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How does one go about making naval upgrades possible (naval units, not brigades)? I can't seem to find it anywhere (checked units folder and misc.txt especially).
 
How can I change the end of an scenario? Normaly you can reload after the most possible time of 28 years. But in my case, I startet in 1914 and did not choose any time. So it ends in 1920. Even if I reload and selcet 28 years, it stills stays at 1920. Only if I selcet 1914 scenario again from the beginning, it's possible to play for 28 years.
 
I tried playing the Great War scenario as Canada and I can't fire the mobilize decision because it requires 450 supplies and all my surplus supplies over 150 go to GB since I'm a puppet.
Is there something I'm missing here? This is basically game breaking for puppets, leaving them with next to no manpower.
 
I'm trying to mod some provinces for the 1914 scenario, but can't for the life of me find out where I can do that. Any help? Just want to change simple things like IC.
 
What happens if a unit with a brigade is upraded to a different unit that can't have that brigade, or can have fewer brigades? Is the brigade automatically detached?
 
What is a "tech embargo"?

I added tech_sharing = { embargo = { } } lists (including all country tags) to all AI files, with the objective of disabling all trade sharing. However, this had absolutely no effect, except that any newly created country immediately initiated "tech embargoes" against all other countries, which in return also had no effect. I was able to enter an alliance with such a new country and they would happily share techs with me.

So... what is a tech embargo?
 
What happens if a unit with a brigade is upraded to a different unit that can't have that brigade, or can have fewer brigades? Is the brigade automatically detached?
Related to this: Will the AI upgrade brigades that will be detached? Reason I'm asking is that I have two brigade types for CAGs, and one of them can only be attached to certain carriers, and I fear that if I make CAGs upgradeable AIs will eventually run around with carriers with no CAGs and have tons of modern CAGs for which they have no carriers.
 
What is a "tech embargo"?

I added tech_sharing = { embargo = { } } lists (including all country tags) to all AI files, with the objective of disabling all trade sharing. However, this had absolutely no effect, except that any newly created country immediately initiated "tech embargoes" against all other countries, which in return also had no effect. I was able to enter an alliance with such a new country and they would happily share techs with me.

So... what is a tech embargo?

IIRC tech and trade embargoes are ignored for allied/puppet-master countries and are applied to neutral countries only (you cannot trade/share tech with enemies anyway). Note that in DH you can enable tech trade between neutral countries and here's where that embargo is used.


Related to this: Will the AI upgrade brigades that will be detached?
Yes. The AI follows the default upgrade path for all units and brigades.

Reason I'm asking is that I have two brigade types for CAGs, and one of them can only be attached to certain carriers, and I fear that if I make CAGs upgradeable AIs will eventually run around with carriers with no CAGs and have tons of modern CAGs for which they have no carriers.

I'm not sure I understand the question.
AI can and will attach any naval brigades it has in the pool to ships that can accommodate those.
 
IIRC tech and trade embargoes are ignored for allied/puppet-master countries and are applied to neutral countries only (you cannot trade/share tech with enemies anyway). Note that in DH you can enable tech trade between neutral countries and here's where that embargo is used.
Ah, so tech embargoes only have any kind of effect if "blueprints can be sold to non-allied countries" in misc.txt is set to 2. So that means there's no way of disabling tech sharing altogether?

I'm not sure I understand the question.
AI can and will attach any naval brigades it has in the pool to ships that can accommodate those.
Well, I have the following setup:
  • CAG attachments have one type for prop CAGs, and one type for turbojet CAGs.
  • Carrier units have one type for pre-modern carriers that can only carry prop CAGs, and one type for modern carriers that can carry either CAG type.
Now if I make prop CAGs upgradeable to turbojet CAGs, then AIs will eventually upgrade those and run around with carriers without CAGs, since they only have turbojet CAGs which they can only attach to modern carriers.
In fact, even a human player might accidentally upgrade to turbojet CAGs and would then have to build older CAGs anew. I guess the only solution to this is not making CAGs upgradeable to a different type?
 
How come CAGs give org and morale boni even though the brigade definitions have no such entries? I thought it might be hardcoded to the cag brigade type ("cag = yes" in brigade_types.txt) but that isn't the case.
 
Oh you're right, how silly of me. But now I notice that without any techs that modify org, naval units always have 96% org. E.g. a naval unit with 10 org in its definition has 9.6 org, and a unit with 40 org has 38.4 org. Is this a bug?
 
Do flag and name changes get reset when a country changes its tag either by event or by coup? And how are tech teams etc. handled on tag changes?
 
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Do flag and name changes get reset when a country changes its tag either by event or by coup?
They should, but if not - that's a bug that should be reported to the Bugs sub-forum

And how are tech teams etc. handled on tag changes?
Each TAG has own TT/Ministers/Leaders that are loaded on country TAG change