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Ostheim

Volksreich (HoI4)
58 Badges
May 3, 2005
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Thinking about possible ways to solve the problems of playing a full campaign from at least 1914-1945. I want to see/make content for the interwar period etc.

There is a mod called "Road to Doom's Day" that is going to cover 1914-1999. This seems like a great idea but I want to see something that is focused on making the interwar transition work, without the game braking down later on resulting in crashes or a very strange WW2.

Making unit build time slow helps but I think there has to be more. I'm not totally clear on the de/mobilization system but countries that go from war to peace should lose some land divisions after a while/over time. Perhaps this could be achieved through events or decisions some time after WW1 ends say 1920ish. Obviously the losers of WW1 should be stripped of most of their armies if harsh treaties are chosen. Still the victors should trim down and somehow reduce their unit production during peace.


It would be necessary to create many detailed events/decisions to give political, economic, defense, as well as historical choices to nudge countries in a historical or believable direction during the interwar period.

The great depression can be abstracted through events and decisions by subtracting resources/money, causing dissent (thus reducing IC), and even further reductions in military areas etc. The events would need to be timed well enough to get a more or less historical WW2 after a German defeat in WW1.

It would also be nice to see "Kaiserreich"-like possibilities, say a fascist or communist France if Germany is victorious. Also, if RUS survives the revolution and SOV is defeated, there should be events for German-Russian relations like OTL.


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Another possibility I thought could be integrated into this mod are new starting dates. It's a lot of work but if the dev team isn't planning it then somebody should.

These dates would be ideal in my mind:


1. April 1915 - Weeks before the Second Battle of Ypres/Flanders

1. February 1916 - Weeks before the beginning of Verdun

1. June 1917 - Approx. a week before the Battle of the Messines and about a month and a half before Passchendaele, the American Expeditionary Forces are now in Europe

4. March 1918 - 1 day after the Treaty of Brest-Litovsk and weeks before the final German Spring Offensive aka Michael


22. June 1941 - Operation Barbarossa

1. December 1942 - Approx. a week after Operation Uranus ended and the 6. Armee was trapped

12. July 1943 - The allies have won in North Africa and now have a beachhead in Sicily, the German Operation Citadel has ground to a halt: the tide has turned but the war is not over

1. July 1944 - A few weeks after the D-Day landings at the end of the Battle of Cherbourg and Operation Epsom, and 20 days before the July Plot/Valkyrie


Of course these are too many to hope for right now, only 1 or 2 could be worked on at a time.

I can handle many things like graphics, events, decisions, map, units, tech, almost anything needed. I just can't do it alone as there is too much to do, it would never be finished. I'd like to know what other people think about all of this as well as who may be willing to help make it possible.
 
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Here are some ideas I posted in a different thread:

I have been thinking about making this ever since I saw that the Great War scenario only lasts until 1920. My idea is to extend the scenario to include the interwar period, as well as make a broad series of events and decisions making up a nice historical experience and several possibilities for a post-WWI world.

A few ideas in my head:

German victory

Harsh terms selected

- France gets a chauvinist (most probable name for fascism if it rises in France) government which starts making demands against Germany and Europe. The (German) player can choose whether to back off and throw the proverbial bulldog that is France some equally proverbial liver snaps, thus avoiding bloodshed at the price of creating a VERY insecure balance of power and keeping a dictatorial state around, or to start a second world war and potentially erase Germany's most ancient foe from the map.
- France gets a Communist government hellbent on revenge. This would be very similar to KR in most ways, with several major war scares, the (German or French) player being able to choose whether to declare war or hold off.

Mild terms selected

- France and Britain keep their democratic governments in place, and continue to be hostile to Germany. This will create a very uneasy (almost Cold War-esque) peace, but will most likely not lead to another world war.
- France goes monarchist again, putting Jean III on the throne. This can lead either to a 'war of the houses' between the French and Germans, or a slow rapprochement between the two powers.

Soft terms selected

- Britain keeps its democratic government in place, although the French and the Italians aren't that lucky. The two remaining (semi-) democratic powers in Europe grow closer and closer, and eventually team up to defeat the dictators in France and Italy.
- France and Britain both keep their democracies, leading to either a very early European Union or the rather original idea of a non-ideological WWII.

As for an Entente victory, I don't know much about their plans for Germany, but depending upon the extent of the victory, we can have either a continuing monarchy, a republic like the Weimar Republic from real history, a communist Germany, or a full partition of the state into either blocks or its constituent states, only Prussia being divided.

I also have ideas for an Austro-Hungarian collapse, the future of German internal politics, and so on. Obviously I (almost) have the historical knowledge needed, but I don't have much knowledge nor experience with modding. Since this is a commonly-spoken idea, I really hope people will join in and help me with this mod, so that it will be any good. I can do events, ministers, techteams, leaders, and revolt.txt modding, but don't know much about the rest, so obviously what I'm asking is quite much. Even if you can't help, feel free to just brainstorm and pitch ideas; that's why this thread was started in the first place.
 
Guys its not so simple as increasing the time limit to play from year X to year Y.

This game requires a huge number of a.) normal events b.) AI events and c.) AI switches in order to run properly.

If you skip these parts, i fear you might find game VERY VERY boring in years between wars, as there would basically be nothing to do but let time fly.

Covering these years would indeed require massive amounts of work, of all of it, id say AI switches would probably be the hardest part.

Anyway i wish you best luck with it.
 
Guys its not so simple as increasing the time limit to play from year X to year Y.

This game requires a huge number of a.) normal events b.) AI events and c.) AI switches in order to run properly.

If you skip these parts, i fear you might find game VERY VERY boring in years between wars, as there would basically be nothing to do but let time fly.

Covering these years would indeed require massive amounts of work, of all of it, id say AI switches would probably be the hardest part.

Anyway i wish you best luck with it.

I understand that much, thank you. I have so many ideas for events and decisions that it will make Kaiserreich look boring and drawn out (and that would take much). I may not even have time to implement them all. AI events and switches are something I'm not familiar with, maybe you could link to a tutorial or some such?
 
The interwar doesn't have to be boring. There is for example the Greco-Turkish War, the Polish-Soviet War, military intervention in Russia etc. There might not be much going on warfare wise if you're trying to follow OTL, but you don't have to follow history. It's not likely in the first place that the mod will be able to really recreate a historical WW2 after WW1 and 18~ years of mostly peace. We may be able to get close, but the problem comes in deciding how much do we want to allow for ahistorical outcomes and how much do we want to simulate real history. We must find a balance somewhere. I'm sure there will be some people who get bored and decide to go to war again in the 20s and early 30s...that's totally fine with me.
 
I dont have a tutorial, i learned about this from years of experience (i started moding HoI2 almost as soon as it was out).

Basically when it comes to AI, you have a.) basic files and b.) AI switches (it is possible to organize this in other way, but i havent been able to make it work as well like this).

a.) Basic AI files are files required by AI nations on scenario start. So, for example, for 1936' scenario, most countries have unique files - i.e GER_36, FRA_36 etc. In those files you have BASIC AI commands that cover all fields, from diplomacy, spying, production, garrison duties, invasions, land combat, naval combat, upgrade rates, reinforce rates and much much more.

Now, having those basic files for each nation (important ones at least) is the beginning, but its not all that you need for a scenario to run properly. You need b.) AI switches. You can think of AI switches as additional AI sets of commands, that either add or modify basic AI commands according to some pre-defined context. So, for example, in 36', in basic file, France could be set to keep garrisons on all European borders, and on over-seas beaches. Just before war breaks out in 39' there is no longer need for France to keep its garrisons over-seas and on border with Spain (unless Spain is allied with Germany). AI switch in this case would be an event for AI only, that would make it load a new AI file to overwrite the old garrison commands, from guarding many different things with garrisons to guarding only two areas: Maginot line and border with Italy. You know how Germany always declares war on Benelux without an event? Thats another example of AI switches: first GER AI is told to bring troops to certain provinces (border with Benelux) as pre-invasion build up, and then its told to declare war in a certain month. Basically everything that you see in 36' (and all other scenarios i suppose) is ran by AI switches.

Hope thats useful to you.
 
The interwar doesn't have to be boring. There is for example the Greco-Turkish War, the Polish-Soviet War, military intervention in Russia etc. There might not be much going on warfare wise if you're trying to follow OTL, but you don't have to follow history. It's not likely in the first place that the mod will be able to really recreate a historical WW2 after WW1 and 18~ years of mostly peace. We may be able to get close, but the problem comes in deciding how much do we want to allow for ahistorical outcomes and how much do we want to simulate real history. We must find a balance somewhere. I'm sure there will be some people who get bored and decide to go to war again in the 20s and early 30s...that's totally fine with me.

I agree; depending on the circumstances, WWII could happen in the late 20s, or it could not happen at all, being either averted altogether by a lack of overly cruel peace terms after WWI (thus no rise of extremism and revisionism), by appeasement, or just having a series of small(er) wars that don't count together.

I dont have a tutorial, i learned about this from years of experience (i started moding HoI2 almost as soon as it was out).

Basically when it comes to AI, you have a.) basic files and b.) AI switches (it is possible to organize this in other way, but i havent been able to make it work as well like this).

a.) Basic AI files are files required by AI nations on scenario start. So, for example, for 1936' scenario, most countries have unique files - i.e GER_36, FRA_36 etc. In those files you have BASIC AI commands that cover all fields, from diplomacy, spying, production, garrison duties, invasions, land combat, naval combat, upgrade rates, reinforce rates and much much more.

Now, having those basic files for each nation (important ones at least) is the beginning, but its not all that you need for a scenario to run properly. You need b.) AI switches. You can think of AI switches as additional AI sets of commands, that either add or modify basic AI commands according to some pre-defined context. So, for example, in 36', in basic file, France could be set to keep garrisons on all European borders, and on over-seas beaches. Just before war breaks out in 39' there is no longer need for France to keep its garrisons over-seas and on border with Spain (unless Spain is allied with Germany). AI switch in this case would be an event for AI only, that would make it load a new AI file to overwrite the old garrison commands, from guarding many different things with garrisons to guarding only two areas: Maginot line and border with Italy. You know how Germany always declares war on Benelux without an event? Thats another example of AI switches: first GER AI is told to bring troops to certain provinces (border with Benelux) as pre-invasion build up, and then its told to declare war in a certain month. Basically everything that you see in 36' (and all other scenarios i suppose) is ran by AI switches.

Hope thats useful to you.

I see.