DanielHerr wrote:I think small garrisons costing 1 upkeep and not being able to disband them is ridiculous. It would be better to actually give them a worthwhile task, like defeating local rebellions and strikes. Maybe if you disband the small garrison, you run the risk of a worker strike destroying a city's productivity.
Well, I had four options here:
1) Leave the rules as they are. In such case the Russian player disbands all his SGs, using the huge amount of saved up money he steamrolls the central powers by late 1915, early 1916 max and the game becomes unplayable as the central powers.
2) Have SGs cost 0 upkeep. Same result as above.
3) Make SGs cost 1 and remove the ability to disband them.
4) Make Sgs cost 0 (or remove them alltogeather) and then entirely change the PP levels of all cities and rebalance factions so that historical rates of eqpansion produce historical army sizes and research rates. Sounds good in theory, but playtesting required would certainly prevent me from completing the mod in 2015. It would take massive amounts of time and testing, something which I do not posess.
Even minor fiddling with Ottoman cities and PPs proved time consuming as it was.
Given the 4 options available, I went with option 3. I'll leave the mod open for alterations by others, so if someone would liek to re-mod it to something like option 4, fine with me.
Strikes/revolts occuring in 1914 without any real political/historical reason - that's something that goes against my design philosophy. If the war is short and you are sucessfull, there shouldn't be a chance for a strike, navy mutiny etc. Even very independance-oriented nations like the Poles did not rise up until certain major powers were losing the war and on their last legs.
I'm gonna introduce (well, already introduced some) random events dealing with strikes, mutinies, revolts etc, but these are linked to the lenght of the war, the current morale of the factions etc.
DanielHerr wrote:And you can edit the game's deployment code in game>game_deployment.lua
I've tried working with it, but failed to achieve the desired result. I could either have any faction be able to build in any occupied city (which ends up with british building units at Salonika, Baghdad etc) or leave the default which means new countries cannot deploy units anywhere.
I failed to come up with a script that would change the original hex ownership, which is at the root of the issue. Would be very happy if such a script was made available, would solve everything tbh.
A kingdom for an original hex ownership edit script, or a map editor.
DanielHerr wrote:Are you making code comments for every spot where the code is changed? I mean just pointing out that some code is part of the mod.
No, just in some places for my own test purposes and debug.
DanielHerr wrote:No, I never got the Central AI to declare war on Belgium. But I'm pretty sure that it is possible.
Well, toyed with such a notion but in the end failed to get the AI to work as I intended. There was also the issue of balance, as without war on Belgium the UK would stay out of the war for some time (possibly not enter the war at all if the CP are winning), which in turn would probably cause Italy to stay neutral, or join the war on the central powers side. Turkey would also be able to concentrate all her army in the Caucasus. Turkey would automaticlaly get the two battleships being built in Britain, which would shift the balance in the Black Sea, especially without the corresponding Entente British navy active.
In short: it would be a very big game changer. Once I finish my mod, I may build a separate "no war on Belgium" scenario with its own unique set of events and some vanilla events removed. But all in all: I see this as an additional "what if" scenario, not part of the main mod scenario.