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question for the dev, why are Flanders and Scandinavia disabled in the mod?

They are disabled because they did not exist historically in the WW2 timeframe, and puppeting them would make the game too easy for the German player. The Third Reich Mod is all about making AoD challenging for Germany, whereas in vanilla the game is way too easy.

BTW, I also disabled England, Scotland, and Wales from being puppeted.
 
Wait for 106A4 to come out because 'bring 'em on' Barbarossa will be impossible to win until the AoD Dev's fix the supply distance modifier bug and HQ ESE bug.
Don't worry, I'm not starting very soon. I could even be playing with 1.07... thanks for the heads-up, anyway!
 
would it be possible for you to release your fabulous AI files in a separate file without the other changes and events included in the mod?

'fabulous AI'? Wow, thanks. But to give credit where credit is due, I used the DAIM AI (from GKar and Spocky) and the TRP AI (from Lothos) as a starting point.

The AI files are adapted based on the changes in the Third Reich Mod tech tree so they are not directly compatible with vanilla AoD. Also, the AI switches from one set of instructions to another based on events, so the event tree would have to be updated as well. I probably won't get around to doing this, but you are welcome to use my AI files for anything as long as you do not charge money for it like some other mods do...
 
I am working on version 0.85 of the Mod which I will release after the 106B1 patch is out. Does anyone have comments, ideas, or suggestions that I can incorporate?

So far, I have added events to create three more 'free' divisions: Spanish Blue Division, 1st Ukranian Division (14th Waffen SS Galician), and RONA (Russian National Army of Liberation). Several events cause partisan uprisings in occupied Soviet provinces. Hiwis will volunteer to serve the Germans (free manpower events). I changed the supply techs and land doctrine HQ efficiency bonus back to default levels since those bugs should be corrected in 106B2. The Bismark, Tirpitz, Yamato, Musashi, and Shinano ships now arrive with attached brigades.

Any other ideas?
 
I am working on version 0.85 of the Mod which I will release after the 106B1 patch is out. Does anyone have comments, ideas, or suggestions that I can incorporate?
Maybe, adding all other currently missing SS units (even if you do not regard them as very combat-effective; in that case, you could give them just the same values as newly built units). Just for flavour.

Another idea could be making a more historical start for operation Weserübung (although I'm aware of the reasons that led you anticipate it to 1939 :) ). Just to make everyone happy, the start could be made optional: after the fall of Poland or in the spring of 1940.

Last thing: since Germany seems to be already very well covered, I could suggest you to concentrate more on Japan (and, later, even Italy if you wish). This because many people love to play with Axis nations since in RL they lost and thus players regard the game as more difficult, but in fact it isn't always so. Creating a harder environment for Japan too, with e.g. a more aggressive US island hopping approach / Japanese homeland strat bombing, would be awesome.
 
Another idea could be making a more historical start for operation Weserübung.... the start could be made optional: after the fall of Poland or in the spring of 1940.
Done. I also changed the Altmark incident to the historic date; players who who choose an early Fall Weserubung will not experience this event.


adding all other currently missing SS units .... Just for flavour..
This would probably make Germany too overpowered unless I further reduced MP and IC. I would rather not do that, because as the Player I prefer to have move flexibility on what to build and where to focus. Historically, the SS fielded like 33(?) divisions and the Mod in its current state has around 6(?), so if we add another 27+/- more 'free' units then that would be too much, IMO.

However, I did add a few more 'flavor' events with quotes and pictures that fire at key times like when Smolensk falls, or when Leningrad is surrounded, or when your forces reach Stalingrad, etc. These new 'flavor' events do not do anything (the command line is blank) but nevertheless it gives some historic immersion.


Last thing: since Germany seems to be already very well covered, I could suggest you to concentrate more on Japan (and, later, even Italy if you wish). This because many people love to play with Axis nations since in RL they lost and thus players regard the game as more difficult, but in fact it isn't always so. Creating a harder environment for Japan too, with e.g. a more aggressive US island hopping approach / Japanese homeland strat bombing, would be awesome.

The German AI is fully updated (I further tweaked it for 0.85) so you can definitely play the Mod as Japan or Italy. However, your event tree will proceed like vanilla, except that Japan gets the Yamato/Musashi/Shinano totally for free, and Italy sees its manpower and combat effectivenes nerfed with an event on January 2nd (?) 1936. Japan gets some free locked divisions to defend key provinces, and also the free offmap IC and resources to supply and pay them, which might help a little. The locked defensive units for Italy, however, were taken from that country's original order of battle, and Italy was not given any extra IC or resources.

The main problem is that Germany gets annexed pretty quickly because the USA and USSR are so powerful. Given that Japan and Italy are relatively weak military powers, you will be crushed once the Allies and Comintern turn their focus from Germany to you.

No matter what I do in the ai files (specifically switch/USA_invasions3.ai) I cannot get the USA AI to consistently attack the Japanese home islands. I have not spent too much time on this issue, though, because the event to trigger USA_pacific3.ai only fires after Germany has been eliminated from the game.

If you play as Japan or Italy, I suggest tweaking the db/difficulty file so the human player and the Axis have zero penalties (for example in the standard Mod the human player gets -13 resource penalty and the Axis gets -7 combat and -5 org penalty).
 
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Done. I also changed the Altmark incident to the historic date; players who choose an early Fall Weserubung will not experience this event.
Very nice!

This would probably make Germany too overpowered unless I further reduced MP and IC. I would rather not do that, because as the Player I prefer to have more flexibility on what to build and where to focus. Historically, the SS fielded like 33(?) divisions and the Mod in its current state has around 6(?), so if we add another 27+/- more 'free' units then that would be too much, IMO.

However, I did add a few more 'flavor' events with quotes and pictures that fire at key times like when Smolensk falls, or when Leningrad is surrounded, or when your forces reach Stalingrad, etc. These new 'flavor' events do not do anything (the command line is blank) but nevertheless it gives some historic immersion.
Yes, you're right. Total number of SS divisions was 38 (if we do not count some double ones and the programmed ones which were never raised). That's a very great deal and I agree that they can't be all represented. Maybe, the option to have them only until the 18th would be interesting (after that one, they started to become of very questionable quality). And you could make them more costly, e.g. make pay an additional 2/3000 (?) supplies for every new division to make the player think twice before spamming them. :)

The German AI is fully updated (I further tweaked it for 0.85) so you can definitely play the Mod as Japan or Italy. However, your event tree will proceed like vanilla, except that Japan gets the Yamato/Musashi/Shinano totally for free, and Italy sees its manpower and combat effectivenes nerfed with an event on January 2nd (?) 1936. Japan gets some free locked divisions to defend key provinces, and also the free offmap IC and resources to supply and pay them, which might help a little. The locked defensive units for Italy, however, were taken from that country's original order of battle, and Italy was not given any extra IC or resources.
This is very good news. In fact, what I'd wish for is a harder campaign similar to your German one even when playing with Japan - or even Italy.

The main problem is that Germany gets annexed pretty quickly because the USA and USSR are so powerful. Given that Japan and Italy are relatively weak military powers, you will be crushed once the Allies and Comintern turn their focus from Germany to you.
Well, this is exactly what I'm looking for! Kind of... ;)

No matter what I do in the ai files (specifically switch/USA_pacific3.ai) I cannot get the USA AI to consistently attack the Japanese home islands. I have not spent too much time on this issue, though, because the event to trigger USA_pacific3.ai only fires after Germany has been eliminated from the game.
That's a pity. In fact, that's the core of the issue. What would really be needed for an interesting Japanese game is having the USA:

a) try to set up an island hopping campaign (not necessarily replicating the historical one, but still);
b) try to bomb Japan's IC-rich core provinces once they conquer an airfield that's within range (Tinian, anyone?).

If you play as Japan or Italy, I suggest tweaking the db/difficulty file so the human player and the Axis have zero penalties (for example in the standard Mod the human player gets -13 resource penalty and the Axis gets -7 combat and -5 org penalty).
Do you mean that, if one plays the Third Reich mod on "normal/normal", he outright gets those penalties and he has to tweak the files if he wants to set the penalties to 0?
 
What would really be needed for an interesting Japanese game is having the USA:
a) try to set up an island hopping campaign (not necessarily replicating the historical one, but still);
b) try to bomb Japan's IC-rich core provinces once they conquer an airfield that's within range (Tinian, anyone?).?
a/ In theory, the ai/switch files instruct the USA to do this, but in practice the USA handles its Pacific war quite poorly. I get especially annoyed when the US captures say Iwo Jima, then the event fires to construct a size 10 naval base and size 10 air base on the island, then the USA abandons it, leaving no damn garrison at all and not basing any aircraft there.

b/ Strategic bombing target prioritization is hard coded. I believe that since 1.05 the AI has focused on enemy national provinces rather than occupied provinces, which is a good improvement. Unfortunately, the USAAF seems to bomb worthless Japanese national province islands (like the little one located between Okinawa and the main islands) rather than blasting Tokyo to bits. I changed the AI file so the USA is willing to accept tremendous casualties in its strategic bombing runs relative to the damage it inflicts, but this did not seem to help.


Do you mean that, if one plays the Third Reich mod on "normal/normal", he outright gets those penalties and he has to tweak the files if he wants to set the penalties to 0?
Correct.

Under Normal/Normal settings in db/difficulty file of the Third Reich AoD Mod, the human (who is usually playing as Germany) gets a -13% resource penalty to ensure that Germany experiences resource shortages, as it did in real life. Furthermore, without this penalty, GER could probably do a couple serial runs of factories at the beginning of the Scenario, whereas with this penalty in place, you should not IC-whore more than 20 factories or you will have resource constraints later in the game. Don't forget that Germany gets nerfed -10% IC in an event in early January 1936 to exactly offset the bonus from head of government and ideology; without a corresponding resource reduction, then GER would accumulate too many resources. You also have the ability to build synthetic rare plants which can offset the penalty, but then you must build the plants and also research all the industrial synthetic techs.

The Axis (Germany and any other Axis member countries AFTER they have joined the Axis) get a -5% org penalty and -7% combat penalty. The AI is simply too easy to beat without giving the Axis some penalties. These penalties have been included in the Mod since its very first release many months ago. The only change is that I recently changed the combat penalty from -5 to -7 because you can now promote your generals and admirals without having them lose a skill level, and I needed to offset impact.

The difficulty settings have been extensively play tested and seem to be perfect settings for Human Germany. However, given that playing Human Italy or Human Japan will be quite tough, my suggestion is to manually change all db/difficulty settings to zero if you want to play as one of those nations.
 
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a/ In theory, the ai/switch files instruct the USA to do this, but in practice the USA handles its Pacific war quite poorly...

b/ Strategic bombing target prioritization is hard coded. I believe that since 1.05 the AI has focused on enemy national provinces rather than occupied provinces, which is a good improvement. Unfortunately, the USAAF seems to bomb worthless Japanese national province islands...
Hmm. That's a shame. So, what do you think could be done in order to tweak the Pacific campaign? It's something only the devs could (possibly) do?


Correct.

Under Normal/Normal settings in db/difficulty file of the Third Reich AoD Mod, the human (who is usually playing as Germany) gets a -13% resource penalty to ensure that Germany experiences resource shortages, as it did in real life. Furthermore...

The difficulty settings have been extensively play tested and seem to be perfect settings for Human Germany. However, given that playing Human Italy or Human Japan will be quite tough, my suggestion is to manually change all db/difficulty settings to zero if you want to play as one of those nations.
Very thorough explanation, thank you for that.
 
....what do you think could be done in order to tweak the Pacific campaign?....

I updated the db/ai/switch/USA_invasions3.ai file and ran another handsoff test. Believe it or not, the USA AI actually invaded and annexed Japan. So that is very good news. The downside is that as of August 1944 the US held Formosa, Korea, Iwo Jima, and Okinawa but the annexation did not occur until November 1946. In other words the USA AI just sat on its ass for almost two years before launching an invasion of the main Japanese home islands....
 
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Hi Gringo,

Just had another playthrough with your mod. And lost. Netherlands/Benelux declared war in winter 1940, took me unprepared. I was able to breakthrough to lower Flanders before being pushed back by overwhelming Allied numbers to the German border and defeat. I like it. AoD is now like playing Dwarf Fortress... "Losing is fun"!

However, I did give Allies and Comintern +30% IC and additional MP. And it's always a great challenge when Republican Spain wins the civil war and joins the Allies. I also have a recurring event that gives the AI free infrastructure, which basically acts as a function to slowly increase the AI difficulty as my own capabilities and strength increases.

Have you discovered a work-around to get the USA/UK AI to escort its transports? How about increasing speed as well? Have you tried a sea province connection between continental US and UK? I've found that this results in a major US buildup in UK, and might give a German player a reason to field subs in the Atlantic to block that connection.

A problem I had last game was in N Africa. It's just so tedious to send in the colonial army to the boonies after taking Egypt. Do you think that modern armor and motorized infantry should have any ability to operate in the vast interior? I just don't see large formations proceeding to Upper Egypt and then through the desert into Ethiopia and even worse, southwest towards the Belgian territory or South Africa. There's no roads hardly but a few armor and motorized inf are all that it takes to take all of Africa currently.

I think I would prefer if province connections or extremely low infrastructure inhibited over-land invasions of central and southern Africa from Egypt. Realistically, the only way to conquer Africa should be via seapower.

Also, an option could be to adjust the unit modifiers to penalize mechanized, armored, or motorized units in mountain, hill, jungle, or desert terrain.

I had huge MP issues in my game as well, but this was most likely because of the large infrastructure and province improvement builds. I only had about a 200 division army.

Oh, another suggestion. Although JAP needs to start the war against USA at some point to make things interesting for Germany, now that the JAP AI gets completely bogged down in China it seems like a VERY poor strategic decision. How about a flag on lost national for China before triggering Pearl Harbor and if the event fails USA instead declares war on Germany... ie the "Germany First" campaign wins out...
 
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Hi Gringo. Another comment :

I edited bits of your mod to work with the E3 map : link. Specifically, the UK beach garrisons, the main HoI2.txt events in Russia, and the adjacent provinces file.

I really like the E3 map and can't imagine playing anymore on the vanilla map. Also, if you ever plan to port to Darkest Hour this will be a step in the right direction as it also uses the E3 map.

I would be willing to help with the port, I've already done most of hoi2.txt and it was not difficult. I think what is needed still is the DAIM AI files and scenario inc files. E3 seems to use a lot the same province IDs.

kilolima

PS. I added a bug in the Soviet 5 year plan event, it increases Soviet industrial capacity too much, remove the last line : command = { type = industrial_modifier which = total value = 10 } or have it expire sooner.
 
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I also tried another invasion event, but it is broken somewhere. Basically, it checks if prov id 293 or 88 is garrisoned by GER (but could be used for others... don't you wish there was a region garrison check or wildcard command?!) , if not secedes it to UK control and creates paratroopers. If the UK can hold the province for x days, it reinforces with additional units several times.

The thought here was something like the Dieppe Raid, albeit not the Canadian-killing exercise it was historically, and with the chance that it could become a full invasion. These are free units for the Allied AI but so what.

Code:
######################################################################### 
# Check provinces Raid 293
######################################################################### 
event = { 
  id = 19924 
  random = no 
  persistent = yes 
 
  country = GER 

  name = "Commando Raid"
  desc = "Allied commandos have launched a bold raid on the Hambourg docks!" 
  picture = "1st_airborne"
  style = 0 
 
  trigger = { 
		war = { country = GER country = ENG }
		war = { country = GER country = SOV }
		control = { province = 19 data = ENG } #London
		control = { province = 293 data = GER }
		event = 2021 # Vichy event fired
		not = { garrison = { country = GER province = 293 type = land size = 1 area = no } }
		random = 30 # 20% chance every 180 days based on the offset below
		} 
 
  date = { day = 24 month = march year = 1936 }  
  offset = 180 # how often to check whether the event fires
  deathdate = { day = 30 month = december year = 1999 } 
 
  action_a = { 
  name = "We will thrash them" 
  command = { type = secedeprovince which = ENG value = 293 } 
  command = { type = trigger which = 19925 }
  } 
}

######################################################################### 
# Airborne Raid 293
######################################################################### 
event = { 
  id = 19925 
  random = no 
  country = ENG 
 
  # triggered by event 19924
 
  name = "Paradrop Raid!" 
  desc = "Go Commandos, go!" 
  style = 0 
 
  action_a = { 
  name = "They were expendable..." 
  command = { type = supplies value = 30 where = 293 } # enough supplies for 4 days of combat
  command = { type = add_corps which = "Angers Air Marauders" value = land where = 293 } 
  command = { type = add_division which = "3rd Marine Division" value = marine when = 3 where = artillery }
  command = { type = add_division which = "4rd Airborne Division" value = paratrooper when = 3 where = artillery }
  command = { type = add_division which = "9th Marine Division" value = marine when = 3 where = anti_tank }
  } 
}

######################################################################### 
# Exploit the raid!
######################################################################### 
event = { 
  id = 19926 
  random = no 
  country = ENG 

	trigger = {
		event = 19924
		control = { province = 293 data = ENG}
		} 
 
  date = { day = 24 month = january year = 1936 }  
  offset = 2 # should fire the event 3 days later?
  deathdate = { day = 30 month = december year = 1999 } 
 
  name = "Exploit the raid!" 
  desc = "Allied units are rushed into the port and quickly unloaded." 
  style = 0 
 
  action_a = { 
  name = "They were expendable..." 
  command = { type = supplies value = 150 where = 293 } # enough supplies?
  command = { type = add_corps which = "Hambourg Force II" value = land where = 293 } 
  command = { type = add_division which = "3rd Infantry Division" value = infantry when = 3 where = rocket_artillery }
  command = { type = add_division which = "13rd Marine Division" value = marine when = 3 where = engineer }
  command = { type = add_division which = "35rd Infantry Division" value = infantry when = 3 where = anti_tank }
  } 
}

######################################################################### 
# Exploit the raid! 2
######################################################################### 
event = { 
  id = 19927 
  random = no 
  country = ENG 
 
	trigger = {
		event = 19924
		control = { province = 293 data = ENG}
		} 
 
  date = { day = 24 month = january year = 1936 }  
  offset = 4 # should fire the event 5 days later?
  deathdate = { day = 30 month = december year = 1999 } 
 
  name = "Exploit the raid!" 
  desc = "A commando raid has favourably developed into a full invasion! Is this the Second Front at last?" 
  style = 0 
 
  action_a = { 
  name = "They were expendable..." 
  command = { type = supplies value = 150 where = 293 } # supplies
  command = { type = oilpool value = 250 where = 293 } # oil
  command = { type = add_corps which = "The B.E.F. Strikes Back" value = land where = 293 } 
  command = { type = add_division which = "3rd Motorized Division" value = motorized when = 3 where = rocket_artillery }
  command = { type = add_division which = "13rd Tank Division" value = armor when = 3 where = heavy_armor }
  command = { type = add_division which = "Black Prince Guards Division" value = mechanized when = 3 where = anti_tank }
  } 
}

######################################################################### 
# Exploit the raid! 3
######################################################################### 
event = { 
  id = 	19928 
  random = no 
  country = USA 
 
	trigger = {
		event = 19924
		war = { country = GER country = USA }
		alliance = { country = USA country = ENG }
		control = { province = 293 data = ENG}
		} 
 
  date = { day = 24 month = january year = 1936 }  
  offset = 6 # should fire the event 6 days later
  deathdate = { day = 30 month = december year = 1999 } 
 
  name = "Allied Reinforcements" 
  desc = "A commando raid has favourably developed into a full invasion! American units marshalled in the UK are rushed to the Continent." 
  style = 0 
 
  action_a = { 
  name = "American tourists are back on the Continent." 
  command = { type = supplies value = 250 where = 293 } # supplies
  command = { type = oilpool value = 250 where = 293 } # oil
  command = { type = add_corps which = "A.E.F I" value = land where = 293 } 
  command = { type = add_division which = "3rd Motorized Division" value = mechanized when = 3 where = rocket_artillery }
  command = { type = add_division which = "Old Iron Division" value = armor when = 3 where = super_heavy_armor }
  command = { type = add_division which = "Swords Division" value = armor when = 3 where = anti_air }
  command = { type = add_division which = "A.E.F. HQ" value = hq when = 3 where = engineer }
  command = { type = add_division which = "Lightning Mechanized Division" value = mechanized when = 3 where = engineer }
  command = { type = secedeprovince which = USA value = 293 } # I think this will make the USA AI reinforce better?
  } 
}

######################################################################### 
# Exploit the raid! 4
######################################################################### 
event = { 
  id = 19929 
  random = no 
  country = FRA 
 
	trigger = {
		event = 19924
		war = { country = GER country = FRA }
		alliance = { country = FRA country = ENG }
		OR = {
		      control = { province = 293 data = USA }
		      control = { province = 293 data = ENG }
			  }
		} 
 
  date = { day = 24 month = january year = 1936 }  
  offset = 8 # should fire the event 8 days later
  deathdate = { day = 30 month = december year = 1999 } 
 
  name = "Allied Reinforcements" 
  desc = "A commando raid has favourably developed into a full invasion! Free French forces in the UK are rushed to the Continent." 
  style = 0 
 
  action_a = { 
  name = "The Frogs are back!" 
  command = { type = supplies value = 250 where = 293 } # supplies
  command = { type = oilpool value = 350 where = 293 } # oil
  command = { type = add_corps which = "Free French I" value = land where = 293 } 
  command = { type = add_division which = "IIC Division" value = armor when = 3 where = super_heavy_armor }
  command = { type = add_division which = "IIIV" value = armor when = 3 where = anti_air }
  command = { type = add_division which = "FF HQ" value = hq when = 3 where = engineer }
  command = { type = add_division which = "IVIX" value = mechanized when = 3 where = anti_tank }
  } 
}
 
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Netherlands/Benelux declared war in winter 1940, took me unprepared
Netherlands declared war on me in March 1940, too. I reloaded from an autosave and changed the game settings from Normal/Aggressive to Normal/Normal but the Dutch declared war on me again. I did not touch the Netherlands AI files so I have no idea why this is occuring.


Have you discovered a work-around to get the USA/UK AI to escort its transports?
Theoretically, troop transport ships in the TRM Mod should already be a lot more survivable than they are in vanilla AoD based on the workaround I included db/units/divisions/transport….
visibility = 50 # was ninety but if harder to spot then harder to engage
seadefence = 1 # was zero
airdefence = 1 # was zero
airattack = 1 # was zero


If this is not enough, then perhaps I could update transport ship stats to be equal to the sum of (vanilla transport stats) (+) (vanilla Early Destroyer DDII stats). With this workaround, we could assume that each TP is always escorted by a DDII. Transport stats would become as follows:

naval_unit_type = 1
# 0 - General Purpose
model = {
cost = 4.4 # 598 IC days, TP was 450 and DDII was 500
buildtime = 136
defaultorganisation = 30
morale = 30
manpower = 1.6 # DDII + TP
maxspeed = 12 # TP speed
surfacedetectioncapability = 3 # DDII stat, TP was zero
airdetectioncapability = 1 # DDII stat, TP was zero
subdetectioncapability = 5 # DDII stat, TP was zero
visibility = 50 # DD visib, TP was 90
seadefence = 1 # DDII stat, TP was zero
airdefence = 3 # DDII stat, TP was zero
seaattack = 3 # DDII stat, TP was zero
convoyattack = 0 # TP stat, DDII was higher
subattack = 3 # DDII stat, TP was zero
airattack = 1 # both DDII and TP were zero
shorebombardment = 0
transportcapability = 40 # TP stat
range = 3000 # TP range, DDII was 2000
supplyconsumption = 0.15 # half of vanilla TP to prevent amphibious assault bounce
fuelconsumption = 0.5 # half of vanilla TP
distance = 0.16 #DDII distance, TP was 0.10
max_supply_stock = 40 # new line increase 50 percent from vanilla TP default 27
max_oil_stock = 45 # new line increase 50 percent from vanilla TP default 30
}
 
I edited bits of your mod to work with the E3 map.... I really like the E3 map and can't imagine playing anymore on the vanilla map.... I would be willing to help with the port, I've already done most of hoi2.txt and it was not difficult. I think what is needed still is the DAIM AI files and scenario inc files. E3 seems to use a lot the same province IDs.

I was thinking about migrating TRM to the E3 map but I did not have the energy. If we work together, though, we could probably do it fairly easily. However, I would prefer to wait until after the AoD 1.06 patch is out and also after FurstBishof (sp?) has updated all the files in his Mod to run of 1.06

Question - have the infrastructure, IC, resources, etc. in the E3 map been updated to be realistic for the time period? The reason I ask is that I looked at the IC map and it was a joke, like the 4,000 new provinces that are supposed to be such an important map improvement all had zero resources and zero IC and only had some infrastructure. Kind of defeats the purpose of adding new provinces, if you ask me....
 
I think that E3 resources and IC balanced now, but we should check with FurstBishof. I loaded it up recently but didn't play long enough to see if there is still the rares resource crash.

Yes, the IC map is a total joke and I wish I could get a refund.

I've also doubled the speed of transports to 22. Since as Germany I rarely use them to the Allies they are essential, I figure that any transport improvements help them more.

I see in your Scharnhorst Upgun event that ships can be created in specific provinces? This could be useful for other things. I tried to create a DD in Lake Victoria and then limit province connections by who controlled the lake, to kind of give Africa some sort of colonial naval twist, but although I was able to create the ship in 2282 I couldn't get the Nairobi province to have a port and thus keep the ship supplied. Is it hard coded which provinces have ports or not?