Monday 25 February 2019

my hoi4 mod plans

basically I'm making a "total overhaul" mod that changes very little. it is intended to fill in gaps that I think are developer oversight. It is not intended to radically change the way the game works or go counter to the goals of paradox with the game, even if I disagree with those goals.


as such things that wont be in the mod include:


changing how units work and how strong they are

adding options to allow for "possible" alternate histories that are not already within the game (IE a communist germany) even if I think those alternate histories should be in the game (I do)

making the AI do things it is supposed to do - though this one is mostly because I have no idea how to mod the AI



What will be in the mod is:

Making sure all focuses, decisions, and events, take into account 'supported' alternate histories. For example, Communist Japan's alliance with Russia would check to ensure Russia is still communist.

Map changes that meet 3 standards. First is they redraw only the states not the provinces. Second is they are small/quick. (ideally simply splitting a state in half VS redoing all the states in an area). Third is they are large enough to "matter". (no re-assigning that one belgian province to a "ww1 border germany" for example). In particular, I want to split Sudetenland into a main (western) and additional (southern) chunk; the irl demographics support this, and it allows for a non-anschlussed austria to have a slice.

Adding a level of support to unlikely but official alternate histories by making sure that various leaders have portraits; this will also allow me to fix any broken general portraits that are simple bugs in the base game.

Using dev-approved solutions to problems to solve problems; in particular, by "pulling a japan" and giving France a unique unit only it can use to represent its early war massive tanks. (Possibly look at early war equipment in general, even if its as simple as literally moving the great war tank icon over to the light tank column)

Ensuring that certain events/focuses/decisions are properly weighted by other events around europe; for example, both Yugoslavia and Italy have the ability to befriend or antagonize one another; if one decides to be buddies first, the other should have a pull to buddy up.

Ensuring that capitals are in proper locations. This has always annoyed me. When the germans invaded the USSR, all the apparatus of government was shifted to Kuybyshev (Samara) https://en.wikipedia.org/wiki/Samara#Soviet_period and the game should reflect this. There are also other times when the capitals of nations move to silly locations.

Lastly, fixing final peace deals. I will use the dev approved solution used in Poland by having post-war events fire that rearrange who owns what. In particular I've been trying to work out a realistic post-loss Soviet Union, but also want to ensure a post-allied-victory europe looks sane.



This mod will not START development until after MTG is released, and even then, only after I've played MTG for probably 100-200 hours.

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