Icarus Mod, Versions 6 and 7 in Preliminary Release

User avatar
OldCrowBalthazor
Posts: 2965
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by OldCrowBalthazor »

Beriand wrote: Sun May 31, 2026 6:37 pm There are few US/French scripts activating with American units 5 hexes from Paris. I think it can be safely ~8 hexes from Paris, to include wider front, whenever US units might want to pop up.

I am not sure what is flu epidemic status now. But there was nothing in France. Some small hits to ports in US in early 1918, I think, but that was all.

AH industrial production expands to quite impressive values, especially with some Balkans etc. I think they could have 1 less industrial tech max level? In later stages they can easily be >400 MPPs, like 3x Italy, almost France.

There is some weirdness with Syria after Otto surrender. When armistice is signed, but some other CP units are trapped in Syria, whatever resources those CP units occupy cannot be taken back by Ents :P Units just cannot move into such resources.
Hi. Hey mdsmall overseas for awhile. When he gets back I will also let him know about what you found. :)
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
mdsmall
Posts: 989
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by mdsmall »

Beriand wrote: Sun May 31, 2026 6:37 pm There are few US/French scripts activating with American units 5 hexes from Paris. I think it can be safely ~8 hexes from Paris, to include wider front, whenever US units might want to pop up.

I am not sure what is flu epidemic status now. But there was nothing in France. Some small hits to ports in US in early 1918, I think, but that was all.

AH industrial production expands to quite impressive values, especially with some Balkans etc. I think they could have 1 less industrial tech max level? In later stages they can easily be >400 MPPs, like 3x Italy, almost France.

There is some weirdness with Syria after Otto surrender. When armistice is signed, but some other CP units are trapped in Syria, whatever resources those CP units occupy cannot be taken back by Ents :P Units just cannot move into such resources.
Hi Beriand,

Thanks as always for the feedback. As Old Crow notes, I am travelling at the moment but have some access to wifi. Here are my initial reactions to your comments.

- France gets a 2000 NM point bonus when the USA has three corps within 5 hexes of Paris - in other words, that they have landed 3 corps at Le Havre. I think this is the right range for this script: for the French troops and the public to feel that the US Army has really arrived, they have to be close enough to the main front in Belgium and eastern France.

- The trigger for the arrival of U.S. heavy and field artillery is also having three corps within 5 hexes of Paris. This makes sense as they are being acquired to support the advance wave of U.S. troops.

- The range for a morale bonus for the presence of US troops for all other Entente armies in France is 8 hexes from Paris. That covers almost all of the western front from Epinal to Flanders. I could expand this a bit to 9 hexes to cover all of Alsace Lorraine. But if for example the Entente player sent all of the U.S army to Italy, I don't think that would boost the morale of other Entente troops on the Western Front.

- The flu scripts are still there in all the recent versions of Icarus. But they are not very strong: they only fire if an Entente unit is one of the affected ports on a specific turn. I could make them stronger, but they are mostly there for historical colour. If I really wanted to represent the Spanish flu, it should start reducing German and Austro-Hungarian national morale heavily in late 1918, and I did not want to make the outcome of the end-game subject to such a random factor.

- That's an interesting observation about Austria-Hungary. I think the way to deal with it is not to give them a lower Industrial tech limit than other powers (all powers have a limit of 3 in the mod), but to raise AH's industrial modifier from 85 perhaps to 100, so that the net increment of each tech investment is somewhat reduced.

- I tried a test after an Ottoman armistice with some other CP units stranded in Syria and could not see the weirdness that you describe. If those forces evacuated resources in Syria which they occupied, the Entente could move in behind them. Perhaps you could describe this further, or post a screenshot. Nevertheless, it is weird that German or AH units fighting in the Middle East in support of the Ottomans would survive as a fighting force after an Ottoman armistice. They would probably be forced to surrender to the Entente and would be held as prisoner until the end of the war. I will look into writing some scripts for the next iteration of the mod which will replicate that.

Cheers, Michael (currently travelling in the former Ottoman Empire, between Antep and Diyarbakir)
User avatar
Beriand
Posts: 334
Joined: Mon Aug 16, 2021 2:33 pm

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by Beriand »

So Syria is just Entente country:
Image

Homs and some hexes there are 'CP occupied':
Image

Ents cannot move into the occupied territory:
Image

Because it is occupied by armisticed-Ottoman Empire...:
Image

I think this is because of Expeditionary Corps units.
- That's an interesting observation about Austria-Hungary. I think the way to deal with it is not to give them a lower Industrial tech limit than other powers (all powers have a limit of 3 in the mod), but to raise AH's industrial modifier from 85 perhaps to 100, so that the net increment of each tech investment is somewhat reduced.
I did not understand the above. By itself it gives AH even more moniez?
Edelweiss93
Posts: 6
Joined: Sun Jan 04, 2026 3:55 pm

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by Edelweiss93 »

I wanted to ask what the recommended settings are for single-player (difficulty level). I would be playing as the Central Powers.
User avatar
OldCrowBalthazor
Posts: 2965
Joined: Thu Jul 02, 2020 12:42 am
Location: Republic of Cascadia

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by OldCrowBalthazor »

Edelweiss93 wrote: Fri Jun 05, 2026 12:32 pm I wanted to ask what the recommended settings are for single-player (difficulty level). I would be playing as the Central Powers.
I would try Veteran.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Edelweiss93
Posts: 6
Joined: Sun Jan 04, 2026 3:55 pm

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by Edelweiss93 »

OldCrowBalthazor wrote: Sun Jun 07, 2026 1:57 am
Edelweiss93 wrote: Fri Jun 05, 2026 12:32 pm I wanted to ask what the recommended settings are for single-player (difficulty level). I would be playing as the Central Powers.
I would try Veteran.
Thx OldCrowBalthazor, i will try it.
By the way, great youtube channel and great gameplay. Looking forward for the next episode today.
Morsey
Posts: 72
Joined: Mon Dec 14, 2015 7:13 pm
Location: Costa Rica

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by Morsey »

Hello, my friend and I are playing mirror games. We started one over, and when I hosted the game, it shows red in the open challenges; I posted another game, and the same thing. What is the fix for this?
mdsmall
Posts: 989
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by mdsmall »

Morsey wrote: Sun Jun 07, 2026 8:56 pm Hello, my friend and I are playing mirror games. We started one over, and when I hosted the game, it shows red in the open challenges; I posted another game, and the same thing. What is the fix for this?
Hi Morsey - you are probably using a slightly older version of the latest version of the mod. I do small updates to correct glitches as I find them, and make a note of it here. I am about to do another small update. I suggest you wait 24 hours till you see my note here and then download the mod again. Have your friend do the same thing.

Cheers,

Michael
mdsmall
Posts: 989
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by mdsmall »

Beriand wrote: Fri Jun 05, 2026 10:27 am
Ents cannot move into the occupied territory:
Image

Because it is occupied by armisticed-Ottoman Empire...:
Image

I think this is because of Expeditionary Corps units.
Hi Beriand - this is puzzling. I have tried a couple of hot seat tests when the Ottomans sign an armistice and can not replicate the situation you have shown above in your screen shots. I do not believe that if the Expeditionary Corps were occupying Homs before the Ottoman armistice that makes any difference.

Bill - any suggestions as to what might be causing this situation?
mdsmall
Posts: 989
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by mdsmall »

I have made a small update to the files for both Icarus campaigns to ensure that the following scripts fire correctly:
- mobilization of the Greek navy if it enters the war;
- mobilization of the Greek corps in Kalamata;
- no NM penalty for Russia if the British intervention force is removed after the Bolshevik Revolution;
- timing of DEs for Russia and Austria-Hungary to spend MPPs to raise national morale at NM below 40% and 25%;
- Russia only surrenders when NM reaches 0 if Germany rejects DE for the Treaty of Brest-Litovsk;

The files for both the 1914 and 1916 campaigns can be found in my Dropbox link above in this thread. Latest versions of the files are dated June 13, 2026.
mdsmall
Posts: 989
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Icarus Mod, Versions 6 and 7 in Preliminary Release

Post by mdsmall »

Hi Beriand - you are right. Increasing the industrial modifier for AH will raise, not reduce, their income. I will look into other ways of slightly slowing down Austria-Hungary in the later stages of the war. The disparity in its economy versus Italy is particularly striking once Russia has left the war.

Cheers,

Michael
Post Reply

Return to “MODS and Scenarios”