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koontz

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Jan 10, 2007
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1.3 BIVR

So is looking to from an reabile group of 4 or 6 players.

I wold like to play as Italy.

So hopefully we can this game started this weekend.

Cheers!
 
Rules

1. Semi Historical game. All rule discussion must take place prior to a new game commencing and must be approved by all players in the group.

Diplomacy and war entry guidelines

2. No war until Danzig unless via an event. ie. Japan and China.

3. No allying of minors prior to Danzig.

4. Base USA & USSR war entry is 1st January 1942.

5. Any unhistorical DOW's or Alliances will result in USA and USSR increasing or decreasing there base war entry by 6 months.

6. Italy may ally Germany after Eithopia is annexed with the following restrictions:
a)No German, Axis Allies or Italian air, Ground or ships may be in each other countries until they are at Major war.

b)Once in the German alliance Italy may not leave prior to Major war.

7. Base Japanese War entry Date January 1st 1941, however should USA refuse to trade min 20 of each resource for 20 Supplies the Japanese may attack earlier unless agreement reached on another trade.

8. Neither Russia nor Japan may DOW each other until 1st January 1943. should Japan select to attack russia at khalkin Ghol the war must be finished in a time frame befitting a border skirmish. (3 months).

9. Russia must accept the Historical Molotov - Ribbontrop pact if offered and NAP must be honoured. If historical M/R pact is offered then Germany MAY NOT DOW Russia before 1st of January 1941. Extended NAP's are to be negotiated between the German and USSR player at their discretion.

10. Trading of military units:
a) USA is permitted to supply UK with escort fleets if Gibralter Falls.
b) A human controlled France must not trade away any military units.
c) Military sales between nations are prohibited until both nations are at war.
d) Starting units may be sold except for Capital Naval Units (USA, Japan).

11. No one may influence a Human controlled country without their permission.

12. No one may attempt to kill any ministers or leaders from a country they are not at war with.

13. Supply Exploits:
a) No Expeditioning of forces to Minors to save Supplys.
b) A capital may not be diliberately surrounded for the purpose of preventing supplies and convoys from being sent from such a province.
c) If a capital is left vacant it must be occupied immediately. The agressor will play fair. Any major dramas should be brought to everyones attention

14. Trading of resources, provinces & blueprints with other countries:
a) Any resource may be traded with any other country.
b) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
c) No restrictions on trading blueprints with Allies or stealing them.
d) No one may trade provinces for the purpose of preventing Annexation of a country.
e) Provinces may be bought and sold freely from and country. And in some instances can be edited.

15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.
b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.
c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.

16. Surrounded armies may not be disbanded when totally surrounded to save manpower.

17. Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.

18. Province improvements:
a) USA may not build coastal forts until China Falls.
b) No other country may build forts past level 5; exceptions are Gibraltar and Malta.
c) All airbases and Naval bases must be built in the province and not placed from build queue.

19. No country may change its starting land doctrine.

20. All games to be played until a group vote decides otherwise. A tie means the game will continue. Players must abide by the vote if they wish to continue playing in the Aussie group.

21. No SR from province that is adjacent enemy units not in retreat.

22. Maximum city stacking limited of 36. If forced by retreat and totally surrounded opponent may vacant a province so the stacking limit can be corrected.
 
Ive think i got 1 more player, so maybe we can get a game started this weekend?

So what shall we play Kaiserreich or arma 1.3 BIVR
 
Ok seems we have enough people to start this Staurday,

so can all please confirm that they can 17 okt 19.00 gmt +2

Also more people are welcome!
 
Sounds interesting. What is BIVR?

Also,
15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.

Does that mean that Britain and the USA can send troops to Russia? Seems to me that might cause some problems. If that is not what you want, you might want to be explicit about it.

I would say I would play but I can not on Saturday's only Sunday, unfortunately.
 
You mean the PHVR beta with air stacks at 8 and ground-def efficiency on defence rolls changed to 1.8 in the miscelaneous file.
 
You mean the PHVR beta with air stacks at 8 and ground-def efficiency on defence rolls changed to 1.8 in the miscelaneous file.

sigh_GONqxVsDrWBq.jpg
 
You'd actually have to know something about modding the game in order to make sense of what you said. For one thing there is no value of "air-stack maximum size chanced to 8". There is no "chance". It's a hard value. There is a value for # Maximum sizes of air-stacks.

You failed even to mention which file should be modified. You could simply provide the file or the code, or tell the people which file to modify, since most people don't know their "Misc.txt" file from their "provinces.csv."

In the time it took me to write the code and post it I see you found a nice photo of your last employer trying to decipher your memo. My question: Is he thinking, "is there anyway this guy could be useful"?

Code:
# NOTE: Obviously, the order of these variables cannot be changed.

economy = {
# IC to TC ratio
	1.5
# IC to Supplies ratio
	4.0
# IC to Consumer Goods Ratio
	1.0
# IC to Money Ratio
	0.25 #0.2
# Max Gearing Bonus ( never lower than value * build time )
	0.65
# Gearing Bonus Increment ( lessening of build time per successive build, down to Max Gearing Bonus )
	0.05
# IC Non-National Province Multiplier
	0.2 #0.3333
# IC Non-Owned (i.e. occupied) Province Multiplier (overrides Non-National where applicable)
	0.2
# TC Undeployed Division Load
	10.0
# TC Occupied Province Load
	1.0
# TC Land Division Load Multiplier
	1.0
# TC Air Division Load Multiplier
	1.0
# TC Naval Division Load Multiplier
	0.3333
# TC Load from partisans
	12.0
# TC load factor from offensives
	1.5
# TC Load from province dev
	5.0
# TC Load from bases in queue
	100.0
# National Province Manpower Multiplier (income per day)
	0.01
# Non-National Province Manpower Multiplier (income per day.) Note: Some types of ministers can affect this value.
	0.001
# Colonial Province Manpower Multiplier (multiplied on the other)
	0.1
# Requirement for "Influence Nation" to affect domestic sliders: Our IC >= Target IC * X
	2.0
# Trickle-back factor for manpower from losses in battle. (ie, how many are just wounded.)
	0.35
# Reinforcement Manpower Cost Factor
	0.8
# Reinforce cost
	0.8
# Reinforce time
	0.5
# Upgrade cost	
	0.5
# Upgrade time
	0.5
# Nationalism starting value
	15
# Monthly Nationalism reduction
	0.1250
# Time in days to send a division to an ally
	30	
# TC Load from undeployed brigades (multiplied on top of the division cost)
	0.3
# If units can be sold/transfered to non allied countries
	0
# Days between spy missions in a country. Do not use fractions
	20
# Days between increase intelligence levels. Do not use fractions
	180
# Chance to detect the initiator of a spy mission; Values = [0 - 100]; 0 = never detected, Do not use fractions
	20 #50
# Relationships hit for detected missions
	5 #10
# Show 3rd country spy reports: 0 = no reports; 1 = only detected; 2 = detected + all successful; 3 = all reports
	1
# Distance modifier for neighbours; Values = [0.0 - 1.0]; 0.0 = No neighbour distance bonus.
	0.25
# Spy information accuracy modifier. Values = [-10 - 10]; 10 = Full info
	0
# Disables AI Peacetime offensive spy missions: 0 = all are allowed; 1 = Assassination, Coup, Fund Partisans and Nuclear sabotage are disabled; 2 = (1) + Delay TT and Disrupt Prod. are disabled.
	1 
# Max IC on cost modifier; If base IC in target > this use this, else use base IC
	80
# AI spy missions cost modifier: 1.0 = No change; 0.5 = 50% discount; 2.0 = doubled cost.
	0.6 #1.0
# AI diplo missions cost modifier: 1.0 = No discount; 0.5 = 50% discount; 2.0 = doubled cost. Note: Demand territory and Trade deals are for free.
	0.6
# AI influence modifier. Reduce or increase number of Influence missions AI does: 1 = no change; 0 = No influence missions; 2 = doubled.
	0.5 #1.0
}

combat = {
# Land XP gain Factor
	3.0 # was 1.0
# Naval XP gain Factor
	5.0 # was 2.0
# Air XP gain Factor
	1.5
# Division XP gain Factor
	1.5
# Leader XP gain Factor
	1.3
# Attrition Severity Modifier
	0.05
# Combat Modifier: Base Proximity
	0.15
# Combat Modifier: Shore Bombardment Multiplier (Applies to the SB value of ships for org damage)
	0.002
# Combat Modifier: Total Invasion Mod for each division above three.
	-0.1
# Combat Modifier: Multiple Combat Mod
	-0.5
# Combat Modifier: Offensive Combined Arms Bonus
	0.05
# Combat Modifier: Defensive Combined Arms Bonus
	0.15
# Combat Modifier: Surprise Mod
	-0.2
# Combat Modifier: Land Exceeding Max Command Limit Mod
	-0.75
# Combat Modifier: Air Exceeding Max Command Limit Mod
	-0.25
# Combat Modifier: Naval Exceeding Max Command Limit Mod
	-0.25
# Combat Modifier: Envelopment Mod (for each attack direction above one)
	-0.1
# Combat Modifier: Encircled Mod (for completely surrounded units)
	-0.1
# Combat Modifier: Land Fort Multiplier ( value * fort level)
	-0.07
# Combat Modifier: Coastal Fort Multiplier ( value * fort level)
	-0.07
# Combat Modifier: Dissent Multiplier
	-0.005
# Combat Modifier: Supply Problems Mod
	-0.2
# Combat Modifier: Radar Station ( value * radar level)
	-0.025
# Combat Modifier: Interceptor vs Bomber Mod
	0.25
# Combat Modifier: Total Air Overstacking Mod for each division above two.
	-0.02
# Combat Modifier: Total Naval Overstacking Mod for each non-transport division above two.
	-0.01
# Land Leader Command Limit (nr of divisions), Rank 0 (highest)
	12
# Land Leader Command Limit (nr of divisions), Rank 1
	9
# Land Leader Command Limit (nr of divisions), Rank 2
	3
# Land Leader Command Limit (nr of divisions), Rank 3 (lowest)
	1
# Air Leader Command Limit (nr of divisions), Rank 0 (highest)
	24 # 
# Air Leader Command Limit (nr of divisions), Rank 1
	16 # 
# Air Leader Command Limit (nr of divisions), Rank 2
	8 # 
# Air Leader Command Limit (nr of divisions), Rank 3 (lowest)
	4 # 
# Naval Leader Command Limit (nr of ships), Rank 0 (highest)
	30
# Naval Leader Command Limit (nr of ships), Rank 1
	18
# Naval Leader Command Limit (nr of ships), Rank 2
	12
# Naval Leader Command Limit (nr of ships), Rank 3 (lowest)
	6
# HQ Command Limit Factor (value * HQ Leader Command Limit)
	2
# Convoy protection factor  (higher, the more fearful convoy escorts are for raiders.)
	1.0
# Delay in hours after a combat ends before new orders can be given.	
	24
# Maximum sizes of air-stacks
	8
# Effect of experience on combat
	0.5
# Damage factor versus Naval Bases from bombing
	2.0
# Damage factor versus Air Bases from bombing
	2.0
# Damage factor versus AA from bombing
	0.3
# Damage factor versus rocket from bombing
	0.2
# Damage factor versus nuke from bombing
	0.2
# Damage factor versus Radar from bombing
	0.5
# Damage factor versus Infra from bombing
	0.14
# Damage factor versus IC from bombing
	1.0
# Damage factor versus resources from bombing
	1.0
# How effective is ground-def efficiency when applied to defence chance rolls.
	1.8
# Base chance to avoid hit if defences left.
	0.8
# Base chance to avoid hit if no defences left.
	0.6
#CHANCE TO GET TERRAIN TRAIT 
	1200
#CHANCE TO GET EVENT TRAIT 
	1000
#BONUS ON TERRAIN TRAIT
	0.1
#BONUS_ON_EVENT_TRAIT_
	0.05
#Chance of leaders dying while in combat per day
	0.0003
#_CV_AIR_ORG_DMG_MODIFYER1_ Increasing this value will increase the org dmg air units takes
	25.0
#_CV_AIR_ORG_DMG_MODIFYER2_Str dmg will increase by org/ this value
	0.003
#_CV_AIR_STR_DMG_MODIFYER_ Increasing this value will increase the str dmg air units takes
	0.2
# Extra ORG damage multiplier to subs in combat. 1 = no extra damage. Do not use fractions
	6 #3
# Extra STR damage multiplier to subs in combat. 1 = no extra damage. Do not use fractions
	1 #3
# Pure sub stacks detection modifier ( 0 = subs will never be detected, 1.0 - no change )
	0.5 #1.0
}

research = {
# Blueprint Bonus
	2.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
	-0.00125
# Money cost for each skill-level
	0.1 #0.2
# Mean number of "invention" events occuring per year
	4
}

Just "select all" and replace everything in the "misc.txt" file (found in the "Db" folder) with the above code and your cheksum should become BIVR, from PHVR.
 
Last edited:
1900 hours at GMT +2 or 1900 hours GMT? I would only be able to make 2000 GMT as I work Saturdays.

GMT +2 is paradoxtime here on the forum when u post stuff.

Also,
Quote:
15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.
Does that mean that Britain and the USA can send troops to Russia? Seems to me that might cause some problems. If that is not what you want, you might want to be explicit about it.

I would say I would play but I can not on Saturday's only Sunday, unfortunately.

Thats only for not saving supplies in peacetime ive think, and since UK & Usa isnt allied with Soviet so is there no problem.
 
GMT +2 is paradoxtime here on the forum when u post stuff.
All times are GMT +3. The time now is 20:04.

*cough*
uknow, we don't all live in Sweden koontz. ;) ...The time can be customized from the profile.


Anyway, I might be interested, assuming you are able to actually get a crew together. I can take on pretty much any major, preferrably Germany or USSR.
 
Last edited:
Gmt+2

http://wwp.greenwichmeantime.com/ :)

Ok so lets aim to start an new game on saturday 19.00 gmt +2

Koontz: ITA
ISD: GER

digits31: UK can u on saturday digits31?


FMRokossovsky/Storm501 Soviet

FMRokossovsky can u saturday? Otherwise Soviet goes to storm

Fancykiller65, The War Monger and =][=Gregory what country do u want?

Cueball: seems that we are gonna start this Saturday.
 
France? and can i get a new nation after France falls? and I live in the USA....so translate the time beacuse ??? I will take any majors. so.....USA or France. Or both. France and then USA.