Europe 1939

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Delyn Locksmiths
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Europe 1939

Post by Delyn Locksmiths »

I'm trying to modify one of these scenarios for my own enjoyment. I want to dispense with the Action card production and make cities produce 100%. They are producing 50% at the moment, and a nice pp grant to spend on production every turn. I can delete the pp grant no problem, but can't seem to find where the variable is to ramp city production back up to 100%.
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Delyn Locksmiths
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RE: Europe 1939

Post by Delyn Locksmiths »

Also, does anybody have a declare war event I can copy?
tweber
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RE: Europe 1939

Post by tweber »

In the Europe scenario, there is an event that cuts production in half. 
 
To start a war, add the exec dipchange (diplomatic change).
tweber
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RE: Europe 1939

Post by tweber »

Instead of finding the event that cuts production, you could add one at the end that raises it up to 100%.
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Delyn Locksmiths
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RE: Europe 1939

Post by Delyn Locksmiths »

Thank you Tom, I'll look at doing it tonight. I'm trying to make it AI capable, as I'm only really interested in playing the european theatre and not the pacific theatre. The AI allies are producing at AI++ and are able to put up some kind of fight now. I probably need to get rid of card production completley for the AI player - Or could I just bump up allied production modifier to 2? Also, I'm having to make strategic warfare even more abstract, and instead of the US giving a pp grant to the allied player, I'm going to bring in some production cities.
 
What i need to do is give a random chance of the Soviet Union declaring war on Germany after such and such a date, to keep the German player on his toes, and to encourage him to attack the soviet union before finishing off the west.
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