Skip to content

Commit

Permalink
Merge pull request #8 from CaesarVincens/Alpha-0.8
Browse files Browse the repository at this point in the history
Alpha 0.8 Release
  • Loading branch information
CaesarVincens authored Jan 28, 2022
2 parents 3bf5d9e + c5858fd commit e1752a2
Show file tree
Hide file tree
Showing 1,975 changed files with 177,077 additions and 140,784 deletions.
2 changes: 2 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
@@ -0,0 +1,2 @@

1632_RoF/.vscode/settings.json
2 changes: 1 addition & 1 deletion 1632_RoF.mod
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
version="0.7.7"
version="0.8.0"
tags={
"Alternative History"
}
Expand Down
17 changes: 13 additions & 4 deletions 1632_RoF/Readme.txt
Original file line number Diff line number Diff line change
@@ -1,9 +1,10 @@
1632 - The Ring of Fire brings the world of Eric Flint's 1632 series to Hearts of Iron IV.

Play an alternate history set in the middle of the Thirty Years war where a town from the USA in the year 2000 has been transported to Germany in 1631. Play as the time-stranded Americans and find allies to survive the war raging around you, or play another country and see what advantage technology from the future can bring you in this turbulant time.
Play an alternate history set in the middle of the Thirty Years war where a town from the USA in the year 2000 has been transported to Germany in 1631. Play as the time-stranded Americans and find allies to survive the war raging around you, or play another country and see what advantage technology from the future can bring you in this turbulent time.

Lead Developer: CaesarVincens
Focus Tree Contributions: Principality of Lichenstein, King of Nords
Other Contributions: Hampter
Testers and Feedback: DPBR8, TheCapitan157, Dylan Hultman

Many thanks to Idhrendur and the rest of the converter project team. Their tools let me convert my earlier work for EU4 to HoI4 with minimal hassle.
Expand All @@ -13,9 +14,17 @@ Discord Link: https://discord.gg/VBqgExW

Currently in Alpha; expect to find bugs and oddities

Alpha 0.7.7 - Nov. 22, 2020
Updated for patch 1.10.2
Fixes for Paradox Mods version
Alpha 0.8.0 - Jan. 27, 2022
Updated to HoI4 1.11
Reworked Polish states to match historical regions
Polish focus tree with Sejm (Congress-esque) and Balance of Power mechanics
Reworked Russian civil war to use dynamic countries
Updates to Russian and English focus trees making use of La Resistence updated layout mechanics
Added Mercenary hiring decisions, likely unbalanced, toggleable by game rule
Updates to Ottoman focus tree, including a mechanic to integrate the starting vassals without Together for Victory
Added Game Rules for most countries with focus trees to select paths, not all paths scripted yet.
Added special projects for NUS, toggleable by game rule, created by Hampter
You get a GiE, you get a GiE, and you get a GiE!

Alpha 0.7.5 - Oct. 15, 2020
Updated to HoI4 1.10
Expand Down
7 changes: 6 additions & 1 deletion 1632_RoF/common/ai_areas/default.txt
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,6 @@ areas = {
11
191
192
12
13
}
}
Expand Down Expand Up @@ -53,16 +52,20 @@ areas = {
strategic_regions = {
19
20
161
}
}

iberian_region = {
strategic_regions = {
41
208
209
}
}
polish_region = {
strategic_regions = {
12
37
38
39
Expand All @@ -75,12 +78,14 @@ areas = {
strategic_regions = {
132
133
135
137
150
40
14
147
151
210
}
}

Expand Down
17 changes: 16 additions & 1 deletion 1632_RoF/common/ai_strategy/NUS.txt
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,9 @@
# area_priority

NUS_unit_production = {
allowed = {
original_tag = NUS
}
enable = {
original_tag = NUS
}
Expand Down Expand Up @@ -117,6 +120,9 @@ NUS_unit_production = {
}

NUS_pp_spend_amount = {
allowed = {
original_tag = NUS
}
enable = {
original_tag = NUS
}
Expand All @@ -135,6 +141,9 @@ NUS_pp_spend_amount = {
}

NUS_area_priority = {
allowed = {
original_tag = NUS
}
enable = {
original_tag = NUS
}
Expand Down Expand Up @@ -236,6 +245,9 @@ NUS_area_priority = {


NUS_template_design = {
allowed = {
original_tag = NUS
}
enable = {
original_tag = NUS
date < 1633.1.1
Expand Down Expand Up @@ -294,6 +306,9 @@ NUS_template_design = {
}

NUS_template_design = {
allowed = {
original_tag = NUS
}
enable = {
original_tag = NUS
date > 1635.1.1
Expand Down Expand Up @@ -359,7 +374,7 @@ USE_annex_germans = {
is_german_tag = yes
}
#abort_when_not_enabled = yes
target_array = german_tags
target_array = global.german_tags
ai_strategy = {
type = prepare_for_war
id = "NUS"
Expand Down
241 changes: 241 additions & 0 deletions 1632_RoF/common/ai_strategy/POL.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,241 @@
# Written by Henrik "Groogy" Hansson
# Modified by Daniel "Da9L" Sjöberg

# befriend
# conquer
# antagonize
# build_ship
# build_army
# unit_ratio
# build_building
# research_tech
# garrison
# protect
# influence
# contain
# area_priority
# Example of strategy for intelligence agency
#example_strategy = {
#
# enable = {
# original_tag = FRA
# }
#
# ai_strategy = {
# type = intelligence_agency_usable_factories
# # no need of id for this one
# value = 10
# }
#
# ai_strategy = {
# type = intelligence_agency_branch_desire_factor
# id = branch_defense
# value = -50 # -50% on the AI weight
# }
#}


# example unit buffer strategy. this strategy will make ai buffer/garrison some units in a target area which can be used in orders that is in target areas
#
# ai_strategy = {
# type = put_unit_buffers
#
# # ratio of total armeis in country to be buffered
# ratio = 0.4
#
# # you can specify an order id. ratio of same orders ids will be share same ratio
# order_id = 2
#
# # states to put garrison orders (if no state is friendly, strat is invalid)
# states = {
# 125
# 126
# 127
# 128
# 129
# 338
# 123
# 122
# }
#
# # ai areas that the orders will use these buffers in
# area = europe
# area = asia
#
# # by default if you have orders in target areas, the buffer will request less units.
# # you can override this to disable the feature
# subtract_invasions_from_need = yes
# subtract_fronts_from_need = yes
# }


#used for controlling invasion or regular fronts
#ai_strategy = {
# type = front_control
#
# #you can define a target in following ways. you can define more than one
#
# tag = GER # target against a specific country
# state = 42 # target on a state
# strategic_region = 65 # target on a strategic region
# area = europe # target on a specific ai area
# country_trigger = { always = no } # a trigger to check agaisnt a specific country. scope is enemy country from scope is our country
# state_trigger = { always = no } # a trigger to check agaisnt a state. scope is state. from scope is enemy country from.from scope is our country
#
# ratio = 0.0 # the strategy is enabled only if ratio of the front covered by this strat's targets greater than this ratio
#
# priority = 0 # default 0, higher prio strats will override lower
# ordertype = front # front or invasion. if set this strategy will only apply to that specific order type
# execution_type = careful # one of careful balanced rush rush_weak. if set will override the execution type of front (only for front orders)
# execute_order = yes # yes or no. if set will override execute or not decision of front
# manual_attack = yes # default yes. if no ai will not do manual pokes at enemy (only for front orders)
#}

#used for increasing/decreasing unit requests for invasions or fronts
#ai_strategy = {
# # use one of them
# type = front_unit_request
# type = invasion_unit_request
#
# #invasions will check invasion target, fronts will check provinces at front
#
# tag = GER # province of a specific country
# state = 42 # province on a state
# strategic_region = 65 # province on a strategic region
# area = europe # province on a specific ai area
# country_trigger = { always = no } # a trigger to check agaisnt a specific country. scope is enemy country from scope is our country
# state_trigger = { always = no } # a trigger to check agaisnt a state. scope is state. from scope is enemy country from.from scope is our country
#
# value = 40 # will be added as a factor over regular requests
#}

# makes ai do an operation
# ai_strategy = {
# type = operative_operation
# operation = operation_id
# value = 900 # score compared to other operations & missions
# operation_target = GER # target
# state = 1 # if specified ai will prefer this states for targeted operations assuming they are valid target
# state = 2
# region = 1 # if specified ai will prefer this regions for targeted operations assuming they are valid
# region = 2
# priority = 100 # ai will prefer state/region of the highest prio strategy
# }

# ai_strategy = {
# type = operative_mission
# mission = build_intel_network # mission token
# value = 800 # score compared to other operations & missions
# mission_target = GER # target
# state = 1 # if specified ai will prefer this states for targeted operations assuming they are valid target
# state = 2
# priority = 100 # ai will prefer state of the highest prio strategy
# }

default_unit_production = {
allowed = {
original_tag = POL
}
enable = {
original_tag = POL
}
ai_strategy = {
type = role_ratio
id = infantry
value = 60
}
ai_strategy = {
type = role_ratio
id = cavalry
value = 40
}

ai_strategy = {
type = role_ratio
id = paratroopers
value = 0
}

ai_strategy = {
type = role_ratio
id = mountaineers
value = 4
}

ai_strategy = {
type = role_ratio
id = marines
value = 0
}

ai_strategy = {
type = role_ratio
id = armor
value = 5
}

#Air unit factors
ai_strategy = {
type = unit_ratio
id = fighter
value = 80
}

ai_strategy = {
type = unit_ratio
id = tactical_bomber
value = 5
}

ai_strategy = {
type = unit_ratio
id = strategic_bomber
value = 5
}


# Naval unit factors
ai_strategy = {
type = unit_ratio
id = capital_ship
value = 20
}

ai_strategy = {
type = unit_ratio
id = submarine
value = 10
}

ai_strategy = {
type = unit_ratio
id = screen_ship
value = 30
}

ai_strategy = {
type = unit_ratio
id = convoy
value = 15
}

ai_strategy = {
type = equipment_production_factor
id = fighter
value = 35
}

ai_strategy = {
type = equipment_production_factor
id = infantry
value = 40
}

ai_strategy = {
type = equipment_production_factor
id = artillery
value = 25
}

}

Loading

0 comments on commit e1752a2

Please sign in to comment.