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Each TAG has own TT/Ministers/Leaders that are loaded on country TAG change
Yes, but what happens to tech teams currently used in research? Is the research abandoned, is the team replaced but the research not abandoned, or is the team kept until the research is done and then disappears? If the latter, what happens if the original tag is created by another country while the research is still ongoin?

Also, are old tech teams kept if teamtakeover is enabled?
 
type = civil_war which = [rebel country tag] #DEPRECIATED, Highly recommended to use INDEPENDENCE, SWITCH_ALLEGIANCE, and WAR commands instead!
Why exactly is it recommended to use those other commands instead? The command seems to work fine and even has some nice features like the rebel country automatically receiving the same cores/claims. So what's the downside?
 
Will saving the trigger dates of all events lead to performance issues, or any other problems besides savegame bloating? If an event (e.g. a persistent event) is triggered multiple times, will the saved date be updated?
 
Why exactly is it recommended to use those other commands instead? The command seems to work fine and even has some nice features like the rebel country automatically receiving the same cores/claims. So what's the downside?

Good question.

IIRC Limith added this note to the command, so better he give the answer


Will saving the trigger dates of all events lead to performance issues, or any other problems besides savegame bloating? If an event (e.g. a persistent event) is triggered multiple times, will the saved date be updated?

In theory there could be a performance hit when a trigger checks if an event has occurred because the whole list must be checked before returning FALSE. I have no idea if this performance hit can be noticed at all, but I would recommend avoid using save_date unless necessary as a better practice.
 
Why exactly is it recommended to use those other commands instead? The command seems to work fine and even has some nice features like the rebel country automatically receiving the same cores/claims. So what's the downside?
Because the command does weird things last I checked which are okay for SCW but not okay for many other stuff.

For example, say I am SOV in AAR mod. I annex some country Y, country Z, add my own claims on it.

Then in AAR (using incorrect code), Ruthenia, Lithuania, Poland, and Ukraine gain independence via civil_war command (which is in the old incorrect code)

Ruthenia, Lithuania, Poland, and Ukraine will have: - All Cores of Soviet (including Siberia), All manual claims I added, and the first country to get civil war will get a high chance of getting territory outside of its cores as well. If you have chained civil wars, the latter countries to get called civil wars may potentially even have their core territory given to a previous country.

Furthermore, the disjointed territory randomly assigned to revolters isn't helpful in large countries due to out of supply issues and capitals.

This is not correct/intended behavior!

I know there are other weird behaviors the command does, not off the top of my head, but I recall it in the past when I tried using it. Anyway, it's heavily recommended to not use the command. It was written almost exclusively by Paradox for SCW and nothing else.

Instead, it is recommended to liberate the countries via event, secedeprovince/region/area (making sure to give them a contiguous area), and then DoW, as well as manual OOB changes (demobilize is a useful one). You can use an event with one_action = yes and multiple actions to get a semi-random revolt start up territory area.
 
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Thanks for the explanation! The cores aren't an issue for me as I only intended to use the civil_war command for wars between SPR/SPA, CHI/CHC/UCH, and so on, where it is actually a desired effect, and not for breakaway states like UKR. However, I can see that the disjointed territories can be a huge problem for countries with a large proportion of inland provinces. This is also true for random switch_allegiance commands, unfortunately. I tried tinkering with the org regain bonus for units on friendly soil, but I'd need to set this really high to negate the out of supply org loss, which would totally destroy the combat system. There's no way to lower the out of supply org loss rate, is there?

Also, what does the "event number X may be lost" report in savedebug.txt mean?
 
There's no way to lower the out of supply org loss rate, is there?
No, not in 1.03, but the plan is to make this moddable in a future patch.

Also, what does the "event number X may be lost" report in savedebug.txt mean?
I don't remember when this error report occurs, but I'm pretty sure it's a false one, so just ignore it.
 
misc.txt said:
# AA to Naval - Org dmg - Increasing this will increase ORG damage a fleet takes from province AA
Province AA damages naval units? How does this work? Is this a new feature?
 
Ah, that makes sense. Is there also a parameter that effects carrier org loss by strike on port/airase regardless of province AA?

Also, I seem to recall to have read somewhere that friendly/enemy intel chance affects more than just spy missions, but I can't find that anywhere. Submarine detection or something like that?

Edit: Is there anywhere I can edit the wartime CG demand at all? I think I've looked everywhere twice now...

Edit2: On the topic of detection, I realize I don't know exactly how land detection works, as each country has both "friendly" and "enemy" detection modifiers. Is A's friendly detection modifier added to B's enemy modifier and vice versa, and the sums are then compared?
 
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This is pretty noobish but how do i actually use nukes? Do you have to build them cause i can only build rockets (but there not nukes) and btw i have all the tech + stage 6 nuclear reactor
 
As soon as this
enlargement [level 6 reactor] is complete, the
reactor will begin to build an
atomic bomb which, when
ready, will be placed in your
national nuclear arsenal,
which is shown on the top bar.
Each reactor that you build
that is at least this size will
contribute to your arsenal.
The reactors will keep building bombs, if that's your question. I am not sure I understood correctly.
 
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Quick question...

When you upgrade units is it possible to skip redundant levels? For example, if I have a 1918 INF but I have tech for 1939 INF, do they need to go through each level (1926, 1931, 1936, etc) before getting to 1939 or can they just jump straight to it?

Thanks