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On this forum I see a lot of posts that begin with" I am playing as Axis Switzerland " or as "Communist Canada". How does one do that? Modding the files, or by forcing it in game?
 
On this forum I see a lot of posts that begin with" I am playing as Axis Switzerland " or as "Communist Canada". How does one do that? Modding the files, or by forcing it in game?
It's easy. Hire the ideology-change advisor or, if neutral, go down the ideology-change focus tree. You'll start getting events, and eventually, it will lead to one of: peaceful coup, civil war, elected member of the other ideology.
 
Can anyone please explain the logics of the new event mechanics to me?

As an example i have put the 'Danzig or War' event below. So exactly which conditions must be met to have Poland cave in?
Is it possible in 'historical mode' at all?


Code:
# Danzig or War (Poland)
country_event = {
    id = germany.86
    title = germany.86.t
    desc = germany.86.d
    picture = GFX_report_event_german_troops

    is_triggered_only = yes

    trigger = {
        NOT = { has_war_with = GER }
    }
   
    option = {
        name = germany.86.a
        ai_chance = {
            factor = 20
            modifier = {
                factor = 0
                is_historical_focus_on = yes
            }
        }
        GER = { country_event = { id = germany.87 days = 1 } }
        effect_tooltip = {
            GER = {
                transfer_state = 85
                remove_state_claim = 86
            }
        }
        country_event = { id = poland.1 days = 7 }
        hidden_effect = {
            news_event = { id = news.203 hours = 6 }
        }
    }
   
    option = {
        name = germany.86.b
        ai_chance = {
            factor = 80
            modifier = {
                factor = 3
                strength_ratio = {
                    tag = GER
                    ratio > 0.7
                }
            }
            modifier = {
                factor = 0.1
                any_country = {
                    is_major = yes
                    is_in_faction_with = POL
                }
            }
        }
        GER = { country_event = { id = germany.88 days = 1 }
            if = {
                limit = {
                    is_in_faction_with = POL
                    is_faction_leader = yes
                }
                remove_from_faction = POL
            }
            if = {
                limit = {
                    is_in_faction_with = POL
                    is_faction_leader = no
                }
                random_country = {
                    limit = {
                        is_in_faction_with = GER
                        is_faction_leader = yes
                    }
                    remove_from_faction = GER
                }
            }           
        }       
        hidden_effect = {
            news_event = { hours = 1 id = news.204 }
        }
        effect_tooltip = {
            GER = {
                declare_war_on = {
                    target = POL
                    type = take_state
                    generator = { 85 }
                }
            }
        }
    }
}
 
Another basic question. Playing as England I've pretty much maxed out my construction (got no where else to build factories). I know that provinces have around 15 "Locked" boxes. How do I unlock them?
 
So exactly which conditions must be met to have Poland cave in?
I'm not an expert, but I think the "factor = 20" line is purely a random chance (20% chance that they cave). The following modifer (is_historical_focus_on) overrides that and sets it to zero, so that condition will never occur with the historical NF setting.

I know that provinces have around 15 "Locked" boxes. How do I unlock them?
Industry techs will increase the number of factories you can have in a province; so do some National Focuses. I think the 5x5 display of 25 factory slots is just for consistency in the interface, the same for every state, and not carrying the implication that you can or should be able to unlock all 25 slots for every state.
 
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Of course i am checking whether they are fighting or disengaging. Carriers sometimes get so close that they start to pick an enemy and start firing them.

Same problem persists. Just because a ship of yours is firing does not mean it chose to advance to the line in order to engage. A ship which is overtaken by a faster enemy will still fire back, even as it continues to try, perhaps unsuccessfully, to disengage and flee.
 
Right now I'm trying to stage an invasion of the panama canal province as Germany from a caribbean island. For reasons unbeknownst to me, the invasion cannot start without me controlling the seaways around south America, although the arrow for the invasion is not going anywhere near those sea zones. Is this as bug, or why does the AI want to sail around the continent if we can just get there straight away?
 
Another basic question. Playing as England I've pretty much maxed out my construction (got no where else to build factories). I know that provinces have around 15 "Locked" boxes. How do I unlock them?

Industrial Technology, both concentrated and dispersed techs increase the amount of factories in a state, +20% per tech level. Also, various National Focus trees give an increase to max buildings in a state.
 
I'm not an expert, but I think the "factor = 20" line is purely a random chance (20% chance that they cave). The following modifer (is_historical_focus_on) overrides that and sets it to zero, so that condition will never occur with the historical NF setting.

Ah, thank you for your swift reply. That's what i guessed.
So as a consequence the other options below that code won't be checked by AI at all?
 
Ah, thank you for your swift reply. That's what i guessed.
So as a consequence the other options below that code won't be checked by AI at all?
Other way around. With factor set to zero, that option will be skipped and any other options below will be considered -- in this case, there is just the one which means it will always happen.
 
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As the Soviet Union, what do I need to trigger the cession of Bessarabia by Romania after the M-R pact? The same goes for Finland and the Baltic states.
 
As the Soviet Union, what do I need to trigger the cession of Bessarabia by Romania after the M-R pact? The same goes for Finland and the Baltic states.
You have to do the respective National Focuses found in the Anti-Fascist Diplomacy branch in order to gain claims on those states. After doing so, you have to justify a declaration of war with the war reason to conquer those specific claimed states.

EDIT: Apparently it's enough to do the Anti-Fascist Diplomacy focus in order to gain the claims in case the M-R pact happenend. You'd still need to justify the declaration of war though.
 
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EDIT: Apparently it's enough to do the Anti-Fascist Diplomacy focus in order to gain the claims in case the M-R pact happenend. You'd still need to justify the declaration of war though.
Yes, thanks, that's what I needed. The Romanians caved in (and then fell to Fascism, and week later fell to Communism and got Comintern'd) but the Poles and the Finns did not and got liberated. Totally deserved it though.
 
Apologies if this has been covered before. What do the red dashed lines in the sea zones signify? I have searched on google and trawled the wiki and couldn't seem to find anything about this.
 
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it means there is a land route available, used for minor island hopping without naval transports. 'land' fighting from one to another along this route should constitute a naval invasion, meaning don't do it without marines, or with armor, the amphibious penalties will hurt badly. I don't think you need naval superiority however for this action.
 
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What do the red dashed lines in the sea zones signify?
One reason for red cross-hatching across sea provinces and zones is that those areas are out of range for your ships. The ship information lists a range. I believe that's calculated from your closest port to the destination (as opposed to, say, the fleet's home port), so you don't have to worry about manual refueling.

it means there is a land route available, used for minor island hopping without naval transports.
Straits are certainly red dashed lines in sea zones, but those may not be the ones Zoolander was asking about.
 
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Is there any concensus on civil/military factory building? Should you just start building military factories and dock yards straight away, or should you build olup civils first, assuming you aren't don't have any major construction plans?
 
T
Is there any concensus on civil/military factory building? Should you just start building military factories and dock yards straight away, or should you build olup civils first, assuming you aren't don't have any major construction plans?
That depends on which country you are playing, I believe. I like to spend 1936 building civil factories.
 
depends who you are. Germany, I usually go with military factories, you will get civilian factories from Austria and I think Czech, not sure on that one. Of course, once you start conquering, lots of civilian factories in western europe. As USA, I build civilian factories for 1-2 years. You definitely need a lot of civilian factories as the US. You will easily have the need for every single rubber available thats left in the world, plus you will run out of aluminum and tungsten, so you will need a lot of imports.