MOD for RUS

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Chilperic
Posts: 964
Joined: Sun Mar 21, 2010 4:11 pm

RE: MOD for RUS

Post by Chilperic »

Thanks.

1) possible but not in my mod. I just don't see why either for historicity or gameplay

2) I plan to expand the Allied Intervention level in the next weeks to include an higher level of commitments by Western Powers in RCW. But I'm just maturing the ideas? as Japanese invlovment will be different from the British one, and so on...
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Chilperic
Posts: 964
Joined: Sun Mar 21, 2010 4:11 pm

RE: MOD for RUS

Post by Chilperic »

Version 0.996 available
What’s new?

Fixed terrain for Kronstadt Approach region

Fixed some bugs here and there

Removed the spy features which didn’t worked well. To be investigated.

New Regional Policies system

Since the 1.02 official patch Regional Policies (RGD) are rather different in Fatal Years.

There are some common points however: first they last 4 turns. Then they produce the same type of effects, but varying in strength and sometimes type. Look at the messages in the game about RGD to get the exact costs .

Some elements of design notes about to better understand why the rules aren’t the same than in the 1.02 version.

Whatever the Faction you choose, you have to remember you’re unpopular among Russia inhabitants. You may be less hatred than other factions, but only a minority actively support you. And that’s is even more pronounced among peasants, who are just 80% of the whole population. The only popular movement among peasantry ? The Green. You ‘re just a menace against peasant’s property, and in the end, peasants will either choose to revolt ( green revolts) or rally to the less menacing side.

But you must find the resources and men to wage this war. In any case, conscription is the only way to get new units. These peasant conscripts aren’t enthusiastic to say the least to go to war for you. And requisitions had the same effects on factions popularity.

So, to get an historical flavour, requisitions and conscriptions must lead to revolts and loss of NM. It’s up to you to choose how much RGD you’re ready to order. The maximum number available represents first a possibility if you need many men or resources in a crisis situation; this number is too what most WHITES and RED leaders did, leading to the Tambov revolt…

But each sides could , and sometimes, performed differently: Wrangel at the end tried to be clever at this, and periodically, Reds were forced to moderate their economical and conscription policies, by tolerating bagmen and may forms of illegal business ( including prostitution) or by spacing conscriptions in some areas on the verge of revolts.

So, In Fatal Years, using all RGD is poor ( and the AI will not), excepted if needed; using all RGD will create several huge Green revolts and will lower considerably your National Moral. You have to estimate what it is possible to gather from a hostile population. Or you may try to collect as much as possible to build quickly a large army allowing you a quick victory…maybe…

These rules are making the game more difficult. First, because using RGD isn’t anymore the no-brainer it should be in the 1.02 patch. Secondly, because the AI will use the balanced approach about RGD described above. The AI should be able to gather the needed men and resources without risking too much green revolts.


The mod is available here:

http://moddercorner.com/2011/01/17/fata ... ion-0-996/



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Rysyonok
Posts: 2102
Joined: Sat Dec 17, 2005 12:11 am

RE: MOD for RUS

Post by Rysyonok »

Thank you for your updates.

When is the Siberian event for choosing historical / ahistorical path scheduled to fire? I haven't seen it offered.

Army icons on the right are blank for me - there's the background color and corps icons, if any, but no army leader portrait.

Running 0.996 on top of 1.02.
Image
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Chilperic
Posts: 964
Joined: Sun Mar 21, 2010 4:11 pm

RE: MOD for RUS

Post by Chilperic »

ORIGINAL: Rysyonok

Thank you for your updates.

When is the Siberian event for choosing historical / ahistorical path scheduled to fire? I haven't seen it offered.

Army icons on the right are blank for me - there's the background color and corps icons, if any, but no army leader portrait.

Running 0.996 on top of 1.02.


Hi, a new version is avaialble here, fixing the leader display problem:

http://moddercorner.com/2011/01/18/fata ... available/

The siberian event will appear on the second turn ( engine limitation for the first turn). Go to the ledger and look for the option: "Unite Siberian Factions"

Thanks
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Chilperic
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Joined: Sun Mar 21, 2010 4:11 pm

FY 0.998 ready!

Post by Chilperic »

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Chilperic
Posts: 964
Joined: Sun Mar 21, 2010 4:11 pm

FY 0.999 ready

Post by Chilperic »

last version of the mod is named Fatal Years:

tm.asp?m=2862564&mpage=4&key=&#2866256
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