all joined the axis in my test playthrough. Is that a common occurrence? I don't think I've ever seen that before, something unique for this mod ?

Japan occupied the coastal provinces in China and signed peace. Then nat and com china went to far, also com china declared on Germany. ? Also nat china didnt become a puppet, also a new change?

And Germany invaded the uk and won right after barbarossa. Then Usa invaded England 6months later and took it back.

This is different! And kinda awesome.

In the summer of 1942 Germany won vs Soviet. I wonder how much having Turkey on their side helped. I dont particularly like a Germany that wins. On the other hand Japan was at least weaker than in other mods were it can reach over 300 ic, here it's around 150ic.
 
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Czechoslovakia can join if it has high relations with GER towards the Munich Agreement event

GRE and TUR can join if Allies decide to try to "flank" GER which iirc was my implementation of one of the dumber allied strategy ideas. I think there may be something else that rarely makes them join but it seems to be a vanilla thing and I wouldn't be sure... If I stumble into it again with logging I can take a look if it's a matter of bad neutrality setup or something else


JAP can sue for an earlier and more likely peace that does not involve making (the entirety of) CHI into a puppet

CHC has high enough aggression to where they can declare war on GER, probably fixable but I'd have to improve other stuff first

GER is able to win relatively commonly compared to historical mods, tweakable with difficulty settings or depending on feedback. I'm still working on stuff leonblum mentioned that should make ENG smarter and have ENG/US/SOV buildup more actively towards the war, that should probably make GER victories a little less common too (though I'll orient the changes to be most relevant vs Players)
 
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I ran another test and this time everything seemed to go historical and it's a slugfest in the east, exactly what I'm looking for. Hopefully I can replicate that in a real game. I'll keep my eyes open and just reload if I see Turkey and Greence join the axis - because that seemed to help the axis significantly.
 
I've uploaded a new version with the following:

- German special division events now have a "No need" choice that gives a token amount of supply (50)
- All majors (except GER for now, but I'll want to add something for when the Player is ENG/USA/SOV/FRA) were tweaked to produce some specific units in the leadup to when they join the war, more specialized units if a Player is their historical enemy
- German Afrika Korps events no longer gives SPAA Tanks, now gives one more transport, now requires SPA tech
- Added more requirements for Align Romania to be available
- ENG no longer attempts a version of the (historically considered btw) suicidal Operation Catherine without control over DEN/NOR
- Japan may now DOW on SOV if they won in China and are not at war with China while Germany is losing national territory (but still has enough to fight back)
- Player GER no longer gets cores on non-Sudetenland Czech provinces (claims instead)
- Fixed an AOI event missing a description
- Fixed a few AI events firing for Players (oops)
- Probably a few other minor changes that I might've forgotten

Let me know if there are any issues =) I have a few ideas and maybe I'll finally get around to JAP's Northern Strike thingy, so hopefully I'll put out a few more updates soon-ish
 
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Perfect timing, I'm just about to start an ARG game. Not sure how helpful it will be to play ARG but I'll give my thoughts. Probably Japan or Italy next. Thank you so much, overjoyed about continued dh modding!
 
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I would love to improve South America sometime since it's completely abandoned in most campaigns, so I think it will be useful input! The biggest issue is that I don't really know much about the history of the region in post-Columbian times, lol

...and also that I'm not sure if the game can handle SA existing - now that I think of it, it seems to be intentionally ignored so that DH doesn't start lagging immensely by 1941. I feel like the extreme memory leaking doesn't happen as often in my mod(or at least it seems to always resolve on restart), so maybe that wouldn't be a problem?
 
I've uploaded a new version with the following:

- German special division events now have a "No need" choice that gives a token amount of supply (50)
- All majors (except GER for now, but I'll want to add something for when the Player is ENG/USA/SOV/FRA) were tweaked to produce some specific units in the leadup to when they join the war, more specialized units if a Player is their historical enemy
- German Afrika Korps events no longer gives SPAA Tanks, now gives one more transport, now requires SPA tech
- Added more requirements for Align Romania to be available
- ENG no longer attempts a version of the (historically considered btw) suicidal Operation Catherine without control over DEN/NOR
- Japan may now DOW on SOV if they won in China and are not at war with China while Germany is losing national territory (but still has enough to fight back)
- Player GER no longer gets cores on non-Sudetenland Czech provinces (claims instead)
- Fixed an AOI event missing a description
- Fixed a few AI events firing for Players (oops)
- Probably a few other minor changes that I might've forgotten

Let me know if there are any issues =) I have a few ideas and maybe I'll finally get around to JAP's Northern Strike thingy, so hopefully I'll put out a few more updates soon-ish
Could you update the first post ?
 
Is there a way to edit the directory so that the AI creates fleets of 20-30 ships? I only encounter large fleets when approaching the seas near my home country @@
Unfortunately, this is a longstanding issue in Vanilla and for mods. For whatever reason, the AI refuses to create fleets larger than four ships most of the time. It does use its larger inherited fleets though and doesn't seem to break them up
 
I dug around a little bit and I found a variable that I've never used - leader_ratio. Not sure if it can actually affect the size of fleets, but I will at least experiment with whether it has any effect (for instance, if I make grand admirals more desirable, does that make fleets bigger on average?)

By default it's set to 0.04, 0.06 and 0.4 for grand admiral/admiral/vice admiral, which would maybe explain the small fleet size?
 
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