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Sounds very challenging? :eek: :eek:


I imagine my AAR for this will be another losing one :D
 
This mod looks fantastic... I look forward to conquering the world in new and challenging ways...

A couple questions

Is the production system vastly overhauled and changed from Risk Beta4 or is it more an evolution? Same with the unit techs and reinforcements and such...

Has infrastructure been changed?

Are there any choice events or are they all 'behind the scenes' so to speak?
 
:D
lloyd007 said:
This mod looks fantastic... I look forward to conquering the world in new and challenging ways...

A couple questions

Is the production system vastly overhauled and changed from Risk Beta4 or is it more an evolution? Same with the unit techs and reinforcements and such...

Has infrastructure been changed?

Are there any choice events or are they all 'behind the scenes' so to speak?

Thanks!!
:D

Well I would truly like to think everything I have done so far is an improvement. :eek: :rofl:

However, I thought to play it and make sure of some of the design ideas, but always modding instead so you fine beta testers are it. :cool:

By production you mean IC, unit costs, improvements and resources.

There is a plentitude of resources, IC and mp, but you get effectively very little when you roll over someone else and when you annex you get a cart load of trouble for a long while.

But trade centers mostly at this point between puppet masters and puppets or within free alliances, outside of this all mostly ignored.

For starters I leave it rich, so not to hamper AI's but you cannot as a player just conquer one or two neighbors and have it made so to speak.

We want more game to it than that. I go an entire and very sophisticated trade event scheme the structure of which is brilliant and can be adapted for several uses and permission to use it. But as of beta1 it is not in place.

First I am working on the revolt scheme. This is really the first place that will level the playing field and cause a player to be sorely challenged. For here your own 'army, land and resource get split taken away to a revolter. This will be much more difficult to deal with and here you will also need some trade help.

The mod sets up with much more political themed wars and alliances for that makes for more fun play generally. But that will not mean conquering the world is out the questions, just more road-blocks.

It is however beta_1 so some things are in as shadows or sketches of what may be.

Infrastructure is mostly between 60-80 with a lot less at 100. Near none below 60. I have tempered the Sahara desert both east side and west side.

All events in place are still behind the scenes in beta 1.
 
Ok so here is Guild Imperium test run that I just did.

Mod starts 4 January 1930, These shots are from 25 July 1930, where not all countries are at war, by September this is now generally so.

In the first set Imperial Germany invades Kingdom Ireland and Norseland both puppets of Kingdom of Scotland.
There is land connection from Imperial Germany to Norseland, but invasion is wholly amphibious with one coordinated para-trooper drop against the Kingdom of Ireland. Total 8 division there with a HQ and para in it.

These two shots also show to divisions of Greater Quebec landing against both Kingdom of Scotland and ones of its puppets Norseland. Greater Quebec is puppet/ally of Imperial France and attacks here and as well lends troops to French Louisana who is fighting Confederate States of America.

Next is Republic of America both invade the Nigerian Empire and reinforcing its puppet Republic of Liberia at war against Nigerian Empire. Republic of America is also at war fighting the Sioux Nation back home.

Once screen shot of South Africa landed against Indonesia as minor ally/puppet of Australian Empire.

Also is two screen shot in Imperial China where Japan and puppet/allies are invading Imperial China by amphibious landings, land connects via Taiwan and air (para-drops deeper into Imperial China) Note the coordination.

Last, is a few screen shots of Imperial France who has five puppets/allies fighting on three fronts at home has another war going in North America via puppet French Louisana.

Also remembering that all units are built in this time frame except some garrisons and transport ships with destroyer escorts. So that will give you an idea of the great power of all countries economies and the relative cheapness of units and short build times thereof. So no matter all other considerations, this remains a fast pace battle mod.
:D
 

Guild Imperium_25 July 1930, Imperial Germany on Kingdom of Ireland and Norseland


Guild Imperium_Great Quebec invades Kingdom of Scotland and Norseland


Guild Imperium_ Greater Quebec keeping Guard at home though helping French Louisana and invading two countries in Europe


Guild Imperium_ Republic of America helps Republic of Liberia against Nigerian Empire
 

Guild Imperium_ South Africa puppet invades Indonesia


Guild Imperium_ Japan and puppet/allies invade Imperial China


Guild Imperium_ Japan lands Para near puppet Korea amphibious invasion
 

Guild Imperium_Imperial France against Iberian Empire (front #1)


Guild Imperium_ Imperial France against Kingdom of Italy (front #2)


Guild Imperium_ Imperial France against Kingdom of Scotland and Kingdom of Wales (front #3)


Guild Imperium_ Puppet French Louisana fights Confederate States of America (War on the American continent for Imperial France)
 
*drools*

Can you show us some other stuff in Europe as well as maybe how the RoA is doing vs. the Sioux and how New Carthage is doing :D.
 
GeneralHannibal said:
*drools*

Can you show us some other stuff in Europe as well as maybe how the RoA is doing vs. the Sioux and how New Carthage is doing :D.

As of Dec 14th 1930 the noble proud Sioux Nation was ruthlessly annexed by the expansionist Republic of America!!
:eek:o

New Carthage is doing better, but nothing to write home about.

I let it play out for a while studied it and now need to get back to working on it.
:D
 
Lafayette53 said:
Nice, the AI appears to have made good use of Paras. Imperial Germany seems quite active too.

Not only that and I took some saves and screen shots yet again of the AI dropping a para one province deep and then at the same time usually by hours, land on a connecting sea province with at least two more divisions.

This coordination of para drops and amphibious landings I have now seen dozens of times!!

:cool: I guess I am quite proud of this one.
:D

Yes Imperial Germany can do well even along side of other powerful countries.
 
French North America looks like it would be in a dangerous position if France was at war and the RoA attacked :). Extra challenge for France and the RoA.
 
GeneralHannibal said:
French North America looks like it would be in a dangerous position if France was at war and the RoA attacked :). Extra challenge for France and the RoA.

Yes and I have been last two days tweaking and resorting world resources and manpower.

So, now the Imperial French Alliance is tight on energy, some reserves for the first year to go around, but after that, a little restricted.

Generally this is world wide; I will keep an eye on rares next I think, I want to balance robust economies with little stockpiling. It is a bit of a art. :D

Also did a lot of work on manpower, just enough but that is it. Manpower has some surprises. :D

The objective is robust but tight, brisk trade available but generally not favorable to human player unless puppet relationship or alliance. Will see been so long since I checked this I really do not know how the AI's will trade with a human. Kind of out of touch at the moment.
 
Guild Imperium update:

Well, balancing out resources so they do not accumulate obscenely yet are enough to fuel some 70 plus war machines is interesting at best, tiresome otherwise.

Vanilla's gameboard is configured to feed a dozen healthy economies that could sustain a war machine full out for years. And narrows to less than 6 by a few years game time. It even has some trouble not letting Japan's economy crash unduely soon. But I have 70 of them and I notice how even a partially hampered economy spells certain doom when the AI's so battle fierce, even excellent in skill. Not building a few dozen units fast enough will generally bring ones swift downfall.

So, a little leeway I guess. I turned down by 40% all resources world wide and exposed which continents were short energy and metal mostly. As well same considerations for mp. So it is now getting more even around the world by province area.

Puppets are interesting too, because they instantly peel off their excess and hand it over to their respective puppet masters.

Well complications aside and future modding ideas considered, great progress made and will continue on with it till tempered clear.
 
Guild Imperium Update:

Guild Imperium Update:

Balanced out and tested war economies of 25 countries.

There are four parts to this.

At start up, before que is filled
45 days out when que is filled and balancing trades within alliances are first in place.
3-6 months out when fully at war
later here and there for winners and those losing.

The last point is mostly just mp and checking for mass resource build-up.

I am beginning to wonder who else goes through all this trouble??? :eek:
 
Hmmmm...


So every country will need to trade for survival? I imagine then a country surrounded by people they're at war with would be crippled. I Like it :D
 
GeneralHannibal said:
Hmmmm...


So every country will need to trade for survival? I imagine then a country surrounded by people they're at war with would be crippled. I Like it :D

Well, I am not thinking it a good idea to have like that, but rather on the line with just enough in most cases for each their own full out war machine, but if you lose control for overlong of critical resource areas you get to hurting.

I want it much more resonable looking, but still an all out war game. Trade remains spartan unless allied.

Manpower is generally cut a little closer though.
 
Countries that suffer a few big encirclements and losses should feel the MP pressure. Humans most definitely :cool:
 
Comrade Kalle said:
wow, looks really great, Yukala ;)
Is this mod still only for HoI2, or is there a DD version? :/
oh, and what's with that not-so-sexy brown-pink-something color in UK? :wacko:

Thanks!
Guild Imperium is for HOI2_1.3
Scotland :p