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Guide to Darkest Hour

Index
Introduction......................................................................................................................................................4
New concepts...................................................................................................................................................5
Claims.........................................................................................................................................................5
Decisions.....................................................................................................................................................6
New Spying System....................................................................................................................................7
Improved trade system and stockpiles........................................................................................................8
o!ili"ation system....................................................................................................................................8
#utomatic release o$ nations.....................................................................................................................%&
C'anges to t'e re!el system......................................................................................................................%%
#ctions and commands wit' triggers........................................................................................................%%
(vents wit' only one action......................................................................................................................%)
(vents wit' saved date..............................................................................................................................%*
+ints , -ips..............................................................................................................................................%*
C'anges in modding $rom +.I) #rmageddon..............................................................................................%5
C'anges to setting.c$g...............................................................................................................................%5
C'anges to misc.t/t...................................................................................................................................%5
(conomy...............................................................................................................................................%5
Diplomacy 0 1overnment.....................................................................................................................)&
Intelligence...........................................................................................................................................)%
Com!at 0 issions................................................................................................................................))
2nits.....................................................................................................................................................)6
#I..........................................................................................................................................................)7
ap.......................................................................................................................................................)3
.t'er c'anges to misc.t/t.....................................................................................................................*&
C'anges to diplo4costs.t/t........................................................................................................................*)
C'anges to spy4costs.t/t...........................................................................................................................*)
C'anges to policy4e$$ects.csv...................................................................................................................*)
C'anges to -riggers...................................................................................................................................*4
C'anges to Commands..............................................................................................................................*7
Decisions...................................................................................................................................................4&
.t'er C'anges...........................................................................................................................................4)
ap................................................................................................................................................................56
D+ speci$ics $or map editing....................................................................................................................56
D+ speci$ics $or distance.csv....................................................................................................................56
D+ speci$ics $or province num!er............................................................................................................57
D+ speci$ics $or map de!ug logs..............................................................................................................57
+ow to port a +.I) #rma od to Darkest +our..........................................................................................58
-'e Darkest +our ods 5ack...................................................................................................................58
2sual %.* ods porting steps....................................................................................................................53
Introduction
Darkest Hour: A Hearts of Iron Game6 or DH6 is a grand strategy wargame t'at is !ased on 5arado/
Interactive7s (uropa engine. It is descri!ed as a %3%48%364 1rand Strategy 1ame and it allows t'e player to
take control o$ and manage nearly any nation8state during t'e %3%48%364 time$rame including its political6
diplomatic6 espionage6 economic6 military6 and tec'nological aspects.
Darkest +our is6 at its core6 an evolution o$ +eart o$ Iron ) #rmageddon. -'e D+ Development -eam took
t'is decision in order to make it easy to port community8made modi$ications $rom +.I) to D+. -'is
means t'e Core version o$ t'e game 'as many o$ its new $eatures disa!led or set as close as possi!le to
+.I) #rma values. +owever6 to take $ull advantage o$ t'e many new $eatures and improvements6 two
mods 'ave !een created !y t'e D+ -eam to use t'e $ull potential o$ t'e new code rig't $rom scratc'6
9Darkest +our :ig't9 and 9Darkest +our ;ull9<
Darkest Hour (core game)< t'is version is $ocused on compati!ility wit' +eart o$ Iron )
#rmageddon and all mods availa!le $or it. -'e num!er o$ c'anged $iles 'as !een kept as low as
possi!le and all new options are disa!led or set as close as possi!le to t'e original settings.
Darkest Hour Light< t'is version is availa!le as a mod wit' only a $ew c'anges $rom +.I)6 !ut
nearly all new $eatures are ena!led.
Darkest Hour Full< t'is version is availa!le as a mod wit'out any compati!ility wit' +.I) and
implements or reworks many new $eatures6 t'e most visi!le di$$erence !eing t'e new map.
#not'er important c'aracteristic o$ Darkest +our is $ull oddir support. -'anks to its launc'er6 it is
possi!le to c'oose a speci$ic od !e$ore launc'ing t'e game6 wit'out 'aving to make multiple installation<
a single installation o$ Darkest +our will !e enoug' to c'oose eac' time among di$$erent mods.
-'e $ollowing c'apters will contain use$ul in$ormation on t'ese su!=ects<
t'e new concepts introduced wit' Darkest +our>
t'e c'anges in modding introduced !y Darkest +our>
t'e new map>
instructions on 'ow to port a od $rom +.I) #rma to Darkest +our>
New concepts
Darkest +our introduces some new interesting concepts<
claims
decisions
new spying system
improved trade system and stockpiles
mo!ili"ation system
automatic release o$ nations
c'anges to t'e re!el system
actions and commands wit' triggers
events wit' only one action
events wit' saved date
'ints , tips
Claims
Claims 'ave !een introduced. Claims are !asically used $or diplomatic purposes and are use$ul to assert
t'e desire o$ a country to own and control a province. -'ere are no economic benefits o$ claiming
provinces< t'ey are counted as non8national w'en it comes to IC050?esources or revolt risk and t'ere will
!e no wa to transform those claims into cores.
+owever6 claimed provinces are counted as national w'en it comes to diplomacy or country release. -'at
means t'at a claimed province appears in t'e 9+ave claims against...9 section and can !e asked wit' t'e
9Demand -erritory9 mission in t'e Diplomatic ta!. -'e AI won!t secede pro"inces it 'as claims on to
allies0puppets even i$ t'ose provinces are cores to t'at ally. In most cases claims will !e used !y players
=ust to 9redraw9 t'e map in t'e way t'ey wanted it to !e a$ter a success$ul war6 especially in case o$
partition.
@ia t'e rig't8click menu it is possi!le to add and remove claims to single provinces6 areas or regions.
Claiming non8owned province increases !elligerence and removing claims $rom suc' provinces decreases
it A!ot' values are set in misc.t/tB. Claimed provinces can !e seen !est on t'e Diplomacy map mode 8 t'ey
use lig'ter green t'an cores and also a !lack dot as opposed to t'e red one used $or cores.
+owever6 t'ere are some limitations to a"oid e#ploiting t'is new mec'anism< it is not always possi!le to
claim provinces o$ anot'er country. New claims can !e $reely set to war enemies6 !ut can !e set to neutral
countries only i$ policy allows t'at Ainterventionism must !e 'ig' enoug'B. oreover claims cannot !e
demanded $rom countries t'at you are guaranteeing at t'e same time.
#not'er new use$ul $eature is t'at peace negotiations now take into account cores and claims<
9Insist on Demands9 automatically adds all claims and cores t'e initiating country 'as to t'e
demanded provinces list>
9Ceg $or 5eace9 automatically adds all claims and cores t'e receiving country 'as to t'e demanded
provinces list>
-'is new concept o$ course reDuires new triggers6 commands and con$igurations<
Manual claims can be enabled or disabled from misc.txt (diplomacy section :
Allow manual claims change in-game for players: 1 - Enabled, ! "isabled #$
%t is possible to set in misc.txt the increase and decrease of belligerence for
adding and remo&ing claims (does not apply for owned by enemies or claimed
pro&ince &ia e&ent command#$
'here is a new pro&inces list named (claimedpro&inces( a&ailable for countries
which can be set in scenario (%)*# files and in re&olt.txt (claims + , - list#$
)ew trigger: claims + , pro&ince + a .data + tag / - 0 chec1 if that pro&ince
is claimed by 'A2 (or country in 3uestion if not specified#$
)ew e&ent command: type + addclaim which + .pro& id/ 0 Add pro&ince to country
claims$
)ew e&ent command: type + remo&eclaim which + .pro& id/ 0 4emo&e pro&ince from
country claims$
Added restrictions to demand and set new claims:
5 new claims can be set to war enemies or allies6puppets6masters
5 new claims can be set to neutral countries only if policy allows that (new
policy modifier in policy7effects.cs&#
5 claims cannot be demanded from guaranteed at the same time countries
Decisions
Darkest +our implements a uniDue E$olic decisions% concept t'at allows players to take a speci$ic
decision w'en t'ey t'ink t'e time is rig't Aprovided t'at t'ey matc' all reDuirementsB.
#s an e/ample6 w'en playing t'e %3*6 1rand campaign as 1ermany6 a E?eoccupation o$ ?'inelandF
decision will !e availa!le wit' speci$ic reDuirements to !e activated. #s soon as t'e player activates t'e
decision6 a newspaper noti$ication appears6 o$$ering 'im a little !it o$ 'istorical !ackground.
;rom t'e point o$ view o$ t'e code6 a decision is an event wit' two new clauses<
8 decision G H ... insert normal triggers here ... I < i$ t'ese triggers are $ull$illed t'e decision appears in t'e
decision list $or t'e 'uman player>
8 decision4trigger G H ... insert normal triggers here ... I < i$ t'ese triggers are $ull$illed t'e decision can !e
taken !y t'e 'uman player>
J'en t'e decision is taken6 it $ires as a normal event. 5lease !eware t'at $or #I nations decisions are
treated as events6 t'is means t'at only t'e usual trigger = { ... } section is c'eckedK -'is means t'at all
t'ree sections Adecision G HI6 decision4trigger G HI and trigger G HIB must !e correctly compiled to make
t'e decision work. oreover6 t'e decisions appear and can !e taken only during t'e c'osen date8deat'date6
so t'at part o$ t'e code must always !e compiled tooK
+ere are more tec'nical in$ormations on decisions<
"ecisions concept:
5 new modifier in misc.txt (8mod9 section#: 0Enable decisions for players.
- "isabled, 1 ! Enabled
:asics
1. "ecisions will be ;ust slightly modified e&ents.
<. 'hey will differ from regular e&ent only by the presence of a new
section: decision + ,-
=. )ew entry in the e&ent : decision7trigger + , -. %t is optional and will
be used instead of trigger + , -. >hen it is true the decisions will be
acti&e for selection. >hen not present trigger + ,- section will be used
for that.
?. "ecisions will be treated as regular e&ents by the A% (only the trigger +
,- section will be chec1ed#.
@. Alayers will ha&e the power to choose when a decision could be applied.
B. "ecisions will be hidden until all triggers in decision + , - section is
true.
C. "ecision will be a&ailable for selection when all triggers in
decision7trigger + , - section (if a&ailable, otherwise trigger + ,-# in
the e&ent are true.
D. Ence selected the decisions will fire as regular e&ent &ia standard e&ent
window with all the usual information and actions on it.
F. "ecisions will be logged in e&ent history as regular e&ents.
1. "ecisions list will be populated on game start and updated daily.
11. "ecisions can be enabled6disabled &ia a new setting in misc.txt ((mod(
section#.
1<. )ew entry in the e&ent : decision7desc + (....(, optional decision
specific text (used on tool-tips instead of e&ent description#.
1=. )ew entry in the e&ent : decision7picture + (picture7name.bmp(. Eptional
(there will be a generic picture loaded by default -
gfxGe&ent7picsGdecisions7empty.bmp#, placedon the decision plate
H%
1. A&ailable decisions will be listed in a new list similar to
units6pro&inces list.
<. "ecisions list can be selected &ia a new button (next to
Aro&inces6Army... buttons#.
=. "ecisions that cannot yet be ta1en will ha&e a red I to mar1 them.
?. Acti&e decisions can be selected and applied.
@. 'ool tips:
a# "ecision )ame + e&ent title
b# "ecision description + e&ent text
c# 'riggers - already &alid triggers will ha&e a green (J( or (5( as
prefix, while inacti&e will ha&e a red one.
d# Action name J effects.
e# "ecision only text - specified in the e&ent as decision7text +
(....(. Eptional, will be used in place of decision description text
on the tool-tip.
B. 'here will be notification when new decision is added to the list.
C. 'he deicision list button should change state to inacti&e when
there are no &isible decisions.
D. 'he deicision list button should not be &isible when "ecisions are
disabled from misc.txt.
F. Add decision mini-picture - optional, specified in the e&ent
(decision7gfx + (picture7name.bmp(#
1. Added cancel button to decisionKs e&ent panel.
Limitations
1. "ecisions should not use random elements in any triggers so tool-tips to
be correct. E"%' )o problem to use random trigger in A% only actions or
commands
<. Mor better formatting on tool-tips )E' + , trigger1 ... triggerI - should
be used for indi&idual triggers only )E' + , trigger1 - ... )E' + , triggerI
-
New Spying System
Darkest +our7s Spying System is !ased on t'e #rma %.* Spying System6 !ut is $urt'er improved and
en'anced. Its main $eatures are<
$i/ed spying #I 8 it can do any mission now
send0kill spies missions removed and replaced wit' Spy Network levels A&...)&B
increased game speed
all modi$iers e/ported $or !etter moddingK
-'e $irst t'ing t'at you need to know is t'at t'ere two modes< manual and semi&automatic intelligence.
J'ile t'e manual mode 'as many similarities wit' +.I) spying system6 t'e semi8automatic is muc' more
interesting. -'ere you can allocate a certain part o$ t'e national income to intelligence operations. -'ere
are also ot'ers $actors t'at you can play wit' suc' as sp acti"it or t'e minimum le"el of infiltration
re'uired prior to an foreign operation. ;urt'ermore6 as t'e +ead o$ your State6 you can assign generic
or specific priorities to your intelligence services. Speci$ic country priorities can t'ere$ore !e set in t'at
regard. Cut t'ere are also missions speci$ic priorities w'ic' allow you tell your intelligence services w'at
speci$ic mission to per$orm Aeit'er glo!ally or in a certain countryB. Lou will $or instance !e a!le to
per$orm only industry sa!otage in one country or couple it wit' industrial espionage6 provided t'at you
need two times more sa!otage missions.
#utomation<
Can !e ena!led or disa!led
(ven w'en ena!le players still can do any mission to any country manually i$ t'ey want
auto8increase o$ spy levels to manually set a/ level A&...)&B
set spy money t'res'old Ause money a!ove MMMB
in. spy level t'res'old !e$ore try to do any $oreign missions A&...)&B
Spy activity
in c'ances $or every spy mission Ado no try a mission i$ c'ances are less t'an t'reas'oldB
Can add0remove countries $rom spying list
Can set country priority $or eac' country in t'e list
Can set missions priority $or eac' country in t'e list
Can apply same priorities to all countries at once
Can clear countries list at once
Spy reports6 added<
Convoy0(scorts
?esources
Su!marines6 -ransports
+N
Improved trade system and stockpiles
In t'e (rade $olicies section it is possi!le to set t'e !e'avior o$ t'e #I regarding eac' resources. I$ a
resource can !e imported6 t'e #I will try to o!tain it6 w'ereas is it can !e e/ported t'e #I will !e a!le to
give it to ot'er countries in e/c'ange $or ot'er resources. # resource t'at we want to stockpile is a resource
t'at t'e #I will not e/port and will do its !est to acDuire $rom t'e market.
(ac' resource Awit' t'e e/ception o$ moneyB cannot !e stockpiled ad infinitum anymore6 !ut t'ere are
t'ree di$$erent levels<
8 i$ a resource is !elow t'e critical stockpile le"el6 t'e trade #I will try to acDuire t'is resource instead o$
giving it away>
8 t'e #I will try to !ring eac' resource a!ove t'e desired stockpile le"el>
8 i$ a resource is over t'e ma#imum stockpile le"el6 t'e #I will not try to import t'at resource anymore
and some o$ it will !e lost !ecause o$ t'e Eover stockpile limit lossF>
-'e Eover stockpile limit lossF is proportional to t'e Duantity o$ resource over t'e ma/imum stockpile
level< i$ you7re =ust a!ove t'e t'res'old t'e loss will !e minimal6 !ut it will soon grow.
+ow are t'e stockpile level calculatedO ;irst o$ all6 t'ey are dnamic and are set !y t'e engine two days
a$ter t'e start o$ eac' game. -'e levels $or energy6 metal and rare materials are !ased on t'e IC w'ereas t'e
levels $or supplies and oil are !ased on t'e si"e o$ your #rmy. -'is means t'at t'e stockpile levels grow
wit' t'e growt' o$ t'e Industrial Capacity and t'e si"e o$ t'e #rmy o$ your country.
Mobilization system
-'e an5ower distri!ution on t'e map in D+ $ollows t'e actual distri!ution o$ t'e world population
around %3*6 Aat least !etween t'e countries6 inner distri!ution is sometimes less accurate6 depending on t'e
sources we $oundB6 somet'ing t'at can !e easily modded wit' t'e scenario $iles or t'e province.csv $ile. -o
make t'ings simple6 we used t'e ratio % on8map 5 G %6&&&6&&& in'a!itants I?:.
.nce t'is was done6 it was possi!le to set realistic recruitment and mo!ili"ation systems. .nce we
logically agreed t'at % in8pool 5 At'e manpower actually used to make unitsB s'ould stand $or %6&&& men6
we could make calculations to set realistic growt' rates6 and 5 availa!ility.
;or t'at purpose6 we used t'e now de$unct Epro$essionalism0conscriptionF slider. Now called
Emo!ili"ation0demo!ili"ationF6 it reflects the le"el of militari)ation of a countr6 ranging $rom 'aving no
armed $orces at all6 to a $ully mo!ili"ed population. (ac' step re$lects a particular military system<
%. Demilitari"ed < t'e country 'as no standing army6 its de$ense generally relies only on police $orces
or militia Ai.e. Costa ?icaB.
). ;ully pro$essional army < t'e country 'as a pro$essional $orce o$ volunteers6 it can !uild any military
unit Ai.e. 2S# at t'e start o$ t'e gameB.
*. Selective conscription or part8time military service < only a part o$ a class o$ age is incorporated $or
military service Ai.e. 2S# a$ter t'e Selective Service #ctB6 or t'e w'ole class !ut $or s'ort
instruction periods Ai.e. Swit"erlandB.
4. Conscription P normal term < t'e situation o$ most (uropean countries in %3*6. # w'ole class is
incorporated $or6 generally6 % year.
5. Conscription P e/tended term < t'e same as t'e previous !ut wit' a longer term P typically ) years6
Ai.e. 1ermany $rom %3*7 or %3*8B.
6. Conscription P long term < conscription o$ a w'ole class $or * years Ai.e. ;rance in %3%*B or even
longer A!ut in t'at case it was o$ten coupled to a selective conscription6 i.e. 2SS? or at least -sarist
?ussia II?CB.
7. 5artial mo!ili"ation < o$ten an immediate pre8war measure. Classes t'at 'ad =ust accomplis'ed t'eir
military service term are recalled under t'e $lag6 as t'ey are generally lia!le $or suc' a t'ing $or a
$ew years a$ter t'e end o$ t'eir term Ain ;rance it was called Eavaila!ilityF and lasted t'ree yearsB.
Some reserve units are activated6 reservists are sometimes called !ack too.
8. 1eneral mo!ili"ation < t'e standard wartime measure o$ t'at era. #ll men !etween )& and 4505& are
mo!ili"ed At'oug' in practice many remain in t'e civilian li$e6 at least $or some timeB6 all reserve
units are activated.
3. (/tended mo!ili"ation < a $urt'er e$$ort to $ace t'e !loody needs o$ war. en previously le$t !ack in
t'eir $actories are trans$erred to t'e $ront6 age limits $or military service is o$ten pus'ed to %885&055
years old.
%&.-otal mo!ili"ation < t'e supreme sacri$ice6 t'e last e$$ort to put men on t'e !attle$ield. (very man $it
$or military service is mustered in6 wit' teenagers o$ %50%6 and old men up to 6& or 65 also
incorporated P o$ten as a militia.
-'e principle is t'at6 w'en you need 5 to e/pand your military and recruit new units w'ile at peace6 you
must e/tend t'e duration o$ t'e military service. Cy doing so6 youQll receive a new class o$ age6 t'at is6 a
small part o$ your male population t'at will !e conscripted in your military P t'us !eing availa!le to $orm
new units Ain e/c'ange $or some dissent o$ courseB. -'anks to t'e new on8map distri!ution6 the amount of
manpower gi"en b this will be proportional to the countr*s population.
-o accomplis' t'is we improved t'e e/isting manpowerpool command< now it can add a percentage o$ t'e
total manpower availa!le in all t'e controlled national provinces<
%mpro&ed manpowerpool command ! added optional .when + 16.// switch. >hen set 1 add
the MA as percentage (&alue + x.x# of the MA in all controlled national pro&inces.
So $or e/ample passing $rom one8year conscription Alevel 4B to two8years conscription Alevel 5B will give
you a Duantity o$ manpower eDual to &.45R o$ t'e population o$ t'e national provinces under your control.
-o avoid adding comple/ity to t'e engine6 t'ese re$orms o$ t'e military system are driven !y decisions6
rat'er t'an !y moving t'e slider directly. -'e generic decision will !e availa!le as soon as youQll run low
on 5. In peacetime6 you canQt go !eyond partial mo!ili"ation. 1eneral mo!ili"ation was an e/ceptional
measure6 only taken in case o$ serious crises6 and t'e Emo!ili"ation is not warF principle most o$ten proved
delusional6 as in %3%4. -'us6 e/cept in speci$ic situations simulated !y events6 you need to !e at war to
enact general mo!ili"ation and $urt'er steps.
Since t'e mo!ili"ation8demo!ili"ation slider s'ould only !e moved !y events6 we added t'e a!ility to
prevent a user $rom moving a slider<
Added another option to policy7effects.cs& for each policy slider: MA)HAL7E47
:N7%)MLHE)*E 7MEOEP ( ! no slider mo&es are possible except by e&ents, 1 ! manual
slider mo&es are allowed too, < ! mo&es by %nfluence are allowed too#
.nce t'e country mo!ili"es6 its reserve units are $illed wit' soldiers Ai$ t'ey 'ave enoug' manpowerB. -'is
can !e done t'anks to a new command t'at lets you set6 add or su!stract streng't to a unit and take0return
manpower to t'e pool. +ere7s t'e code<
Added new e&ent command to change unitQs current P'4 (MA ta1en6returned from6to the
pool#. Applies to unit in redeployment or sent as expeditionary forces too:
command + , type + strength which + all6land6air6na&al6unit type when + 61 where
+ 61 .org + x.xx/ &alue + J6- x.xx -
which - specifies unit type(s#
when - ! set P'4 &alue (if &alue + . then the this unit will be instantly
deleted#, 1 ! add to P'4 &alue (final P'4 cannot be less then .1 or 1R and more
then max unit P'4, usually 1. or 1R#
where - ! ta1e6return MA from6to the pool. %f there is not enough MA then the
command is s1ipped. 1 ! %gnore MA pool (MA not ta1en6added to it#.
&alue - . (R# to 1. (1R#. *an be negati&e if when + 1
org - Aercentage of the current E42 that should remain if when + (. ! set
E42 to R, 1. ! 1eep current E42 unchanged. "efault is 1.. )E'E:
It is a very power$ul command6 wit' many uses. ;irst o$ all6 it can add manpower to units and su!tracts it
$rom t'e manpower pool and viceversa. 2nits are processed $rom a sorted list A#?6 (C+6 .- and
some ot'ers get priority> rein$. priority c'eck8!o/ is also taken into accountB one !y one Asome take 56
ot'ers could return 56 so t'e list is always processed to t'e end even i$ t'e current 5 is &B6 so i$ you
'ave enoug' manpower $or only %& divisions out o$ 5&6 t'en only %& will !e rein$orced. oreover i$ a unit
receives streng't it can lose organi"ation Ato simulate t'e arrival o$ reservesB6 !ut t'is c'ange is
proportional to t'e streng't added< a division t'at receives only %&R o$ its streng't will lose 'al$ t'e
organi"ation lost !y a unit w'ic' receives )&R o$ its streng't.
oreover6 setting streng't G & will delete t'e units6 so wit' a single command you can instantly delete $or
e/ample all t'e militias or all t'e air units o$ a country.
Automatic release of nations
#not'er very interesting new $eature introduced !y Darkest +our is t'e #utomatic ?elease o$ Nations.
;irst o$ all6 claims are taken into account w'en a new nation is released and are considered like e/tra
provinces. oreover6 Darkest +our reviewed t'e automatic release o$ countries done !y t'e #I6 w'ic'
su$$ered many limitations< t'e #I could release a country in its release = { } list only i$ it was a democracy6
it was at peace and t'ere were no more #/is powers. -'ese limitations were removed and now even
1ermany or t'e Soviet 2nion can release countries during t'e war.
oreover6 i$ it no more necessary to control all t'e provinces in t'e minimum list in revolt.t/t< minimum6
e/tra and claimed provinces are all taken into account and i$ enoug' o$ t'em are already under t'e control
o$ t'e #I nation6 it will release t'at country. No more !undled !y $i/ed events6 t'e #I will !e a!le to release
nations as soon as possi!le.
)ew misc.txt parameters (8ai9 section#:
5 Hse new A% release rules ! all countries can release puppets e&en when at war.
1 ! Nes, ! )o
5 Masters become master of new puppetQs puppets too. 1 ! Nes, !)o
)ew parameters for country creation (re&ol.txt#:
5 claims + , A4EO7%" S- ! populates claimedpro&inces list
5 min + I - allows release if at least I pro&inces of minimum list are
controlled by releaser country. :y default (no min7pro& entry or min7pro&
+ -1# it is e3ual to pro&inces in minimum list.
5 min7extra + I - allows release if at least I pro&inces of extra list are
controlled by releaser country. :y default (no min7 extra entry# it is .
5 &alue + I.I (. ! 1.<@# ! used by the old release model (when no min or
min7extra are defined#.
I$ a country owns or occupies a province w'ic' is a core $or one o$ its allies Aand is not a core o$ a claim
$or t'e owner0occupierB6 it will automatically secede t'at province to its ally over time>
a country can !e li!erated i$ at least M provinces Aw'ere M is t'e min G M parameter set in
revolt.t/tB $rom it7s minimum G HI list are owned or occupied>
no countries will !e released i$ any o$ t'e provinces t'ey need c'anged 'ands in t'e last MMM days
Aset in misc.t/tB>
i$ minimum list is empty6 !ut e/tra is not6 t'en e/tra list will !e used in place o$ t'e minimum.
.t'erwise e/tra list is not used.
re!els still reDuire all provinces in minimum G HSI list to !e controlled !y t'em to create t'e
country and at least one province must !e controlled $or at least MMM days Aset in misc.t/t P t'is
was 'ard8coded to * mont'sB>
Changes to the rebel system
re!els army composition 8 c'ance $or in$antry over militia< & 8 only militia6 %&& 8 only in$antry6 5& 8
5&R05&R and so on Anew modi$iers in misc.t/t 8 mods sectionB>
re!els army tec' level6 !ased on t'e availa!le model in t'e country t'at controls t'e province Anew
modi$iers in misc.t/t 8 mods sectionB<
8%< only model %
&< only t'e :atest model
ot'er positive values< random model in t'e range $rom Alatest model 8 -+ISB to Alatest
modelB>
So6 $or e/ample i$ t'e controlling country 'as in$antry model 6 as its most advanced model and in
misc.t/t we set value )6 t'e re!el unit will !e assigned a random model in t'e range 4 8 6 A$rom
latest model minus ) models to t'e latest modelB. Je 'ope it7s clear enoug'6 please ask i$ you 'ave
dou!ts.
revolt risk is now tied to province manpower< introduced ma/ !ase Aunmodi$iedB revolt risk
Aoptional6 set in misc.t/tB>
'ig'er c'ance to re!el ne/t to re!ellious province>
occupied provinces 'ave 'ig'er re!el c'ance too>
c'ance o$ re!ellion is also in$luenced !y t'e terrain type and t'e presence o$ air!ases and
naval!ases Asee misc.t/tB
re!ellious province return to t'e original owner a$ter M mont's i$ t'ere are no re!el armies into t'e
province anymore. 8 *&
Actions and commands with triggers
-'is means t'at you can add triggers to actions or even single commands. -'is is very use$ul to avoid
writing many events to take into account every possi!le situation.
Example 1 - you can have different actions based on the government:
action + ,
trigger + , go&ernment + democracy -
command + , ... -
-
action + ,
trigger + , go&ernment + communist -
command + , ... -
-
action + ,
trigger + , go&ernment + naTi -
command + , ... -
-
Example 2 a command can be executed only if the trigger is satisfied !surrender of "rance#:
action + ,
command + , type + secedearea which + 2E4 &alue + (:ourgogne7*hampagne( -
command + , type + secedearea which + 2E4 &alue + (Lorraine7Alsace( -
command + , type + secedearea which + 2E4 &alue + (Aas de *alais( -
command + , type + secedearea which + 2E4 &alue + (Aaris( -
command + , type + secedearea which + 2E4 &alue + ()ormandy( -
command + , type + secedearea which + 2E4 &alue + (Loire( -
command + , type + secedearea which + 2E4 &alue + (:rittany( -
command + , trigger + , control + , pro&ince + DC data + %'A - - type +
secedepro&ince which + %'A &alue + DC - 0 )ice
command + , trigger + , control + , pro&ince + DB data + %'A - - type +
secedepro&ince which + %'A &alue + DB - 0 'oulon
command + , trigger + , control + , pro&ince + F data + %'A - - type +
secedepro&ince which + %'A &alue + F - 0 2renoble
command + , trigger + , control + , pro&ince + F1 data + %'A - - type +
secedepro&ince which + %'A &alue + F1 - 0 *hambery
command + , trigger + , control + , pro&ince + F? data + %'A - - type +
secedepro&ince which + %'A &alue + F? - 0 *orsica
-
vents with only one action
-'is means t'at w'en t'is option is selected6 even i$ an event 'as more t'an one action6 only one o$ t'e
possi!le actions will !e displayed to t'e player Aw'o t'ere$ore will !e $orced to accept itB.-'e c'oice o$ t'e
action is !ased on t'e de$ined #I c'ance $or eac' action. In t'is way t'e player cannot c'oose t'e action
and is $orced to accept w'atever 'appens to 'im.
(/ample< t'e e$$ects o$ t'e attack on 5earl +ar!our can !e written as a one4action event6 so t'at neit'er t'e
Tapan nor 2S# can c'oose t'e amount o$ losses<
e&ent + ,
id + 11<<==??@@
random + no
country + HPA
one7action + yes
name + (Attac1 on Aearl UarbourV(
desc + (?B<desc(
action + ,
ai7chance + 1
name + (>e suffered &ery hea&y losses(
...
-
action + ,
ai7chance + @
name + (>e suffered hea&y losses(
...
-
action + ,
ai7chance + 1@
name + (>e suffered light losses(
...
-
action + ,
ai7chance + @
name + (>e suffered &ery light losses(
...
-
-
vents with saved date
It is possi!le to save t'e date in w'ic' an event $ired and t'en use it as a trigger in anot'er event6 $or
e/ample to make an event $ire at least %&& days a$ter anot'er event $ired.
(/ample< t'e $irst event will 'ave save4date G yes<
e&ent + ,
id + 1<=?@BCDF
random + no
sa&e7date + yes
country + 2E4
...
-
-'e second event will 'ave<
trigger + ,
e&ent + , id + 1<=?@BCDF days + 1 -
-
!ints " #ips
#!out event #I c'ances calculation
Sum o$ #I c'ances o$ all valid actions could !e any positive num!er Aremoved $i/ed sum G %&&
prereDuisiteB
Invalid actions are skipped in #I c'ances calculations
#ctions wit'out speci$ied #I c'ances are ignored !y t'e #I i$ t'ere is at least one valid action wit'
#I c'ance set
I$ no #I c'ance is set $or valid action6 random action is c'osen $rom all valid actions Aremoved
increased c'ance to pick %st actionB
+ere are some per$ormance 'ints t'at s'ould !e taken into account w'en events are created
%. -riggers Ano matter i$ t'ese are $or events6 actions or commandsB s'ould !e as simple as possi!le
and t'ose t'at are most likely to $ail s'ould !e $irst.
). I$ t'ere is at least one action t'at 'as no own triggers it s'ould !e on top o$ t'e actions 8 t'at7s
!ecause action triggers are now considered as continuation o$ t'e event trigger and t'ere s'ould !e
at least one valid action in order $or t'e event to $ire. #ctions wit'out triggers are considered as
always valid Ano matter w'at commands t'ey 'ave in opposite to %.)0%.*B.
*. I$ all actions 'as triggers6 actions wit' triggers t'at are most likely to !e true s'ould !e on top. -'is
will allow $or $aster event validation Ai$ main trigger is true and t'ere is at least one valid action t'e
event is good to goB.
-'e $ollowing two rules 'ave smaller impact6 !ut s'ould !e $ollowed too as a good practice.
4. Commands in actions s'ould !e arranged so most likely to !e valid commands to !e on top o$ t'e
list.
command G H type G addcore w'ic' G *&& I UInvalid $or 1ermany. 5rovince U*&& is Cerlin
command G H type G money value G %& I U #lways valid command 8 good to 'ave it on topK
5. Command wit'out own triggers s'ould !e prioriti"ed in commands list over commands using
triggers.
Changes in modding from HOI2 Armageddon
Changes to setting$cfg
)ew settings in settings.cfg:
1# "isplay resolution: + do not change (default: 1<?xCBD#, 1 +
11@<xDB?, < + 1<DxCBD, = + 1<Dx1<?, ? + 1??xF, @ +
1Bx1<?, B + user specified - see bellow$ )E'E: Pome of these
wor1s only in >indowed mode and other might not wor1 at all$
load7user.bmp is used for all new resolutions.
<# Pcreen >idth (used if B is selected as screen resolution - see
abo&e# - Mor ad&anced users onlyV *hange on your ris1V
=# Pcreen Ueight (used if B is selected as screen resolution - see
abo&e# - Mor ad&anced users onlyV *hange on your ris1V
?# "isplay mode: + do not change (default: full screen#, 1 +
windowed.
@# Ptart-up mo&ie: + s1ip it, 1 + play it (default#.
B# Extra debug logs (sa&edebug.txt#: + disabled (default#, 1 +
enabled, < + enabled J extra map statistics.
C# Enable6"isable game sounds: + no sounds, 1 + load sounds
(default#.
D# Enable6"isable unit sprites: + no sprites, 1 + load unit
sprites (default#.
F# Enable6"isable country specific unit and brigade
pictures6models: + load only generic pictures6models, 1 + load
all a&ailable (default#.
1# 4efresh map on resolutions higher then 1<?xCBD when not on
Map mode. Enabling this will decrease game speed a bit (on higher
resolutions onlyV#, but resol&es some cosmetic problems. 1 +
Enabled (default#, + "isabled
Added ME""%4 entry to settings.cfg. Mods should be placed in a
sub-folder to 8Mods9 folder. %t will be used if no moddir is
specified from command prompt. "elete the entry or use 809 as
first character to disable it
5 Mods 0ME""%4 folder. "efault is Mods
5 "ar1est Uour Mull 0 Pelected mod (must be a folder into ME""%4#
Changes to misc$t%t
Economy
'rades that cannot be canceled by A% now can be canceled by
players only by diplomatic deal that reduces relationships (set in
misc.txt#.
4esources from single trades can now be deli&ered in I days
(specified in misc.txt# instead instantly. 'o a&oid exploits
cancellation is disabled for non-cancelable trades that will
expire in less then days re3uired for deli&ering resources from
single trade deals. "elay treaty with 1 day for each day treaty is
inacti&e because resource lac1ing.
Added optional stoc1piles limit (can be set from misc.txt
(8economy9 section##.
)ew trade parameters in misc.txt (8trade9 section#:
5 "ays between trade offers to a country
5 "elay in days on each game start6reload before allowing any new
trades (A%, auto-trade and "iplomacy# < 0
5 "esired stoc1pile threshold
5 *ritical stoc1pile threshold
5 "esired supply stoc1pile (for I days#
5 "esired oil stoc1pile (for I days#
5 "ays to deli&er resources from single trades
5 Aercentage of max supplies that can be produced (using .total %*
- %* for *2/ as a base# and traded away by auto-trade (.<#
5 Aercentage of produced money that can be traded away by auto-
trade (.<#
5 Merge trade deals. + do not merge, 1 + merge all acti&e trade
deals except those that cannot be canceled
5 Manual trade deals (players only, "iplomacy#. -1 + "isable
manual trade deals, . to 1/ + Effer &alue threshold - A%
returns accept chance if bellow this
5 Aercentage to o&er-import when below the desired threshold
(.<#
5 Ptoc1pile. Oalues: W . - extra import (Aercentage# on top of
what is needed when (Ptoc1pile( option is enabled for that
resource, else export all other exceeding resources in order to
import more$ -1 + export all exceeding resources$ -< + export all
exceeding resources and supplies$ -= + export all exceeding
resources and money$ -? + export all exceeding resources, supplies
and money$ .= 0.
5 puppets send supplies and money to masters. - disabled$ 1 -
send only supplies$ W 1 -send supplies J money (when more then
this &alue#.
5 Auto-merge trade deals (optional ! misc.txt#.
5 Auppets max pool for oil, energy, metal and rare materials -
gi&e all abo&e this &alue to the master. Hse negati&e number to
set max pool as percentage of the critical stoc1pile (for example
-1.< sets the max pool to 1.< 5 critical stoc1pile#. -1.< 01
5 Multiplier on puppets critical supply stoc1pile - all supplies
abo&e 'U%P 5 puppetKs critical supply stoc1pile can be sent to
Master. Hsed when the pre&ious setting is abo&e .1.@ 01.@
)ew modifiers in misc.txt (trade#:
5 *ritical oil stoc1pile threshold (in days#. 30 # 1 month
5 *ritical supplies stoc1pile threshold (in days#. 1@
5 Phould puppets send supplies and money to mastersX - disabled$
1 - send only supplies ()E'E ! only for neighboring countriesV#
when abo&e the desired stoc1pile$ W 1 -send supplies J money (when
more then this &alue#. 0 .
5 Auppets max pool for oil, energy, metal and rare materials -
gi&e all abo&e this &alue to the master. 1 0 1
)ew trade parameters in misc.txt (8diplomacy9 section#
5 4elationship hit for cancel of a trade deal. )ot used for trades
between allies, puppetY-Wmaster, inacti&e trades or trades with
efficiency less then ?@R.
5 4elationship hit for cancel by players of trade deals that are
set as permanent. )ot used for trades between allies, puppetY-
Wmaster, inacti&e trades or trades with efficiency less then ?@R.
5 Morce puppets to ;oin their masterKs alliance (creating a new
alliance if Master is not already in one#. *hec1 alliances each
day. ! )o
)ew modifiers in misc.txt (8economy9 section#:
5 Aeacetime Manpower Multiplier (multiplied on the other#1. 01.
5 >artime Manpower Multiplier (multiplied on the other#1. 01.
5 "aily retired Manpower - percentage of the current MA pool.
0.
5 Military Ptrength to 'otal %* ratio during Aeacetime for A%
countries (do not build new units if abo&e this ratio#. Hse -1.
to disable this.-1. 0-1.
5 Military Ptrength to 'otal %* ratio during >artime for A%
countries (do not build new units if abo&e this ratio#. Hse -1.
to disable this.-1. 0-1.
5 Military Ptrength to 'otal %* ratio for A% ma;or countries
(multiplied on the other#.1. 01.
5 Ptoc1pile limit. -1 + "isable, else + stoc1pile for days.-1 0 -1
5 E&er stoc1pile limit daily loss (percentage of the exceeding
resource#. 1. + 1R.. 0 .
)ew6changed modifiers in misc.txt:
5 >artime "esired Ptoc1pile multiplier - multiplier on the "esired
Ptoc1pile for all resources and supplies when at war 1. 0 1.
5 )ew trade deals min effecti&eness threshold - do not ma1e new
trades if effecti&eness is bellow this &alue (..1#. Hsed by
auto-trade ?@ 0?@
5 *ancel trade deals if effecti&eness is bellow this &alue
(..1#. Hsed by auto-trade == 0==
5 Ptoc1pile limit multiplier for industry resources (energy,
metal, rare materials#. -1 + "isable, else + "esired Ptoc1pile 5
this -1 0 -1
5 Ptoc1pile limits multiplier for supplies and oil. -1 + "isable,
else + desired stoc1pile 5 this -1 0 -1
5 Extra import (Aercentage# on top of what is needed when
(Ptoc1pile( is selected for that resource. 'his also increases the
"esired Ptoc1pile for that resource .= 0.
5 Ptoc1pile limit multiplier for industry resources (energy,
metal, rare materials#. -1 + "isable, else + "esired Ptoc1pile
(unmodified# 5 this -1 0 -1
5 Ptoc1pile limits multiplier for supplies and oil. -1 + "isable,
else + "esired Ptoc1pile (unmodified# 5 this -1 0 -1
)ew modifiers in misc.txt (trade section#
5 Aeacetime modifier on desired oil import (it is a function of
the max possible daily consumption which in peacetime is about 1
times more then actual consumption#. .1@ 0 1.
5 >artime modifier on desired oil import (it is a function of the
max possible daily consumption which in wartime is about <-@R
more then actual consumption#. .C@ 0 1.
%mpro&ed trade effecti&eness recalculation for landloc1ed
countries during war (trading through neutral countries or ports#
and use closest ports between countries in the calculation. 'his
model can be enabled from misc.txt (8mod9 section#.
)ew modifiers in misc.txt (mod section#:
5 'rade Efficiency calculation system and re-calculation inter&al
selection. Any negati&e integer is number of days between trade
efficiency calculations using default Armageddon system (-= + =
days#. Any positi&e integer is the number of days between trade
efficiency calculations using the new more intelligent but *AH
demanding system. is default Armageddon system, set to 1 day. @
0
5 Merge and relocate pro&incial depots to the best pro&ince in the
area. 'his is new and more intelligent but *AH demanding system.
- "isabled (use the old system#. Any positi&e integer is the
number of days between areas analyTing using the new system. C 0
)ew modifiers in misc.txt (economy section#:
5 Max pro&incial energy6metal6rare materials depot siTe. FFFF
0FFFF
5 Max pro&incial oil6supplies depot siTe. FFFF 0FFFF
5 Max Manpower. FFFF 0FFFF
5 "esired pro&incial stoc1piles for oil and supplies (needed to
supply friendly units in that area for I days#. Hsed by auto-
con&oying. C 0C
5 Modifier on con&oy transports capacity - higher this modifier
is, more resources could be transported. 1. 01.
*orrections to auto-trade oil and supply needs calculation ! these
are based on the actual needs now (multiplied by modifiers from
misc.txt# instead on the max possible consumption.
)ew (modified# option in misc.txt (trade section# - Auppets max
pool for oil, energy, metal and rare materials - gi&e all abo&e
this &alue to the master. Hse negati&e number to set max pool as
percentage of the critical stoc1pile (for example -1.< sets the
max pool to 1.< 5 critical stoc1pile#. -1.< 01
)ew modifier in misc.txt (trade section#:
5 Multiplier on puppets critical supply stoc1pile - all supplies
abo&e 'U%P 5 puppetKs critical supply stoc1pile can be sent to
Master. Hsed when the pre&ious setting is abo&e . 1.@ 01.@
5 Auto-trade (and A%# single resource trade deals (only at war
when an ally badly needs a resource6oil6supplies and trade
effecti&eness is high enough#. - "isabled, 1S1 ! 'rade deal
effecti&eness threshold. .C@ 0
)ew modifiers in misc.txt (economy section#:
5 Land Hnits - supply consumption modifier 1. 01.
5 Land Hnits - supply consumption modifier when in combat 1. 01.
5 Land Hnits - fuel consumption modifier 1. 01.
5 Land Hnits - fuel consumption modifier when in combat or in
bombardment 1. 01.
5 Air Hnits - supply consumption modifier 1. 01.
5 Air Hnits - supply consumption modifier when in combat or in
bombardment 1. 01.
5 Air Hnits - fuel consumption modifier 1. 01.
5 Air Hnits - fuel consumption modifier when in combat or in
bombardment 1. 01.
5 )a&al Hnits - supply consumption modifier 1. 01.
5 )a&al Hnits - supply consumption modifier when in combat 1.
01.
5 )a&al Hnits - fuel consumption modifier 1. 01.
5 )a&al Hnits - fuel consumption modifier when in combat or in
bombardment 1. 01.
*ode optimiTations to current fuel and supply consumptions
functions. *hanged some of the supply and fuel modifiers in
misc.txt:
5 Land Hnits - supply consumption modifier when in redeployment
pool or not mo&ing 1. 01.
5 Land Hnits - supply consumption modifier when in combat <. 01.
5 Land Hnits - fuel consumption modifier when not mo&ing .<@
0.<@
5 Land Hnits - fuel consumption modifier when in combat or in
bombardment <. 01.
5 Air Hnits - supply consumption modifier when in redeployment
pool or at air base 1. 01.
5 Air Hnits - supply consumption modifier when in combat or in
bombardment 1.@ 01.
5 Air and )a&al Hnits - fuel consumption modifier when at air base
or port .1 0.1
5 Air Hnits - fuel consumption modifier when in combat or in
bombardment =. 01.
5 )a&al Hnits - supply consumption modifier when in redeployment
pool or in port .@ 0.@
5 )a&al Hnits - supply consumption modifier when in combat <.
01.
5- )a&al Hnits - fuel consumption modifier when not mo&ing and not
in port .<@ 0.<@
5- )a&al Hnits - fuel consumption modifier when in combat or in
bombardment =. 01.
)ew parameter in misc.txt (8economy9 section#:
5 %f :lue Arints can be sold to non-allied countries. + )o, 1 +
Nes (player could offer :A#, < + Nes (player could offer and as1
for :As# 0
5 %f owned (V# pro&inces can be sold6transferred to non-allied
countries. + )o, 1 + Nes (player could offer such pro&inces#, <
+ Nes (player cold offer and as1 for such pro&inces# 0
5 Allow non-owned (;ust controlled# pro&inces to be transferred to
allied (V# countries if pro&inces are cores for that ally. 1 -
Enabled, - "isabled (default#. 1 0
Mixed bugged misc.txt parameter: 8%f units can be sold6transferred
to non allied countries9. *hanged to:
5 %f units can be sold6transferred to non allied countries. +
)o, 1 + Nes (player could offer units to all countries and as1 for
units from allied countries#, < + Nes (player could offer and as1
for units from all countries# 1 01
)ew parameter in misc.txt (8trade9 section#:
5 Limit new trade deals to allies, preferred countries (A%#,
current trade partners or neighbors for I days on e&ery game start
or reload. @ 0
)ew modifiers in misc.txt (8economy9 section#:
5 Min. A&ailable %* as percentage of the final %* (applied in case
of resource lac1# 0
5 Min. final A&ailable %* (modified by negati&e free %* only# .
0.
5 'A to con&oy transports con&ersion ratio 0
5 "" to con&oy escorts con&ersion ratio 0
5 *L to con&oy escorts con&ersion ratio 0
5 *OL to con&oy escorts con&ersion ratio 0
5 )ationalism per MA (added to stating &alue# . 0 .
5 Max unmodified nationalism + starting J MA5mod J added by e&ents
or partisan funds < 0 =
5 Max final pro&ince re&olt ris1 + 'U%P J current country dissent
? 0 1
)ew modifiers in misc.txt (8economy9 section#:
5 %* multiplier for puppets .= 01.
5 4esource multiplier for non-national pro&inces .@ 0.@
5 4esource multiplier for occupied pro&inces (o&errides non-
national# .? 0.?
5 4esource multiplier for non-national pro&inces for A% countries
(replaces both abo&e#. Hse -1 disable this A% cheat. -1 0.C@
5 4esource multiplier for puppets .@ 01.
5 MA multiplier for puppets (multiplied on the other# .? 01.
)ew modifiers in misc.txt (8economy9 section#:
5 Modifier on dissent reduction ! higher this modifier is, longer
it will ta1e to reduce dissent. ! ?. 0?.
5 Modifier on dissent ta1en from nu1es in national pro&inces.
"issent + (MA J %*5.@# 5 )u1e Aower 5 'U%P. ! .@ 0.@
)ew modifier in misc.txt (8economy9 section#:
5 Max daily dissent that can be added to player controlled
countries when not enough supplies are produced (and the same time
more then re3uired %* is used on *2 or on any other slider then on
Pupplies#. . - "isabled, 1. - )o restriction
)ew modifier in misc.txt (8economy9 section#:
5 4einforce to upgrade modifier. Oalues from . (di&isions do not
get extra upgrade progress on reinforcement# to 1. (1:1 ratio, 1R
reinforce adds 1R to upgrade progress#
Diplomacy / Government
Ma1e alliance between puppets and masters ! chec1ed daily. 'his
can be disabled from misc.txt. "isabled 8:an from alliance9 option
for puppet states.
Each minister personality has a &alue that can be either auto-
calculated on game start or can be specified in
minister7personalities.txt. 'his &alue is used by A% to target
ministers for assassinations and to assign best ministers to posts
(optional - set from misc.txt#
Ministers are assigned to 2o&. Aositions based on their
personality &alue (optional ! set from misc.txt#
Added a new modifier in misc.txt for days between diplomatic
missions.
Auppets with neutrality 1@J (set in misc.txt ! see 0B1C# that are
not allied to their master will not ;oin automatically masterQs
wars anymore
)ew modifiers in misc.txt (8ai9 section#:
5 Auppets should ;oin MasterKs war if A% )eutrality is e3ual or
greater then 'U%P. )ote: this wor1s only if puppet is not part of
MasterKs allianceV + always ;oin MasterKs wars 1@ 0
)ew misc.txt parameter (8diplomacy9 section#:
5 Masters become master of new puppetQs puppets too. 1 ! Nes, !
)o
)ew parameter in misc.txt ((economy( section#: - 0 Allow non-owned
(;ust controlled# pro&inces to be transferred to allied (V#
countries if pro&inces are cores for that ally. 1 - Enabled, -
"isabled (default#: 1 0#.
)ew modifiers in misc.txt (8diplomacy9 section#:
5 Allow manual claims change in-game for players: 1 - Enabled, !
"isabled
5 Added belligerence for e&ery manually claimed non-national and
not owned pro&ince. "oes not apply for owned by enemies or claimed
pro&ince &ia e&ent command. .< 0.
5 Added belligerence on manual claims remo&al for e&ery not owned
pro&ince. "oes not apply for owned by an enemy pro&ince or when
claims are remo&ed &ia e&ent command. -.1 0.
)ew option on misc.txt (8diplomacy9 section#:
5 Phould not aligned countries ;oin automatically Allies6Axis when
"o> by Axis6Allies and both alliances are at warX 1 + Nes, + )o
)ew modifiers in misc.txt (8diplomacy9 section#:
5 Allow change by players of UoP or Uo2. - not allowed, 1 - Uo2
can be changed, < - UoP can be changed, = - both Uo2 and UoP can
be changed 0
5 Hsed change 'A2 on coup logic. - *ompatibility mode (chec1
only for regular7%" match#, 1 - "ar1est Uour mode (using coup +
, - list in re&olt.txt and apply extra &alidation chec1s# 0
)ew modifiers in misc.txt (8diplomacy9 section#:
5 Milter used on a&ailable for release countries list based on
regular7id and intrinsic7go&7type set in re&olt.txt (applied to
both players and A%#. (default# ! only one country can be
a&ailable (both settings are chec1ed#, 1 ! regular7id setting is
ignored, < ! intrinsic7go&7type settings is ignored, = -
regular7id and intrinsic7go&7type settings are ignored
Intelligence
Added new 1ey in misc.txt and to select mode of %* modifier on spy
mission cost (enabled6disabled J < %* modes#.
)ew modifier in misc.txt (intelligence section#:
5 percentage7on7spies to money modifier 01.
Combat / Missions
)ew parameter in misc.txt ! mo&ement bonus on terrain trait when
mo&ing on such terrain (;ungle rat in ;ungles and marshes, hills
fighter on fills and so on# or weather (winter specialist gi&es
bonus on froTen, snowing and bliTTard weather#
)ew parameter in misc.txt ! mo&ement bonus on terrain trait when
mo&ing on similar terrain (4anger in ;ungles, Mountaineer on Uills
and so on#
)ew parameter in misc.txt ! combat bonus from terrain traits on
similar terrain (4anger in ;ungles, Mountaineer on Uills and so
on#
Added a new combat modifier in misc.txt: "ays in offensi&e supply
(was hard-coded at =#.
Added a new combat modifier in misc.txt: Uours for Air-to-Air
battles (was hard-coded at ?#.
Added a new combat modifier in misc.txt: Uours for )a&al and Aort
bombing (was hard-coded at @#.
Added a new combat modifier in misc.txt: Uours for Ptrategic
bombing (was hard-coded at @#.
Added a new combat modifier in misc.txt: Uours for 2round attac1
bombing (was hard-coded at ?#.
Added a new combat modifier in misc.txt: >artime o&ersea MA
modifier (was hard-coded at #.
Mo&ed 84e3uirement for %nfluence )ation( from economy to diplomacy
section in misc.txt.
Added a new combat modifier in misc.txt: Phould fleets on con&oy
riding missions return to port because of low ErganiTation or not.
)ew combat modifiers in misc.txt:
5 Land &s. Land - Erg dmg - %ncreasing this will increase E42
damage land unit ta1es in battle with other land units
5 Land &s. Land - Ptr dmg - %ncreasing this will increase P'4
damage land unit ta1es in battle with other land units
5 Air &s. Air - Erg dmg - %ncreasing this will increase E42 damage
air unit ta1es in battle with other air units
5 Air &s. Air - Ptr dmg - %ncreasing this will increase P'4 damage
air unit ta1es in battle with other air units
5 Air &s. Land - Erg dmg - %ncreasing this will increase E42
damage land unit ta1es from air units
5 Air &s. Land - Ptr dmg - %ncreasing this will increase P'4
damage land unit ta1es from air units
5 Air &s. Land - 2round Attac1 Erg dmg - %ncreasing this will
increase E42 dmg land units ta1e from Air unit on this mission
5 Air &s. Land - 2round Attac1 Ptr dmg - %ncreasing this will
increase P'4 dmg land units ta1e from Air unit on this mission
5 Air &s. Land - %nterdiction Erg dmg - %ncreasing this will
increase E42 dmg land units ta1e from Air unit on this mission
5 Air &s. Land - %nterdiction Ptr dmg - %ncreasing this will
increase P'4 dmg land units ta1e from Air unit on this mission
5 Air &s. )a&y - Erg dmg - %ncreasing this will increase E42
damage na&al units ta1e from air units
5 Air &s. )a&y - Ptr dmg - %ncreasing this will increase P'4
damage na&al units ta1es from air units
5 Air &s. Pubs - Extra E42 damage multiplier to subs in combat &s.
air units
5 Air &s. Pubs - Extra P'4 damage multiplier to subs in combat &s.
air units
5 )a&y &s. Air - Erg dmg - %ncreasing this will increase E42
damage air units ta1e from na&al units
5 )a&y &s. Air - Ptr dmg - %ncreasing this will increase P'4
damage air units ta1e from na&al units
5 )a&y &s. )a&y - Erg dmg - %ncreasing this will increase E42
damage na&al units ta1e from other na&al units
5 )a&y &s. )a&y - Ptr dmg - %ncreasing this will increase P'4
damage na&al units ta1e from other na&al units
5 AA to Air - Erg dmg - %ncreasing this will increase E42 damage
air units ta1e from pro&ince AA
5 AA to Air - Ptr dmg - %ncreasing this will increase P'4 damage
air units ta1e from pro&ince AA
)ew economy, diplomacy and research modifiers in misc.txt:
5 Aro&ince buildings repair modifier - how fast damaged or ;ust
built pro&ince buildings will reach max le&el
5 Aro&ince resource repair modifier - how fast resources output is
increasing to the max (after bombing or con3uering#
5 "ays between policy slider mo&es
5 4esearch Aost-Uistorical "ate Mod (1 J &alue 5 days post
historical year#. Uighest possible &alue is e3ual to :lueprint
:onus. 'his bonus do not apply on )uclear or 4oc1etry components
research time
)ew parameter in misc.txt (8combat9 section#:
5 AA to Air night modifier. 1 ! no change, ! no attac1, .@ !
@R effecti&eness and so on 1 01
5 AA to Air 4adar bonus. (1 J 4adar siTe 5 4adar Efficiency 5
'U%P#. ! no radar bonus 0
)ew modifiers in misc.txt (combat section#
5 )a&al units range modifier when on Pea transport mission. =.
0=.
5 )a&al units range modifier when on *on&oy raiding mission. <.
0<.
)ew modifiers in misc.txt (combat section#:
5 ErganiTation regain bonus for units on friendly soil. %t depends
on infra and is capped (see below# (infra5< J 'U%P Y+ cap#. .. +
R, 1. + 1R/ . 0.
5 ErganiTation regain bonus for units on friendly soil cap. 1.<
)ew parameter in misc.txt (combat section#:
5 AA to Air firing rules: - fire only to passing enemy units on
bombing missions, 1 - fire to all passing enemy units: 1 0
)ew modifiers in misc.txt (combat section#:
5 Mo&ement speed modifier to land units in combat 1.
5 Mo&ement speed modifier to land units in bombardment 1.
5 *on&oy interception by na&al units on %nterdiction, *ombat
Aatrol, Phore :omb., and AP> missions: disabled for all, 1 -
optional for players only (disabled by default#, < - optional for
players (enabled by default# and enabled for A% 0
5 Auto-return transport fleets to base on Amphibious assault and
Pea transport missions (players only#: - enabled, 1 - enabled by
default, optional, < - disabled by default, optional 0
5 Allow single pro&ince and region targeting for air and na&al
units (players only#: - disabled, 1 ! enabled 0
5 4emo&ed 0 Phould fleets on con&oy raiding missions return to
port because of low ErganiTation or not: 1 + yes, + no (return
only for low strength# 101 ! 'he Aro;ect .@
5 )ight hours during winter - used in land unit speed
calculations. Oalues: . ("isabled# to <?. 1? 0 ! Addition to 5
)ight hours during spring and fall - used in land unit speed
calculations. Oalues: . ("isabled# to <?. 1< 0
5 )ight hours during summer - used in land unit speed
calculations. Oalues: . ("isabled# to <?. D 0 ! Addition to 5
Mleet siTe range penalty - for e&ery ship abo&e the max threshold
(see below# . 0.
5 Mleet siTe range penalty - apply for e&ery ship in the fleet
abo&e this. -1 + "isabled -1 0-1
5 Mleet siTe range penalty - max penalty &alue. . to 1. (no
penalty# .@
5 Apply air and na&al unitKs range limits on missions to Areas and
4egions. + "isabled, 1 + Enabled, < + enabled for Ai countries
too ()ot recommendedVVV# 0
5 4adar bonus on detection - used to guide friendly air units on
Air Puperiority and Pcramble missions ('his 5 4adar le&el 5 4adar
efficiency#. Uigher the better@. 0.
5 :onus on detection of enemy air units when they are o&er a
friendly pro&ince (added to radar and mission bonuses# - used to
guide friendly air units on Air Puperiority and Pcramble missions.
Uigher the better 1 0 .
Exported all mission modifiers to misc.txt (new section
8mission9#:
5 mission a&ailability at game start (16#
5 default (starting# mission efficiency (.@ ! 1.#
5 detection modifiers to *on&oy 4aiding, Pea 'ransport, )a&al
4ebase and Pnea1 mo&e
5 detection bonus to Air Pcramble and Air Pupperiority
5 distance modifier to *on&oy 4aiding, Pea 'ransport and Pnea1
mo&e
5 speed modifier to Attac1, Pupport Attac1, 4eser&es, Pupport
"efense and )a&al Pcramble
5 suppression modifier to Anti partisan duties
5 Erg. and Ptr. "amage for %nterdiction and 2round Attac1 (mo&ed
from 8combat9 section#
5 Phore :ombardment multiplier (mo&ed from 8combat9 section#
misc.txt ! transferred to 8mission9 section modifiers from other
sections:
5 *ombat Modifier: Phore :ombardment Multiplier (Applies to the P:
&alue of ships for org damage#
5 )a&al units range modifier when on Pea transport mission.
5 )a&al units range modifier when on *on&oy raiding mission.
5 Air &s. Land - 2round Attac1 Erg dmg - %ncreasing this will
increase E42 dmg land units ta1es from Air unit on this mission
5 Air &s. Land - 2round Attac1 Ptr dmg - %ncreasing this will
increase P'4 dmg land units ta1es from Air unit on this mission
5 Air &s. Land - %nterdiction Erg dmg - %ncreasing this will
increase E42 dmg land units ta1es from Air unit on this mission
5 Air &s. Land - %nterdiction Ptr dmg - %ncreasing this will
increase P'4 dmg land units ta1es from Air unit on this mission
4efined enemy detection for units on Air Puperiority missions !
see new mission and radar modifiers in misc.txt
)ew modifiers in misc.txt (combat section#:
5 Air dogfight IA gain factor 1.@ 01.@ ! use that one for air
combats
5 4ecalculate land units arri&al times when not in combat. -
"isabled, 1 - recalculate each hour and so on. (see 0?F# 0
Mission control (air and na&al units# ! added colors to pro&inces
co&ered by selected mission. HnitQs ranges are ta1en into account
too (when set so in misc.txt#.
)ew modifiers in misc.txt (8combat9 section#:
5 (PynchroniTe arri&al( time modifier - Alayers onlyV (Ptac1
arri&al time + slowest unit mo&e time 5 'U%P#. 1.@ 01.
5 (PynchroniTe arri&al( time modifier - A% onlyV (Ptac1 arri&al
time + slowest unit mo&e time 5 'U%P#. 1. 01.
5 4ecalculate arri&al times for units in (Pync. arri&al time( mode
after combat6bombardment. NOTE: enabling this could de-synchronize
arrival times! 0 - isabled! 1 - Enabled "or #layers only! $ -
Enabled "or #layers and %&' 0 #0
5 AA to )a&al - Erg dmg - %ncreasing this will increase E42 damage
a fleet ta1es from pro&ince AA. .1@ 0.1@
)ew optional (misc.txt, ai section# con3uer pro&ince rules. A%
masters can be set to get all pro&inces con3uered by A% puppets:
5 0A% masters get all pro&inces con3uered by A% puppets. 1 ! Nes,
! )o (old rules# 1 0
5 )ote: 'his setting is only about who will get control o&er a
newly con3uered pro&ince. Aro&inces con3uered by puppets will be
actually instantly gi&en to master when this setting is En.
*ores6claims would be most probably gi&en bac1 to allied countries
later.
)ew modifier in misc.txt (8combat9 section#:
5 *hance to target di&isions with no E42 left in land combats.
Oalid &alues are from (R# to 1 (1R#
)ew modifier in misc.txt (8combat9 section#:
5 Pcreen or *apital ships targeting in na&al combats. -1 : Hse
both fleets positioning$ W : Hse a random number up to ('U%P-1#
and compare it to other fleetKs positioning (target capital ships
if positioning is lesser# 01
)ew modifiers in misc.txt (8combat9 section#:
5 Land units speed modifier for units out of supply (ignored for
retreating unitsV#. speed + speed 5 'U%P.
5 Land units speed modifier for units containing at least one
di&ision with E42 less then 1R (ignored for retreating unitsV#.
speed + speed 6 'U%P.
5 Mo&ement time modifier for fuel consuming land and air units
when out of fuel (ignored for retreating and A% controlled
unitsV#. Uigher 'U%P &alue is, longer the arri&al time will be.
5 "efault speed for fuel consuming land units when out of fuel.
'his &alue can be o&erridden for each unit type and model by
setting out7of7fuel7speed modifier in unit files. -1 - "isable
this functionality, else "efault out of fuel speed + 'U%P
)ew modifiers in misc.txt (8mission9 section#, Ptrategic
redeployment mission:
5 Added &alue, independent from real distance. Uigher this is,
longer the redeployment time will be 0D
5 Multiplier on the real distance. Uigher this is, longer the
redeployment time will be 0.B
Units
)ew parameter in misc.txt used to modify con&oy escorts models in
con&oy battles (using researched "" model as a base#
'he hard-coded @R penalty for hard units (Poftness Y @R# on
attac1ing urban pro&inces was mo&ed as parameter in misc.txt
)ew option in misc.txt about interaction between di&ision and
brigade minister bonuses: 1 + use di&ision bonus if any else
brigade$ < + Hse a&erage of both$ = + use Pum of all$ ? + Hse min$
@ + use Max
)ew parameter in misc.txt (8mod9 section#:
5 Allow brigade attaching as long as the unit is in supply no
matter on whom territory it is. 1 - Enabled, - "isabled
(default#: 1 0
5 Multiple deployment - preferred unit siTe for armies. 'his could
be o&erridden in-game by holding PU%M' (deploy all in a single
group# or *E)'4EL (deploy each in own group# 1eys. =
5 Multiple deployment - preferred unit siTe for fleets. 'his could
be o&erridden in-game by holding PU%M' (deploy all in a single
group# or *E)'4EL (deploy each in own group# 1eys. B
5 Multiple deployment - preferred unit siTe for air. 'his could be
o&erridden in-game by holding PU%M' (try to deploy all in a single
group# or *E)'4EL (deploy each in own group# 1eys. <
)ew modifiers in misc.txt (8mod9 section#:
5 4ebels army composition - chance for infantry o&er militia. -
only militia, 1 - only infantry, @ - @R6@R and so on.
5 4ebels army tech le&el (based on the a&ailable model in the
country that controls the pro&ince#. -1 - Enly model 1, - Enly
the Latest model, else random model in the range from (latest
model - 'U%P# to (latest model#.
)ew modifiers in misc.txt (8mod9 section#:
5 Hse speed to set garrison status (no mo&e allowed# to land
units. 0 - (se old rules )only garrison divisions cannot move*! 1
- use unit model s#eed to determine i" it can move )s#eed + 0* or
not )s#eed , 0* 0 #0
AI
)ew section in misc.txt for A% modifiers (ai#:
5 E&erproduce of supplies when bellow desired supplies le&el
(percentage of max needed supplies#
5 Multiplier on o&erproduce supplies when at war
5 Military Ptrength to 'otal %* ratio during Aeacetime for A%
countries (do not build new units if abo&e this ratio#. Hse -1.
to disable this.
5 Military Ptrength to 'otal %* ratio during >artime for A%
countries (do not build new units if abo&e this ratio#. Hse -1.
to disable this.
5 Military Ptrength to 'otal %* ratio for A% ma;or countries
(multiplied on the other#.
5 "isables A% Aeacetime offensi&e spy missions: + all are
allowed$ 1 + Assassination, *oup, Mund Aartisans and )uclear
sabotage are disabled$ < + (1# J "elay '' and "isrupt Arod. are
disabled.
5 A% spy missions cost modifier: 1. + )o change$ .@ + @R
discount$ <. + doubled cost.
5 A% diplo missions cost modifier: 1. + )o discount$ .@ + @R
discount$ <. + doubled cost. )ote: "emand territory and 'rade
deals are for free.
5 A% influence modifier. 4educe or increase number of %nfluence
missions A% does: 1 + no change$ + )o influence missions$ < +
doubled.
)ew modifiers in misc.txt (ai section#:
5 "o not produce supplies when current supply stoc1pile is greater
then 'U%P 5 max supply production. 'his o&errides all other
settings. C. 0 1
5 "o not start producing any new units when more then 'U%P
percentage of the total %* is needed to supply existing units (.
to 1.$ 1. + 1R, disabled#. Enabling this will encourage A% to
build more %* when this ratio is exceeded.
)ew modifiers in misc.txt (ai section#:
5 "o not use Effensi&e supply when supplies stoc1pile is below
'U%P 5 critical supply threshold. 1. 01.
5 "o not use Effensi&e supply when oil stoc1pile is below 'U%P 5
critical oil threshold. 1. 01.
5 "o not Effensi&e supply unit if its EPE is greater then 'U%P.
.D 0.D
5 "o not Effensi&e supply unit if its a&erage (for all di&isions#
E42 or P'4 damage (in R of max# is abo&e 'U%P. .< 0.<
5 )ew "o> rules (A% only# - disallow "o> between alliance members
if alliance leaders ha&e )AA. "isallow "o> to or by puppets. 1 -
Enabled, ! "isabled. 0
%mpro&ed e&ent A% chances calculation (misc.txt#:
5 Pum of A% chances of all &alid actions could be any positi&e
number (remo&ed fixed sum + 1 prere3uisite#
5 %n&alid actions are s1ipped in A% chances calculations
5 Actions without specified A% chances are ignored by the A% if
there is at least one &alid action with A% chance set
)ew modifiers in misc.txt (8ai9 section# A% e&ents action
selection rules:
5 -1 : *hance for the first &alid action to be chosen.
4emaining &alid actions ha&e e3ual chances. Hsed for e&ents that
do not ha&e &alid action with A% chance set, else A% chances are
used
5 -1 : 4andom - e&ery &alid action has the same chance. Hsed for
e&ents that do not ha&e &alid action with A% chance set, else A%
chances are used
5 -< : Uistorical - Mirst &alid action is always selected. Hsed
for e&ents that do not ha&e &alid action with A% chance set, else
A% chances are used
5 -= : Morced historical - Mirst &alid action is always selected
if there is no A% chances set for a &alid action, else - (first#
&alid action with the highest A% chance set is selected
)ew modifiers in misc.txt (8mod9 section#:
5 Auto reply to e&ents (players#. - "isabled, 1 - Enabled (using
A% e&ent action selection rules - see (ai( section# 0
5 Morce actions to show e&en if there are no &alid commands as
long as action trigger is &alid (or there is no action trigger at
all#. %gnored for random and persistent e&entsV
0 ! "isabled
0 1 ! Enabled only for actions that ha&e &alid triggers
0 < ! Enabled for actions without triggers too
)ew modifiers in misc.txt (8ai9 section#:
5 Morce strategic redeployment if mo&ement time is longer then I
hours. 'his setting will o&erride default A% settings. -1 !
"isable, Else time in hours
5 Hse 3uic1 area chec1 (2arrison A%# - could be inaccurate in some
rare cases. 1 - Enabled, ! "isabled 1 0
Added new modifier in misc.txt (ai section#:
5 min. days after last pro&ince controller change re3uired for the
A% to release a country using that pro&ince.
)ew modifiers in misc.txt (8ai9 section#:
5 "o not start producing any new units when more then 'U%P
percentage of the currently a&ailable MA is re3uired for
reinforcements of existing units and the country is at war.
Oalues: . (R# to 1. (1R - effecti&ely disables this
parameter# .@ 01.
5 "o not start producing any new units when less then 'U%P MA is
a&ailable in the pool 1. 0@.
5 Min. days after last pro&ince controller change re3uired for the
A% to secede a pro&ince to allied country (used when neither own
or allied capital can supply this pro&ince# B 0B
5 Min. days after last pro&ince controller change re3uired for the
A% to secede a pro&ince to allied country (used when neither own
or allied capital can supply this pro&ince# if the said pro&ince
is used as supply base 1< 01<
5 Min. re3uired relations between allied countries re3uired for A%
to secede claimed by the player pro&inces to him. 1@ 01@
5 Max. serial line depth for production of 2arrison and Militia
units FF 01
5 Min. total %* threshold re3uired to enable serial production of
na&al and air units. ? 0?
)ew modifiers in misc.txt (8ai9 section#:
5 "o not start producing any new units when more then 'U%P
percentage of the currently a&ailable MA is re3uired for
reinforcements of existing units and the country is at war.
Oalues: . (R# to 1. (1R - effecti&ely disables this
parameter# .@ 01.
5 "o not start producing any new units when less then 'U%P MA is
a&ailable in the pool 1. 0@.
5 Min. days after last pro&ince controller change re3uired for the
A% to secede a pro&ince to allied country (used when neither own
or allied capital can supply this pro&ince# B 0B
5 Min. days after last pro&ince controller change re3uired for the
A% to secede a pro&ince to allied country (used when neither own
or allied capital can supply this pro&ince# if the said pro&ince
is used as supply base 1< 01<
5 Min. re3uired relations between allied countries re3uired for A%
to secede claimed by the player pro&inces to him. 1@ 01@
5 Max. serial line depth for production of 2arrison and Militia
units FF 01
5 Min. total %* threshold re3uired to enable serial production of
na&al and air units. ? 0?
)ew modifier in misc.txt (8ai9 section#:
5 Max. redeployment days for A% controlled units cheat. or less
- disable cheat, else - max. days that A% units will redeploy to
any &alid redeployment location.
Map
)ew section in misc.txt ! 8map9:
5 'otal pro&inces. 'here is a hard-coded limit to 1.
ad;acent.tbl must be updated after any change here (;ust
rename6delete it and restart the game# <BD 0<BD
5 "istance calculation model. - use the old, map based
calculation (slower and incorrect#$ 1 - use real world distances
from airdist.tbl (based on distances.cs&# and na&aldist<.tbl files
1 0
5 Map >idth. Phould be multiple of =<V )E' HPE" NE'V <FF@< 0<FF@<
5 Map Ueight. Phould be multiple of =<V )E' HPE" NE'V 11@< 011@<
Map pro&inces limit change. Max pro&inces are set to 1, but
currently used pro&inces are set in misc.txt. Except for increased
memory usage (up to 1M:#, there is no performance drop.
Pelectable game maps:
5 load all map related files including pro&ince.cs&,
pro&ince7names.cs& from a user defined folder (mapGMap7I#
5 load all pro&ince and city pictures from a user defined folder
(mapGMap7IGgfx#
5 set used map in misc.txt ( ! use default map, 1 ! load map from
mapGMap71 and so on#
)ew modifier in misc.txt (8map9 section#:
5 Map: - use default map, else load a new map from (mapGmap7I(
folder where I + 'U%P.
Other changes to misc.txt
'wo new sections in misc.txt: intelligence and diplomacy.
)ew section in misc.txt for modding tools (mod#
5 A% spy (LogPpyA%.cs&# and diplomatic (Log"iploA%.cs&# mission
loggers: + disabled (default#, 1 + enabled
5 *ountry logger (Log*ountry.cs&#: + disabled (default#, W +
enabled, days between logs, -1 + log only playerKs country
)ew modifiers in misc.txt (mod section#:
5 Hse new auto-sa&e file format:
AutoPa&e7*ountry7Near7Month7"ay.eug. 1 - Enabled, ! "isabled. 1
0
5 Load new A% settings on A% file switching to all clients in MA
games. 1 - Enabled, ! "isabled. 0
5 - Pwitched A% files logger (PwitchA%.txt#: - "isabled, 1 !
Enabled. 1 0
)ew modifiers in misc.txt (8mod9 section#:
5 %n-game losses logging (statistics#. - "isabled, 1 ! Enabled:
1 0
)ew parameter in misc.txt (8mod9 section#:
5 Allow uni3ue pictures to all land pro&inces. 1 - Enabled, -
"isabled (only urban pro&inces may ha&e uni3ue pictures# 1 0
Eptional (misc.txt# - Mixed a bug pre&enting an action in e&ent to
show if all commands in it are in&alid. 'his sometimes pre&ented
the entire e&ent from firing.
)ew policy modifiers in policy7effects.cs&:
5 ME"%M%E474ELA'%E)PU%AP7"E> ! Additi&e. 4elationship needed to
"o> ! new, enabled from misc.txt
)ew misc.txt parameters (8ai9 section#:
5 Hse new A% release rules ! all countries can release puppets
e&en when at war. 1 ! Nes, ! )o
Max acti&e tech teams made moddable from misc.txt (up to @#.
)ew modifiers in misc.txt (8research9 section#:
5 Hse new 'echnology page layout - allow for more techs and better
&iew. - use &anilla$ 1 - use new 1 0
5 Max acti&e tech teams at a time (cannot be more then @#. )ote:
)ew 'echnology page layout will be auto-set for &alues abo&e @V @
0@
5 Min acti&e tech teams at a time 10 1
5 4e3uired %* for each tech team abo&e the min < 0<
'ie re&olt ris1 to pro&ince MA. %ntroduced max base (unmodified#
re&olt ris1. Eptional, set in misc.txt
"ecisions concept:
5 new modifier in misc.txt (8mod9 section#: 0Enable decisions for
players. - "isabled, 1 ! Enabled
)ew setting in misc.txt (Mods section#: Hse new minister files
format and End years for ministers$ All minister files should ha&e
End Near column (after (Aool(#$ Aool should use absolute year
(1F=B instead of =B#: - "isabled, 1 ! Enabled 0
)ew modifiers in misc.txt (8mods9 section#:
5 4ebels army min. P'4 on creation: 1.-1. ! 1. 01.
5 4ebels army max. P'4 on creation: 1.-1.- 1. 01.
5 4ebels E42 regain (including when in combat# - .< 0.<
5 Extra bonus for rebelling for e&ery rebel controlled neighboring
pro&ince - @ 0
5 Extra bonus for rebelling for occupied enemy pro&inces - @ 0
5 Extra rebel bonus for mountain terrain - 0
5 Extra rebel bonus for hill terrain - 0
5 Extra rebel bonus for forest terrain - 0
5 Extra rebel bonus for ;ungle terrain - 0
5 Extra rebel bonus for swamp terrain - 0
5 Extra rebel bonus for deserts - 0
5 Extra rebel bonus for plains terrain - 0
5 Extra rebel bonus for urban pro&inces - 0
5 Extra rebel bonus for pro&inces with Air or )a&al bases - 0
5 4eturn rebellious pro&ince to the original owner after I months
if there are no rebel armies into the pro&ince anymore. - =
01 (ne&er#
Exported many starting &alues of country modifiers to misc.txt.
)ew section 8country9:
5 Land Mort Efficiency - 1. 01.
5 *oastal Mort Efficiency - 1. 01.
5 2round "efense Efficiency - .D 0.D
5 *on&oy "efense Efficiency - . 0.
5 MA boost - .F 0F
5 'ransport *apacity modifier - 1. 01.
5 'ransport *apacity (occupied# modifier - 1. 01.
5 Attrition modifier - 1. 01.
5 MA 'ric1le bac1 modifier - 1. 01.
5 Pupply distance modifier - 1. 01.
5 4epair modifier - 1. 01.
5 4esearch modifier - 1. 01.
5 4adar efficiency - 1. 01.
5 UZ Pupply efficiency bonus - .1 0.1
5 UZ *ombat e&ents bonus - 1. 01.
5 *ombat e&ent chances: .1 + 1R, 1. + 1R - .1 0.1
5 Mriendly army detection chance - ? 0?
5 Enemy army detection chance - D 0D
5 Mriendly intelligence chance - @ 0@
5 Enemy intelligence chance - @ 0@
5 Max amphibious army siTe - = 0=
5 Energy to Eil - . 0.
5 'otal production efficiency - 1. 01.
5 Pupply production efficiency - . 0.
5 AA power - .1 0.1
5 Air surprise chance - 1. 01.
5 Land surprise chance - 1. 01.
5 )a&al surprise chance - 1. 01.
5 Aeacetime %* mod - 1. 01.
5 >artime %* mod - 1. 01.
5 :uildings production mod (applied to all buildingsV# - 1. 01.
5 *on&oys production mod (applied to both con&oy transports and
escorts# - 1. 01.
5 Min ships positioning in battle (applied to all na&al unitsV# -
.1 0.1
5 Max ships positioning in battle (applied to all na&al unitsV# -
.< 0.<
5 Aeacetime modifier on stoc1piles for industry resources - 1.
01.
5 >artime modifier on stoc1piles for industry resources - 1. 01.
5 Aeacetime modifier on stoc1piles for oil and supplies - 1. 01.
5 >artime modifier on stoc1piles for oil and supplies - 1. 01.
Added new settings in misc.txt (8mods9 section#:
5 Load sprites from Moddir only. Petting this to 1 pre&ents
reading of sprite files from the main game folder. 0
5 Load unit icons from Moddir only. Petting this to 1 pre&ents
reading of unit icon files from the main game folder. 0
5 Load unit pictures from Moddir only. Petting this to 1 pre&ents
reading of unit picture files from the main game folder (except
for the generic ones - ill7NNN7II7.bmp#. 0
5 Load A% files from Moddir only. Petting this to 1 pre&ents
reading of A% files from the main game folder. 0
)ew modifiers in misc.txt (8mod9 section#:
5 Hse old (pre "U 1.<# sa&e-game format for di&isions. )E'
4E*EMME)"E" as newly introduced parameters wonKt be sa&edVVV 1 !
Hse old format, ! Hse "U new format (less used space, higher
precision of sa&ed &alues#
Changes to diplo&costs$t%t
*hanged diplomatic costs to positi&e numbers.
Changes to spy&costs$t%t
*hanged 8diplomacy9 section name in spy7costs.txt to
8intelligence9. A bug on error reporting on parsing has been
fixed.
spy7costs.txt format has been optimiTed. Most of the new spy
system modifiers were mo&ed to misc.txt.
Changes to policy&effects$csv
All policy modifiers are moddable from policy7effects.cs&. (Hse
8policy7effects.cs&9 file in game chec1sum calculation.#
Added new policy modifier 7ME"%M%E474EPEA4*U7PAEE"7.
Added new policy modifier 7ME"%M%E47%)'EL7*EP'7.
Added new policy modifier 7ME"%M%E47%)'EL7MA%)'E)A)*E7.
7ME"%M%E47HA24A"E7'%ME7A)"7*EP'7 modifier was split in two:
7ME"%M%E47HA24A"E7'%ME7 and 7ME"%M%E47HA24A"E7*EP'7.
7ME"%M%E47A4E"H*'%E)7'%ME7 A)"7*EP'7 modifier was split in two:
7ME"%M%E47A4E"H*'%E)7'%ME7 and 7ME"%M%E47A4E"H*'%E)7*EP'7.
Enabled 7ME"%M%E474EPEH4*E7A4E"7 modifier.
Aolicy modifier on stoc1piles limit ME"%M%E47P'E*[A%LEP ! set is
policy7effects.cs&
)ew policy modifiers in policy7effects.cs&:
5 ME"%M%E47HPE7:ELL%2E4E)*E7ME47"E> - Additi&e. Hse belligerence
in 8is "o> allowed9 calculation ! replacing old hard-coded
threshold (democracy W+@ -W use belligerence based on
%nter&entionism#. Hse :elligerence when sum of all sliders for is
abo&e 1.
5 ME"%M%E47:ELL%2E4E)*E7"E> ! Additi&e. :elligerence needed to
"o>. Hsed only when ME"%M%E47HPE7:ELL%2E4E)*E7ME47"E> is greater
then 1
5 ME"%M%E474ELA'%E)PU%AP7"E> ! Additi&e. 4elationship needed to
"o> ! new, enabled from misc.txt
5 ME"%M%E47*EH)'E4%)'ELL%2E)*E - Additi&e. Hsed as bonus to
current counter-intelligence. 'he recommended max &alue from all
sliders is 1@V
5 ME"%M%E47%)'ELL%2E)*E - Additi&e. Added to spy le&els in
distance calculations. Uigher it is ! distance will ha&e less
impact on mission chances. 'he recommended current &alues from all
sliders are from -@ to J?V
B=. )ew policy modifiers in policy7effects.cs&:
5 ME"%M%E474ELA'%E)PU%AP7"E> - Ptarting &alue: -<
Added new policy modifiers in policy7effects.cs&:
5 *A)7ALLN7>U%LE7A'7AEA*E
5 *A)7A""7*LA%MP7'E7)EH'4ALP
5 *A)7"EMA)"7*LA%MP
5 *A)7:4EA[7)AA
5 *A)72HA4A)'EE
Added restrictions to demand and set new claims:
5 new claims can be set to neutral countries only if policy allows
that (new policy modifier in policy7effects.cs&#
Added another option to policy7effects.cs& for each policy slider:
MA)HAL7E47:N7%)MLHE)*E7MEOEP (-1 ! disable ;ust manual slider
mo&es, - no slider mo&es are possible except by e&ents, 1 -
manual slider mo&es are allowed too, < - mo&es by %nfluence are
allowed too #
Addition to MA)HAL7E47:N7%)MLHE)*E7MEOEP: released6created
countries will ha&e all loc1ed sliders set to (eeded for correct
mobiliTation slider initialiTation#.
Exported dissent hit on country release to policy7effects.cs&
(ME"%M%E47"%PPE)'7E)74ELEAPE#
Changes to #riggers
'rigger: access + , country + 'A2 - # chec- i" the country in
.uestion has access to T%/
'rigger: alliance + , country + 'A2 - # chec- i" the country in
.uestion is allied to T%/
'rigger: area + , area + name .country + 'A26-16-<6-=/ .data +
16</ .&alue + I/ - # chec- i" all #rovinces in the area are
controlled )data , 1 or no data* or o0ned )data , $* by the
current country )country , -1 or no country*! enemy countries
)country , -$* or allied1"riendly countries )country , -3**2
o#tional value , 3 )0 to 100! de"ault is 100* 4 #ercentage o"
#rovinces )cannot be less then 1 #rovince*
'rigger: building + , pro&ince + %" type + building7type &alue + I
.when + now/ - # chec- i" in the s#eci"ied #rovince that
building5ty#e is at least at level 32 0hen , no0 "or current size!
else - ma6 size
'rigger: capital + , pro&ince + a .data + tag/ - # chec- i" that
#rovince is the ca#ital o" T%/ )or country in .uestion i" not
s#eci"ied*
'rigger: claims + , pro&ince + a .data + tag / - # chec- i" that
#rovince is claimed by T%/ )or country in .uestion i" not
s#eci"ied*
'rigger: control + , pro&ince + a .data + tag/ - # chec-s i"
#rovince is controlled by country 6' &" data , -1 or no data then
it7s "or country receiving event2 -$ is Enemy2 -3 is allied )0ar
or di#lomatic alliance* or event receiver
'rigger: con&oypool + I # changed to chec- "or total convoy
trans#orts instead 8ust "or unassigned
'rigger: core + , pro&ince + a .data + tag / - # chec- i" that
#rovince is core "or T%/ )or country in .uestion i" not s#eci"ied*
'rigger: embargo + , country + .tag1/ country + .tag</ .&alue +
616</- # chec-s i" tag1 has trade )value , 1*! tech )value , $*
or any )value , 0 or no value* embargo to tag$' &" no tag $ chec-
"or current country against tag1
'rigger: escortpool + I # changed to chec- "or total escorts
instead 8ust "or unassigned
'rigger: guarantee + , country + 'A2 - # chec- i" the country in
.uestion has /o& by T%/
'rigger: ic + I 6 ic + , .country + 'A2/ &alue + I .when + now/ -
# chec- i" T%/ )or country in .uestion i" not s#eci"ied* has 3 or
more Total &9 ):0hen , no0; * or <ase &92 ic , 3 chec-s i" current
country has at least 3 total &9
'rigger: intelligence + I 6 intelligence + , .country + 'A2/ &alue
+ I .data + 16<6=/ - # True i" intel level is at least 3 in the
current country )intelligence , 3! or no T%/* or country in
.uestion )T%/*2 data: 1 )de"ault* intell level! $ 4 "oreign
intelligence! 3 4 counter es#ionage
'rigger: intel7diff + , country + 'A21 .country + 'A2</ &alue + I
.data + 16<6=/ - # True i" T%/1 intel e""iciency in T%/$ 4 T%/$
intel e""iciency in T%/1 is at least 3 )data , 1 or no data*! T%/1
intel level 4 T%/ $ intel level is at least 3 )data , $*! or T%/1
intell e""iciency in T%/ $ is at least 3' &" no T%/$ chec- "or
current country in T%/1' value could be negative'
'rigger: ispuppet + .yes6no6'A2/ # im#roved trigger! use is#u##et
, yes to chec- i" the country in .uestion is #u##et to another
country'
'rigger: lost7%* + , &alue + I - # 3= or more o" national &9 o"
the country in .uestion is in enemy hands
'rigger: lost7national + , &alue + I - # 3= or more o" national
#rovs o" the country in .uestion are in enemy hands
'rigger: lost7OA + , &alue + I - # 3= or more o" 5o0ned5 >?s o"
the country in .uestion are in enemy hands
'rigger: military7control + , country + 'A21 .country + 'A2</ - #
True i" T%/1 has military control over T%/$! or country in
.uestion has military control over T%/1 )0hen no T%/$*
'rigger: non7aggression + , country + 'A2 - # chec- i" the country
in .uestion has N% #act 0ith T%/
'rigger: nuclear7reactor + I 6 nuclear7reactor + , .country + 'A2/
&alue + I .when + now/ - # chec- i" T%/ )or country in .uestion i"
not s#eci"ied* has nuclear reactor at 3 or more current size
):0hen , no0; * or ma6 size2 nuclear5reactor , 3 chec-s i" current
country has at least nuclear reactor 0ith 3 current size
'rigger: nu1ed + I 6 nu1ed + , country + 'A21 .country + 'A2</
data + I .where + N/ -
5 nu1ed + -1 # True i" against that country have been used more
the 1 nu-es
5 nu1ed + 1 # True i" that country has used at least one nu-e
against any country
5 nu1ed + , country + M4A country + 2E4 data + 1 where + = - #
True i" @rance)@A%* has used at least 1 nu-e to /ermany )/EA* in
<erlin )& #300*
5 nu1ed + , country + M4A data + -1 - # True i" against
@rance)@A%* has been used at least 1 nu-e by any country
5 nu1ed + , country + 2E4 data + -< where + = - # True is
against /ermany have been used at least $ nu-es )by any country*
at <erlin
'rigger: owned + , pro&ince + a .data + tag/ - # chec-s i"
#rovince is o0ned by country 6' &" data , -1 or no data then it7s
"or country receiving event2 -$ is Enemy2 -3 is allied )0ar or
di#lomatic alliance* or event receiver
'rigger: participant + , .county + 'A2/ &alue + 16<6=6? - # chec-
i" T%/ )or country in .uestion i" not s#eci"ied* is #art o" %llies
)1*! %6is )$*! 9omintern )3* or any alliance )B*
'rigger: policy + , .country + 'A2/ type + .policy/ &alue + I - 0
true i" the #olicy o" T%/ )or country in .uestion i" not
s#eci"ied* is e.ual or greater then 3' >alue is 1 to 10
'rigger: puppet + , country + 'A2 - # chec- i" the country in
.uestion has country T%/ as #u##et
'rigger: region + , region + name .country + 'A26-16-<6-=/ .data +
16</ .&alue + I/ - # chec- i" all #rovinces in the region are
controlled )data , 1 or no data* or o0ned )data , $* by the
current country )country , -1 or no country*! enemy countries
)country , -$* or allied1"riendly *2 o#tional value , 3 )0 to 100!
de"ault is 100* 4 #ercentage o" #rovinces)cannot be less then 1
#rovince*:
'rigger: roc1et7test + I 6 roc1et7test + , .country + 'A2/ &alue +
I .when + now/ - # chec- i" T%/ )or country in .uestion i" not
s#eci"ied* has roc-et test sites at 3 or more current size ):0hen
, no0; * or ma6 size2 roc-et5test , 3 chec-s i" current country
has at least roc-et test site 0ith 3 current size
'rigger: tech7team + %" 6 tech7team + , id + I .country + 'A2/ - #
chec-s i" team 0ith id 3 is active )current year is in bet0een
team7s start1end year* in the current country )no country entry*!
in a s#eci"ied country )T%/* or in any country )country , -1! or
8ust team , &*
'rigger: trade + , country + 'A2 - # chec- i" the country in
.uestion has a trade deal 0ith T%/
'rigger: war + , country + 'A2 - # chec- i" the country in
.uestion is at 0ar 0ith T%/
'rigger: .di& type/ + , .country + 'A2/ &alue + I .when + now/ - #
chec- i" T%/ )or country in .uestion i" not s#eci"ied* has 3 or
more o" that ty#e o" division' 0hen , no0 counts only already
built divisions'
Extend garrison trigger to support .country + 'A266-16-<6-=/ ( !
all countries, current country (country + -1 or no country#, enemy
countries (country + -<# or allied6friendly countries (country +
-=#$ optional area &alues: + (no# 6 1 + area 6 < + region 6= +
(yes# owner area #:
5 garrison + , .country + 'A26-16-<6-=/ pro&ince + .pro&ince/ type
+ .air6land6na&al/ siTe + .number of di&isions/ area + .616<6=/ -
)ew trade system triggers:
5 stoc1pile + oil6energy6metal 6rare7materials6supplies6money #
Aeturns true i" Ctoc-#ile is set "or the given resource'
5 import + oil6energy6metal 6rare7materials6supplies6money #
Aeturns true i" &m#ort is enabled "or the given resource'
5 export + oil6energy6metal 6rare7materials6supplies6money #
Aeturns true i" E6#ort is enabled "or the given resource'
5 resource7shortage + oil6energy 6 metal 6 rare7materials 6
supplies 6 money6all # Aeturns true i" there is resource shortage
"or that resource or "or any resource 0hen used 0ith DallE' NOTE:
This trigger is not very reliable because it is set correctly on
the second game day on every game session'
Additions to e&ent trigger: e&ent + , id + EOE)'7%" days + I - #
9hec- i" event 0ith E>ENT5& has "ired at least 3 days ago
Added (optional# triggers to indi&idual commands or e&ent actions.
E6am#le 1: action , F
trigger , F
NOT , F 0ar , F country , /EA country , %(C G G
G
'''
E6am#le $: action , F
command , F trigger , F ai , no G ty#e , dissent
value , 10 G
'''
G
Changes to Commands
Mixed units stats added by e&ents (example 8command + , type +
soft7attac1 which + infantry &alue + 1 -9 # ! those were not
applied to newly built units.
Added 8when + III9 entry to build7di&ision e&ent command to allow
serial builds (default &alue is 1#
Mixed a *'" bug with undocumented change country 'A2 command
(command + , type + country which + 'A2 -# ! tech-teams currently
researching were not remo&ed from research pool. En clic1 game *'"
Mixed a bug in change 'A2 command - only minimum pro&inces were
added to nationalpro&inces list. Add pro&inces from extra list too
and also claims to claimedpro&inces list.
Addition to inherit command ! added &alue + 16(default# argument.
>hen set country will recei&e all units and production 3ueue too.
- type + inherit which + .tag/ .&alue + 16 (default#/
)ew commands and country specific modifiers on max stoc1piles:
5 command + , type + stoc1pile which + (industry 6 supplies (used
for oil too# 6 all# when + ( war 6 peace 6 all # &alue + II -
)ew e&ent commands to toggle auto-trade options.
5 command + , type + auto7trade which + (oil6energy6metal
6rare7materials6supplies6money# when + (import6export6stoc1pile#
&alue + 16 -
)otes:
a. Enabling Ptoc1pile will disable Export and enable %mport
b. Enabling Export will disable Ptoc1pile
c. "isabling %mport will disable Ptoc1pile
5 command + , type + auto7trade7reset - - reset auto-trade options
to defaults ( Ptoc1pile disabled, %mport and Export enabled for
all resources#
)ew e&ent command ! add6remo&e tech6trade embargoes:
5 command + , type + embargo which + 'A2 where + 'A2 .&alue + -<6-
16616<6=/ - # 0hich 4 en"orcer2 0here 4 sub8ect2 value: -$ 4
clear tech embargo2 -1 4 clear trade embargo2 0 or no value 4
clear all embargoes2 1 4 en"orce trade embargo2 $ 4 en"orce tech
embargo2 3 4 en"orce both trade and tech embargoes2 &" 0hich ,
0here then value , 0 )clear all embargoes the country has*! -1
)clears all trade embargoes the country has*! -$ )clears all tech
embargoes the country has*
)ew e&ent command ! trade:
5 command + , type + trade which + 'A2 where + 'A2 .energy + x/
.metal + x/ .rare7materials + x/ .oil + x/ .supplies + x/ .money +
x/ .when + "ays duration 6 default is 1 years/ .&alue + 16 !
default, can be bro1en, 1 + not/ -
)ew e&ent command ! change flag6shield6counter name and s1in:
5 command + , type + flag7ext where + 'A2 .which + 8string9/ - 0
where ! change flag of 'A2$ 0hich - add that string to
"lag1shield1counter name and s-in "older2 use em#ty string )DE* or
no 0hich to clear'
)ew e&ent command ! change country name:
5 command + , type + name where + 'A2 .which + 8string9/ - # 0here
4 change name o" T%/2 0hich - ne0 country name2 use em#ty string
)DE* or no 0hich to reset name to de"ault'
Ne0 event command 4 military5control:
H command , F ty#e , military5control 0hich , T%/ 0here , T%/
value , 110 G # 0hich 4 controlling country2 0here 4 controlled
country2 value 4 1)assume I9*! 0 )relin.uish I9*
)ew e&ent command ! secederegion:
5 command + , type + secederegion which + 'A2 &alue +
4E2%E)7)AME -
)ew e&ent command ! secedearea:
5 command + , type + secedearea which + 'A2 &alue + A4EA7)AME -
)ew e&ent command: type + addclaim which + .pro& id/ 0 Add
pro&ince to country claims
)ew e&ent command: type + remo&eclaim which + .pro& id/ 0 4emo&e
pro&ince from country claims
%mpro&ed manpowerpool command ! added optional .when + 16.//
switch. >hen set 1 add the MA as percentage (&alue + x.x# of the
MA in all controlled national pro&inces.
*orrected e&ent command: type + carrier7le&el &alue + III.I
#country-inde#endent bonus to every carrier into a naval combat
)<onus , )Our9arrierJevel - Their9arrierJevel* 1 10*' C#eci"ied
value re#laces currently used )it is not additive command*' <y
de"ault this value "or all countries is 0'0 )and so the bonus is
0=*'
Extended alliance command (added Axis, Allies, *omintern
alliances#: type + alliance which + .tag/ .where + 16<6=/ # This
country enters in an alliance 0ith country , :tag;! :-1; "or
random country! 0here , 1 4 %6is1 $ 4 %llies 1 3 4 9omintern
Added a new command to change leader of a ma;or alliance: command
+ , type + alliance7leader .which + 'A2/ where + (default# 6 1
< 6 = - #sets T%/ )or country in .uestion i" no 0hich is
s#eci"ied* as the ne0 leader o" %6is )0here , 1*! %llies )0here ,
$*! 9omintern )0here , 3* or o" its current alliance )0here , 0*2
Added a new command to change ma;or alliances name, strings,
pictures: command + , type + alliance7name which + 8IIIII9 where +
16<6= - 0sets %6is )0here , 1*! %llies )0here , $* or 9omintern
)0here , 3* name to de"ined as %JJ&%N9E533333 in a 9C> "ile!
victory string - /%IE5EN5333335>&9TOAK! total victory string -
/%IE5EN5333335TOT%J! alliance #icture used on game .uit1scenario
end - g"6Linter"aceL333335ledg'bm# and bac-ground #icture used on
alliance victory - g"6Linter"aceL"rontendLendgame533333'bm#
Added new command to increase leader s1ill: command + , type +
add7leader7s1ill which + .leader id6-1/ &alue + .I/ -
Added new e&ent command to change unitQs current P'4 (MA ta1en
from 6 returned to the pool#. Applies to unit in redeployment or
sent as expeditionary forces too:
5 command + , type + strength which + all6land6air6na&al6unit type
when + 61 where + 61 .org + x.xx/ &alue + J6- x.xx -
5 which: specifies unit type(s#
5 when: ! set P'4 &alue (if &alue + . then the this unit will
be instantly deleted#, 1 ! add to P'4 &alue (final P'4 cannot be
less then .1 or 1R and more then max unit P'4, usually 1. or
1R#
5 where: ! ta1e6return MA from6to the pool. %f there is not
enough MA then the command is s1ipped. 1 ! %gnore MA pool (MA not
ta1en6added to it#.
5 &alue: . (R# to 1. (1R#. *an be negati&e if when + 1
5 org: Aercentage of the current E42 that should remain if when +
(. ! set E42 to R, 1. ! 1eep current E42 unchanged. "efault
is 1.. )E'E: 'his &alue is modified by the actual P'4 change for
each di&ision#. Pet E42 to percentage of max. Erg if when + 1
*hanged independence command to not transfer leaders attached to
units to new countries anymore. 'hose units are permanently
transferred now.
Extended secedepro&ince, secedearea and secederegion commands:
5 type + secedepro&ince.6secedearea6secederegion/ which + .tag6-
16-</ &alue + .pro& id/ .when + (default#616</
5 which + 'A26-16-< ! secede pro&ince to 'A2 or to the country
that currently controls it (-1# or currently owns it (-<#
5 when + (default# ! use the old secede logic (has some flaws$
1ept for compatibility#, 1 ! use new secede logic (only controlled
pro&inces change control, only owned pro&inces change ownership# ,
< ! set owner and controller to 'A2 no matter who currently owns
or controls the pro&ince.
)ew command for delayed triggering of e&ents: type + e&ent which +
.e&ent id/ where + 'A26-1(current country# when + .delay/(in days#
H Trigger :event id; "or country T%/ or "or the current country
:delay; days later'
H &" there is no delay set or it is 0 )0hen , 0*! then the event
is instantly e6ecuted'
H Jimitations:
Mueued events should use the same "ormat as events that are
called directly "orm another event )no date and o""set! no trigger
etc'*
&" the country does not e6ists or ceases to e6ist be"ore the
e6ecution o" the event! then this event might not trigger at all
Cave-game "ormat )in globaldata F N G*: .ueued5events , F event ,
F tag , T%/ id , E>ENT5& hour , Aemaining hours until
triggering G N G
expanded build7di&ision command with = new optional parameters:
5 cost + x.xx # Cets starting cost' Note that this cost 0ill be
changed automatically "or #layers to match correct cost and "or
the %& i" it is higher then the correct cost! &" set to negative
)-0'$*! then the cost 0ill be "i6ed "or #layers too )set to 0'$*
and "or %& countries this unit 0ill be inserted on to# o" the
build .ueue instead o" being a##ended at the bottom'
5 name + 8unit name9 # Cets unit name' Note that is cannot be more
then $OP characters in size!
5 where + III # Cets days till com#letion o" the "irst item' Note
that it cannot be bigger then de"ault com#letion time!
Expanded ground7def7eff e&ent command with .when + 616</
parameter: 0 4 set /E to value )no change in old command
behavior*! 1 4 %dd value to current /E! $ 4 reset /E to the
de"ault value )see misc't6t*' @i6ed tool-ti# to sho0 correct
#ercentages'
%mplemented wa1eminister command: ty#e , 0a-eminister 0hich ,
Iinister5&1-1 # 0hich , -1 4 0a-es a random dormant minister
Decisions
"ecisions concept:
5 new modifier in misc.txt (8mod9 section#: 0Enable decisions for
players. - "isabled, 1 ! Enabled
:asics
1. "ecisions will be ;ust slightly modified e&ents.
<. 'hey will differ from regular e&ent only by the presence of a
new section - decision
=. "ecisions will be treated as regular e&ents by the A%.
?. Alayers will ha&e the power to choose when a decision could
be applied.
@. "ecisions will be hidden until all triggers in decision + , -
section is true.
B. "ecision will be a&ailable for selection when all triggers in
trigger + , - section in the e&ent are true.
C. Ence selected the decisions will fire as regular e&ent &ia
standard e&ent window with all the usual information and actions
on it.
D. "ecisions will be logged in e&ent history as regular e&ents.
F. "ecisions list will be populated on game start and updated
daily.
1. "ecisions can be enabled6disabled &ia a new setting in
misc.txt ((mod( section#.
11. )ew entry in the e&ent : decision7desc + (....(, optional
decision specific text (used on tool-tips instead of e&ent
description#.
1<. )ew entry in the e&ent : decision7picture +
(picture7name.bmp(. Eptional (there will be a generic picture
loaded by default - gfxGe&ent7picsGdecisions7empty.bmp#, placed
on the decision plate
1=. )ew entry in the e&ent : decision7trigger + , -. %t is
optional and will be used instead of trigger + , -. >hen it is
true the decisions will be acti&e for selection. >hen not
present trigger + ,- section will be used for that.
H%
1. A&ailable decisions will be listed in a new list similar to
units6pro&inces list.
<. "ecisions list can be selected &ia a new button (next to
Aro&inces6Army... buttons#.
=. %nacti&e decisions will be grayed out.
?. Acti&e decisions can be selected and applied.
@. 'ool tips:
a# "ecision )ame + e&ent title
b# "ecision description + e&ent text
c# 'riggers - already &alid triggers will ha&e a green (J( or
(5( as prefix, while inacti&e will ha&e a red one.
d# Action name J effects.
e# "ecision only text - specified in the e&ent as
decision7text + (....(. Eptional, will be used in place of
decision description text on the tool-tip.
B. 'here will be notification when new decision is added to the
list.
C. 'he button should change state to inacti&e when there are no
&isible decisions.
D. 'he button should not be &isible when "ecisions are disabled
from misc.txt.
F. Add decision mini-picture - optional, specified in the e&ent
(decision7gfx + (picture7name.bmp(#
1. Added cancel button to decisionKs e&ent panel.
Limitations
1. "ecisions should not use random elements in any triggers so
tool-tips to be correct. E"%' )o problem to use random trigger
in A% only actions or commands
<. Areferable decisions should ha&e only one action. E"%' )o
problem to ha&e many actions
=. 'riggers for action(s# should be a&oided. E"%' )o problem to
ha&e triggers
?. 'riggers for commands should be a&oided. E"%' )o problem to
ha&e triggers
@. Mor better formatting on tool-tips )E' + , trigger1 ...
triggerI - should be used for indi&idual triggers only )E' +
, trigger1 - ... )E' + , triggerI - )E>
)otes
1. Limitations - these are not stoned yet and most probably they
could be ignored when this is needed, but as a rule should be
a&oided and when used should be extensi&ely tested to ensure
correct in-game results.

Other Changes
*hanged absolute game years from 1F=@61FB@ to 16=
Uide triggered A%7EOE)' e&ents on tool-tips (decisions, e&ents#.
Hnlimited5 e&ent actions (5 - limited by screen siTe only#: action
+ , S -
Added new option to e&ents and decision used to define countries
which this e&ent6decision is a&ailable for. )o country , T%/
should be specified for such e&ents6decisions. Mormat: tag ,
F T%/1 T%/$ T%/3 N T%/3 G. 'he e&ent6decision will be a&ailable
only for the specified countries. 'his will greatly impro&e game
speed when a lot of generic e&ents are used for ;ust few countries
(set in e&entQs triggers#.
)ew e&ent settings:
5 sa&e7date + yes 6 no (default#$ &" set saves date 0hen this
event has "ired and that date can be used as a trigger by other
events )delay event < to "ire at least 3 days a"ter event %*'
NOTE!!! >alid event &s range is 0 to $!1BQ!BR3!PBQ!!!
5 one7action + yes 6 no (default#$ &" set sho0 8ust one )random*
action to the #layer' The action is chosen based on %& chances )i"
#resent*! else it is random using the same rules as "or the %&
)set in misc't6t*'
)ew e&ent settings:
5 all + yes 6 no (default#$ &" set to yes 0hen such event is
triggered by another event! it 0ill be e6ecuted "or all countries
in the T%/ , F N G list or "or all countries in the 0orld i" no
T%/ )and no country* is s#eci"ied'
Added D new e&ent display siTes: paper7?7@CB.bmp,
paper7?7B<?.bmp, paper7?7BC<.bmp, paper7?7C=B.bmp,
paper7?7D.bmp, paper7?7DB?.bmp, paper7?7F<D.bmp,
paper7?7FF<.bmp
)ew e&ent display format:
5 style + 1 - allow bigger pictures to be used
5 smaller action buttons
Added new e&ent style (style + < in e&ents#:
5 Ueader picture ? x ?D pixels. 2eneric (news7header.bmp# or
country specific (news7header7'A2.bmp#
5 "isplay current game date and capital name
5 E&ent picture
5 E&ent title
5 E&ent text
5 E&ent Effects ! if only one action with less then @ effects
5 E&ent Action buttons
)ew country %* modifier - wartime7ic7mod. >or1s li1e
peacetime7ic7mod, but when at war.
Enabled unlimited unit models (was fixed to 1#. 'o use ;ust add a
new model + ,S.- entry in the respecti&e txt file in 8units9
folder. As a bonus this change will decrease loading time and
memory usage for unit types that use less then 1 models.
Added new (optional# parameter for units: max allowed brigades.
'his o&errides default hard-coded &alues. Add to di&ision files in
8GdbGunitsGdi&isions9. Mormat: max7allowed7brigades + I. *urrently
it is allowed to ha&e up to @ brigades for na&al units and up to 1
brigade for land and air units.
Made upgrade to model and type moddable for e&ery brigade6unit:
5 Hpgrade type and model can be specified in brigade6di&ision
files. Mor example to upgrade LArm-< to A4M-< add armor + < into
the model + , - entry for L-Arm-< in light7armor.txt:
0 < - %mpro&ed Light 'an1
model + ,
armor + < 0 Hpgrade to A4M-<
...
-
5 'his is optional and can be s1ipped. :y default e&ery
unit6brigade is upgradeable to the next model of the same type
with < exceptions:
1. LArm-< by default upgrades to A4M-<
<. All ships by default do not upgrade
5 %t is possible to specify upgrade to a model of the same type
too. Mor example %)'-? can be set to upgrade to %)'-C directly and
s1ip the two roc1et interceptor models in interceptor.txt:
model + , 0 Ad&anced %nterceptor ! ?
interceptor + C 0 Hpgrade to :asic 'urbo;et %nterceptor !
C directly
...
-
5 %t is also possible to forbid a specific model to be upgraded at
all. 'o do that set its upgrade model to -<. Mor example %)'-B
could be set as non-upgradeable e&ent if there is %)'-C model:
model + , 0 %mpro&ed 4oc1et %nterceptor - B
interceptor + -< 0 Morbid upgrading of that model
...
-
model + , 0 :asic 'urbo;et %nterceptor ! C
...
-
Added new optional di&ision6brigades models parameter:
upgrade7time7boost + yes6no. >hen it is set to yes (default &alue#
upgrade time for models < or more le&els obsolete will be reduced
(as in &anilla#. >hen set to )E there will be no upgrade time
reduction for older models. Hseful with the options added abo&e to
pre&ent too cheap upgrades of really obsolete models.
*hanged default &alues of upgrade7time7factor and
upgrade7cost7factor from . to 1..
Added < new unit model modifiers: reinforce7cost and
reinforce7time
Added new optional unit model modifier - out7of7fuel7speed. Pet
speed to 'U%P &alue when the fuel consuming unit is out of fuel.
"efault &alue is set in misc.txt
Added new optional di&ision6brigades models parameter: on7upgrade
+ yes6no(default#. >hen set to 8yes9 current modelQs
upgrade7time7factor and upgrade7cost7factor modifiers will be used
on upgrade to the next model instead of the default next model
ones.
%mplemented upgrade to another unit type functionality:
5 "efine on top of unit files (not in model + , - sectionV#:
upgrade + , type + unit7type7name upgrade7time7factor + x.xx
upgrade7cost7factor + x.xx -
5 "rop-down list with all possible upgrade paths J 8"o not
upgrade9 entry on "i&ision &iew
5 Hpgrade path change is disabled for military controlled or
expeditionary forces
5 En change of upgrade path current upgrade progress is set to RV
5 Hpgrade to type, to model, time and cost modifiers are sa&ed
to6reloaded from sa&ed games
)ew parameters for items in the build 3ueue that can be used in
scenario files:
5 unitcost + yes(default#6no # (sed "or #layers only' Shen set to
DyesE #reset unit cost 0ill not be recalculated'
5 new7model + yes(default#6no #(sed "or %& countries only' Shen
set to DyesE the build unit 0ill be al0ays 0ith the latest
available model'
:rigades attached to units created by e&ents will use the latest
a&ailable brigade model instead of being model .
Added support for up to @ attachments for air and land units too.
Added 1 new research types: a&ionics, munitions,
&ehicle7engineering, carrier7design, submarine7design,
fighter7design, bomber7design, mountain7training,
airborne7training, marine7training.
Added < more 4esearch 'ype (components#:
5 Maneu&er 'actics, :litT1rieg 'actics, Ptatic "efense 'actics and
Medicine
5 rt7user7x (x + 1..1B#
acti&ate7unit7type and deacti&ate7unit7type effects are now
re&ersible on doctrine abandon.
Added new optional parameter for technology applications: picture
+ (file7name( (max name length is B? characters, no file
extensionV#. %f not specified the old picture naming will be used
(picture name + 'echApplication%".bmp#
Mixed a bug with not wor1ing 8'ech-'eam 'a1e E&er9 option on
annexation set by \inheritQ e&ent command or by "emand 'erritory
diplomatic action. Mixed *'" on annex-Wstart research with ta1en
team-Wrelease-W3uit scenario when 8'ech-'eam 'a1e E&er9 option is
enabled.
Light Armor brigade set to use new short name string
()AME7L%2U'7A4ME47:4%# instead of sharing name with light armor
unit ()AME7L%2U'7A4ME4#
Added possibility to define new minister personalities with uni3ue
effects, including personalities that could be assigned to all
go&ernment positions.
All minister modifiers are mo&ed to a moddable file
(dbGministersGminister7personalities.txt$ used also in game
chec1sum calculation#. Moddable effects:
5 Leader s1ill
5 4esearch time ! per tech or for all
5 4esearch cost ! per tech or for all
5 4esource production bonuses ! oil, energy, metal, rare
materials, money
5 Aroduction bonuses ! foreign %*, national %*, reinforce,
upgrade, consumer goods, supplies
5 Hnits ! build time, build cost, attac1 bonus, defense bonus,
morale (org. regain#, organiTation
5 :rigades - build time, build cost, attac1 bonus, defense bonus,
morale (org. regain#, organiTation
5 Land unit speed
5 :elligerence ! re3uired for "o>, wartime and peacetime
5 'ransport capacity modifier
5 Aro&incial buildings (%*, coastal and land forts, fla1,
infrastructure, air and na&al bases, radar stations, nuclear
reactors and roc1et test sites# time and cost
5 "etection ! na&al, land and con&oy
5 "issent
5 Manpower growth ! total and non-national
5 Pupply consumption
5 Ppying networ1s bonus ! intelligence (home# and
counterintelligence (foreign#. Limited up to @R eachV
5 %ntelligence reports accuracy ! land6air units, na&y6con&oys and
production6research. Oalues from -1 to 1
5 "iplomatic action chances ! trade (used also for trade
agreements#, alliance (offer, ;oin and bring#, non-aggression
pact, demand territory, as1 for military access, sue for peace
(insist on demands, white and beg for peace#, assume military
control and influence
5 "iplomatic action chances extra modifiers ! wea1 target ('otal
%* is less then ]#, same alignment, opposite alignment,
democracies, dictatorships, close go&ernment type (difference J6-
<#
5 "iplomatic action cost for each action. 'he final &alue can be
no less then .
5 "iplomatic action cost extra modifiers ! wea1 target ('otal %*
is less then ]#, same alignment, opposite alignment, democracies,
dictatorships, close go&ernment type (difference J6- <#, national
(actions against us: cost modifier + 1 J PenderQs modifier J
'argetQs modifier#.
5 *on&oy transports and escorts build time and cost (using
transport ships and destroyers modifiers#
5 %ntelligence mission cost for each mission ! < modifiers: for
sender and for target (Minal cost modifier for a mission + 1 J
PenderQs cost modifier J 'argetQs defense cost modifier#. 'he
final &alue can be no less then .
5 %ntelligence funding and maintenance cost modifiers
5 %ntelligence mission chances for each mission ! < modifiers: for
sender and for target (Pummary chance for a mission + PenderQs
modifier J 'argetQs defense modifier#
Minister modifier on stoc1piles:
5 stoc1pile - modifiers on stoc1piles limit
5 which + industry 6 supplies (used for oil too# 6 all (default#
5 when + war 6 peace 6 all (default#
5 &alue + x.xxxx
Added optional End "ate column to minister files:
5 new setting in misc.txt (Mods section#: Hse new minister files
format and End years for ministers$ All minister files should ha&e
End Near column (after (Aool(#$ Aool should use absolute year
(1F=B instead of =B#: - "isabled, 1 ! Enabled 0
5 ministers wonQt be loaded if End year is less or e3ual to the
current game year or Ptart year is greater then scenario End year.
)o need to set such ministers as dormant anymore
5 Aool column (start year# in minister files should ha&e absolute
year li1e 1F=B instead of ;ust =B$ 'his allows any &alid year to
be used
5 End Near column should be present in all minister files when
this option is enabled. %t is right after 8Aool9 column and should
ha&e absolute year li1e 1F=B instead of ;ust =B.
"ifficulty modifier on stoc1piles limit P'E*[A%LEP ! set in
difficulty.cs&
Modified, new text *PO files (config folder#:
5 mods.cs& - for use by modders
5 expansion7core.cs& (renamed expansion.cs&# ! used for strings
re3uired by "ar1est UourQs core
5 expansion7extra.cs& ! used for new techs, minister traits
descriptions and e&ents
Added Mamous Zuotes to loading screen (configGfamous73uotes.cs&#
%ncreased predefined map colors from <B to =< (Hser*olor1 to
Hser*olorB in 8mapGcolosrcalses.cs&9#
Added UZ icon to units in units list (icon7unit7UZ7acti&e.bmp and
icon7unit7UZ7inacti&e.bmp#
Added uni3ue colors on units list for more unit types:
%. Land:
1. plate7unit7land7gar.bmp - the unit has at least one 2A4
di&ision
<.1 plate7unit7land7mobile7hard.bmp - the unit contains only A4M,
LArm, ME*U (JUZ# di&isions
<.< plate7unit7land7mobile7soft.bmp - the unit contains only ME',
*AO (JUZ# di&isions
<.= plate7unit7land7mobile7mixed.bmp - the unit contains only
mobile di&isions
=. plate7unit7land7mixed.bmp - the unit contains mix of mobile
and foot di&isions
?.1. plate7unit7land7mtn.bmp - the unit contains only M')
di&isions (JUZs#
?.<. plate7unit7land7mar.bmp - the unit contains only MA4
di&isions (JUZs#
?.=. plate7unit7land7para.bmp - the unit contains only AA4A
di&isions (JUZs#
?.?. plate7unit7land7commando.bmp - the unit contains only
commando di&isions (JUZs#
@. plate7unit7land7commando7mixed.bmp - the unit contains
commando di&isions mixed with other foot di&isions (%)M, M%L#
(JUZ#
B. plate7unit7land7foot.bmp - the unit contains only regular foot
units (M%L, %)M# (JUZ#
%%. Air:
1. plate7unit7air7ftr.bmp - the wing contains only M'4s
<. plate7unit7air7int.bmp - the wing contains only %)'s and M'4s
=. plate7unit7air7tac.bmp - the wing contains only 'A*
bombers
?. plate7unit7air7na&.bmp - the wing contains only )AO
bombers
@. plate7unit7air7str.bmp - the wing contains only P'4
bombers
B. plate7unit7air7cas.bmp - the wing contains only *AP
bombers
C. plate7unit7air7tra.bmp - the wing contains only '4A planes
D. plate7unit7air7roc1et.bmp - the wing contains only roc1ets
and fl. bombs
F. plate7unit7air7mixed.bmp - all mixes
%%%. )a&al:
1.1.plate7unit7sea7ctf.bmp - fleet contains at least on *O
1.<. plate7unit7sea7ctf7tp.bmp - the fleet has at least one
*O and at least one 'A
<.1. plate7unit7sea7sag.bmp - fleet contains at least on ::,
:*, *A or *OL
<.<.plate7unit7sea7sag7tp.bmp - the fleet has at least one
capital and at least one 'A
=. plate7unit7sea7tra.bmp - fleet contains only 'As
?. plate7unit7sea7sub.bmp - fleet contains only submarines
@. plate7unit7sea7screen.bmp - fleet contains only screens
B. plate7unit7sea7mixed.bmp - for mixed screens6'A6submarines
Added ? buttons to show6hide leaders in A&ailable leaders list by
ran1 (btn7medium.bmp#.
4eplaced buttons on production screen chec1-boxes with smaller one
(btn7small.bmp#.
4eplaced buttons on policy auto-slider chec1-boxes with smaller
one (btn7small.bmp#.
4eplaced buttons for Auto-promote and Auto-assign leaders with
smaller one (btn7small.bmp#.
Added uni3ue icons on unit plates:
%. Land:
1.1. icon7unit7UZ7acti&e.bmp ! only UZ in the unit
1.<. icon7unit7UZ7inacti&e.bmp ! only UZ in the unit (no or
low ran1 leader#
<.1. icon7unit7land7tan1.bmp ! only A4M, LArm (and UZs#
<.<. icon7unit7land7combined7fast.bmp ! only A4M, LArm, Mech,
Mot, *a& (and UZs#
<.=. icon7unit7land7combined.bmp - A4M, LArm, Mech (and UZs#
mixed with other di&isions types
=. icon7unit7land7par.bmp ! at least one AA4A
?. icon7unit7land7mar.bmp ! at least one MA4
@. icon7unit7land7mtn.bmp ! at least one M')
B. icon7unit7land7mot.bmp ! at least one ME'
C. icon7unit7land7ca&.bmp ! at least one *AO
D. icon7unit7land7inf.bmp ! at least one %)M
F. icon7unit7land7gar.bmp ! at least one 2A4
1. icon7unit7land7mil.bmp ! at least one M%L
(11. icon7unit7none.bmp ! no di&isions (yet##
%%. Air:
1. icon7unit7air7ftr.bmp ! M'4 only
<. icon7unit7air7int.bmp ! %)' or M'4 J %)' only
=. icon7unit7air7tac.bmp ! 'A* only
?. icon7unit7air7na&.bmp ! )AO only
@. icon7unit7air7str.bmp ! P'4 only
B. icon7unit7air7cas.bmp ! *AP only
C. 1. icon7unit7air7tra7l.bmp ! '4A only, at least one loaded
with land units
C. <. icon7unit7air7tra7e.bmp ! '4A only, all empty
D.1. icon7unit7air7flying7roc1et.bmp ! at least one Mlying
roc1et
D.<. icon7unit7air7flying7bomb.bmp ! Mlying bombs or Mlying
bombs JMlying roc1et
Mor mixed bombers with other aircraft type the is choosing in
this order: P'4, )AO, 'A*, *AP, M'4, %)'
%%%. )a&al:
1. icon7unit7sea7c&.bmp ! fleet has at least one *O
<.1. icon7unit7sea7bb.bmp ! fleet has at least one ::
<.<. icon7unit7sea7bc.bmp ! fleet has at least one :*
<.=. icon7unit7sea7ca.bmp ! fleet has at least one *A
<.?. icon7unit7sea7c&l.bmp ! fleet has at least one *OL
=.1. icon7unit7sea7tra7l.bmp ! 'As only, at least one is
loaded with troops
=.<. icon7unit7sea7tra7e.bmp ! 'As only, all empty
?. icon7unit7sea7sub.bmp ! PP6PP) only
@.1. icon7unit7sea7screen.bmp ! at least one ""6*L in fleets
with screens or screens J 'A J PP6PP)
(@.<. icon7unit7sea7sub.bmp ! PP6PP) J 'As#
%O. Ppecial:
1. icon7unit7none.bmp ! transparent icon used on empty units
Added engineer icon on unit plates when at least one di&ision of
the unit has an engineer brigade (icon7unit7engineer.bmp and
icon7unit7no7engineer.bmp#
Added extra 'ransport icon on unit plate for fleets that ha&e 'As
(icon7unit7sea7tra7l.bmp and icon7unit7sea7tra7e.bmp#
Added extra 'ransport plane icon on unit plate for mixed air
fleets that ha&e 'ransport planes (icon7unit7air7tra7e.bmp and
icon7unit7air7tra7l.bmp#
Added extra Escort icon for air wings ha&ing at least one EP*
brigade attached (icon7unit7air7escort.bmp#
Added extra %)'6M'4 icon for air wings of mixed bombers and
%)'6M'4 (icon7unit7air7int.bmp and icon7unit7air7ftr.bmp#
Added extra M'4 icon for mixed %)'6M'4 only air wings
(icon7unit7air7ftr.bmp#
KEMK and KM*K text on foreign units#:
5 *hanged to icons (icon7unit7EM.bmp, icon7unit7M*.bmp,
icon7unit7own.bmp#
5 Allowed country flags to be used instead icons
(gfxGmapGflagsGicon7'A2.bmp#
5 >hen Mlags are used two more icons are a&ailable (as a second
layer# to allow easy recognition between EM6M* forces
(icon7unit7EM7shade.bmp, icon7unit7M*7shade.bmp#
Added new pro&ince category and list: claimedpro&inces + , A4EO7%"
S-
Added second frame to gfxGinterfaceGmap7circle.bmp which to be
used for claimed pro&inces in "iplomacy map mode.
Added restrictions to demand and set new claims:
5 new claims can be set to war enemies or allies6puppets6masters
5 new claims can be set to neutral countries only if policy allows
that (new policy modifier in policy7effects.cs&#
5 claims cannot be demanded from guaranteed at the same time
countries
'wea1ed secede pro&inces to allies A% rules:
5 "o not secede owned, but not controlled at the moment pro&inces
(except for rebel controlled#
5 "elay seceding if the pro&ince is not connected to allied
capital (directly or through allied pro&inces# ! see next < rules
5 "o not secede pro&ince if it has changed controller in the last
B days (can be change in misc.txt#
5 "o not secede pro&ince if it is currently used as a supply depot
unless it was occupied at least 1< days ago (can be changed in
misc.txt#
5 Pecede pro&inces chec1s fre3uencies reduced 1 times to
compensate for hea&ier conditions chec1s
Mixed issues with secederegion, secedearea and secedepro&ince
commands:
5 changed secedearea and secederegion commands to beha&e as
secedepro&ince command by default (see below#
5 secedepro&ince issues (default beha&ior#:
1. Ene pro&ince is owned by country *, but is controlled by
country :. 'here is an e&ent for country A that has a command
seceding this pro&ince to country :. %n result country : will
become the owner of that pro&ince.
<. Ene pro&ince is owned by country *, but is controlled by
country A. 'here is an e&ent for country A that has a command
seceding this pro&ince to country :. %n result country : will
become the owner and controller of that pro&ince.
=. Ene pro&ince is owned by country A, but is controlled by
rebels. 'here is an e&ent for country A that has a command
seceding this pro&ince to country :. %n result country : will
become the owner and controller of that pro&ince.
Extended secedepro&ince, secedearea and secederegion commands:
5 type + secedepro&ince.6secedearea6secederegion/ which + .tag6-
16-</ &alue + .pro& id/ .when + (default#616</
5 which + 'A26-16-< ! secede pro&ince to 'A2 or to the country
that currently controls it (-1# or currently owns it (-<#
5 when + (default# ! use the old secede logic (has some flaws$
1ept for compatibility#, 1 ! use new secede logic (only controlled
pro&inces change control, only owned pro&inces change ownership# ,
< ! set owner and controller to 'A2 no matter who currently owns
or controls the pro&ince
Added new A% parameter ! liberate7nation + , -. %t is similar to
liberate + , -, but determines which countries the A% is going to
relie&e from puppet status (gi&e them independence#. Liberate
chances are: 1@R in peace, 1R in war, @R for colonial countries.
)ew parameters for country creation (re&ol.txt#:
5 claims + , A4EO7%" S- 4 #o#ulates claimed#rovinces list
5 min + I - allo0s release i" at least 3 #rovinces o" minimum list
are controlled by releaser country' <y de"ault )no min5#rov entry
or min5#rov , -1* it is e.ual to #rovinces in minimum list'
5 min7extra + I - allo0s release i" at least 3 #rovinces o" e6tra
list are controlled by releaser country' <y de"ault )no min5 e6tra
entry* it is 0'
5 &alue + I.I (. ! 1.<@# 4 used by the old release model )0hen
no min or min5e6tra are de"ined*' Shen DscoreE is above that value
the country 0ill be available "or release' <y de"ault )no value*
it is 0'O1'
Added to country re&olt record (re&olt.txt# a list of countries
that can liberate that country (no other countries can liberate
it#: country , F T%/1 T%/$ N T%/6 G
Added to country re&olt record (re&olt.txt# a list of countries
that cannot liberate that country (other countries not in the list
can liberate it#: no , F T%/1 T%/$ N T%/6 G
Added to country re&olt record (re&olt.txt# a list of countries
that pre&ent this country creation if any of those exist at the
moment (so if one of the countries in the )E' list exists in the
entry for a country, that country cannot be liberates ! e.g. Nou
canKt liberate O%* if M4A exists#. not , F T%/1 T%/$ N T%/6 G
Added to country re&olt record (re&olt.txt# new optional list of
countries: cou# , F T%/1 T%/$ N T%/6 G #On cou# country that have
such list de"ined can change its T%/ to countries "rom that list
only )the T%/ o" country that can be created %N has the closest
intrinsic5gov5ty#e to the country that initiated the cou# 0ill be
used "or the s0itch*'
Allowed (optional# uni3ue pro&ince capital6city icons.
2fxGmapGcity7A4EO%".bmp (city7@@.bmp for Aaris and so on#. *ode
optimiTation.
Added optional fonts support for each language. Monts are expected
to be found in GgfxGfontsGI folder where I is the language set in
settings.cfg ( ! E)2 S @- Aolish#. %f not found in numbered
folder fonts are read from fonts default location (GgfxGfontsG#.
Added options to ma;or alliances (Axis, Allies, *omintern#:
5 new optional alliance parameter: name + 8IIIII9. %t is used to
set alliance name defined as ALL%A)*E7IIIII in a *PO file, &ictory
string - 2AME7E)"7IIIII7O%*'E4N, total &ictory string -
2AME7E)"7IIIII7'E'AL, alliance picture used on game 3uit6scenario
end - gfxGinterfaceGIIIII7ledg.bmp and bac1ground picture used on
alliance &ictory - gfxGinterfaceGfrontendGendgame7IIIII.bmp
5 s1ip inexistent ma;or alliances on scenario end statistics
screen.
Mixed many A% bugs with production of pro&incial AA:
5 AA7batteries + atwar and not7atwar are correctly read from A%
files now (only no6yes were read before#
5 AA7pro&s was not used at all. Mixed so AA will be built only on
pro&inces in that list
5 max7AA7le&el was not used at all. %t is ta1en into account now.
'wea1ed A% %* builds rules:
5 replaced min < MA re3uirement with chec1 for ;ust a&ailable MA
to start the build
5 added extra penalty for building %* in non-national pro&inces
(e&en if those are into the %* list of the A%#
'wea1ed )u1e A% targeting:
5 nu1estri1etolerance now is used as starting &alue in )u1e
e&aluation - higher it is, more often the A% will use nu1es. %t is
recommended to be set a bit under . to order A% to nu1e bigger
enemy core pro&inces. 2ood &alues: -@ to -<
5 chec1 if )u1ePtri1e"esirability is less or e3ual to and do not
use nu1es if so.
5 Ptarting &alue set to -1
5 )ational pro&inces get targeting bonus e3ual to: (MA J %*6<#5.@
51
5 Aro&inces with )uclear reactors get target bonus e3ual to:
4eactor PiTe 5 <.
5 Hnits in pro&ince target bonus + 'otal Hnits 5 .@
5 Enly if result target bonus is W :
0 multiply it by s3rt(total %* of the targeted country#
0 if pro&ince owner is allied, multiply by .< ! reduced
chance to bomb allied pro&inces
5 %f result target bonus is less or e3ual to s1ip pro&ince
5 Multiple target bonus by )u1ePtri1e"esirability and return the
final &alue. 2ood &alue for )u1ePtri1e"esirability seems to be
about @.. %f set to . or less A% will not use nu1es.
)ew in&asion A% parameter: pro&ince7priorities + yes6no(default#.
>hen set to \yesQ only pro&inces from target + , S - list with
priority higher then will be in&aded.
Added 1 new areas and ? new regions in European 4ussia:
5 Areas: :elgorod, [ola, AetroTa&ods1, MoTyr, Aolta&a, )alchi1,
2roTnyi, Engels, Erenburg, Oor1uta
5 4egions: Eastern 4ussia, >estern 4ussia, Pouthern 4ussia,
)orthern 4ussia
4emo&ed Mog of >ar for Masters o&er AuppetsQ pro&inces e&en when
the puppet is not allied to the master.
4emo&ed hard-coded Min6Max positioning for PP) (was set to be
e3ual to PP# and *OL (was set to be e3ual to *O#. )E'E: Modders
should chec1 and update doctrinesVVVV
Mixed a bug with lost air units on ci&il war outbrea1 (destroyed
all air fleets located on re&olted pro&inces#. Air units will
switch side on air base capture by re&olted6regular %" countries.
Allow pro&ince name change (the one used on tool-tips6e&ents, not
on the mapV# from pro&ince records in scenario files. 'he name can
be stored in a cs& file and can be set in the inc files of a
scenario. Example: ?AO>5?ETAO/A%2?etrograd22222222223 is stored
in dar1est7hour.cs&. %n 1F1?Gbases.inc the following line sets the
name of the pro&ince: )#rovince , F id , OO3 name ,
T?AO>5?ETAO/A%T G # Jeningrad to ?etrograd*
Pet default scenario descripotion text to be in this format
'A27NNNN7"EP* instead of 'A27NN7"EP* (where NN was one of =B, =F,
?1, ??, ?@#$ the old format is still &alid, but the new one has
higher priority now.
Allowed Aause button shortcut to be defined in buttons.txt.
Added < new button definitions that can be used as shortcuts in
buttons.txt : pause (AP*%% x1=# and space (AP*%% x<#.
NOTE: There are #roblems i" s#acebar is used as shortcut "or
button )im#ossible to use em#ty s#ace in rename units1divisions
"or e6am#le*'
'otal rewor1 of di&ision modifiersQ internal representation and
sa&e-game format. "i&ision record in sa&e-game reduced to about
?R$ effecti&e sa&e-game siTe down by ^@R
Pa&e float numbers as integers whene&er this is possible (reduce
sa&e-game siTe by another =-@R#.
Enabled some "ebug logs in 4elease EIE too:
5 4eport for wrong command syntax (Missing + in statement.#
5 4eport for in&alid e&ent picture ! only when extra debug logs
are enabled in settings.cfg
5 PeaTones.txt - only when extra debug logs are set to < in
settings.cfg
5 4eport on missing tech year or tech picture - only when extra
debug logs are enabled in settings.cfg
5 4eport on incorrect format of text strings (missing or extra R#
- only when extra debug logs are enabled in settings.cfg
Added more A% debug logs when extra logs are enabled (chec1 all
5.ai files in ai and aiGswitch folders for the current mod and log
all errors on game start when extra logs are set to < in
settings.cfg#. *hec1ed on file load:
5 *hec1 for in&alid tech %"s in endgoal, preference and ignore
sub-sections of technology section in A% files
5 *hec1 for duplicated tech %"s in the same section in endgoal,
preference and ignore sub-sections of technology section in A%
files
5 *hec1 for duplicated or in&alid pro&ince %"s in in&asion
KtargetK section
5 *hec1 if all pro&inces in in&asion KtargetK section ha&e beaches
5 *hec1 for in&alid pro&ince %"s in in&asion Kstaging7pro&inceK
section
5 *hec1 if all pro&inces in in&asion Kstaging7pro&inceK section
are land pro&inces
5 *hec1 for duplicated or in&alid pro&ince %"s in admiral KtargetK
section
5 *hec1 if all pro&inces in admiral KtargetK section are na&al
5 *hec1 if all area names in admiral KignoreK section are &alid
5 *hec1 for in&alid pro&ince %"s in admiral KcoreK section
5 *hec1 if all pro&inces in admiral KcoreK section are na&al
5 *hec1 for in&alid pro&ince %"s in admiral KbaseK section
5 *hec1 if all pro&inces in admiral KbaseK section ha&e ports
5 *hec1 if a country 'A2 is used more then once in a section
5 *hec1 if in&alid country 'A2 is used in a section
5 *hec1 if a country 'A2 is used more then once in trade pref.
Kfa&oredK section
5 *hec1 for in&alid country 'A2s in trade pref. Kfa&oredK section
5 *hec1 if a country 'A2 is used more then once in tech share
pref. Kfa&oredK section
5 *hec1 for in&alid country 'A2s in tech share pref. Kfa&oredK
section
5 *hec1 if a tech %" is used more then once in tech share pref.
KprioritiTedK section
5 *hec1 for in&alid tech %"s in tech share pref. KprioritiTedK
section
5 *hec1 for in&alid country 'A2s in tech share pref. KembargoK
section
5 *hec1 for in&alid tech %"s in tech share pref. KnotK section
5 *hec1 for duplicated country 'A2s in Kmax7front7ratiosK section
5 *hec1 for in&alid country 'A2s in Kmax7front7ratiosK section
5 *hec1 for duplicated country 'A2s in Kexp7force7ratiosK section
5 *hec1 for in&alid country 'A2s in Kexp7force7ratiosK section
5 *hec1 for in&alid country 'A2s in KcombatK section
5 *hec1 for in&alid country 'A2s in KresistanceK section
5 *hec1 for in&alid country 'A2s in KprotectK section
5 *hec1 for in&alid country 'A2s in KbefriendK section
5 *hec1 for in&alid country 'A2s in KliberateK section
5 *hec1 for in&alid country 'A2s in Kliberate7nationK section
5 *hec1 for in&alid country 'A2s in Kno7exp7forces7toK section
5 *hec1 for duplicated or in&alid pro&ince %"s in KtargetK section
5 *hec1 if all pro&inces in KtargetK section are land pro&inces
5 *hec1 if a country 'A2 is used more then once in garrison
Kcountry7prioritiesK section
5 *hec1 for in&alid country 'A2s in garrison Kcountry7prioritiesK
section
5 *hec1 for duplicated or in&alid pro&ince %"s in garrison
Kpro&ince7prioritiesK section
5 *hec1 if all pro&inces in garrison Kpro&ince7prioritiesK section
are land pro&inces
5 *hec1 for duplicated or in&alid pro&ince %"s in garrison
KignoreK section
5 *hec1 if all pro&inces in garrison KignoreK section are land
pro&inces
5 *hec1 for duplicated or in&alid pro&ince %"s in garrison
Karea7multiplierK section
5 *hec1 if all pro&inces in garrison Karea7multiplierK section are
land pro&inces
5 *hec1 for duplicated country 'A2s in front Kenemy7handicapK
section
5 *hec1 for in&alid country 'A2s in front Kenemy7handicapK section
5 *hec1 for duplicated country 'A2s in front Kpassi&ityK section
5 *hec1 for in&alid country 'A2s in front Kpassi&ityK section
5 *hec1 for duplicated or in&alid pro&ince %"s in front
Kpro&ince7prioritiesK section
5 *hec1 if all pro&inces in front Kpro&ince7prioritiesK section
are land pro&inces
5 *hec1 for in&alid pro&ince %"s in construction KAA7pro&sK
section
5 *hec1 if all pro&inces in construction KAA7pro&sK section are
land pro&inces
5 *hec1 for in&alid pro&ince %"s in construction
Kcoastal7fort7pro&sK section
5 *hec1 if all pro&inces in construction Kcoastal7fort7pro&sK
section are land pro&inces with coasts and with beaches
5 *hec1 for in&alid pro&ince %"s in construction Kradar7pro&sK
section
5 *hec1 if all pro&inces in construction Kradar7pro&sK section are
land pro&inces
5 *hec1 for in&alid pro&ince %"s in construction Kair7base7pro&sK
section
5 *hec1 if all pro&inces in construction Kair7base7pro&sK section
are land pro&inces
5 *hec1 for in&alid pro&ince %"s in construction
Kna&al7base7pro&sK section
5 *hec1 if all pro&inces in construction Kna&al7base7pro&sK
section are land pro&inces with ports
5 *hec1 for in&alid pro&ince %" for construction
Knuclear7reactor7pro&K
5 *hec1 if pro&ince %" for construction Knuclear7reactor7pro&K is
land pro&ince
5 *hec1 for in&alid pro&ince %" for construction
Kroc1et7test7pro&K
5 *hec1 if pro&ince %" for construction Kroc1et7test7pro&K is land
pro&ince
5 *hec1 for in&alid pro&ince %"s in construction Kfort 7pro&sK
section
5 *hec1 if all pro&inces in construction Kfort7pro&sK section are
land pro&inces with ports
5 *hec1 for in&alid country 'A2s in construction Kfort7bordersK
section
5 *hec1 for in&alid pro&ince %"s in construction K%*7pro&sK
section
5 *hec1 if all pro&inces in construction K%*7pro&sK section are
land pro&inces
5 Log error if there is un1nown string in military section
5 Log error if there is un1nown string in upgrade section
5 *hec1 for in&alid country 'A2s in spyprefs KspyprefsdataK
section
Added new map logs (sa&edebug.txt, on scenario start# when extra
logs are set to < in settings.cfg:
5 List of all coastal pro&inces: %", )ame, %sland or not, Area,
4egion, *ontinent, *ontroller, Ewner
5 List of all beach pro&inces: %", )ame, %sland or not, Area,
4egion, *ontinent, *ontroller, Ewner
5 List of all pro&inces with ports: %", )ame, )a&al :ase PiTe,
%sland or not, Area, 4egion, *ontinent, *ontroller, Ewner
5 List of all pro&inces with air bases: %", )ame, Air :ase PiTe,
%sland or not, Area, 4egion, *ontinent, *ontroller, Ewner
Map
DH specifics for map editing
-'e general editing $or D+ is identical to all ot'er (uropa8engine games6 !ut we did some c'anges to t'e
$older structure in regard to map $iles t'at make it easier $or 9normal9 mods to use new maps6 and also cuts
down on t'e si"e o$ t'e game.
#ll in all a great improvement $or everyone e/cept $or t'ose working on t'e map6 !ut w'en you can 'andle
t'e mapmaker you can 'andle t'is too. #ll map related $iles are now in t'e map $older6 or in t'e su!$olders
t'ere.
I$ you want to use t'e o!=ect editor to edit a new map in a su!$older6 you need to move t'e d! $iles to t'eir
vanilla location6 province.csv to d!6 province4names.csv to t'e con$ig$older6 and t'e map$iles out o$ t'e
su!$older directly to t'e 0map $older.
$a%e a bac%up before you do that or mods using the vanilla map &ill no longer &or%''
-'e o!=ect editor doesn7t work wit' t'e topograp'ic map $or D+6 it simply can7t 'andled a patc'work o$
di$$erent maps wit'out t'rowing errors around. #s a workaround you 'ave to use a Voom level % $ull map
and use it $or t'e work wit' t'e o!=ect editor. ?emem!er to save all your $iles $rom Voom %.
Lou can $ind t'e additional layers o$ t'e D+ ;ull map in t'e ap odding t'read in our modding $orums<
'ttp<00$orum.parado/pla"a.com0$orum0$or ... i$ications

Lou s'ould alread 'ave copied t'e map$iles $rom t'e 0map0map4% $older to t'e 0map $older6 now copy t'e
t'ree layers in t'e arc'ive into t'e 0map $older as well. I$ you 'ave setup your maptools rig't Apointing at
t'e Darkest +our root $olderB. I$ you 'ave done everyt'ing rig't6 you can now use t'e o!=ect editor6 and t'e
mape/tractor again.
(emember to copy the changed province.csv bac% to the map)map*x subfolder once you are finished''
(emember to copy your bac%up of the )map folder bac% once you are finished''
DH specifics for distance.csv
-'is is somet'ing new $or D+6 it means a lot o$ e/tra work $or you6 !ut it7s wort' it in t'e long run. #t t'e
end o$ t'e misc.t/t you will $ind t'e $ollowing line<
0 "istance calculation model. - use the old, map based
calculation (slower and incorrect#$ 1 - use real world distances
from airdist.tbl (based on distances.cs&# and na&aldist<.tbl files
0
I$ you leave it at & you won7t need a distance.csv $ile at all6 so t'is is !asically 'ow ot'er games work6 t'e
distance are calculated via pi/el distance. -'is means 'owever t'at you 'ave totally wrong distances in t'e
oceans and everyw'ere else w'ere provinces are scaled up $or !etter playa!ility. -'is gets more e/treme in
mods t'at use new scenario maps $or individual regions.
-'e new calculation model also 'andles distance calcualtions considera!ly $aster6 w'ic' means t'e game
run $aster in situations wit' lots o$ units moving around. id8war situation like w'en t'e allied !om!ing
campaings start will !ene$it $rom t'is.
J'en you turn it to % in t'e misc.t/t you will need a distance.csv $ile. It7s pretty straig't $orward<
<CB1$'otal Aro&inces$%"$E)2$4egion
Latitude$Longitude$$$
.$.$A4EO$(Embar1ed#$Embar1ed
B=.1@<?DB11$-<1.@<=D@B$A4EO1$4ey1;a&i1$%celand
B<.1CCD==$-B.CC1DCCCD$A4EO<$'orsha&n$%celand
B@.1C<$-1D.1<1<CCD$A4EO=$A1ureyri$%celand
@D.<1B$-B.=D@F=@B$A4EO?$Ptornoway$Pcotland
@D.FD=BF??$-<.F@B=1=DF$A4EO@$Pcapa Mlow$Pcotland
Simply get t'e necessary data out o$ goggle eart' or your pre$ered 1IS. .nce you are $inis'ed6 delete t'e
airdist.t!l and t'e navaldist).t!l $rom your map0map4/ $older. .nce you start t'e game6 t'e e/e will
generate a new airdist.t!l. -'is s'ould !e pretty Duick6 !ut mig't take a $ew minutes depending on your
'ardware. .nce you load a scenario6 t'e e/e will generate a new navaldist).t!l. -'is will take some time6
even on a $ast system around 5 minutes6 or considera!le longer on old systems.
+,(-.-/: the engine &ill also recompile the navaldist2.tbl &hen you change seaprovinces assigned to
landprovinces and harbors in the province.csv.
DH specifics for province number
-'ere are t'ree values t'at need to !e ID(N-IC#:.
aptools $older<
0settings.t/t
0'he max pro&ince number
MaxAro&ince)umber+IN_>
Example: MaxAro&ince)umber+<CB1
0mods0/0d!0misc.t/t
0 'otal pro&inces. 'here is a hard-coded limit to 1.
ad;acent.tbl must be updated after any change
IN_>
Example: <CB1
0map0map4/0distances.csv
IN_>$'otal Aro&inces$%"$E)2$4egion
Example: <CB1$'otal Aro&inces$%"$E)2$4egion
-'e distances.csv $ile will only work w'en its not longer t'en IN_>W* lines.
So w'en you 'ave a map wit' )76% provinces6 t'e distance.csv 'as to !e )764 lines long.
DH specifics for map debug ogs
In $ile settings.c$g you can activate de!ug logs speci$ically added $or map editing.
) U (/tra de!ug logs Asavede!ug.t/tB< & G disa!led6 % G ena!led6 ) G ena!led W e/tra map statistics
-'is will give you pretty muc' all t'e in$ormation you will need w'ile setting up your d! $iles properly<
warnings w'en map icons like ## and $orts are placed in t'e wrong provinces>
warnings w'en coastal provinces 'ave no or t'e wrong seaprovince de$ined>
warnings w'en somet'ing is wrong wit' t'e distance !etween two provinces>
warnings w'en t'e amount o$ connections $or a province seems wrong>
warnings w'en a province ID is not used on t'e map>
and many more use$ul reports Aeven on resources and climatesKB>
How to port a HOI2 Arma Mod to Dar!est Hour
5orting a +.I) #rmageddon od to Darkest +our is very simple6 !ecause DH +ore is full compatible
with Armageddon. -'ere are only a $ew t'ings t'at need to !e c'anged $or a mod to start properly
!ecause some !ug$i/es and new $eatures introduced !y D+ were not possi!le wit'out modi$ication t'at
a$$ect !asic $iles.
"he Dar!est Hour Mods #ac!
In t'e main $older o$ Darkest +our t'ere is a $older called ,odding documentation w'ic'6 among many
use$ul t'ings At'is 1uide includedKB6 contains anot'er $older called Darkest Hour ,ods $ack t'at can !e
used $or easy #rmageddon %.* to D+ mod conversion. It contains t'e $ollowing $iles<
GconfigG:uttons.txt
GconfigGmods.cs&
GdbGdifficulty.cs&
GdbGdiplo7costs.txt
GdbGleaders.txt
GdbGministers.txt
GdbGmisc.txt
GdbGspy7costs.txt
GdbGteams.txt
GgfxGinterfaceGill7pro&7o&erlay.bmp
GgfxGinterfaceGmap7circle.bmp
GgfxGinterfaceGplate7di&ision.bmp
GgfxGinterfaceGtc7icons.bmp
-'ese are t'e $iles t'at need to !e in t'e new D+ $ormat in order $or t'e game to work and are t'e only
$iles t'at modders s'ould worry a!out w'en porting t'eir mods to D+.
0config01uttons.txt 8 new !utton de$inition Xwe c'anged certain inter$ace elements $or new $eatures6
and o$ course t'ose need new !uttonsX
0config0mods.csv 8 t'e $ile w'ere all modders s'ould put mod speci$ic te/ts to ensure compati!ility
wit' $urt'er game patc'es. -'is $ile will never !e modi$ied !y any patc'.
0db0difficulty.csv 8 new di$$iculty settings Xsome o$ our new $eatures are in$luenced !y t'e di$$icult
settings and got t'eir own entry 'ereX
0db0diplo*costs.txt 8 only one c'ange 'ere $rom %.*< removed 989 sign $rom all costs
0db0spy*costs.txt 8 some c'anges $rom %.* as most spy system modi$iers are moved to misc.t/t now.
.nly cost and c'ances are le$t 'ere.
0db0misc.txt 8 tons o$ new modi$iers 'ere6 !ut all are set to #rmageddon %.* de$aults6 so you 'ave
only to edit t'ose values you c'anged $or your mod $or %.*
0db0teams.txt 8 list o$ all tec' team $iles t'at s'ould !e loaded !y t'e game. -'ese $iles could !e
eit'er in .DDI? or in main game $older. Cy de$ault it is populated wit' all %.* $ile names so you
=ust need to add your new $ile names and AoptionallyB remove t'ose you don7t see need to !e loaded
!y your mod
0db0leaders.txt 8 list o$ all leader $iles t'at s'ould !e loaded !y t'e game. -'ese $iles could !e eit'er
in .DDI? or in main game $older. Cy de$ault it is populated wit' all %.* $ile names so you =ust
need to add your new $ile names and AoptionallyB remove t'ose you don7t see need to !e loaded !y
your mod
0db0ministers.txt 8 list o$ all minister $iles t'at s'ould !e loaded !y t'e game. -'ese $iles could !e
eit'er in .DDI? or in main game $older. Cy de$ault it is populated wit' all %.* $ile names so you
=ust need to add your new $ile names and AoptionallyB remove t'ose you don7t see need to !e loaded
!y your mod
0gfx0interface0ill*prov*overlay.bmp 8 c'anged $ile.
0gfx0interface0map*circle.bmp 8 c'anged $ile.
0gfx0interface0plate*division.bmp 8 c'anged $ile.
0gfx0interface0tc*icons.bmp 8 c'anged $ile.
Notes<
%B -'is pack is supposed to !e erged wit' t'e mod.
)B .nly $iles t'at were actually c'anged !y t'e mod6 w'ic' are included in t'is pack s'ould actually
!e updated0replaced !y $iles $rom t'e pack. -'e rest Ae/cept * 8 see ne/tB can !e skipped as t'ey are
identical to D+ Core $iles already installed in t'e game7s main $olders.
*B -'e onl files that must be included into mod7s $older are Yd!Yministers.t/t6 Yd!Yleaders.t/t and
Yd!Yteams.t/t
$sua %.& Mods porting steps
%B Create a new $older $or your mod in ods $older>
)B (/tract all mod $iles into t'at $older preserving original game $olders tree>
*B 2sing a program like Jinerge compare mod7s $older wit' Darkest +our ods 5ack $older and
update $iles as reDuired<
Copy d!Yministers.t/t6 Yd!Yleaders.t/t and Yd!Yteams.t/t and add any mod speci$ic $ile names
t'ere>
Copy and update Ycon$igYCuttons.t/t6 Yd!Ydi$$iculty.csv6 Yd!Ydiplo4costs.t/t6 Yd!Ymisc.t/t6
Yd!Yspy4costs.t/t .N:L i$ t'ese are c'anged !y your mod $rom vanilla %.* values>
Copy Yg$/Yinter$aceYill4prov4overlay.!mp6 Yg$/Yinter$aceYmap4circle.!mp6
Yg$/Yinter$aceYplate4division.!mp and Yg$/Yinter$aceYtc4icons.!m B .N:L i$ t'ese are c'anged
!y your mod>
4B Create an empty 9save games9 $older in your mod7s scenarios $older>
5B Select your mod $rom D+ game :aunc'er>
6B 5lay>

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