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Why not just allow the AI to attack forts? Bombing forts lowers their effectiveness. Fortress busters could get some actual use.
I have no idea how to force AI to attack high level forts.

In connection with this situation, another player tested the AI behavior in my Mod in relation to high level forts, just for interest.
It turned out that the AI was happy to attack 5-6 level forts. And AI does not want to attack 7-8-9-10 levels forts.

I guess probably if I would reduce the penalty of the 10 level fort from the current -80 to -70/-60, then this will probably allow the AI to attack the forts of 7/8 levels.
But even such edit will not change the ban on attacking a 10 level fort.
 
I finished testing the penultimate difficulty level for Britain Challenge and already wanted to switch of game, but funny episode happened that amused me.
The USSR has fallen, but the Mongols never surrender! Royal Navy vs Genghis fleet :D


Mongols strong.jpg
 
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Release coming soon! :)
(hope, to next weekend)

brit_challenge.jpg



uk_challenge.jpg
 
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New Mod's update!
September 2024

New feature in Multiplayer Mod!
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Great Britain vs Germany Challenge for single-player regime!
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##############################################################################################################

Main improvements in New verson of Multiplayer Mod:

1. New Nick's Challenge for Single-Player regime as Britain!

Playing as the Britain in the historical way, player can choose one of several increased difficulty levels, which should make the game against AI Germany more hard and interesting.
In this thrilling and challenging scenario you will have to defeat Italy, Germany, Japan and... even USSR !
Have fun!

------------------------------------------------------------------------------------------------------

I liked the experience with the special hard single-player regime as the USSR, and therefore I wanted to continue this experience.
Unfortunately the USSR was the only country for which it was not very difficult to create such regime, since there is only one front in this theater and there are no naval battles. (AI is very bad even on land, and AI is even more helpless at sea, because AI does not know how to use its warships right)
After thinking about it, I decided that making a difficult and interesting regime for Britain would be the most feasible task of all other majors.

Being a fan of Churchill and that rare person who has read all his books... I named the difficulty levels according to the names of the educational institutions where young Churchill studied:
Briain_levels.jpg
By the way, have you ever seen any Hoi game where Britain historically goes to war on September 3rd ? ;)
Brit_in_war.jpg

Key hints :

- Do not start with the last two difficulty levels, they are extremely difficult. Try to start from the first two difficulty levels and increase the difficulty level gradually.

- Unlike the single-player regime as USSR, where the player have a lot of manpower, in the single-player regime as Britain, the constant lack of MP will be your main difficulty!
Use all possible ways to save your manpower!
Whenever you want to enter a battle, think twice about whether it is worth the manpower spent on it.

- Do not send to defend France more divisions than it was in reality. (6 divisions after october 1939, 12 division max in 1940)
In general, in both British or Soviet challenges, try to avoid (if trying to set a record winning time is not your goal) getting "Hitler in furious" events, they give additional tank armies to Germany for free.
Hitler_in_furious.jpg

--------------------------

My results at Royal Military College level are:
july 2, 1943 - win over Germany
Brit_Ger_win.jpg
october, 1944 - final win over USSR
Brit_Sow_win.jpg

###############################

2. Other improvements:

- Fixed the last holes in the SP challenge as the USSR, which reduced the difficulty of the game - now the USSR will not be able to complete the Stalin line above the 6th level of fortifications.
Also the attack on land units of Soviet strategic bombers has also been reduced.

- Added additional historical events for USSR and Britain:

More detailed mechanics for the Soviet invasion in Poland. Now player as USSR must not forget to put divisions on the border with Poland, otherwise USSR will not get 'Polish trophies'.
Invasion_Poland.jpg
Polish I Corps in Britain and the Anders Army.
Polish_UK.jpg

###############################

I really enjoyed testing this British Challenge multiple times during my work, it was difficult and interesting, so I hope to see your feedback.
Have fun!
 
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Hellow everybody. Want to say BIG THANKS to author of this great mod. In my opinion its masterpiece! I have tried Blood and Iron mod, World in Flames mod, Darkest Hour full but Nick's WW2 Multiplayer Realism Mod is the one I liked the most.
Cons for me:
- most historical accurate prevozmoganie-gameplay for Soviet Union. You really need to hold on till winter and then you get a chance. (So playing as German you really need to win SU till winter is comming)
- Unit/technology cards design, as I saw each depends on country without exclusion.
- So historical as possible... wow so nice
- Author still update and work on mod!
 
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Want to say BIG THANKS to author of this great mod.
Thanks!
So, if you tried the Soviet single-play Challenge, hope to see your story, your expirience, your strategy, your results, your difficulty level. Even if it is not the 'Stalin' level, it's also interesting to hear. :)
 
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Thanks!
So, if you tried the Soviet single-play Challenge, hope to see your story, your expirience, your strategy, your results, your difficulty level. Even if it is not the 'Stalin' level, it's also interesting to hear. :)
Hi Nick thank you for your work. Could you create single mode for playing as Germany? I think this would be most interesting for the game. Also why Gaza is this kingdom under water and why does Denmark not cede its south province to Germany after signing a peace?
 
Hi Nick thank you for your work. Could you create single mode for playing as Germany? I think this would be most interesting for the game. Also why Gaza is this kingdom under water and why does Denmark not cede its south province to Germany after signing a peace?

3. But I really didn'd hear about any annexations of Denmark lands in 1940.
At least Wiki write "Hitler guaranteed the territorial integrity and independence of the country in a separate memorandum."
If I'm wrong and Hitler annexed something in Denmark in 1940, give me a link to this info.

2. Just I totally hate microscopic provinces on the DH Map that are smaller than the division icon and that are difficult to hit them by mouse. (аnd which don't make sense in a 1936-1945 WW2 game)
Therefore, I ruthlessly drowned 4 such microscopic provinces in the ocean, gave them to the Kingdom of Poseidon. I hope no one doubts the realism and existing of Poseidon. :D

If I just cut them out of the map, they would become black spots, so I decided that it would be visually more pleasant if they will had the color of the ocean.
Now old blind players can play comfortably, without spending curses trying to hit all these f..ng Dubrovnik or Gaza with the mouse. :D

NoMoreMicroProvinces.jpg


Ideally, these microscopic provinces should be incorporated with neighboring ones, but I have no graphic skill to edit the map.

1. Of course, I would like to make special difficulty levels for Germany as well. But it's much more difficult to do it good.

It is easier and more logical to make difficulty levels for Allies, because we are boosting German units and nerfing Allies units. It seems logical and realistic. German divisions with super strong GDE and Soviet/British divisions with super weak GDE look logical and realistic.

In order to make difficulty levels for Germany, it would be necessary to nerf the units of Germany and strengthen the units of the Allies. It would looks absolutely ugly and unrealistic for my taste. Therefore, I dismiss this important method.
And the last way to strengthen allies is to give them tons of weak free units. Using only this one method is quite difficult to create a really high level of difficulty.

Therefore, so far I have made only difficulty levels for allies majors, because it looks logical and realistic and therefore more easy to make.

May be in future I will think about SP Challenges for Axis states, but it is really more difficult task.

Hmm... may be right way would be to use events with a huge anti-bonus to logistics during the invasion of the USSR, instead of nerf GDE.
And events with antibonus for the return of the wounded. Need to think how to make realistic difficulty for Germany.
 
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Hmm... may be right way would be to use events with a huge anti-bonus to logistics during the invasion of the USSR, instead of nerf GDE.
And events with antibonus for the return of the wounded. Need to think how to make realistic difficulty for Germany.

You are on the right path there, I think.
The logistics were the Wehrmacht's kind of hamstring in the USSR. The logistic staff even briefed the OKW correctly:
  • wrong tracks for the trains
    • which could make a fine event: one-time TC hit
  • bad roads and not enough lorries and thus they guaranteed logistics only for the first 750km (if i recall it correctly) and foretold that afterwards it would need several month time to build up logistics to allow for another few 100s km
    • reoccuring bad logistics event: -10% TC (accumulating) whenever the Wehrmacht advances another 350km into the USSR
  • Wintergear: It's also only a myth that Germany had no winterclothing for the soldiers... they had it back in Germany in the depots... due to the foretold transport problems the logisticians asked the OKW: "We must bring fuel, ammunition and wintergear. Pick 2 out of 3, we can't bring in all 3. What shall it be?" And guess what the OKW did choose and definetly not told their freezing soldiers about?
    • horrible attrition losses in the first winter... the Wehrmacht barely survived the first winter and the offensive of the Red Army (mainly because Hitler was right not to retreat, perhaps not by intention but as a sideffect this way the soldiers had at least prepared positions and defenses... the Red Army was also still making quite some mistakes)
    • alternatively the ahistoric option: "Just make it happen!" Wintergear comes but TC is halfed for 3 month
  • 2nd year of Barbarossa, 1942: The riffraff collection of hundrets of different types of lorries, artillery, tanks etc. stolen and taken from all over Europe are breaking down and no spare parts are available
    • not sure how to implement: TC hits get boring and overwhelming after a while, perhaps a 10-20% str loss for all MOT/MECH/ARM
Another part which is usually underestimated: economy and industrial production
  • All those soldiers at the front were missed in the industry. The fast wars Germany made were surely a new way to wage war and completly off-balancing their enemies but on the other hand the short time all those workers were only at war was also an economic necessity. When Hitler said "back by Christmas" he was talking to the industry.
    • an event choice (first time Christmas 1941, then also for every further mobilisation):
      • a) taking a hit on IC
      • b) bringing in more forced workers from all over Europe, raising partisan activity
      • c) German women into the industry, raising dissent
  • While Germany was certainly an highly industrialized country, it was by far not as efficiently massproducing like the USA or USSR... this resulted in completly different approaches for example with broken down tanks: T34 and Shermans were massproduced and not meant for repair, in comparison German panzer were produced in better quality but much slower and fewer in numbers, each panzer crew also trained how to repair, every panzer division with a mobile repair station:
    • Partly, I think, already implemented with production times and costs higher for Germany, faster and cheaper for the USSR... which is historically accurate.
    • This was somehow ok for the Wehrmacht as long as they were winning and "owning" the battlefield and the damaged equipment after combat and were able to repair stuff... it escalated badly when the Wehrmacht was starting to loose and needed to retreat and each broken down panzer was a lost panzer (this, btw, explains also why panzer losses were so uneven: a broken Red Army tank was a loss, a broken Wehrmacht panzer very often repaired)... this better gets NOT implemented, players will hate it to not only loose but then getting additional problems via events
Shortages
The extreme shortage of oil is well known but it went far beyond that.
When the Wehrmacht encountered the T34 and investigated the design, Guderian asked the German industry not to loose any time by inventing some new design based on the T34 but to just build the exact same design. He was shocked when getting the answere that they couldn't because the German industry was missing some rare materials needed for such steel.
While this is somehow implemented in Darkest Hour via the effectiveness of many trade routes going down, I must say as a player I was always able to cope with that due to the many European conquests. It is also dependent on the Royal Navy doing its job.
  • Not sure wether you have tinkered with the stockpiles. IMHO the stockpile max levels during war are too high, at least for Germany and especially for rares and oil. Unfortunately stockpiles can be only set for all countries. But in a relative comparison the USSR could handle lower max stockpiles a lot better than Germany.
    At least the oil stockpile should be low enough for Germany to enforce an armored spearhead doctrin (because for more than spearheads there is no oil nor resources), so tanks and motorized division is a rare elite thing within the Wehrmacht.
    Although the Nazi propaganda and news made sure to show them so often that until today most people believe the ordinary soldier drove in his personal panzer to Moscow instead of... walking and leading a horse loaded with ammunition.
In general it would be great to find an economic mechanism to make war for Germany the more difficult economically the longer it lasts. And to make logistics/TC the more a problem the further into the USSR the Wehrmacht advances.


Additional historic events:
  • First strategic bombing of the core Fatherland:
    • The Fatherland needs to be defended: It costs x IC + x resources to build thousands of flak (8/8er)
  • First time strategic bombing reaches a certain treshold of destroyed IC or infra:
    • Looks, like we need also to build lots of air raid bunkers (to protect against all the enemy bombers shot down and falling into the cities)
  • Outrageous, those bombers keep on coming:
    • Let's build huge AA-fortresses right in our biggest cities: That will teach them!
      x IC, resources and MP needs to be spent
      (there are still a few of those AA-fortresses around in Hamburg and Berlin, near indestructible even after the war)
  • To counter certain min-max strats, namely not building any Luftwaffe, you can additionally add dissent raising with each level for above 3 events. This wouldn't be "too much", in history an ever bigger part of the Luftwaffe was ordered back from the front to defend against strategic bombing.
    Possible would be also to raise the effectiveness of strategic bombings in misc.txt so it starts to hurt instead of just stinging a bit.

  • Partisan activity (as shown in TC) reaches a certain treshold (reoccuring or in stages):
    • a) additional hit on TC as long as partisan treshold is that high
      or
    • b) x MP subtracted to mobilize additional "police-battalions"
Got a lot longer than I initially thought. But there are enough historically accurate ways to make gameplay for Germany a lot harder without directly lowering the combat stats. Indirectly, of course, TC-overload might lead to this but that, too, is how it was.
 
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Got a lot longer than I initially thought. But there are enough historically accurate ways to make gameplay for Germany a lot harder without directly lowering the combat stats. Indirectly, of course, TC-overload might lead to this but that, too, is how it was.
Absolutely right ideas! I applaud.
Which also shows that making a realistic difficulty for Germany is not such an easy task as for the Allies, where it is enough just to change the GDE and pour a bunch of free divisions to Germany. It should be done much smarter.
When I take a break from Hoi, I'll think about Germany.
 
I thought that my presentation of the new SP regime for Britain in this thread above was not bright enough.
Therefore, just for fun, in addition, I will copy here the presentation that I wrote in Steam.
It seems it turned out a bit brighter. :D

----------------------------------------------
New Nick's Challenge for Single-Player regime as Britain!

Playing as the Britain in the historical way, player can choose one of several increased difficulty levels, which should make the game against AI more hard and interesting.

In this thrilling and challenging scenario you will have to defeat Italy, Germany, Japan and... even USSR !
Have fun!

----

And just remember, this is the first and only WW2 Mod with total deep Realism and Historicity, in the whole Hoi-2/3/4/5 Universe!

Therefore it's the only (!) Hoi-game with:

- totally true Royal Navy, where each warship has its exact historical stats!

- totally true British Leaders (Generals) with their true skills and perks!

- true British Ministers with their true perks!

- totally true British Tech-teams with their true skills and perks!

- totally true British OOB at 1936!

- totally true mapped totally true British economic stats - Manpower/Resurses/IC

- totally true World's Oil Balance - including Civilian Oil Consumption for all countries and Oil Concessions (Did you know that 80% of the all world's oil in this era belonged to the Anglo-Saxons? Finally, first time in Hoi, you will see totally true Great Britain sucking oil from all the world for free!)

- totally true Geography! Сorrect terrain types, distances between provinces, connectings/disconnectings, Infra, ports/shores/airfields, straits and all other

- totally true historical events with totally true their effects

- totally true Lend-Lease!

-----
Just relax and get full totaly true enjoyment of the totally true historical scenery in which the game takes place )

10 totally true of 10 !
 
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I am really enjoying this mod and apologies for not playing it the way it is intended, as I exclusively play with minor/regional powers. I have played on the previous version with Brazil and Greece and now in the latest version with Australia and I am facing a consistent problem of the saved games crashing when loading after the year 1950. The only thing I have changed is the end date to extend it from 1964 to 1999.

In addition (and I know you may dislike this as it goes across intended historical realism), is it possible to have the option of disabling nukes? Alternatively, I can extend the tech research date well into the future for nuclear related technology.

To counter the limited AI, I enjoy playing defensive games - ie. Brazil as Allied if Axis have taken over Europe, Brazil as Axis if Allies won WW2, Australia as Allied with strong Axis. In my latest save game,, Germany beat USSR then re-declared war 2 years later to successfully annex USSR and install puppets. Germany has just taken over mainland England too but the UK is holding out strong in India and South-East Asia. Axis is slowly being beaten out of Africa too as it is cornered in North-West Africa and losing territory. USA keeps on nuking solely Reykjavik and Gibraltar.

Japan seems quite weak with only 125 IC or so but has been in an ongoing battle with USA to release the Philippines as a respective puppet. Dutch East Indonesia remains in Japanese hands while I have taken over Papua New Guinea in its entirety with Australia. Japan launches naval attacks on Tasmania if I don't leave an INF or GAR posted there (but Japan does not leave an INF or GAR and withdraws its army after taking Tasmania). I am trying to slowly take over parts of Indonesia but there is a 30CV strong Japanese navy swarming the Pacific Ocean so I limit my movement and rely on NAV to provide air cover for my limited naval movements.

The technology tree is fantastic as are the more realistic build times and costs for various units to realistically model that even minor nations could have some form of presence in all 3 army branches (infantry, navy, airforce). I am not sure I agree with the high cost and long build time for convoys and transports and wonder if some of the technology developments should reduce the cost and time for producing these, like we have equivalent reductions for infantry and airforce unit costs through technological research?

I love this mod and it is by far the best game I have tried. If I could find a solution to why my games keep crashing after 1950, that would be fantastic! Congratulations once again!

I have tried to attach a save game file in case it helps - apologies, if this goes wrong, it is my first time attempting this!
 
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I am really enjoying this mod and apologies for not playing it the way it is intended, as I exclusively play with minor/regional powers.
)))
:’-D
Nick vs Players.jpg

I am facing a consistent problem of the saved games crashing when loading after the year 1950.
Yes, the players also reported to me about such a problem of broken saves in the later game, the earliest case of a broken save was registered in 1947.
I can only apologize, I still can't figure out the reason for the appearance of broken saves in the late game and I don't know how to fix it yet. :(

I did not attach serious importance to this problem, because my Mod is designed only for WW2 and I did not deal at all with what happens there after 1945. At least until 1947, there were no problems with saves or fatal game crushing, and this is quite enough for WW2.

But if I could figure out the reason for the broken saves, I would try to fix it.

Can you somehow to send me the broken save ? may by in Discord it will be easier?
So far, I have received only one broken save and bug report and there is a line in save where the air-brigade is registered - a British 'escort' of the 4th level.
I broke my head, but I couldn't figure out what the problem might be with this line and with this brigade.
Therefore, it is very interesting to know what your bug report says. Will it also be about British escort or something else.

-----
If someone has encountered such a problem as broken saves, I would be grateful to hear advice on how to determine the cause of their occurrence? What could possibly be the reasons for broken saves? Where and how to look for this problem?
-----

I have played on the previous version with Brazil and Greece and now in the latest version with Australia
I'm sorry, I hardly paid attention to the minors and countries far from the war.
But at least Greece and Brazil have absolutely true resources/IC and MP on the map and also they have civilian oil consumption. Greece also has a more or less correct OOB and correct ships.
Brazilian OOB and ships are vanilla, i.e. not corect.

Australia is a good choice, Australia is among the minors that I have made rather deeply and historically, including - resources/MP/IC, leaders, ministers, tech-teams, OOB, warships and others.
is it possible to have the option of disabling nukes?
Yes, just delete these techs in secret_weapons_tech file, or really set more far data.
I am not sure I agree with the high cost and long build time for convoys and transports and wonder if some of the technology developments should reduce the cost and time for producing these, like we have equivalent reductions for infantry and airforce unit costs through technological research?

Transport ships really took a long time to build. And they were expensive.

1 division = 15,000 people = 4 transports of the USS General G. O. Squier (AP-130) class = approximately $5 mln for each ship = about $20 mln = 1400 IC = 1 transport Unit of 4 AP-130 class ships in it.
(for example $25 mln Brooklyn (USA) 15-guns Light Cruiser in my Mod cost 2400 IC, so all is more or less reasonable and Transports are even more cheap that can be, i.e. I already make them as possible cheap compared to warships, on the verge of realism)
And this would only for 15000 people without their weapons and equipment!
According to my concept, so that transport units would not be even more expensive than they are, the division's weapons and equipment are transported on invisible supply convoys together with supplies and oil for this division.

Since the gameplay requires that the construction time be as short as possible, I set the minimum time for the construction of transports as possible but to preserve realism. Current build time is already on the verge of realism, it is impossible to make it even less.

Only the USA have special minister who knows how to further reduce the construction time of transports/convoys.
Liberty minister.jpg
But for supply convoys, I set an extremely short time of build (Liberty class ships, together with american minister they have absolutely extremly fast building time), so you can build convoys and turn them into transport units for money by the decision, if there is a need for extremely fast construction of transport Units.
 
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I am facing a consistent problem of the saved games crashing when loading after the year 1950.

Hurrah! Thanks to your report I finally found my mistake and fixed it. A really insidious error that did not fixed by the bug report when launching the game.
Now there will be no more broken saves after 1950. I sent your fixed saves in Discord, check it.

#########################################################################

I reloaded the new version of the Mod without this annoying bug.
Download:
Nick's WW2 Multiplayer Realism Mod

version 5.45
check-sum SEOR
 
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Hi, I have a couple of questions about the mod.
1 The starting Chief of Staff of England, as well as the second available one, have the specialty of Chief of Army. Is this a bug or was it done on purpose?
2 The 1937 farming technology does not provide a bonus to the production of supplies and only slightly speeds up the production of cavalry - it looks alien compared to other farming technologies
3 The initial technologies of the navy of the first world war have a date of 1936
 
Hi, I have a couple of questions about the mod.
1 The starting Chief of Staff of England, as well as the second available one, have the specialty of Chief of Army. Is this a bug or was it done on purpose?
2 The 1937 farming technology does not provide a bonus to the production of supplies and only slightly speeds up the production of cavalry - it looks alien compared to other farming technologies
3 The initial technologies of the navy of the first world war have a date of 1936

- True, this is just an universal peacetime perk and it can be accessed by both Chief of Staff or/and Chief of Army. Together they create powerfull double combo for saving supplies. :D
This British ministers doesn't have combat/discount bonuses because Britain was neglecting the army at that time.

- True, this technology differs sharply in bonus.
Since assembly line technologies cannot provide bonus for horses production, agricultural mechanization technology does it in my Mod.
This can be explained because tractors free up horses for the army, or because that combines harvest oats (main food for artillery horses) better. It was important to bring 5% discount for cavaly out of the assembly lines and into Agriculture.
So, assembly line technologies give 20% discount for all divisions, except for the cavalry, it got 15% from assembly line technologies (for weaponery) and 5% from agricultural mechanization technology (for horses).
Therefore it turns out that the cavalry, unlike all other divisions, get the first 5% discount already in 1937, long before assembly line technologies researched.

Adding another +5% to production of supplies would be too much - it would turn out to be +15% in 3 years, it really doesn't meet my plans.

- Why not. This is mod about WW2, technologyes before 1936 are not needed here.
It can be considered that these are technologies of earliest old naval doctrines, but reinterpreted/improved at the 1936 time military thought, no problem in this.
 
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fought in China and realized that for online play it would be nice to put marks of closed crossings between provinces on the map (they have been changed in comparison with the standard map and even more of them are expected in the new map)
 
fought in China and realized that for online play it would be nice to put marks of closed crossings between provinces on the map (they have been changed in comparison with the standard map and even more of them are expected in the new map)
Unfortunately, there are no visual markers for blocking between provinces on the map in the mechanics of the game, but player can always check this in the 'province window'.

I assume that the number of blocks between provinces in China can only be reduced in the future, not increased (!), because I used WW2 maps of China where only good roads were plotted.
In my work I use the 'presumption of no roads' until I find a map where there is such a road, therefore if to find WW2 China map with bad rural roads, then some blocks between provinces will probably need to be cancelled in my Mod.

I will only be glad if anybody share to me good China map of WW2 era with plotted poor rural roads.

--------------------

Oh, I got what you mean. To draw a conditional 'red cross' on the border where there is a block when creating a map design. It is interesting. But it's dangerous. Connections/blocks between provinces may be a subjective opinion. Today you didn't know about the existence of the road, tomorrow you found out that there is a road - and it's difficult to redraw the map because of this.
I think I've seen DH maps where the terrain type is visualized. It is undoubtedly very convenient and beautiful... but you never can easily to fix all the wrong terrain types for the right ones on such map. The same applies to visual blocks. This is not flexible and prevents you from correcting your possible mistakes.

But for those blocks that are 100% of sure (like Caucasus and so on).. yes, visualizing them would really be a very convenient design solution. Thanks for exelent idea, I need to think about it with Vilocka!
 
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But for those blocks that are 100% of sure (like Caucasus and so on).. yes, visualizing them would really be a very convenient design solution. Thanks for exelent idea, I need to think about it with Vilocka!
I have a poor understanding of the technology of making a map and whether it is possible to add graphic objects like terrain type (which would also be useful) to it at the final stage; I don’t think the game will allow you to make special borders.
It may be necessary to put marks like half a cross at the border of one province and the second half of the sign - where there is no passage so that they visually form a cross. Ideally, save the edited map without marks, and then apply the necessary marks.
Surprisingly, China now has an economy). In this mod you can capture and play as it... Are there any events for the defeated China? I think that Japanese corporations should come there, like in Manchuria, bringing new research groups with them.
PS
If China agrees to give up the coast, then the provinces captured by Japan in 1316 and 1317 will remain in its possession.
 
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