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Cohen

First Lieutenant
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Feb 19, 2006
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1.3a Modded 1936 Campaign

Introduction:
This campaign will be suited to be more balanced to normal games, which see often the Allies (W.Allies + Comintern) crushing easily the Axis powers, given the players have same level of skill. The vanilla game is simply rigged in many mechanics, and statistics.
This has brought me to try a campaign with many rules, and still it wasn't enough. What some players agreed on was:
Lack of Axis IC, to Axis should still keep the Manpower and Raw Material limits, and their biggest ever hindrance which is that players know history, so no big mistakes such as French ones or early SU will be remade.
Germany battle performace not reflected properly in the game - either by doctrine and leaders.
The game is aimed to not end as usual, given players are competent in both sides, in UK + France crushing Germany before 40, top mid 40, but with a more historical long WW2.
Historically WW2 was in the end a fight of Production (Allies) vs Quality (Ger mostly). Given Allies had as well quality in certain aspects, and nukes, Germany had way superior tanks, training, infantry, planes and such. The fact that Germany just didn’t managed to produce them in enough number, or that Germans were so outnumbered that the superior quality was annihilated by the sheer power of massive bombing and stream of replacements and new units of Allies, is another matter (which lead them to defeat). This is already properly reflected by Free Trade bonus of Allies, and the massively superior IC (Usa + UK + SU >> Ger + Ita + Jap).

The Mod will reflect those points mostly, giving to Axis more starting IC, and eventually some bonus events - a review in many tech teams and leaders.
The Mod as well will try to make useful certain not so used units (Tank Destroyers, Heavy Tanks), and other tweaks which will be listed later.

A massive set of rules will be added as well, to keep the game honest, in the attempt to let the players enjoy a full war not ending in 41-42, given the players should be wargamer-type and not a amateur-type.

PLAYER SELECTION:

Axis "Must" Team:
Germany - Italy - Japan

Axis "Extra" Optional Minor Choiches:
Romania, Hungary, Finland, Bulgaria

Allied "Must" Team:
Great Britain - France / USA - Soviet Union
(I know SU is Comintern, but it will be considered Allied for rule terms, even if ingame they belong to different alliances)

Allied "Extra" Optional Minor Choiches
Canada, Australia, New Zeland, South Afrika

The "Must" nations should be covered at start, and kept on unless a nation become crippled (less than 20 IC).
The USA // France Player can choose to which nation play, given USA can be more powerful later, but France could be more useful in the immediate (blueprint trade, effective production).
The Teams are pre-arranged, and cannot be swapped by any mean.
All players should accept any surrender event - I underline EVENT (Vichy, Italian Surrender, Bitter Peace and so)



FAIR PLAY & BALANCE BASIC RULES:
Germany and UK are "Alliance Leaders". They choose the overall plan, and allied players should do their best to accomplish the tasks given, and follow orders.
To Alliance leaders can tell what to do, not how to do. (example, Ger Player tell Ita Player to hold Lybia. It stops there, then it's up to Ita Player to setup things)
1. DO NOT build more than a LvL 5 Fort (both Land or Sea forts). If it is built already (like Maginot line) it’s ok. Do not build lvl 6 fort.
2. - DO NOT Strat move units away from Border when at War with that Bordering nation. Even if you do not risk encirclement

3. - DO NOT disband troops doomed to death.

4. - DO NOT exploit supply of Puppets and Allies by parking troops inside them

5. - DO NOT keep wars active to benefit of the halved consumer's good.

6. - DO NOT coup other players.

7. - DO NOT deploy more than 24 DIVs in Urban locations.
8. - DO NOT attack shores with more than 12 DIVs. Any amount of units can assist via land border.

Anything there that could be missing, can be fixed immediately ingame if it could seem an exploit, or something game breaking, or gamey.
Ask if you're not sure. Finding a way to avoid rules here is a quick way to get booted from the game.
Any players attempting to screw the game will be booted, and the game could be restart with a previous save, or edited to fix the problem if possible.

TRADING RULES:
Allied players cannot never ever trade with:
Romania, Finland, Bulgaria and Hungary, and any AI nation that joins the Axis side. (this is to prevent the rich Allied players to suck up Axis Minors IC asking for supplies giving them useless materials).
Axis players cannot never trade trade to get supplies by any Allied Aligned power, USA excluded until they join Allies.

Allied players cannot never ever trade for rares unless their stock is negative due to IC requirements. To if they are trading away Rares they should first cancel their Trade, unless it will remove a starting trade with another player.
Axis player will trade first in 2nd Jan 36, when they're done, Allied players can start up their trading.
Starting Trades cannot be cancelled until the nations are at war, or unless both players agrees.

DIPLOMATIC RULES:
The most common rule, no war are allowed until Danzig Event fires, except those via events.
If an AI minor power asks you for Alliance before Danzig, you can accept.
Finland, Bulgaria, Romania and Hungary cannot be couped by Allied players.
Italy can join Germany since 1936 OR France can leave Allies to join back at Danzig Event (before to trade any blueprint with UK) - Alliance Players choice.
Axis can start political activity after 1st Jan 1938. Allies can start political activity after the 1st AI Minor joins Axis not by event, or is couped.
Before that time, players can influence other players only if they're willing to be influenced by them.

NATIONAL SPECIFIC RULES:

Axis:
Axis upon allying up any Asiatic Minor, should specify the "belonging" of that Nation, be it Germany or Japan. They will follow the rules for the belonging nation.
If European or Asiatic - only the forces belonging to that sector can operate withing so on.
European Forces cannot never operate in eastward of India, and Japanese westward of (India to it’s common fighting field where they can mutually assist ONLY if they can trade a friendly land path to any port facing the Mediterranean Sea), unless triggering conditions are met.
Japan-Germany (Italy as Germany attachment) is an economical-blueprint alliance, not a military alliance, thus their operating sectors are separated and no major power would admit to be weak and needing the help (and thus influence increase) of another one so far.
IF Portugal joins Axis, Portugal forces can operate in both theathers due to Timor colonial land in Pacific.

Operational Limit Decay Trigger:
Japan must control whole INDIA. This will unlock Persia access to Japan, and S.Afrika / Centra Afrika.
Italy must control SUEZ CHANNEL. Japan can help in Suez taking with landings nearby or in, if INDIA has been taken.
Then Japan can operate anywhere from any German or Italian base (to not from Axis Minors of Europe).

EU Axis operating eastward of India:
SUEZ CHANNEL + GIBILTAR in Axis Hands for Italy.
For Germany, they should have conquered France too.

Sphere of Influence – Land control
Any land westward of India should belong to EU Axis. If Japan take it, they should give those provinces to EU Axis as soon as possible, to either Italy or Germany, EU Player Choiche.
Ane land eastward of India should belong to Japan. If EU Axis take it, they should give those provinces to Japan as soon as possible.


Germany:
German land-air forces cannot operate eastward of India unless it is Soviet Homeland.
German fleet cannot operate in Pacific Ocean, and in Indian Ocean only along.
German player is allowed to ask for a save before any "annexxing" event (Anshluss, Czech and such), and demand for a rehost in case he doesn't like the result.
About Ribbentrop - Molotov Pact, they can pick whatever they prefer the most. To this will change SU DoW timing - if Germany accepts R-M historical pact, he cannot ally up with any Baltic Minor (latvia, lettonia, estonia).
Germany must trigger Danzig event.
Germany cannot ally up Finland before Winter War is ended, if Germany signs up the R-M Pact. If Finland is Axis allied before R-M pact, Germany must forfeit it.

Japan:
Japan can join Axis, and the war at any given time. This will trigger to some USA and Commonwealth Rules.
Japan cannot Puppet China. China can be annexxed to, but this will grant by events USA gearing events up to 90% of their IC by default. (this is to prevent Japan to get huge manpower and a lot of extra IC).
Japan land - air forces cannot operate westward of India.
Japan navy cannot operate outside of the Pacific and Indian ocean.
Japan must accept Pearl Harbour event.

Allies:
Soviets and Allies cannot cooperate by any means except via events and trades. (like giving mil.access each other - they cannot)
Trades beetweek SU and W.Allies (USA included) cannot be below 50% and only after Axis are at war with USA (USA cannot give supplies for free to SU, for example).
SU and W.Allies cannot trade at all before they're all at war with Axis.
USA player can't trade with UK below 50% efficiency at any given time, as lend lease act.
Poland cannot be Military Controlled.
W.Allies as democracies cannot DoW anyone until 1st Jan 1941 (ie - Italy doesn't join war immediately. They cannot declare war on Italy) unless it grants Military Access to an enemy nation currently at war.

UK & Commonwealth Minors:
Australian and New Zealand troops can operate only in Pacific Theather. (not westward of India) - and they can move away from homeland ONLY after Japan is at war with UK, until Japan is annexxed or surrender.
South Afrika troops cannot move away from homeland before UK is at war with Axis. They can operate in Afrika and Middle East until any Axis presence in Afrika is vanished (provinces). After Axis lost their last province in Afrika, SA troops can operate anywhere. If Axis retake some Afrikan provinces, SA troops will be still free operating.
Canada troops cannot move away from homeland until UK is at war with Axis, and they can operate only in UK and France until France falls (Vichy or whatever). Then they can operate freely in Mediterranean theather and West Europe Theather.

France:
France cannot build Land Forts until 1940.
France should defend their main land with their army. Leaving main land to save the army from Vichy is an exploit.

Soviet Union:
By default Soviet Union cannot DoW anyone, except via event, until 1st Jan 1942. Axis can DoW at any given time.
Soviet Union cannot annex any minor power DoWed via event, indeed he must accept any peace offer // event that gives them the land they asked for.
Warning - If Soviet Union DoW Axis, when rules allows them, or due to Axis allying up with Finland, or Romania meanwhile they're at war with SU, the GDE event will not be triggered manually.
Soviet Union cannot conduct any diplomatical option except Trade and Influence and DoW / Peace(when rules allows) – this means they cannot coup or get allies. They can demand land to Baltic States to after R-M pact.
As exception of trading rules, SU can give to UK any amount of money they can / want, since they cannot operate freely diplomatically (this is due to a let’s say UK Allied Norway is ok, a SU Allied Norway can fuck up royally the Axis).

If Axis DoW SU, after 2 months that Axis troops invaded the first SU 1936 homeland province (not Poland conquered province, for istance), if GDE event hasn't triggered yet, the scenario will be edited so it triggers.
If Axis doesn't respect a signed R-M Pact (historical or not), SU can DoW Germany in 1st June 1940.
If Axis doesn't sign up R-M Pact, SU can DoW Germany in 1st Jan 1941.

Soviet Union cannot DoW anything else than Axis before 1st Jan 1943.

USA:
USA troops and airforce cannot move away from USA mainland (except those already stationed in isles).
Ships can be moved, in isles, but they must stay in harbours.
None can grant USA Military Access.
USA can join W.Allies in 1st jan 1942 unless any of the following occurs - given they can by sliders:

A South America Minor Power joins Axis - reduce by 1 month the time limit.
Argentina or Brazil join Axis - reduce by 3 months the time limit.
Messico joins Axis - can immediately invade Messico, and Messico only, then sign separate peace with the Axis Major which got Mexico. No joining the Allies.
Any non South American Axis, non Spanish, non Portughese, unit in American soil (South or North America) - immediate DoW on the power having troops in America (ie Japan landing in S.America).
Any South America Minor Power joins Allies - delay by 1 month the time limit.
Argentina or Brazil joins Allies . delay by 3 months the time limit.
Comintern getting a minor in continental America - USA cannot trade anymore with SU, and should declare war on SU.

Japan join Axis, and Axis is at war with Allies - 3 months after the triggering date, modified by what above.
Axis have non airborne troops on UK soil, got at least 20 UK IC in UK Homeland and are not repelled - 2 month after the triggering date.
SU lost Moscow, Kiev, Stalingrad, Leningrad - 2 months after the triggering date.


NEUTRALS:
Spain:
Whoever wins the Spanish Civil War cannot be target of diplomatic actions (not even influence) aside trades by both sides until France Homeland is conquered by Germany (be it a Vichy or not).
Lone exception is that anyone can DoW Spain after Danzig.

Nat. China:
If China isn't annexed by Japan, China cannot be allied by anyone.
If China asks someone to ally up with, the player should refuse.
If China asks for peace to Japan, and Japan accept, China will be considered fully neutral (none can influence it or so, except trading) until Japan and USA are at war. Then players can start to play diplomatically with China.
All China minor states follow the very same instructions above.
 
Last edited:
I am in as well..
We will set up a schedule when we have enough players willing..
 
sign me in for Japan :D
So weekends, eh? PLease let it be afternoons, since i rarely have time in the evening, or use the time on something else (friends, girlfriend, you name it).
any plans considering the start of the game?
From what i understand you modded the game already? And besides the increased starting IC of Axis nations, are raw materials increased in the same manner?

EDIT: pm me if you want my icq or msn, cohen. Or contact me in monday game :)

xfire is the following: titanrocks
 
Cohen said:
Was planning to start on this saturday if we get enough players online. Pretty early, for a long marathon til night.

some time between 12:00 and 18:30 would suit me fine, though not longer than that. 6 1/2 hours are good nonetheless. I'll be hopefully there.