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A 'universal AI' in concept is only the twin default AI files (one named 'minor')
That is what I meant. I think a better name in this context might be 'generic AI'. My ai files leave a lot to be desired and I wanted to give people the option to choose any other ai for all the countries to use.
I hope you didn't forget my old suggestion about the tech teams
I remember and plan to include it as an option. The code is easy, but some thought will have to be given as to what specialties and how many will make good teams. Slapping random values in is much quicker.
no i mean i added and/or took away tags and it wouldn't work
I suspect the tag file became corrupted along the way. On reflection, that is a bad way to organize things and will be fixed as soon as I get back to work on this again.

My plan is to include the 36 list, the vanilla supported list, and the complete list in the code. Then you could choose which list to use and how many countries from the list to include in the scenario. I will probably leave in the current way also as I like to play with the 36 countries plus Scotland for myself.
 
I just added an update to the program. Now you can choose how many countries you want again, up to 157. You can restrict it to using only vanilla 1936 countries, or selecting from the whole list. You can also still use the text file method if you choose.

The only problem is that many countries do not have an ai file in the vanilla ai folder. This means that when using moddir the ai files for those countries won't load. I have posted "stub ai" files to solve that problem. These are empty text files with the correct names. They must be put into the vanilla ai folder. It isn't a big deal as they don't overwrite anything and can be easily found and removed as they are all 0kb. You can always use the 1936 countries to avoid this entirely.

The program is found here.
 
Hi, having trouble with this moddir thing. How do I make it work? I've created a scenario, copied it to my HoI2 directory, and made a shortcut to HoI2 from my HoI2 directory to the scenario folder, but it doesnt change anything.
 
Your shortcut shall not be in the mod-directory, instead you create a Shortcut of the usual HoI2.exe, place it on your desktop and edit it.
It must be like: "...\Hearts of Iron 2\HoI2.exe RandRoad36"
 
After downloading 1.3 I decided to try out a 157 country game. The good news is that nothing in this program needs to be changed from patch to patch. The bad news is that it was so slow I couldn't tell if it was thinking or not responding. So go for it if you have the computing power, but I don't see it working well.

I'm using a 1.1 install for random games and 1.3 for vanilla. Even with that I tend to stay under 80 countries in a game.

Next on my agenda is an option to make the resources spread evenly instead of just shuffling what the vanilla had, and a country maker that makes randomly sized countries instead of all equal size.
 
Is there some way you can compile the program as to not require the .net framework? It's kind of a big download for someone on dial-up, so any efforts will be appreciated.
 
Is there some way you can compile the program as to not require the .net framework? It's kind of a big download for someone on dial-up, so any efforts will be appreciated.

I don't know of anyway to do that. It is written in a .net language so I think it has to have the .net framework to run it. I will add some newer scenarios to the website this week so you can try to get one of those. They are still pretty large though.

There are download managers available that make it easier to download large things with dialup. I've never used one so I'm not sure exactly what they do. I think they allow you to download things in parts at times when you aren't using the computer for anything else. You could try to find one.
 
I just added three newer scenarios on the website for those that don't want to try the generator itself. There is one with 25, 50, and 78 countries. They run from around 380kb to 780kb downloads. The scenarios should run with moddir without overwriting any files. The site is here.
 
I tested your latest version yesterday and have some few suggestions ... some of them old ;)

1. It seems that the infrastructure max is set to 91% ?
2. It would ne nice to have a manpower of 500 right from the beginning. Or some few troops.
3. Could it be that the randomized nations always look quite the same ? :D
I any game i find that the Suez region belongs to a nation in South America. South Scandinavia is always a nation, there is always a nation from the north sea coast in germany/netherlands to the atlantic coast south of the bretagne and so on. At least the thing with Suez should be solved :)
4. My evergreen-wish: techteams !! ( hope you don't mind when i repeat myself *g* )
When i tried it yesterday, i only had techteams with 1 skill for infantry, 1 skill for armors, 1 skill for planes ... that's simply not satisfying :(

Edit:
5. You might think about adding some core provinces within other nations, just to improve war tendencies.
 
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Thanks for the feedback. I just posted an updated version with your idea of specialized tech teams added as an option. It looks much better, but I haven't played one with it yet. The names and pictures are still useless, but I may try to fix that later.

1. I haven't seen anything unusual with the infrastructure. I have some with 100 percent in the game I'm playing. It is Feb. 1937.

2. I never paid attention to the manpower. It is set to 500 at start, not sure why it doesn't come out right in the game. I will have to look at it.

3. The country borders come from the provList.txt file. The program adds the provinces to the countries in the order they appear in the list so they do end up largely the same. There is a lot of improvement that can be done there, but it is tedious. Soon I will add an option to make randomly sized countries. Maybe if they aren't all the same size, they won't look so similar.

5.In the game I'm playing there are too many wars so I'm going to leave it alone for now.
 
AlenlorDRot said:
3. The country borders come from the provList.txt file. The program adds the provinces to the countries in the order they appear in the list so they do end up largely the same. There is a lot of improvement that can be done there, but it is tedious. Soon I will add an option to make randomly sized countries. Maybe if they aren't all the same size, they won't look so similar.
have like 5 different provice files and have it randomly choose 1
 
i cant make have more or less than '36 or all countrys again
no matter what i do to the hoicountrytags.txt (or what ever its called) it won't make the .eug file
(i whant 2 countrys(or 3 so i can watch))
If I remember correctly there is something in the code that sets a minimum of three countries. It is a leftover because I thought at first I would have to include ENG, GER, and SOV for the major alliances. I can go in and remove that next week sometime. I just tested making a scenario with 3 using the regular tags and using all tags and didn't have a problem.

have like 5 different provice files and have it randomly choose 1
The province lists are hard to create since each province in the list needs to be adjacent to the ones before and after it. It would take a long time to make such a list manually. Eventually I might have a go at it.
 
I just put up the latest version. The only change is that you can make scenarios with 1 or 2 countries.

I intend to do some randomizing for other Paradox games. I'm thinking EU2 has the most potential, although Montezuma has already done a good program for that.

I'd also like to do some work on CK. I really like that game.

Any suggestions would be appreciated.

I'd also like to see complaints, criticism, bitching, praise, suggestions, etc., from anyone using this program. I don't actually use it often, so I need others to let me know the good and bad of it.
 
I agree that EU2 has the greatest potential for randomizing.
And it would be interesting to see a new program there, as Montezumas tool didn't work with the latest versions of EU2. At least in my case, i could only use one of it's 2 options - not a newly randomized scenario AND Map together :(

So if you decide to pick EU2, i would be glad about it.

About RandRoad: the new techteams are a lot better. Still a bit to weak for my taste, but definately a large improvment.

About the borders: i would suggest that you force RR to make a "break" when the province list makes a larger jump, like from South America to the Suez region for exampel. Or just any other case where countries get splitted. If you want countries of different size, it should be easy to implement this.
 
About the borders: i would suggest that you force RR to make a "break" when the province list makes a larger jump, like from South America to the Suez region for exampel. Or just any other case where countries get splitted. If you want countries of different size, it should be easy to implement this.

That is an excellent idea. I hadn't really thought of it that way. One of those things that seem obvious once someone else points them out. I'm not sure when I will get around to implementing it, but it will be done.

I'm leaning toward EU2 for my next thing. It seems to support more chaos than their other titles. I really like CK also, and a random Vicky would be killer.....
 
I would go for random CK and Vicky, purely because EU2 crashes my computer, badly...

I'm suffering from random CTDs when i start up a random scenario its generated, but thats probably down to how much rubbish is on my version of HOI2.
 
It was my pleasure to help you once more AlenlorDRot ;)

I agree that EU2 should be the most enjoyable paradox-game with a randomized world, as it goes less into details how the world has to look like. This way its easier to create a world with a still good game balance.
I wonder if paradox will keep randomized games in mind, when they create a new game engine.
 
I just uploaded the latest. It gives the option of having randomly sized countries instead of all the same size.

There is also an option to sprinkle the resources on the map, which gives a much more even distribution to all the provinces. The original algorithm just shuffled the default amounts from one location to another but is still available also.

Next on my agenda for this thing is to work on the province list to come up with more reasonable country borders. I also plan to try out smaller province lists to create battle scenarios.