strength cap mod for DH Full 1.04 1.04RC1 1.05 1.05.1
current version 1.0.1
This mod, the strength cap mod sets strength caps for all land units, to reproduce units on a peace-basis and war-basis, and units whose capacity has been reduced due to conscription in desperate situations.
This mod is for DH Full scenarios on and after 1933.
How to install
unzip, then use a mod tool (recommended) like JSGME or overwrite mod files into DH folder (do not forget to take your own backup).
How to uninstall
replace mod files to original files (so you need backup original files before the mod install).
caution: this mod is not including original, unchanged files
How to use
Click Decision "Activate Strengthcap System", then activate it.
Once activated, several cap maintain events occur regularly and in the certain cases (mobilization, demobilization and so on).
sample picture (how it works)
In this picture, the number in division name (like Infantry (50)) is the strength cap for each division type on each situation. HQ names are the current mobilizing states.
For example, under 2 year conscription state, Infantry division has 50% strength cap. For production, it needs 100% IC cost (equipments must be fully produced) and 50% MP cost.
Under extended mobilization state, every division including HQ/Special Forces/Armors will be smaller (extended mobilization: 85%, total mobilization: 70%) than usual so it needs smaller (at the same ratio) IC cost to produce/replenishment.
I'm sorry if there is already a Mod with same idea. I'm not well informed about today's mod.
Actually, this is not only my first mod publishing but also my first post on this forum, so please forgive me if I do something wrong.
And the percentage of those caps has no real basis. I just set it by my sense so those are not real numbers, I think. So if you think it's strange, please change it by yourself.
Edited on 05. Oct, about ver1.0.1
3 lines for description
1. ver1.0.0 had some bugs, so i made ver1.0.1.
2. i leave ver1.0.0 here but ver1.0.1 is better so please use ver1.0.1.
3. how to use is not changed
Well... i found some typo/miss settings. I'm sorry about that.
So i post ver1.0.1 here.
I wish there's no more miss...
Why the hell was there still so many bugs... i made archetype of this mod 3 or more years ago, but why couldn't i find those till now...
I'll leave previous one but ver1.0.1 is better than ver1.0.0.
In ver1.0.1, bonus manpower (that was too many) on demobilize process was reduced much more than ver1.0.0.
And in ver1.0.0, i made some mistakes on settings about demobilize process so it left more manpower than my expectations.
In ver1.0.0, demobilization process was following:
1. reduce manpower from national manpower pool
2. set strengthcap for each land division
3. return the surplus manpower (which i thought the surplus but infact that was free) to each land division till cap
4. gain small manpower (for after war production, not reinforcements)
In the most of the case, manpower pool will be empty in process 1, then strengthcap comes. So sometimes process 2 gave us gigantic surplus manpower (for example, if a nation had 200 fully charged inf div and conscription law was 2 years, demobilization from partial mobilization state would give 6.5*200=1300 manpower to the pool).
And by my miss settings, process 3 gave divisions strength till cap without manpower cost (i mean, it was using not surplus manpower in pool but additional, free, costless manpower).
In ver1.0.1, now demobilization process is following:
1. set strengthcap for each land division
2. return the manpower from pool to each land division till cap
3. reduce manpower from national manpower pool
4. gain very small manpower (for after war production, not reinforcements)
In the most of the case, especially with a massive army, manpower pool will be empty in process 3.
And process 4 is smaller than in ver1.0.0.
So with ver1.0.1, we can't build mass number of divisions after war immediately, not like with ver1.0.0.
And from ver1.0.1, re-independent italy will have normal, max 100 strength capped infantry division even if italy had done "Italian Army Reorganization" decision before it disappeared.
However, if when a nation liberates italy and then the player does this strength cap decision (the first one), new italy will have a cap. So be care about it in "Götterdämmerung" and "Endsieg" scenarios (if you use this mod, it's better to do this decision first when starting a game, to avoid this problem. But anyway, italy will remove its cap by itself in 1946 automatically. following).
I also added a decision (italy AI will always do this automatically) for in and after 1946 (except when italy is in war) to remove strength cap from italian infantry division when using "Italian Army Reorganization" decision option. Make italian army great again!
current version 1.0.1
This mod, the strength cap mod sets strength caps for all land units, to reproduce units on a peace-basis and war-basis, and units whose capacity has been reduced due to conscription in desperate situations.
This mod is for DH Full scenarios on and after 1933.
How to install
unzip, then use a mod tool (recommended) like JSGME or overwrite mod files into DH folder (do not forget to take your own backup).
How to uninstall
replace mod files to original files (so you need backup original files before the mod install).
caution: this mod is not including original, unchanged files
How to use
Click Decision "Activate Strengthcap System", then activate it.
Once activated, several cap maintain events occur regularly and in the certain cases (mobilization, demobilization and so on).
sample picture (how it works)
In this picture, the number in division name (like Infantry (50)) is the strength cap for each division type on each situation. HQ names are the current mobilizing states.
For example, under 2 year conscription state, Infantry division has 50% strength cap. For production, it needs 100% IC cost (equipments must be fully produced) and 50% MP cost.
Under extended mobilization state, every division including HQ/Special Forces/Armors will be smaller (extended mobilization: 85%, total mobilization: 70%) than usual so it needs smaller (at the same ratio) IC cost to produce/replenishment.

I'm sorry if there is already a Mod with same idea. I'm not well informed about today's mod.
Actually, this is not only my first mod publishing but also my first post on this forum, so please forgive me if I do something wrong.
And the percentage of those caps has no real basis. I just set it by my sense so those are not real numbers, I think. So if you think it's strange, please change it by yourself.
Edited on 05. Oct, about ver1.0.1
3 lines for description
1. ver1.0.0 had some bugs, so i made ver1.0.1.
2. i leave ver1.0.0 here but ver1.0.1 is better so please use ver1.0.1.
3. how to use is not changed
Well... i found some typo/miss settings. I'm sorry about that.
So i post ver1.0.1 here.
I wish there's no more miss...
I'll leave previous one but ver1.0.1 is better than ver1.0.0.
In ver1.0.1, bonus manpower (that was too many) on demobilize process was reduced much more than ver1.0.0.
And in ver1.0.0, i made some mistakes on settings about demobilize process so it left more manpower than my expectations.
In ver1.0.0, demobilization process was following:
1. reduce manpower from national manpower pool
2. set strengthcap for each land division
3. return the surplus manpower (which i thought the surplus but infact that was free) to each land division till cap
4. gain small manpower (for after war production, not reinforcements)
In the most of the case, manpower pool will be empty in process 1, then strengthcap comes. So sometimes process 2 gave us gigantic surplus manpower (for example, if a nation had 200 fully charged inf div and conscription law was 2 years, demobilization from partial mobilization state would give 6.5*200=1300 manpower to the pool).
And by my miss settings, process 3 gave divisions strength till cap without manpower cost (i mean, it was using not surplus manpower in pool but additional, free, costless manpower).
In ver1.0.1, now demobilization process is following:
1. set strengthcap for each land division
2. return the manpower from pool to each land division till cap
3. reduce manpower from national manpower pool
4. gain very small manpower (for after war production, not reinforcements)
In the most of the case, especially with a massive army, manpower pool will be empty in process 3.
And process 4 is smaller than in ver1.0.0.
So with ver1.0.1, we can't build mass number of divisions after war immediately, not like with ver1.0.0.
And from ver1.0.1, re-independent italy will have normal, max 100 strength capped infantry division even if italy had done "Italian Army Reorganization" decision before it disappeared.
However, if when a nation liberates italy and then the player does this strength cap decision (the first one), new italy will have a cap. So be care about it in "Götterdämmerung" and "Endsieg" scenarios (if you use this mod, it's better to do this decision first when starting a game, to avoid this problem. But anyway, italy will remove its cap by itself in 1946 automatically. following).
I also added a decision (italy AI will always do this automatically) for in and after 1946 (except when italy is in war) to remove strength cap from italian infantry division when using "Italian Army Reorganization" decision option. Make italian army great again!
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