FODD 2.5.1.1 Changelog 26-12-2022
/ai
BOS_.ai:
- Will now trade embargo the Warriors of Ice, it used to be able to trade with them, which was a bug.
U53_2245.ai, U53_2247.ai, U53_2249.ai, U53_2251.ai, U53_2253.ai, U53_2253.ai:
- Will now trade embargo the Warriors of Ice. Sorry, no more cold nuka colas for cold mutants!
ANG/Junkers:
- Solved the too many garrisons issue. The Junkers will build less garrisons and more ships with time.
- The Junkers will now actually have some naval presence, now that the Great Lakes are navigable and connected to the Atlantic (Thanks to Arcangelus).
- They will also research naval technologies now. While it won't be their main focus, the objective here is for the Junkers to have a small naval presence, one which will be relevant in the mid and end-games. This also accounts for the possibility of the Junkers getting all of Pennsylvania from the Civil War.
- Will use Offensive Supply.
- ANG_2245.ai
garrison = 15
- ANG_2247.ai
garrison = 15
- ANG_2249.ai
garrison = 10
destroyer = 5
Was:
garrison = 15
naval_base = yes
max_naval_base = 2
naval_base_provs = {
608 # Philadelphia
2686 # Eire
}
new tech preferences:
8010 # Early Motorboats
8020 # Basic Motorboats
8030 # Improved Motorboats
8040 # Scrap Corvettes
8050 # Fast Attack Craft
8060 # Scrap Frigates
8070 # Scrap Trawlers
8080 # Scrap Freighters
8160 # Sailing
8170 # Organized Navy
8180 # Random Vessels Adaptation
8230 # Early Task Forces
8240 # Large Units Organization
8250 # Quantity
No longer ignores the following technologies:
6280 # Military Sea Transport
6330 # Sea Dogs
naval_doctrines = 1 (was 0)
Invasions and Naval:
base = {
608 # Philadelphia
2686 # Eire
}
target = {
3006 # Lake Superior
3007 # Lake Michigan
4247 # Ocean south of Long Island
4248 # Massachusetz Bay
4250 # Fleuve Saint-Laurent
6575 # Capital Sea
6576 # Long Island Sound
}
core = {
3008 # Lake Huron
3009 # Lake Eire
3010 # Lake Ontario
}
- ANG_2251.ai
garrison = 10
destroyer = 5
Was:
garrison = 15
naval_base = yes
max_naval_base = 4
naval_base_provs = {
608 # Philadelphia
2686 # Eire
}
new tech preferences:
8010 # Early Motorboats
8020 # Basic Motorboats
8030 # Improved Motorboats
8040 # Scrap Corvettes
8050 # Fast Attack Craft
8060 # Scrap Frigates
8070 # Scrap Trawlers
8080 # Scrap Freighters
8160 # Sailing
8170 # Organized Navy
8180 # Random Vessels Adaptation
8230 # Early Task Forces
8240 # Large Units Organization
8250 # Quantity
No longer ignores the following technologies:
6280 # Military Sea Transport
6330 # Sea Dogs
naval_doctrines = 1 (was 0)
Invasions and Naval:
base = {
608 # Philadelphia
2686 # Eire
}
target = {
3006 # Lake Superior
3007 # Lake Michigan
4247 # Ocean south of Long Island
4248 # Massachusetz Bay
4250 # Fleuve Saint-Laurent
6575 # Capital Sea
6576 # Long Island Sound
}
core = {
3008 # Lake Huron
3009 # Lake Eire
3010 # Lake Ontario
}
- ANG_2253.ai
garrison = 5
destroyer = 5
transports = 5
Was:
garrison = 15
naval_base = yes
max_naval_base = 6
naval_base_provs = {
608 # Philadelphia
2686 # Eire
}
new tech preferences:
8010 # Early Motorboats
8020 # Basic Motorboats
8030 # Improved Motorboats
8040 # Scrap Corvettes
8050 # Fast Attack Craft
8060 # Scrap Frigates
8070 # Scrap Trawlers
8080 # Scrap Freighters
8160 # Sailing
8170 # Organized Navy
8180 # Random Vessels Adaptation
8230 # Early Task Forces
8240 # Large Units Organization
8250 # Quantity
No longer ignores the following technologies:
6280 # Military Sea Transport
6330 # Sea Dogs
naval_doctrines = 2 (was 0)
Invasions and Naval:
base = {
608 # Philadelphia
2686 # Eire
}
target = {
3006 # Lake Superior
3007 # Lake Michigan
4247 # Ocean south of Long Island
4248 # Massachusetz Bay
4250 # Fleuve Saint-Laurent
6575 # Capital Sea
6576 # Long Island Sound
}
core = {
3008 # Lake Huron
3009 # Lake Eire
3010 # Lake Ontario
}
- ANG_2255.ai
garrison = 5
destroyer = 5
transports = 5
Was:
garrison = 15
naval_base = yes
max_naval_base = 8
naval_base_provs = {
608 # Philadelphia
2686 # Eire
}
new tech preferences:
8010 # Early Motorboats
8020 # Basic Motorboats
8030 # Improved Motorboats
8040 # Scrap Corvettes
8050 # Fast Attack Craft
8060 # Scrap Frigates
8070 # Scrap Trawlers
8080 # Scrap Freighters
8160 # Sailing
8170 # Organized Navy
8180 # Random Vessels Adaptation
8230 # Early Task Forces
8240 # Large Units Organization
8250 # Quantity
No longer ignores the following technologies:
6280 # Military Sea Transport
6330 # Sea Dogs
naval_doctrines = 2 (was 0)
Invasions and Naval:
base = {
608 # Philadelphia
2686 # Eire
}
target = {
3006 # Lake Superior
3007 # Lake Michigan
4247 # Ocean south of Long Island
4248 # Massachusetz Bay
4250 # Fleuve Saint-Laurent
6575 # Capital Sea
6576 # Long Island Sound
}
core = {
3008 # Lake Huron
3009 # Lake Eire
3010 # Lake Ontario
}
ARG/Harlequins:
- Solved the too many garrisons issue. The Harlequins will build less garrisons and more ships with time.
- Harlequins will now use offensive supply.
- Will now actually build forts.
- Will become less neutral (namely, more prone to alliances and such pacts with other powers) and more aggressive with time.
- ARG_2245.ai
use_offensive_supply = yes
combat = {
TEX = 10
}
fort_borders = { TEX }
Was: fort_borders = { 680 } - this is the wrong way to do it, a tag is supposed to be here.
#### Divisions etc...
infantry = 0
cavalry = 0
motorized = 0
mechanized = 0
light_armor = 0
armor = 0
paratrooper = 15
marine = 33
bergsjaeger = 0
garrison = 15
hq = 10
militia = 15
# 82 %
interceptor = 0
multi_role = 0
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 0 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 3
light_cruiser = 2
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 2
# 12 %
target = { 4241 }
core = { 4242 }
- ARG_2247.ai
neutrality = 55.000
war = 0
use_offensive_supply = yes
combat = {
TEX = 20
}
fort_borders = { TEX }
Was: fort_borders = { 680 } - this is the wrong way to do it, a tag is supposed to be here.
#### Divisions etc...
infantry = 0
cavalry = 0
motorized = 0
mechanized = 0
light_armor = 0
armor = 0
paratrooper = 15
marine = 33
bergsjaeger = 0
garrison = 15
hq = 10
militia = 15
# 82 %
interceptor = 0
multi_role = 0
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 0 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 3
light_cruiser = 2
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 2
# 12 %
target = { 4241 }
core = { 4242 }
- ARG_2249.ai
neutrality = 50.000
war = 5
use_offensive_supply = yes
combat = {
TEX = 30
}
fort_borders = { TEX CZE }
#### Divisions etc...
infantry = 0
cavalry = 0
motorized = 0
mechanized = 0
light_armor = 0
armor = 0
paratrooper = 15
marine = 33
bergsjaeger = 0
garrison = 10
hq = 10
militia = 15
# 83 %
interceptor = 0
multi_role = 5
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 5 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 5
light_cruiser = 2
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 5
# 12 %
armor = 3
infantry = 4
industry = 5
aircraft = 1
naval = 4
land_doctrines = 5
secret_weapons = 3
air_doctrines = 0
naval_doctrines = 1
target = { 4241 }
core = { 4242 }
- ARG_2251.ai
neutrality = 45.000
war = 10
use_offensive_supply = yes
combat = {
CZE = 20
TEX = 40
}
fort_borders = { TEX CZE }
#### Divisions etc...
infantry = 0
cavalry = 0
motorized = 0
mechanized = 0
light_armor = 0
armor = 0
paratrooper = 15
marine = 33
bergsjaeger = 0
garrison = 10
hq = 10
militia = 15
# 83 %
interceptor = 0
multi_role = 5
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 5 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 5
light_cruiser = 2
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 5
# 12 %
armor = 3
infantry = 4
industry = 5
aircraft = 1
naval = 4
land_doctrines = 5
secret_weapons = 3
air_doctrines = 0
naval_doctrines = 1
target = { 4241 }
core = { 4242 }
- ARG_2253.ai
neutrality = 40.000
war = 15
use_offensive_supply = yes
combat = {
CZE = 20
TEX = 50
}
fort_borders = { TEX CZE }
#### Divisions etc...
infantry = 0
cavalry = 0
motorized = 0
mechanized = 0
light_armor = 0
armor = 0
paratrooper = 15
marine = 33
bergsjaeger = 0
garrison = 5
hq = 10
militia = 15
# 78 %
interceptor = 0
multi_role = 7
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 7 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 5
light_cruiser = 5
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 5
# 15 %
armor = 3
infantry = 4
industry = 5
aircraft = 2
naval = 4
land_doctrines = 5
secret_weapons = 3
air_doctrines = 0
naval_doctrines = 1
target = { 4241 }
core = { 4242 }
- ARG_2255.ai
neutrality = 35.000
war = 20
use_offensive_supply = yes
combat = {
CZE = 20
TEX = 60
}
fort_borders = { TEX CZE }
#### Divisions etc...
infantry = 0
cavalry = 0
motorized = 0
mechanized = 0
light_armor = 0
armor = 0
paratrooper = 15
marine = 33
bergsjaeger = 0
garrison = 5
hq = 10
militia = 15
# 78 %
interceptor = 0
multi_role = 7
cas = 0
strategic_bomber = 0
tactical_bomber = 0
naval_bomber = 0
transport_plane = 0
flying_bomb = 0
flying_rocket = 0
# 7 %
battleship = 0
carrier = 0
escort_carrier = 0
destroyer = 5
light_cruiser = 5
heavy_cruiser = 0
battlecruiser = 0
submarine = 0
nuclear_submarine = 0
transports = 5
# 15 %
armor = 3
infantry = 4
industry = 5
aircraft = 2
naval = 4
land_doctrines = 5
secret_weapons = 3
air_doctrines = 0
naval_doctrines = 1
target = { 4241 }
core = { 4242 }
ARM/Kurtz's Camp:
- Will now use offensive supply.
- Will now actually build forts.
- Will become and more aggressive with time.
- Will become more aggressive with time.
- Will attack more nations with time.
ARM_2245.ai
use_offensive_supply = yes
combat = {
BHU = 20
MOR = 20
ITA = 15
BRA = 10
CAL = 10
IRQ = 10
JAP = 10
TUR = 10
ALB = 5
AST = 5
HON = 5
}
fort_borders = { }
fort_provs = { 6162 } in place of fort_borders.
ARM_2247.ai
war = 20
use_offensive_supply = yes
combat = {
BHU = 25
MOR = 25
ITA = 20
BRA = 15
CAL = 15
IRQ = 15
JAP = 15
TUR = 15
ALB = 10
AST = 10
HON = 10
FRA = 5
GER = 5
POL = 5
}
max_land_level = 5
fort_borders = { }
fort_provs = { 6162 } in place of fort_borders.
ARM_2249.ai
war = 25
use_offensive_supply = yes
combat = {
BHU = 30
MOR = 30
ITA = 25
BRA = 20
CAL = 20
IRQ = 20
JAP = 20
TUR = 20
ALB = 15
AST = 15
HON = 15
FRA = 10
GER = 10
POL = 10
}
max_land_level = 6
fort_borders = { }
fort_provs = { 6162 }
ARM_2251.ai
war = 30
use_offensive_supply = yes
combat = {
BHU = 35
MOR = 35
ITA = 30
BRA = 25
CAL = 25
IRQ = 25
JAP = 25
TUR = 25
ALB = 20
AST = 20
HON = 20
FRA = 15
GER = 15
POL = 15
AFG = 5
NOR = 5
TEX = 5
}
max_land_level = 7
fort_borders = { }
fort_provs = { 6162 }
ARM_2253.ai
war = 35
use_offensive_supply = yes
combat = {
BHU = 40
MOR = 40
ITA = 35
BRA = 30
CAL = 30
IRQ = 30
JAP = 30
TUR = 30
ALB = 25
AST = 25
HON = 25
FRA = 20
GER = 20
POL = 20
AFG = 10
NOR = 10
TEX = 10
POR = 5
SCH = 5
HOL = 5
BLR = 5
}
max_land_level = 8
fort_borders = { }
fort_provs = { 6162 }
ARM_2255.ai
war = 40
use_offensive_supply = yes
combat = {
BHU = 45
MOR = 45
ITA = 40
BRA = 35
CAL = 35
IRQ = 35
JAP = 35
TUR = 35
ALB = 30
AST = 30
HON = 30
FRA = 25
GER = 25
POL = 25
AFG = 15
NOR = 15
TEX = 15
POR = 10
SCH = 10
HOL = 10
BLR = 10
PRK = 5
USA = 5
ENG = 5
}
max_land_level = 9
fort_borders = { }
fort_provs = { 6162 }
ARM_Apocalypse.ai
war = 40
use_offensive_supply = yes
max_land_level = 9
fort_borders = { }
fort_provs = { 6162 }
AST_2245.ai
use_offensive_supply = yes
combat = {
GER = 15 # Vault City
MOR = 15 # New Canaan
NOR = 15 # The Huns
POL = 15 # Broken Hills
POR = 10 # Gecko
MTN = 5 # Calgary Confederacy
}
max_land_level = 8
fort_borders = { }
fort_provs = { 705 }
AST_2247.ai
neutrality = 50.000
war = 20
use_offensive_supply = yes
combat = {
GER = 20 # Vault City
MOR = 20 # New Canaan
NOR = 20 # The Huns
POL = 20 # Broken Hills
POR = 15 # Gecko
MTN = 10 # Calgary Confederacy
SCH = 5 # Pioneer Alliance
}
max_land_level = 8
fort_borders = { }
fort_provs = { 705 }
AST_2249.ai
neutrality = 45.000
war = 25
use_offensive_supply = yes
combat = {
GER = 25 # Vault City
MOR = 25 # New Canaan
NOR = 25 # The Huns
POL = 25 # Broken Hills
POR = 20 # Gecko
MTN = 15 # Calgary Confederacy
SCH = 10 # Pioneer Alliance
AFG = 5 # Kansas Free State
HOL = 5 # New Arroyo
}
max_land_level = 9
fort_borders = { }
fort_provs = { 705 }
befriend = {
DEN = 50 # Den
FRA = 50 # New Reno
SOV = 10 # Mutant Army
IRQ = 40 # Vipers
ALB = 30 # Caesar's Legion
ANG = 5 # Junkers
}
AST_2251.ai
neutrality = 40.000
war = 30
use_offensive_supply = yes
combat = {
GER = 30 # Vault City
MOR = 30 # New Canaan
NOR = 30 # The Huns
POL = 30 # Broken Hills
POR = 25 # Gecko
MTN = 20 # Calgary Confederacy
SCH = 15 # Pioneer Alliance
AFG = 10 # Kansas Free State
HOL = 10 # New Arroyo
BEN = 5 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
BHU = 5 # White Legs
}
befriend = {
DEN = 50 # Den
FRA = 50 # New Reno
SOV = 10 # Mutant Army
IRQ = 40 # Vipers
ALB = 30 # Caesar's Legion
ANG = 5 # Junkers
}
max_land_level = 9
fort_borders = { }
fort_provs = { 705 }
AST_2253.ai
neutrality = 35.000
war = 35
use_offensive_supply = yes
combat = {
GER = 35 # Vault City
MOR = 35 # New Canaan
NOR = 35 # The Huns
POL = 35 # Broken Hills
POR = 30 # Gecko
MTN = 25 # Calgary Confederacy
SCH = 20 # Pioneer Alliance
AFG = 15 # Kansas Free State
HOL = 15 # New Arroyo
BEN = 10 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
BHU = 10 # White Legs
ARM = 5 # Kurtz's Camp
BLR = 5 # Texas Reformed
CAL = 5 # New California Republic
CAM = 5 # Reavers
ITA = 5 # Brotherhood of Steel
ROM = 5 # Redding
SPA = 5 # Midwestern Brotherhood of Steel
TEX = 5 # New Church
}
befriend = {
DEN = 50 # Den
FRA = 50 # New Reno
SOV = 10 # Mutant Army
IRQ = 40 # Vipers
ALB = 30 # Caesar's Legion
ANG = 5 # Junkers
}
max_land_level = 10
fort_borders = { }
fort_provs = { 705 }
AST_2255.ai
neutrality = 30.000
war = 40
use_offensive_supply = yes
combat = {
GER = 40 # Vault City
MOR = 40 # New Canaan
NOR = 40 # The Huns
POL = 40 # Broken Hills
POR = 35 # Gecko
MTN = 30 # Calgary Confederacy
SCH = 25 # Pioneer Alliance
AFG = 20 # Kansas Free State
HOL = 20 # New Arroyo
BEN = 15 # Beastlords. Psychic animal dominators vs Animal Psychic dominators.
BHU = 15 # White Legs
ARM = 10 # Kurtz's Camp
BRL = 10 # Texas Reformed
CAL = 10 # New California Republic
CAM = 10 # Reavers
ITA = 10 # Brotherhood of Steel
ROM = 10 # Redding
SPA = 10 # Midwestern Brotherhood of Steel
TEX = 10 # New Church
CZE = 5 # Spiders
ENG = 5 # Enclave
PSZ = 5 # Polar Station Zeta
QUE = 5 # Quebec
USA = 5 # The States
}
befriend = {
DEN = 50 # Den
FRA = 50 # New Reno
SOV = 10 # Mutant Army
IRQ = 40 # Vipers
ALB = 30 # Caesar's Legion
ANG = 5 # Junkers
}
max_land_level = 10
fort_borders = { }
fort_provs = { 705 }
/config
/db
- misc.txt:
- Changed Metal, Rare Material and Energy Production Modifiers from 10 to 50%. It made resources get too low and caused widespread resource shortages. Contrary to what I thought, there aren't enough resources in-map to make this viable, not yet.
- Fusion Cell starting modifier is still 10% because fuck y- I mean, because I want it to be quite scarce.
/events
- Multiple events: Deactivated the following command in multiple countries' intro events:
command = { type = local_setflag which = Offmap_Resources }
This would make offmap resources pop up for certain nations outside revamped map areas. As I brought back all the off-map tech bonuses, this is currently unuecessary, but will be used in the future.
- RCC.txt:
- Dark Decision: Should work correctly and properly trigger the "A Possible Alliance" event for the Dark Cathedral.
- Necropolis.txt:
- Join With the Deep Ghouls: Deep Ghoul 2nd Sentries was being spawned with an ilegal brigade type (Engineers) for its unit type (Garrison). Changed from Engineers to Energy Weapons.
/tech
- Re-activated all the off-map free resources. The FODD map is clearly still too resource-devoid to
/gfx
- Forgot to include a bunch of new graphics by Arcangelus.
/map:
- Distances.csv, airdist.tbl, navaldist2.tbl: Fixed the "Chatham Bug", it was similar to the "Deloraine Bug", which was causing the province Chatham in New Brunswick to be around thousands of kilometers of distance from the closest provinces. Aparently opening the Distances.csv file in Excel messes it up. Fixed the values and regenerated the map.
FODD 2.5.1 Changelog 19-09-2022
/ai
- ALB_2245.ai:
- Less white space on file
- No more trade and tech embargoes against { ALS AXI LUX U31 U32 U33 U34 U35 U36 U37 U38 U39 U40 U41 U42 U43 U44 U45 U46 U47 U48 U49 U50 U51 U52 U53 U54 U55 U56 U57 U58 U59 U60 U61 U62 U63 U64 U65 U66 U67 U68 U69 U70 U71 U72 U73 U74 U75 U76 U77 U78 U79 U80 } which are mostly unused tags or Wasteland
- Caesar's Legion will not build radar on Tucson/Two Sun (#730)
- Will now build air base on Chihuahua (#2698)
- Will now build IC on Gila Bend province (#6146)
- Will no longer research the following techs, as they already start with them: Wasteland Human Soldiers, Wasteland Human Warriors, Early Irregulars, Slavery, Slave Labour, Slave Markets, Organized Barter Economy, Bottlecap Money, Taxation Systems and Close Combat Weapons.
- Will ignore province El Centro (#6121) AKA The Glow
- Fixed typos which made the AI file literally unplayable
- ALB_2247.ai:
- Less white space on file
- Includes all changes in the previous ai files
- Will start building AA on Gila Bend province (6146)
- Note: Arcangelus forgot to add the embargo change here.
- ALB_2249.ai:
- Less white space on file
- Includes all changes in the previous ai files
- Fixed a typo which may have been blocking the AI from researching naval technologies
- ALB_2251.ai:
- Less white space on file
- Includes all changes in the previous ai files
- Will now build air base on Los Alamos (6128)
- ALB_2253.ai:
- Includes all changes in the previous ai files
- No longer befriends Mexican Raiders after this date
- Will fortify borders with the NCR and Spiders
- Will no longer send expeditionary forces
- ALB_2255.ai:
- Will no longer Protect Mexican Raiders
- ALG/Darien Tribes: Fixed the "too many garrisons issue". Darien Tribes will slowly build less garrisons and start building more HQs and Transports. Why the later? Just a little vice check to those who don't care about the naval game.
- ALG_2245.ai
paratrooper = 25
marine = 55
garrison = 20
- ALG_2247.ai
paratrooper = 25
marine = 55
garrison = 15
hq = 5
- ALG_2249.ai
paratrooper = 25
marine = 55
garrison = 10
hq = 5
transports = 5
- ALG_2251.ai
paratrooper = 25
marine = 55
garrison = 10
hq = 5
transports = 5
- ALG_2253.ai
paratrooper = 25
marine = 55
garrison = 10
hq = 5
transports = 5
- ALG_2255.ai
paratrooper = 25
marine = 60
garrison = 5
hq = 5
transports = 5
AZB_2245.ai:
- military priority:
- infantry build priority went from 30 to 15
- marine priority went from 0 to 15
- So, Dark Cathedral will build half the Regulars they did, and will now build Irregulars
BOS_.ai:
- Wrong Tag in combat section (AZK instead of AZB)
- Enclave Location AI Changes: Provinces Dillingham and False Pass were "swapped". This also means that the AI now has to target False Pass instead of Dillingham. Affected files:
CHC_2245.ai, CHC_2247.ai, CHC_2249.ai, CHC_2251.ai, CHC_2253.ai, CHC_2255.ai, ENG_2245.ai, ENG_2247.ai, ENG_2249.ai, ENG_2251.ai, ENG_2253.ai, ENG_2255.ai, HOL_mixed_2245.ai, HOL_mixed_2247.ai, HOL_mixed_2249.ai, HOL_mixed_2251.ai, HOL_mixed_2253.ai, HOL_mixed_2255.ai, HOL_tribal_2245.ai, HOL_tribal_2247.ai, HOL_tribal_2249.ai, HOL_tribal_2251.ai, HOL_tribal_2253.ai, HOL_tribal_2255.ai, HOL_vault_2245.ai, HOL_vault_2247.ai, HOL_vault_2249.ai, HOL_vault_2251.ai, HOL_vault_2253.ai, HOL_vault_2255.ai, Navarro_2245.ai, Navarro_2247.ai, Navarro_2249.ai, Navarro_2251.ai, Navarro_2253.ai, Navarro_2255.ai, PRK-alter.ai, PRK-alter_2245.ai, PRK-alter_2247.ai, PRK-alter_2249.ai, PRK-alter_2251.ai, PRK-alter_2253.ai, PRK-alter_2255.ai, PRK.ai
/config
- darkest_hour.csv:
- Removed the old Row 720:
NAME_LIGHT_ARMOR_BRI Light Armored Brigade Blind� l�ger Corazzato leggero Blindada ligera Leichte Panzerbrigade Lekka pancerna
- doomsdaytext.csv:
- Eliminated NAME_ESCORT_CARRIER, SNAME_ESCORT_CARRIER, SDESC_ESCORT_CARRIER, LDESC_ESCORT_CARRIER, NAME_NUCLEAR_SUBMARINE, SNAME_NUCLEAR_SUBMARINE, SDESC_NUCLEAR_SUBMARINE and LDESC_NUCLEAR_SUBMARINE bits from the csv. I have no idea why that is there, but I suspect vanilla shenanigans.
- event_text.csv:
- Less unecessary ;
- Two new event choices for Event 16215
- Some text for a potential future nation in Canada
- Event text for some new Legion events by Arcangelus
- Under-Nation slaving event text is gone from the Under-Nation part. Clearly it now works more like the normal slave raiding decision.
- Text for extra Junker events for peace - Junkers can choose to peace out and FUSA can choose to peace out with Junkers as well.
- Slavers' Guild events now have the Slave Market event description. According to Arcangelus, slave market is now a single decision and overall better organized.
- Event description for The Dark Crusade events
- Commonwealth:
- War Refugees event
- Dismantling the Cultists event
- Integrating New England event
- Restoring the Commonwealth of New England event
- New event among the Resource events, in which one can restore Gecko's nucleare ractor
- extra_text.csv
- SNAME_LIGHT_ARMOR_BRI;L-A;B-L;B-L;Bli Lig;L. Pz;L. Cz.;;Ë.ÁÒ.;;;X deleted. Sprite stuff?
- unit_names.csv
- Removed the Rocket Interceptor descriptions, we aren't using them right now.
- Removed the Light Armor Brigade/Glide Armor description.
/db
- misc.txt:
# Oil production efficiency
0.1 # 0.9. 1.0
# Metal production efficiency
0.1 # 0.9. 1.0
# Energy production efficiency
0.1 # 0.9. 1.0
# Rare Materials production efficiency
0.1 # 0.9. 1.0
- This is part of the resource revamp, explained beneath with more detail.
- revolt.txt (note to self: Take a look later to see if the numbers truly check-out)
- Fixed label of Broken Hills' Capital province
- Province Yuma (6145) added among Caesar's Legion extra provinces
- Darien Tribes' new minium and capital are now La Palma (4286) not Panamá (888). Panamá is now on the extras part.
- Harlequins' capital and minimum provinces changed from Lafayette (680) to New Orleans (679).
- Added Baton Rouge (6274) as extra province.
- Kansas Free State capital is now (792) instead of Tyler (711) as it was before, which was wrong.
- Manitou Tribes minimum province Tallahassee (677) swapped for Bay Minette (6430). Extra (6430) swapped for (677).
- Mutant Army now has Duluth (6339) as extra province, capital changed from Rochester (693) to Saint Paul (694).
- New Arroyo capital changed from Eugene (786) to Marshfield (6107)
- Pioneer Alliance now has extra provinces.
- Spiders extras: Miami (651) switched to Orlando (650) and Titusville (6322) added.
- Texas Reformed now gets most of Texas
- Under-Nation was revolt = yes, is now revolt = no.
- The Vipers capital was wrong. Changed from province 722 to Roswell (724)
- Vault City capital changed from 771 to Andrews (6104)
- Warriors of Ice capital changed from Rankin Inlet (560) to Port Nelson (6714). Churchill (6713) added to minimum province and removed from extra.
- God Machine had no extra provinces, got many.
- Reavers now have Jefferson City (6361) and Poplar Bluff (6364) as extra provinces.
- Commonwealth now has extra minimum provinces: Fredericton (580), Bangor (582), Portland, ME (583), Burlington, VT (594), Concord(595), Hartford (2719), Augusta, ME (6367), Caribou (6368), Greenville, ME (6369), Skowhegan (6370), Berlin, NH (6372), Rutland (6373), Montpelier (6374), Pittsfield (6376), Oromocto (6601).
- Mayan Empire has more minimum provinces, not just the capital but all starting ones. Playa del Carmen (4308) is no longer minimum. Mérida (756), Belize City (758), La Libertad (4305), Belmopan (4306), Tizimin (4307), Chetumal (4310), Campeche (4311), Escarcega (4312), Ciudad del Carmen (4313), (7377), Nicolas Bravo (7378), are all extra.
- Less white spaces
- Three added Proof-of-Concept non-functional nations on revolt files.
- Province.csv:
- 6874 swap to 548
- 548 swap to 6874
- Province False Pass (6874) now has beaches, port and a seazone province (4271).
/events
Caesar's_Legion.txt
- "Hail Caesar" now gives Caesar an extra +1 speed value for land units and a 110% wartime ic modifier for "Total War"
- "Veni, Vidi... Vici?" gives Caesar extra claims and unlocks a division.
- Added some events to help the Legion expand earlier on. Not 100% implemented.
- The Legion now gets a bonus if its attacked by the NCR early on between 2245 and 2248. Does not apply to human players.
Commonwealth.txt
- Choosing Minutemen will now change interventionism to 3 (was 2)
- A few added but disabled commands in the Minutemen path which sleeps some ministers
- Choosing Institute will wake up more ministers
- Added a disabled event where the Gunners take over the Commonwealth
- "Reach an Agreement" option will now sleep some ministers
- Fixed some typos. Was literally unplayable.
- "Final Government":
- action "Minutemen" and "Institute" will wake and sleep some more ministers
- The third action will wake up more ministers and sleep some others
- Higher chance of Commonwealth military intervention against the Dark Cathedral if the Institute is not in charge
- "Militarized Frontier" event gives free manpower to the Commonwealth (too excessive?)
- Province 602 now suffers a loss of -1 IC in the second Commonwealth incursion
- Treaty with Dark Cathedral cannot be done before June 2245. Plus, Commonwealth will now claim Province 6331.
- "Commonwealth Demands" will now secede province 6331 (Troy) to the Commonwealth
- Dark Cathedral will now receive Province 603 if they accept demands
- New event for Minutemen if they are not part of the Civil War - they will get refugees.
- New events in the Development of provinces chain, in which the Commonwealth dismantle Dark Cathedral cults and integrates the Old Commonwealth
- "Fission Reactors" event: Gen V models now give rare materials.
- "Fusion Reactors" event: All the steps in progress now give rare materials.
- Less white space.
Dark_Cathedral.txt
- Start of Game - Children of the Night:
- Event now starts at hour 8 not 10
- "105th Light Infantry Btn." is now added when = 1, not when = 0 where = -25
- "501st Military Police Btn." has one garrison unit less now (aparently)
- "7th FUS Regiment" now starts in province 6379 (was 610)
- New starting division: "Newark Tralls", an Irregular Model 0 unit.
- The second event now starts at hour 8 as well.
- Start of game - Dark Cathedral
- No longer starts game activating the Slavery tech
- Adds the following units now:
command = { type = add_corps which = "Witches" value = land when = -1 where = 6380 }
command = { type = add_division which = "Wiches" value = marine when = 0 }
command = { trigger = { random = 40 } type = add_division which = "Wiches" value = marine when = 1 }
- Note to self: Should be Witches now Wiches.
- The event would disorg and damage two divisions each, now it disorgs four instead.
- Start of game - Dark Persuasions
- Now starts at Hour 10 of Day 9, instead of Day 10.
- New unit:
command = { type = strength which = garrison when = 1 where = 1 org = 100 value = 1 } #I just want all cultist to be at max org.
- New event added: Dark Crusade. Causes dissent and demobilizes units IF the Dark Cathedral takes too long (after 2246) to take over the FUSA, losing fervour.
- "Slaves to Darkness" will now trigger in Day 10 instead of 9.
- Added some space where it was necessary.
Dead_Islands.txt
"Ancient Sickness" event, "Mystery of the Dead Islands", "Mysterious Sickness" and "Forbidding Islands" events: No more unecessary random = no, some adjustment of date formats.
"Lost Bases", "Lost Naval Squadron", "Lost Air Group", "Gauss Weapons and Power Armor" and "Lost A.I." events: No more unecessary random = no.
"The Blast Doors Are Opened!" event: Now applicable to the Commonwealth. Also some changes on the dates.
"Restoration of the Bases" event: Some adjustment of date formats.
Decisions.txt
- Gun Runners are now allowed for all in 2257 (was 2258)
- "Invest in National Infrastructures: Fallout version" event:
- Now cheaper.
- The third level of investment now builds up +20 infra.
- First level no longer uses the infra_investment flag.
- "Invest in National Research", Generic, Old World and Guilds Versions:
- Changed some action triggers.
- "Overwork Slaves"
- Enhanced decision, less cumbersome, AI can now take it with better ease.
- ALB is now one of the "Blessed Tags" that can search for Horses earlier
Enclave.txt
- "New Drug (from New Reno)", "New Drug Origin", "Start of game - Welcome Mr President!", "Start of game - Enclave Secret Program (Deathclaws)", "Enclave Secret Program (Ressurection)", "Enclave Secret Program (The Horrigan Resurrection)" event: Date format changes
- "New Drug Ransom", "New Drug Refusal", "Prisoner Shipments Arrive", "Damn Slavers Refuse": persistent is now in a better place in the event structure
- "The Seward Ice Mines":
- persistent is now in a better place in the event structure
- Date format changes
- "War with Reno":
- Date format changes
- Accounts for the right province ID for Klamath Falls province (6106, was 785)
- Small ai chance change
- "We Need Prisoners":
- persistent is now in a better place in the event structure
- Date format changes
- Slightly larger maximum manpower for going after Prisioners (6, was 5)
- Shorter offset, Enclave will repeat this event every 90 days (instead of 120)
- AI Enclave will always choose to send for Prisoners
- "Enclave Secret Program - Deathclaw Early Results"
- Date format changes
- No more different early result events for AI and human
- No more ai = no on trigger because there's one event now
- Now has ai_chance because AI and player use the same event.
- The list of slept events is now properly ordered by event number. Yeah this kind of thing bothers me too, based Arcangelus.
- No longer sleeps the ai file in the player version, because the AI version no longer exists
- Fixed typos in comments, literally unmoddable
- Enclave Secret Program (Project Apocalypse - find files):
- Is now a decision
- Date format changes.
- Enclave Secret Program (Project Apocalypse - start):
- Minor formatting changes
- Date format changes.
- Enclave Secret Program(Project Apocalypse - success): Minor formatting changes
- The President's Address: The empty command had a starting parenthesis in place of a starting bracket
- Annex Navarro:
- Will now give Supply Convoys
- Navarro's fall: Now checks wherever the country is at war against the Enclave
Former_USA.txt
- "Dark Cathedral Brother Cainite":
- Removed previously commented divisions that would go from FUSA to Dark Cathedral and are now handled by separate files
- US Navy will now be reinforced at the onset of the Civil War
- Will no longer damage two US Divisions
- Removed a bunch of commented out divisions which would switch_allegiance, but AFAIK now start on Dark Cathedral side
- "Dark Cathedral Found":
- Now a decision
- Cleaned up requirements.
- Date format changes.
- "Unexpected Help":
- Changed name of a corps in the first option.
- A new second option. Asked Arcangelus to clarify what its supposed to do.
- Arcangelus said its supposed to be AI-only, but it lacks an trigger to set it up as only an AI option. FIX THIS
- "The Big Red One":
- Now a decision.
- Date format changes.
- Decision will be appear when one of the following will:
- Lost 30% of national territory
- Lost 25% of IC
- Lost 25% of VPs
- Does not control Province Annapolis (6464)
- Does not control Province Frederick (6467)
- Can be taken/is triggered by:
- Division exists (Duh)
- Is at war
- Then one of the following:
- Does not have VP = 25
- 10% of VP in enemy hands
- 40% of national provinces VP in enemy hands
- 25% VP in enemy hands
- Not in control of the capital
- Lost province Frederick (6467)
- The second event which unlocks it in 2246 automatically makes sure that the first one didn't fire
- "Fusa's Reckoning":
- Now the decision appears even while the Dark Cathedral exists
- Now appears when The States only has 50% of land forces compared to Junkers, as it assumes the player knows what he is doing
- Can be done if the Dark Cathedral still exists
- The States' can only do it when it has 90% of the Junkers' numbers in land forces
- "Baby's Been a Bad, Bad Boy": Redundant since the Dark Cathedral changes, deleted. Event Id open.
General.txt
- "Leads on a Lost Vault": Can now appear for the Commonwealth
Junkers.txt
- New events in which Junkers can ask for terms with The States
- "What a Pile of Junk": New event, in which the Junkers are losing to FUSA in the Civil War, but not too badly, yet the States remains strong.
- "Junkers ask for Terms/Rust Peace": New event, in which the Feds send terms for the Junkers. Comes from the previous one.
- "Junkers' Armistice": Dark Cathedral event in which Dark Cathedral reacts to Junkers peacing out and surrendering some Dark Cathedral territory taken by Junkers during war.
NCR.txt
- Added an AI-only which is aparently there to get rid of Caesar's Legion in Baja.
- "Ongoing Disturbing Incidents - Investigation Success":
- Is now one_action and persistent.
- The AI can always choose peace.
- "Deathclaws Decide Secret Enclave Program - Deathclaws NCR - nasty legacy": Deactivated because it requires an impossible flag
- The event in which Deathclaws decide no longer uses the rat_harshness flag because, again, it is never set.
- Eternal War against the Deathclaws is persistent
New_Arroyo.txt:
- Ongoing Disturbing Incidents - Investigation Success: Fixed a CTD caused by "once_choice" instead of "one_action"
New_Arroyo.txt
- Ongoing Disturbing Incidents - Investigation Success (Nasty Legacy): Now a once-choice event.
- Disabled redundant events
- "Luddite Revolt" no longer has random=no.
Raids.txt
- Caesar's Legion can now raid Texas Reformed, but it requires the same conditions as raiding New Church - Vipers not existing.
- Caesar's Legion raids on the NCR are now more sporadic, due to NCR counter-strikes, but also earn more in manpower and supplies.
- Caesar's Legion AI now has 10% chance not to raid Broken Hills (was 20%)
Rebels.txt
- Added some more Marauders to Moab province in order to prevent Kurtz mapsnakes (I can't wait to finally get Kurtz out of Utah).
- More revolts in Flagstaff province
- A few other minor changes
- Changed this:
command = { trigger = { control = { province = 6874 } } type = control which = REB value = 6874 }
Into this:
command = { trigger = { control = { province = 548 } } type = control which = REB value = 548 }
In order to switch the provinces Dillingham and False Pass.
Releasing_units.txt
- The NCR's 16th US Division will only release IF the NCR is under attack now. It will no longer release if the NCR attacks other nations.
- Releasing "The Big Red One" is no longer in this event file.
Resources.txt
- Overabundant Energy event will have a "Do Nothing" option only if Rare Storehouses haven't been built yet, for some reason.
- "Wasting Energy" event no longer checks if the nation has made energy storage measures, it can only pop up if you choose to do nothing in the Averabundant Energy event.
- "Using the Energy" event: Can only barter for military equipment if one has less than 11 Mercenary units.
- "Using the Energy" decision:
- Now useable by Commonwealth and Navarro Base
- Can only barter for military equipment if one has less than 11 Mercenary units. No longer has a trigger related to wherever a nation is AI-controlled.
- No longer disallows boosting industry with energy if the nation has 70.000 or more energy AND 100 IC. Now the only restriction is the IC. Also increased energypool expense, from -15.000 to -20.000, in this option.
- For nations with more than 100 IC but less than 120, energy expenses are now 51.000 (was 70.000)
- "Rusting Metal Graveyards": Can no longer do nothing if one has rare storehouse (bug?)
- "Rusting Hulks": Eliminated redundant trigger for checking if the nation doesn't have metal storehouses.
- "Using the Metal", "Using the Rare Materials": Now useable by Commonwealth and Navarro Base
- "Radioactive Cellars" will have a "Do Nothing" option only if Rare Storehouses haven't been built yet
- "People Are Getting Sick" Eliminated redundant trigger for checking if the nation doesn't have rare material storehouses.
- A new event for restoring Gecko's nuclear reactor if it goes capput
Slavers'_Guild.txt
- "Selling at Slave Markets", "Buying at Slave Markets", "Trading at Slave Markets": Compressed into a single decision.
- New Slave Markets event has action triggers which help the AI to buy slaves.
- "Guild Certification", "Slaving Profits" (all versions), "Guild Membership Dues": Date format change.
Unifications.txt
- "New Hampshire-Maine-Vermont United":
- Unifying Vermont now requires taking only 33% of its land area (because it has only 3 provinces, so... kinda impossible doing that normally)
- Changed date formatting
- Oregon United:
- Now has a small bonus of +0.84% consumer goods efficiency, to account for the local gold and silver mines.
Wasteland_Revolt.txt
Changed this:
command = { type = control which = REB value = 6874 } #False Pass, Alaska
Into:
command = { type = control which = REB value = 548 } #Dillingham, Alaska
West_BoS.txt
- Less White Space
- "Reconciliation with NCR": Changed date formatting.
- Deleted the old manpower tech events, passed into tech.
/ministers
- ministers_BOS.csv
- New mininsters, including extra sets of mininsters for Institute, Minutemen and even a Gunner set.
/tech
- Resource Overhaul Tech Overhaul:
- A revamp dedicated to making resources less abundant and more scarce through the world, by making nations produce less resources by default, and introducing the new modifiers for resource production into technologies. Scarcity means more reasons for trade and warfare, making the game harder (especially for the human player), among other differences. Plus, it cushions the effect of the adding of new resources in the map. Right now, there's just too much resources, and that was even before the map's resources started being revamped. This will be done by:
- Making resource production start far lower than by default (10% instead of 100%)
- Giving +efficiency effects to many technologies
- Getting rid of off-map tech bonuses to resources. These should only come in Secret Techs, scenario config and events.
- Keeping the off-map resources for nations which start outside areas of the map revamped with resource distribution.
- Making energy-to-fusion cell conversion require more energy, thus diminishing both resources' availability.
- Files affected:
- misc.txt
- industry_tech.txt
- naval_tech.txt
- secret_weapons_tech.txt
- naval_doctrines.txt
- air_doctrines_tech.txt:
- Category changed to naval.
- Robot GDE Fix: Due to forgetfulness, during the change to the combat systems, it was forgotten that the Robots have their own
- Independent Units not Independant Units. Literally unplayable.
warfare doctrine in the Robotics tech-file. This means that Robots cannot increase their GDE, unlike humans, making them underpowered. Robot nations also start with 60% "by default" due to Robot Race giving +10% GDE.
Remote Control: +10% GDE
Land Battle: +10% GDE
Land Operational Battle: 5% GDE
Sub-unit Operations: 5% GDE
Land Air Navy Co-ordination: 5% GDE
High Level Warfare: 5% GDE
Independent Units: 5% GDE
Continuous Improvement: 5% GDE
- aircraft_tech.txt:
- Improved Zeppelin Bomber and Sky Fortress techs increases air transport unit range by +500 each
- industry_tech.txt:
- Animal Husbandry, Windmills, Sheltered Agriculture, Large Brahmin Farms, Limited Wasteland Agriculture, Extensive Greenhouses, Extensive Wastelands Trade, Great Brahmin Caravans, Apothecaries, Medicine, Improved Medicine: All the Brotherhood of Steel off-map manpower bonuses/maluses, relative_manpower increase restrictions and such, are now purely manifested by tech, not events.
- Mechanized Trade Transport: -5% energy cell production efficiency
- Organic Trade Transport: No longer gives a -5% supply production efficiency malus
- Scavenging techs are now meant to be fast to research with small start years, but weaker technologies, in opposition to Industry.
- Replaced all instances of:
command = { type = free_energy
command = { type = free_money
command = { type = free_rare_materials
command = { type = free_oil
command = { type = free_metal
- With special commands which make those bonuses only pop with a local flag called Offmap_Resources, which is given to certain nations in their start-up events.
- This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
- The following technologies now yield increased efficiency for producing Fusion Cells through conversion of energy cells: Batteries, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power.
- The following technologies will increase efficiency of producing Fusion Cells from provinces on the map: Batteries, Pre-War Devices, Basic Electronics, Rudimentary Atomic Power, Pre-War Materials, Improved Electronics, Recycling, Advanced Atomic Plant , Basic Fusion Power, Advanced Fusion
- The following technologies will increase efficiency of producing Energy: Windmills, Basic Power, Methane Power, Geothermal Power, Solar Power, Rudimentary Atomic Power, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power, Pre-War Materials. Greening Ways secret technology will also increase it as well, for tribal nations.
- The following technologies will reduce efficiency of producing energy: Windmills, Recycling and Advanced Mining.
- The following technologies will increase efficiency of producing Metals: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Abundant Clean Water, Reliable Water Wells, Recycling. Also, Naval Recovery in Naval techs and Greening Ways the secret tech.
- The following technologies will increase efficiency of producing Rare Materials: Organized Mining, Improved Mining, Advanced Mining, Pre-War Materials, Medicine, Improved Medicine, Rad-Away, Reliable Water Wells, Recycling, Basic Atomic Power, Advanced Atomic Plant, Basic Fusion Power, Advanced Fusion Power. Also, Greening Ways in Secret Techs.
- The following technologies will reduce efficiency of producing Rare Materials: Combat Implants.
- The industrial branch of technologies will now give larger, but IC-only bonuses, whereas Scavenging will give a "total" bonus, which affects production of Rares, Metals, Energy, Oil and IC. Changed techs: Workshops, Early Factories, Early Industrialization, New Era Industrialization. Also Anti-Gravity among secret technologies.
- infantry.txt:
Robot Race: Gives Robots 10% GDE. For now, Robots start with more 10% GDE than the other races.
- land_doctrine.txt:
- Attrition Warfare:
- Gives the Brotherhood of Steel an off-map manpower bonus.
- BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus.
- Meatgrinder Training, Professional Training, Respect, Disdain: Properly sets manpower bonuses and penalties for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
- naval_tech.txt:
- Category changed to air_doctrines.
- Pioneers, Free Farmers, Free Ranchers, Free Towns, Slavery, Slave Labor, Slave Markets, Aspire to Glory, Preservation, Monodominance, Social Control, Loyalty Culture, Child Labor, Young Soldiers: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
- Baby Boom, Wastelands Education, New Order Schools:
- Gives the Brotherhood of Steel an off-map manpower bonus/malus.
- BUG note: Does NOT make sure that the BOS can't get the relative manpower bonus/malus.
- Scorched Earth can now be taken with Structured Machine Society, for Robots.
- Machine Integration: Fixed "Integations" typo, literally unplayable.
- Replaced all instances of:
command = { type = free_energy
command = { type = free_money
command = { type = free_rare_materials
command = { type = free_oil
command = { type = free_metal
- With:
command = { trigger = { NOT = { country = ARM ALB BHU BRA CAL DEN FRA GER HOL ITA IRQ JAP MOR POL POR ROM SCH SWE TUR U30 WLL } } type =
- This will ensure that nations inside areas of the map with revamped resources won't get off-map resources from techs, but those outside will, in order to keep balance between those two areas while decreasing resources from off-map techs. This is a temporary fix, until all of the map has revamped resources. Then off-map resources will only come from Secret Techs, events & decisions and scenario set-up.
- The following technologies will increase efficiency of producing Money from Consumer Goods Efficiency: Bottlecap Money, New Era Money, Taxation Systems, Systematic Taxation, It Never Changes, Slavery, Slave Labor, Slave Markets, Slaver Society, Inclusive Machine Rule, Machine Labor Camps. Also, Extensive Wastelands Trade and Great Brahmin Caravans over on Industrial techs, and Anti-Gravity among Secret Techs.
- secret_weapons_tech.txt
- Minor formatting fixes.
- Intelligent Mutated Animals, Rad Resistant Crops: Properly sets manpower bonuses and maluses for ITA/Brotherhood of Steel, as well as preventing it from getting the normal manpower bonus.
/units
- division_types.txt
- Removed white space.
- Lista_divisiones.txt
- Fixed typo. Literally unlistable.
/brigades
- anti_air.txt
- Eliminated redudant manpower columns
- Less white space.
- Eliminated useless model-6
- cavalry_brigade.txt
- All cavalry units now have the following defensive stats:
defensiveness = -2
toughness = -2
airdefence = -1
- Wild Horses (Cavalry) - 0: Now has maxspeed 3 (was 2)
- Pure Breed Horses - 1:
- defaultorganisation = 5
- transportweight = 1.5 (was 2)
- maxspeed = 4 (was 3)
- Armored Horses - 2 (Armored horses)
- defaultorganisation = 10 (was 5)
- morale = 10 (was 5)
- suppression = 6
- upgrade_time_factor = 0.5
- maxspeed = 4
Cyber-Horse - 3
- defaultorganisation = 10
- suppression = 8
- hardattack = 5
- maxspeed = 6
Ghoulified Horse - 4
- suppression = 10 #terrifying
- hardattack = 4
- maxspeed = 6
/divisions
- battlecruiser.txt, battleship.txt, carrier.txt, cavalry.txt, d_rsv_33.txt, d_rsv_34.txt, d_rsv_35.txt, destroyer.txt, flying_bomb.txt, garrison.txt, heavy_cruiser.txt, infantry.txt, light_cruiser.txt, mechanized.txt, militia.txt, motorized.txt, paratrooper.txt, tactical_bomber.txt, transport_plane.txt: Eliminated White space.
- bergsjaeger.txt:
- Eliminated White space.
- Base manpower requirement decreased to 11 (was 12, may reverse it)
- Removed obsolete speed_cap stats.
- d_rsv_36.txt:
- Eliminated white space.
- Supply consumption changed from 0.1 to 0.3 to prevent balooning to inane levels.
- marine.txt:
- Fixed the bug in which airdefence was mistakenly called airattack, giving Irregular units an insane 14 air attack.
- Eliminated white space.
/gfx
/interface
- Blueprints.bmp: Blueprints now look prettier.
/map
/flags
- New files:
Flag_NEP.bmp
Flag_NEP_2.bmp
Flag_PER.bmp
icon_NEP.bmp
icon_NEP_2.bmp
/shields
- New files:
Shield_NEP.bmp
Shield_NEP_2.bmp
Shield_PER.bmp
/units
- Spiders sprite issue fixed.
/map
- Fixed "Deloraine" bug which was causing the Deloraine province to be linked to a far-away province. Affected files:
airdist.tbl
distances.csv
navaldist2.tbl
/scenarios
/2245:
- 2245 - Boston.eug
- Added Dormant Ministers for The Institute, the Special Joint Government and Gunners (incomplete)
- Caesar's_Legion.inc
- Removed some White Space
- new claimedprovinces = { 6147 6148 }
- Caesar's Legion now starts with the following extra techs to give it a leg up:
- 3170 # Social Control, 5130 # Organized Scrap Teams, 5430 # Early Trade Caravans, 6470 # Melee weapons, 8160 # Sailing
- The following technologies are no longer deactivated:
7010 # Alien Physiology
7020 # Adv. Survival Equipment
7030 # Robotic Bio-weapons
7040 # Path of the Shaman
7050 # Gathering of the Tribes
7060 # Way of Dreams
7070 # Unity of the Tribes
7080 # Greening Ways
7090 # Harmony
7100 # Animal Genetics
7110 # Plant Genetics
7120 # Human Genetics
7130 # Intelligent Mutated Animals
7140 # Rad Resistant Crops
7150 # Super Soldiers
7160 # Parapsychic Science
7170 # Mind Powers
7180 # Vault Locations
7190 # Glory of the Eagle
7200 # Legacy of the Master
7210 # Wu Shu
7220 # Intelligent Rat Scouts
7230 # Way of the Open Palm
7240 # Way of the Clenched Fist
7250 # Combat Implants
7260 # Giant Mutated Spiders
7270 # Stealth Fields
7280 # Data Centers
7290 # Biological Warfare
7300 # Chi Mastery
7310 # Heroism
7320 # Alien Armor
7330 # Alien Weapons
7340 # Anti-gravity
- Starts with blueprints for New Era Money (AKA Denarii) and Wastelands Control
- Commonwealth.inc
- Arcangelus commented out most of the scenario file resources. Ugh, Arcangelus' use of province.csv gives me soul pain. FIX THAT.
- Dark_Cathedral.inc
- Dark Cathedral policy changed:
From:
policy = {
date = { year = 0 month = 0 day = 0 }
democratic = 1
political_left = 1
freedom = 7
free_market = 9
professional_army = 8
defense_lobby = 6
interventionism = 7
}
To:
policy = {
date = { year = 0 month = 0 day = 0 }
democratic = 1
political_left = 1
freedom = 7
free_market = 2
professional_army = 7
defense_lobby = 10
interventionism = 8
}
- Dark Cathedral now starts with the following technologies:
1140 # Irregulars
3020 # Slave Labor
3170 # Social Control
3390 # Child Labor
3400 # Child Labor
6100 # Wastelands War - Warrior Bands. Was deactivated before. It may be why they do so poorly.
6320 # Disdain
6460 # Ruins Fighting
- Warrior Bands is no longer deactivated, it might have been nerfing them.
- Enclave.inc:
- Enclave Dillingham-False Pass switch done. See bellow for details.
- Enclave now has 0.03 manpower off-map income per day.
- Former_USA - Boston.inc
- Eliminated white space
- New national province: Long Beach (6329)
- "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
- Former_USA.inc
- New national province: Long Beach (6329)
- "1st FUS Regiment" is now a proper Power Armor unit, instead of belonging to the old model. Now it also starts with 80% strength (was 50%)
- NROM.inc
- Eliminated white space
- Now owns province Cuernavaca (4330)
- Permafrost.inc
- New owned, controlled and national province: Coral Harbour (6836)
- Note: Lots of provinces shuffled to Province.csv. Deeply annoying.
- Rebels.inc
- No longer start controlling provinces Moab (2678) and Coral Harbour (6836)
- Now start controlling province Bahía de Los Angeles (4351) instead of Mexicali (4353)
- Will now start controlling provinces Edmonton (796) and Bend (6776)
- Some marauders who were once in Mexicalli are now in Bahía de los Angeles
- Some marauders in Moab province were aparently removed
- "Altar Desert Inhabitants" division Removed. Surprised Arcangelus did that.
- Long Rioters removed from file.
- Wastelands.inc
- Less White Space.
- All Idaho provinces removed to Provinces.csv
- All Alaska provinces removed to Provinces.csv
- Minnesota Wasteland: All provinces except Rochester and Hibbing removed.
- Virginia Wastelands: Lynchburg and Pulanski removed.
- New York Wastelands: Jamestown, NY removed (to Dark Cathedral?)
- New Hampshire Wasteland: Berlin, NH removed. Manchester was commented, Concord had infra and mp commented out.
- Northwest Territories: Eskimo Point, Igloolik, Padlei and Akimiski Island removed (Permafrost or CSV?)
- Ontario Wasteland: Barrie removed (to where?)
- Quebec Wasteland: Most provinces removed.
- New Foundland and Labrador Wasteland: Most provinced commented out or removed.
- Yucatan Wasteland: A few provinces less - gone to Mayan Empire or CSV?
- Panaman Ridge Wastelands: All but Balboa or Provenir gone, either to csv or Darien Tribes
- Antilles Wasteland and Bermuda Wasteland: All provinces that were on-map removed.
- Cuba Wasteland: Many provinces removed (to csv, probably)
- Hispaniola Wasteland: San Andres removed.
- Changed the in-file state references:
- Dillingham: Now a Wasteland province. Add old province data from False Pass here.
- Mark False Pass as ENG/Enclave.
- ownedprovinces = Now includes 548 instead of 6874
- controlledprovinces = Now includes 548 instead of 6874
- Enclave Dillingham-False Pass switch: Turns out someone (either me or Keyenes2.0) mistakenly adapted Enclave's Unimak Island into Dillingham Province. I recently realized that Unimak Island = False Pass Province. This could be affecting the Enclave and weakening it. So, in order to undo this mistake, I have done changes.
Files affected: Enclave.inc, Wasteland.inc, Rebels.txt, Wasteland_Revolt.txt, Province.csv.
- Enclave.inc
province = {
id = 6874 # False Pass. Was in Dillingham. Was Unimak Island in old map.
ic = 12
energy = 5
metal = 30
rare_materials = 2
manpower = 1
infra = 0.5 # csv
points = 11 # Was 12
oilpool = 100 supplypool = 500
}
Was:
province = {
id = 548 # Dillingham. Was Unimak Island
ic = 12
energy = 5
metal = 30
rare_materials = 2
manpower = 1
infra = 0.5 # csv
points = 11 # Was 12
oilpool = 100 supplypool = 500
}
ownedprovinces = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
controlledprovinces = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
nationalprovinces = { 549 550 658 659 660 663 692 6772 6874 6869 6870 6854 6868 6704 7242 }
Was:
ownedprovinces = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
controlledprovinces = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
nationalprovinces = { 548 549 550 658 659 660 663 692 6772 6869 6870 6854 6868 6704 7242 }
landunit = {
location = 6874 # Unimak Island
id = { type = 10001 id = 1 }
name = "Reserve Brigade"
division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
}
Was:
landunit = {
location = 548 # Unimak Island
id = { type = 10001 id = 1 }
name = "Reserve Brigade"
division = { id = { type = 10001 id = 2 } name = "01. Garrison Battalion" type = garrison model = 1 extra = tank_destroyer brigade_model = 1 locked = yes }
}
navalunit = {
location = 549 # Anchorage
id = { type = 10001 id = 9 }
base = 6874
name = "Poseidon Main Fleet"
division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
}
Was:
navalunit = {
location = 549 # Anchorage
id = { type = 10001 id = 9 }
base = 548
name = "Poseidon Main Fleet"
division = { id = { type = 10001 id = 10 } name = "PMV Valdez" strength = 40 type = transport model = 2 }
division = { id = { type = 10001 id = 11 } name = "PMV Adventure" strength = 50 type = light_cruiser model = 0 }
division = { id = { type = 10001 id = 12 } name = "PMV Exploitation" strength = 50 type = light_cruiser model = 0 }
division = { id = { type = 10001 id = 13 } name = "PMV Expedition" strength = 50 type = light_cruiser model = 0 }
}
Was:
airunit = {
location = 549 # Anchorage
id = { type = 10001 id = 14 }
base = 6874
name = "Air Transport Unit"
division = { id = { type = 10001 id = 15 } experience = 40 name = "V-Bird Transport Alpha" type = transport_plane model = 5 }
}
- Oregon Resource Revamp! After lots of toil and research, Oregon now has new resources on the map. IC, Rares, Metals, Energy, Fusion Cells and Manpower all changed and re-ba
lanced, using real-world data and calculations of Oregon's pre and post-war popullation. Done criteriously in order to account both verisimilitude, real-life data, canon AND gameplay! Altered files:
- Gecko.inc
- New Arroyo.inc
- Vault_City.inc
- Wasteland.inc
- Gecko.inc province changes:
- Not many changes, the biggest one is severely decreasing Gecko's MP to align it with Vault City's, it was too big for some reason.
province = {
id = 6103 # Gecko/Vale
ic = 32 # 39
energy = 178.6 # Was 176 (Reactor). Neal Hot Springs (2.47/3.30), Owyhee Dam (0.00/0.43), Michell Butte Power Project (0.13/0.18), 176 (Gecko Nuclear Reactor/Poseidon Oil Reactor Nº 5). Nuclear is 176. Geothermal is 2.47/3.30. Hydro is 0.13/0.61.
metal = 15
rare_materials = 13
oil = 30
nuclear_reactor = 1
infra = 0.4
manpower = 1 # Was 6. Was 4
points = 35 # Was 37. Was 39
}
free = {
manpower = 0.023 # Ghouls of Oregon
}
- Gecko has 0.023 (or 0.23 on-map MP) to account for the Ghoul popullation of Oregon, this number was left-over and could't be on map, so I added it off-map.
Was:
province = {
id = 6103 # Gecko/Vale
ic = 32 # 39
energy = 176
metal = 15
rare_materials = 13
oil = 30
nuclear_reactor = 1
infra = 0.4
manpower = 6 #was 4
points = 37 # Was 39
}
- New Arroyo.inc province changes:
province = {
id = 6107 # Arroyo/Marshfield
ic = 11 # scenario (10), Roseburg Forest Products/Ford Forestry Coquille. Was 10
energy = 78.76 # was 40 (Fantasy), Coos Bay Field (19.26/38.52), Eden Ridge Field (19.50/32.50)
metal = 5.13 # was 5 (fantasy). Sourdough Mine (0.01 Fe Metals), Agness District (0.12 Fe metals)
rare_materials = 18.06 # was 15 (fantasy). Sourdough Mine (0.43), Black Sands (1.85 Cr Rares + 0.55 Cr Rares), Vanadium Black Sand Sandstone Deposit (0.15/0.15 V Rares), Agness District (0.08 V Rares)
oil = 0
infra = 0.3
manpower = 3
naval_base = { size = 1 current_size = 0 }
points = 15 # Was 12. Was 13
}
province = {
id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
ic = 9 # scenario (8), Willamette Industries Inc/Dallas Industries Lumber Mill. Was 8
energy = 7
metal = 20
rare_materials = 6.07 # was 6 (fantasy). Ferruginous Bauxite in Newport Beach, Big Creek Bay and Yaquina Bay (0.07 Cr Rares)
oil = 0
infra = 0.3
manpower = 2
points = 8 # was 7. Was 10
}
province = {
id = 6110 # Salem
ic = 16 # Scenario (15), Teledyne Wah Chang Plant/Kuo-Muin Corporation Plant . Was 15
energy = 44.72 # Was 20 (fantasy). Carmen Smith (8.57/11.43), Detroit Dam (7.50/10.00), Green Peter (6.00/8.00), Foster Dam (1.50/2.00), Big Cliff Dam (0.90/1.80), Falls Creek (0.20/0.41), Lacomb Irrigation District (0.05/0.10). Hydro is 24.72/33.74.
metal = 13.3 # fantasy (8), Oregon Ferruginous Bauxites (4.35 Fe Metals + 0.95 Ti). Was 8
rare_materials = 10.82 # fantasy (6), Oregon Ferruginous Bauxites (4.82/48.26 Al Rares). Was 6
oil = 5
infra = 0.4
manpower = 1
points = 13 # Was 11
}
Was:
province = {
id = 6107 # Arroyo/Marshfield
ic = 10
energy = 40
metal = 5
rare_materials = 15
oil = 0
infra = 0.3
manpower = 3
naval_base = { size = 1 current_size = 0 }
points = 12 # Was 13
}
province = {
id = 6110 # Salem
ic = 15
energy = 20
metal = 8
rare_materials = 6
oil = 5
infra = 0.4
manpower = 1
points = 11
}
province = {
id = 6108 # Corvallis # 784 Mount Hood Tribes, was blocking the Pioneer Alliance
ic = 8
energy = 7
metal = 20
rare_materials = 6
oil = 0
infra = 0.3
manpower = 2
points = 7 # Was 10
}
- Pioneer_Alliance.inc province changes:
province = {
id = 6106 # Klamath Falls
ic = 16
energy = 30.37 # was 19 (fantasy). Link River Dam (3.77/15.10), John C Boyle Dam (7.40/9.87), East Side (0.08/0.32), OIT Geo-Heat Center (0.07/0.15), Sprague Hydro (0.00/0.12), C-Drop Hydro (0.05/0.11). Hydro is 11.30/25.67, Geothermal is 0.07/0.15.
metal = 9
rare_materials = 10 #5
oil = 2
infra = 0.4
manpower = 2
points = 11 # Was 9. Was 12
}
free = {
manpower = 0.062 # Slags of the Ghost Farm
}
- The free manpower comes from the Slags, the mutant underground popullace north of Modoc. This was essentially a left-over 0.62 on-map mp, so I decided to add the Slags, as they were so far not accounted for in-game. They will take a larger role in the Pioneers, moving forwards.
Was:
province = {
id = 6106 # Klamath Falls
ic = 16
energy = 19
metal = 9
rare_materials = 10 #5
oil = 2
infra = 0.4
manpower = 2
points = 9 # Was 12
}
- Vault_City.inc:
- EXTENSIVE rebalance. Vault City was totally unbalanced and non-canon, having more IC than the NCR, way more manpower than Vault City should have, and generally being so ridiculously cheesy it kept running amok in almost all games and eating the entire north. Nothing in common with the stagnating tech-utopian city-state we see in FO2. This rebalance was done with multiple things in mind, such as keeping Vault City's energy issues, severely decreasing its manpower to something close to canon, etc. It is still, however, one of the most powerful city-states in the area. Might also lead to a proportional nerf to Gecko in the future, depending on testing.
province = {
id = 6104 # Andrews/Vault City
ic = 27 # Was 40 (-34.4%, rounded down. Plus +3 IC to keep the ratio)
energy = 24.8 # Vault City's Overstrained Vault Reactor (7), Aurora–Bretz-Cottonwood Creek (13.00/13.00 U energy), Horse Creek (4.80/8.00 U energy). Was 34.
metal = 30.95 # Fantasy (30.95). Was 54
rare_materials = 76.51 # Fantasy (30) + McDermitt Lithium Project (52.90). Was 30.
oil = 6
infra = 0.6
manpower = 1 # was 5
landfort = 2
points = 34 # Was 35. Was 37
}
province = {
id = 6190 # Twin Falls
ic = 14 # Was 21 (34.4%, rounded down. Plus -3 IC to keep the ratio)
energy = 17 # Fantasy (17). Was 28.
metal = 13 # Fantasy.
rare_materials = 6
oil = 3
infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
manpower = 3
landfort = 1
points = 10 # Was 15
}
Was:
province = {
id = 6104 # Andrews/Vault City
ic = 40
energy = 34
metal = 54
rare_materials = 30
oil = 6
infra = 0.6
manpower = 5
landfort = 2
points = 35 # Was 37
}
province = {
id = 6190 # Twin Falls
ic = 21
energy = 28
metal = 13
rare_materials = 6
oil = 3
infra = 0.3 # 0.4 (scenario) + 0.3 (csv) - 4
manpower = 3
landfort = 1
points = 15
}
- Wasteland.inc province changes:
province = {
id = 778 # Grants Pass
ic = 5 # Green Diamond abrasive plant at Riddle, Hanna Nickel Smelter/Magoffin Nickel Smelter, Roseburg Forest Products/Ford Forestry, Dillard Mill, Roseburg Forest Products/Ford Forestry, Myrtle Creek Mill, Roseburg Forest Products/Ford Forestry, Riddle
energy = 11.34 # North Umpqua River System (4.85/19.40), Prospect Hydroelectric System (3.90/5.20), Lost Creek Dam (1.22/4.90), Green Springs Dam (1.29/1.72), Galesville Project (0.08/0.16) Hydro is 11.34/31.38.
metal = 15.85 # 15.85/155.06. Tolman iron deposit (0.39 Fe Metals) Hanna Nickel Mountain Mine (15.46/154.67 Fe Metals)
rare_materials = 72.66 # 72.66/197.52 Rares. Chrome Kings and McCaleb (0.32 Cr Rares), Rares Tolman iron deposit (0.01 S Rares), Hanna Nickel Mountain Mine (72.33/197,19 (38.66/94.94 Ni rares + 4.29/4.29 Co rares + 29.38/97.96 Cr Rares))
infra = 0.5 # csv (no change)
points = 19 # was 0
}
province = {
id = 783 # Portland, OR
ic = 14 # old csv (7), Greenbrier Gunderson/Wheel Wire Warriors Railcar Manufracturing, Swan Island Shipyard, Oregon Iron Works, Gerber Legendary Blades/Gerson Magnific Knives and Gear , Willamette Iron & Steel/Wallowa Iron and Steel Shipyard, Commercial Iron Works Shipyard, Gilmore Steel Corporation/Moore Steel Company Steel Mill. Was 7. Was 1 (csv),
energy = 41.20 # Was 1 (csv). 1 (csv) + Bonneville Dam (26.10/52.20), Oak Grove Hydroelectric Project (0.00/5.10), Faraday (3.45/4.60), North Fork (4.08/4.08), T. W. Sullivan (1.15/1.54), PHP 1 (2.37/2.37), Bull Run Hydroelectric Project (0.55/2.20), River Mill (1.88/1.88), Stone Creek (0.00/1.20), PHP 2 (0.59/1.18), Timothy Lake Powerhouse (0.03/0.12). Hydro is 40.20/76.47.
metals = 0.95 # Ferruginous Bauxite Deposits (0.80 Fe Metals, 0.15 Ti Metals)
rare_materials = 7.77 # Ferruginous Bauxite Deposits (7.77/7.77 Al Rares)
infra = 0.5 # csv (0.6) - 1
manpower = 1 # csv
points = 10 # Was 8. Was 3. Was 0.
}
province = {
id = 784 # Bend
ic = 2 # Nosler.inc/Partition Projectiles Bend Facility, Roseburg Forest Products/Ford Forestry, Bend. Was 2 (removed csv)
energy = 1.14 # Was 1 (csv). Siphon Power Project(0.00/0.54 ), Juniper Ridge Hydroelectric Project(0.12/0.50), Bend(0.02/0.11). Hydro is 0.14/1.15
rare_materials = 1 # csv
infra = 0.6 # csv (no change)
manpower = 1 # csv
}
province = {
id = 786 # Eugene
ic = 2 # csv (1), Roseburg Forest Products/Ford Forestry Reedsport Mill. Was 1
energy = 8.97 # Lookout Point Dam (3.00/12.00), Hills Creek Dam (0.00/3.00), Cougar Dam(2.50/2.50), Leaburg(1.59/1.59), Dexter Dam(1.50/1.50), Walterville(0.20/0.80), Dorena Hydro-Electric Facility(0.18/0.75). Hydro is 8.97/22.14
infra = 0.3 # csv (0.4) - 1
}
province = {
id = 6102 # La Grande
ic = 2 # csv (1), Mount Emily Lumber Company/La Grande Ronde Lumber Mill. was 1
energy = 33.64 # Brownlee Dam (14.62/58.50), Oxbow power station (19.00/19.00), Wallowa Falls (0.02/0.11). Hydro is 33.64/77.61.
infra = 0.2 # csv (0.5) - 3
manpower = 1
points = 3 # Was 0.
}
province = {
id = 6105 # Lakeview
ic = 2 # Collins Companies/Caulson Corporation Sawmill, tribal artisanships (1)
energy = 0.27 # Paisley Geothermal Plant (0.27/0.37)
infra = 0.3 # csv (no change)
manpower = 1
}
province = {
id = 6109 # Hillsboro
ic = 2 # Cascade Steel Rolling Mills/Cascadia Steel Rolling Mills, Oregon-American Lumber Company/America-Oregon Lumber Company Lumber Mill
metals = 10.13 # Ferruginous Bauxites (0.81/1.76 Fe Metals + 0.24 Ti + 6.32 Fe + 1.18 Ti), Scapoose Limonite (1.58 Fe Metals)
rare_materials = 10.03 # Ferruginous Bauxites (1.76 Al Rares + 0.08 P + 6.31 Al), Scapoose Limonite (0.01 S Rares + 0.23 P + 0.19 Mn + 1.45 Al)
infra = 0.3 # csv (0.6) - 3
manpower = 2
points = 2 # was 0
}
province = {
id = 6111 # The Dalles
energy = 36.18 # Round Butte Dam (27.93/37.25), Pelton Dam (5.49/10.98), Warm Springs Power Enterprises (1.96/1.96), Opal Springs Hydro (0.21/0.43), Middle Fork Irrigation District (0.00/0.33), 45 Mile Hydroelectric (0.22/0.30), Copper Dam Plant (0.19/0.26), Peters Drive Plant (0.18/0.18). Hydro is 36.18/51.69.
infra = 0.3 # csv (0.4) - 1
points = 3 # Was 0
}
province = {
id = 6112 # Pendleton
energy = 98.05 # McNary Dam (98.05/98.05).
infra = 0.5 # csv (no change)
points = 9 # Was 0
}
province = {
id = 6113 # Canyon City
ic = 2 # csv (1), tribal artisanships (1)
energy = 1 # csv
metal = 1.02 # csv (1), Grant County Chromite Deposits (0.02 Fe Metals). Was 1
rare_materials = 1.40 # csv (1), Grant County Chromite Deposits (0.40 Cr Rares). was 1
infra = 0.5 # csv (no change).
manpower = 1 # csv
}
province = {
id = 6114 # Burns
ic = 1 # Tribal Artisanships
infra = 0.1 # csv (0.3)
}
Was:
province = {
id = 778 # Grants Pass
infra = 0.5 # csv (no change)
}
province = {
id = 783 # Portland, OR
ic = 7 # oldcsv(7). Was 1 (csv)
energy = 1 # csv
infra = 0.5 # csv (0.6) - 1
manpower = 1 # csv
points = 3 # was 0
}
province = {
id = 784 # Bend
ic = 2 # csv
energy = 1 # csv
rare_materials = 1 # csv
infra = 0.6 # csv (no change)
manpower = 1 # csv
}
province = {
id = 786 # Eugene
ic = 1 # csv
infra = 0.3 # csv (0.4) - 1
}
province = {
id = 6102 # La Grande
ic = 1 # csv
infra = 0.2 # csv (0.5) - 3
}
province = {
id = 6105 # Lakeview
infra = 0.3 # csv (no change)
}
province = {
id = 6109 # Hillsboro
infra = 0.3 # csv (0.6) - 3
}
province = {
id = 6111 # The Dalles
infra = 0.3 # csv (0.4) - 1
}
province = {
id = 6112 # Pendleton
infra = 0.5 # csv (no change)
}
province = {
id = 6113 # Canyon City
ic = 1 # csv
energy = 1 # csv
metal = 1 # csv
rare_materials = 1 # csv
infra = 0.5 # csv (no change).
manpower = 1 # csv
}
province = {
id = 6114 # Burns
infra = 0.1 # csv (0.3)
}