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The Military Determinism Mod

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In Victoria, you are randomly assigned one of two attitudes that will emphasize either morale or organization in the future development of your military technology. Additionally in the navy technology tree there are random assignments influencing naval doctrine, composition and attitude. Not everyone wants this to be random, and here is what you need to do to be able to choose yourself.

Rafiki modified events 199, 100, 101, 299, 200 and 201; Ironfoundersson modified events 204, 208 and 210. Thanks to Tuna Fish at the forums for feedback (and suggestions) on how to get the triggers to work properly.

Army

Replace invention 100 and 101 at the top of VICTORIA\db\tech\army_inventions.txt with the following:

#########################################################################
# "Army developments" - to allow people to choose military attitude
#########################################################################
event = { 
	id = 199
	random = no
	invention = yes

	trigger = {
		technology = 1001
	}

	name = "Army developments"
	desc = "As our army technology and philosophy develops, two schools of thought have presented themselves.
 It is time for you to decide which direction we shall take!"
	style = 0

	date = { day = 1 month = january year = 1836 }
	offset = 30 # Check for trigger conditions every 30 days
	deathdate = { day = 30 month = december year = 1846 }

	action_a = {
		name = "Jomini is right! We must emphasize the morale of our troops!"
		ai_chance = 50
		command = { type = local_setflag which = loc_flg_attitude value = 1 }
      }

	action_b = {
		name = "Clausewitz is right! We must emphasize the organization of our troops!"
		ai_chance = 50
		command = { }
      }
} 
 
#########################################################################
# Jominian Attitude
#########################################################################
event = {
	id = 100
	random = no
	invention = yes

	trigger = {
		invention = 199
		local_flag = { name = loc_flg_attitude value = 1 }
	}

	name = "EVT_100_NAME"
	desc = "EVT_100_DESC"
	style = 0

	picture = army_doctrine

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_elan which = infantry value = 20 }
		command = { type = max_elan which = cavalry value = 20 }
		command = { type = max_elan which = dragoon value = 20 }
		command = { type = supplyconsumption which = infantry value = 2 }
		command = { type = supplyconsumption which = cavalry value = 6 }
		command = { type = supplyconsumption which = dragoon value = 4 }
	}
} 
 
#########################################################################
#  Clausewitzian Theory
#########################################################################
event = {
	id = 101
	random = no
	invention = yes

	trigger = {
		invention = 199
		NOT = {
			local_flag = { name = loc_flg_attitude value = 1 } 
		}
	}

	name = "EVT_101_NAME"
	desc = "EVT_101_DESC"
	style = 0

	picture = army_doctrine

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_organization which = infantry value = 5 }
		command = { type = max_organization which = cavalry value = 5 }
		command = { type = max_organization which = dragoon value = 5 }
		command = { type = supplyconsumption which = infantry value = 2 }
		command = { type = supplyconsumption which = cavalry value = 6 }
		command = { type = supplyconsumption which = dragoon value = 4 }
	}
}

Navy

You can do the same for navies, following the same principle as shown above. Replace inventions 200, 201, 204, 205, 206, 207, 208, 209, 210 and 211 at the top of VICTORIA\db\tech\navy_inventions.txt with the following:


#########################################################################
# "Navy developments" - to allow people to choose military attitude
#########################################################################
event = { 
	id = 299
	random = no
	invention = yes

	trigger = {
		technology = 2001
	}

	name = "Navy developments"
	desc = "As our naval technology and philosophy develops, two schools of thought have presented themselves.
 It is time for you to decide which direction we shall take!"
	style = 0

	date = { day = 1 month = january year = 1836 }
	offset = 30 # Check for trigger conditions every 30 days
	deathdate = { day = 30 month = december year = 1846 }

	action_a = {
		name = "We must look to the individual! Naval Heros shall save the day!"
		ai_chance = 50
		command = { type = local_setflag which = loc_flg_Hero value = 1 }
        }

	action_b = {
		name = "Team effort is what will bring glory for our navy. Let us have Superior Crews!"
		ai_chance = 50
		command = { }
        }
} 
 
#########################################################################
#  Naval Hero Thesis
#########################################################################
event = {
	id = 200
	random = no
	invention = yes

	picture = naval_doctrine

	trigger = {
		invention = 299
		local_flag = { name = loc_flg_Hero value = 1 }
	}

	name = "EVT_200_NAME"
	desc = "EVT_200_DESC"
	style = 0

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_elan which = manowar value = 10 }
		command = { type = max_elan which = frigate value = 10 }
	}
}

#########################################################################
#  Superior Crew Thesis
#########################################################################
event = {
	id = 201
	random = no
	invention = yes

	picture = naval_doctrine

	trigger = {
		invention = 299
		NOT = {
			local_flag = { name = loc_flg_Hero value = 1 }
		}
	}

	name = "EVT_201_NAME"
	desc = "EVT_201_DESC"
	style = 0

	action_a = {
		name = "OK" # Excellent!
		command = { type = max_organization which = manowar value = 10 }
		command = { type = max_organization which = frigate value = 10 }
	}
}

#########################################################################
# "Raider group doctrine" - to allow people to choose their navy doctrines
#########################################################################

event = {
	id = 204
	random = no
	invention = yes

	picture = naval_doctrine

	trigger = {
		technology = 2003
	}

	name = "Raider Group Doctrine"
	desc = "Sealane Hunters have good endurancy and acceleration and can hunt merchant shipping in the major sealanes. Fast Ship Killer are faster than the fast, but lighter than the heavy. Big Ship Competitor are very small capital ships, meaning a smaller ship with clearly oversized main armament. Standard Raider Group Doctrine enables groups of ships to hunt and destroy in the sealanes."
	style = 0

	date = { day = 1 month = january year = 1860 }
	offset = 60 # Check for trigger conditions every 60 days
	deathdate = { day = 30 month = december year = 1875 }

	action_a = {
		name = "Sealane Hunters" 
		ai_chance = 25
		command = { type = build_time which = heavy_cruiser value = -25 }
		command = { type = build_time which = cruiser value = -25 }
		command = { type = build_time which = commerce_raider value = -25 }
		command = { type = build_time which = frigate value = -25 }
		command = { type = defense which = heavy_cruiser value = -1 }
		command = { type = defense which = cruiser value = -1 }
		command = { type = defense which = commerce_raider value = -1 }
		command = { type = defense which = frigate value = -1 }
		command = { type = detection which = heavy_cruiser value = 2 }
		command = { type = detection which = cruiser value = 2 }
		command = { type = detection which = commerce_raider value = 2 }
		command = { type = detection which = frigate value = 2 }
		command = { type = speed which = heavy_cruiser value = 2 }
		command = { type = speed which = cruiser value = 2 }
		command = { type = speed which = commerce_raider value = 2 }
		command = { type = speed which = frigate value = 2 }
	}

	action_b = {
		name = "Fast Ship Killer"
		ai_chance = 25
		command = { type = build_time which = heavy_cruiser value = 25 }
		command = { type = build_time which = cruiser value = 25 }
		command = { type = build_time which = commerce_raider value = 25 }
		command = { type = build_time which = frigate value = 25 }
		command = { type = gun_attack which = heavy_cruiser value = 1 }
		command = { type = gun_attack which = cruiser value = 1 }
		command = { type = gun_attack which = commerce_raider value = 1 }
		command = { type = gun_attack which = frigate value = 1 }
		command = { type = detection which = heavy_cruiser value = 1 }
		command = { type = detection which = cruiser value = 1 }
		command = { type = detection which = commerce_raider value = 1 }
		command = { type = detection which = frigate value = 1 }
		command = { type = speed which = heavy_cruiser value = 1 }
		command = { type = speed which = cruiser value = 1 }
		command = { type = speed which = commerce_raider value = 1 }
		command = { type = speed which = frigate value = 1 }
	}

	action_c = {
		name = "Big Ship Competitor"
		ai_chance = 25
		command = { type = build_time which = heavy_cruiser value = 50 }
		command = { type = build_time which = cruiser value = 50 }
		command = { type = build_time which = commerce_raider value = 50 }
		command = { type = build_time which = frigate value = 50 }
		command = { type = gun_attack which = heavy_cruiser value = 2 }
		command = { type = gun_attack which = cruiser value = 2 }
		command = { type = gun_attack which = commerce_raider value = 2 }
		command = { type = gun_attack which = frigate value = 2 }
		command = { type = defense which = heavy_cruiser value = 1 }
		command = { type = defense which = cruiser value = 1 }
		command = { type = defense which = commerce_raider value = 1 }
		command = { type = defense which = frigate value = 1 }
		command = { type = max_elan which = heavy_cruiser value = 5 }
		command = { type = max_elan which = cruiser value = 5 }
		command = { type = max_elan which = commerce_raider value = 5 }
		command = { type = max_elan which = frigate value = 5 }
	}

	action_d = {
		name = "Standard Raider Group Doctrine"
		ai_chance = 25
		command = { type = capitalist_bonus value = -2 }
		command = { type = detection which = heavy_cruiser value = 1 }
		command = { type = detection which = cruiser value = 1 }
		command = { type = detection which = commerce_raider value = 1 }
		command = { type = detection which = frigate value = 1 }
		command = { type = max_organization which = heavy_cruiser value = 1 }
		command = { type = max_organization which = cruiser value = 1 }
		command = { type = max_organization which = commerce_raider value = 1 }
		command = { type = max_organization which = frigate value = 1 }
		command = { type = speed which = heavy_cruiser value = 1 }
		command = { type = speed which = cruiser value = 1 }
		command = { type = speed which = commerce_raider value = 1 }
		command = { type = speed which = frigate value = 1 }
	}
}

#########################################################################
# "Blue or Brown Water Schools" - to allow people to choose the type of navy
#########################################################################

event = {
	id = 208
	random = no
	invention = yes

	picture = naval_doctrine

	trigger = {
		technology = 2004
	}

	name = "Blue or Brown Water Schools"
	desc = "A Blue water school navy can contest control of the High Seas. They included many capital ships and smaller ships to defend them. A brown water school navy defends home waters intensively while raiding the secondary lines of the enemy. It relies on a more diverse mix of ships than the Blue Water School, but it was also more cost efficient as it needed fewer expensive capital ships."
	style = 0

	date = { day = 1 month = january year = 1880 }
	offset = 60 # Check for trigger conditions every 60 days
	deathdate = { day = 30 month = december year = 1890 }

	action_a = {
		name = "Blue Water School"
		ai_chance = 50
		command = { type = build_time which = dreadnought value = -20 }
		command = { type = build_time which = battleship value = -20 }
		command = { type = build_time which = destroyer value = -20 }
		command = { type = build_time which = minelayer value = -20 }
	}
	action_b = {
		name = "Brown Water School"
		ai_chance = 50
		command = { type = build_time which = heavy_cruiser value = -20 }
		command = { type = build_time which = cruiser value = -20 }
		command = { type = build_time which = torpedo_boat value = -20 }
		command = { type = build_time which = submarine value = -20 }
	}
}

#########################################################################
# "High Sea Battle Fleet" - to allow people to choose the attitude of their navies
#########################################################################

event = {
	id = 210
	random = no
	invention = yes

	picture = naval_doctrine

	trigger = {
		technology = 2005
	}

	name = "High Sea Battle Fleet"
	desc = "Do you want your fleet to have a defensive or an offensive attitude?"
	style = 0

	date = { day = 1 month = january year = 1895 }
	offset = 60 # Check for trigger conditions every 60 days
	deathdate = { day = 30 month = december year = 1910 }

	action_a = {
		name = "Offensive Attitude"
		ai_chance = 50
		command = { type = defense which = battleship value = -1 }
		command = { type = defense which = dreadnought value = -1 }
		command = { type = defense which = monitor value = -1 }
		command = { type = defense which = ironclad value = -1 }
		command = { type = defense which = manowar value = -1 }
		command = { type = defense which = heavy_cruiser value = -1 }
		command = { type = defense which = cruiser value = -1 }
		command = { type = defense which = commerce_raider value = -1 }
		command = { type = defense which = frigate value = -1 }
		command = { type = defense which = submarine value = -1 }

		command = { type = max_elan which = battleship value = 10 }
		command = { type = max_elan which = dreadnought value = 10 }
		command = { type = max_elan which = monitor value = 10 }
		command = { type = max_elan which = ironclad value = 10 }
		command = { type = max_elan which = manowar value = 10 }
		command = { type = max_elan which = heavy_cruiser value = 10 }
		command = { type = max_elan which = cruiser value = 10 }
		command = { type = max_elan which = commerce_raider value = 10 }
		command = { type = max_elan which = frigate value = 10 }
		command = { type = max_elan which = submarine value = 10 }

		command = { type = speed which = battleship value = 1 }
		command = { type = speed which = dreadnought value = 1 }
		command = { type = speed which = monitor value = 1 }
		command = { type = speed which = ironclad value = 1 }
		command = { type = speed which = manowar value = 1 }
		command = { type = speed which = heavy_cruiser value = 1 }
		command = { type = speed which = cruiser value = 1 }
		command = { type = speed which = commerce_raider value = 1 }
		command = { type = speed which = frigate value = 1 }
		command = { type = speed which = submarine value = 1 }

		command = { type = visibility which = battleship value = 1 }
		command = { type = visibility which = dreadnought value = 1 }
		command = { type = visibility which = monitor value = 1 }
		command = { type = visibility which = ironclad value = 1 }
		command = { type = visibility which = manowar value = 1 }
		command = { type = visibility which = heavy_cruiser value = 1 }
		command = { type = visibility which = cruiser value = 1 }
		command = { type = visibility which = commerce_raider value = 1 }
		command = { type = visibility which = frigate value = 1 }
		command = { type = visibility which = submarine value = 1 }
	}
	action_b = {
		name = "Defensive Attitude"
		ai_chance = 50
		command = { type = defense which = battleship value = 1 }
		command = { type = defense which = dreadnought value = 1 }
		command = { type = defense which = monitor value = 1 }
		command = { type = defense which = ironclad value = 1 }
		command = { type = defense which = manowar value = 1 }
		command = { type = defense which = heavy_cruiser value = 1 }
		command = { type = defense which = cruiser value = 1 }
		command = { type = defense which = commerce_raider value = 1 }
		command = { type = defense which = frigate value = 1 }
		command = { type = defense which = submarine value = 1 }

		command = { type = max_elan which = battleship value = -5 }
		command = { type = max_elan which = dreadnought value = -5 }
		command = { type = max_elan which = monitor value = -5 }
		command = { type = max_elan which = ironclad value = -5 }
		command = { type = max_elan which = manowar value = -5 }
		command = { type = max_elan which = heavy_cruiser value = -5 }
		command = { type = max_elan which = cruiser value = -5 }
		command = { type = max_elan which = commerce_raider value = -5 }
		command = { type = max_elan which = frigate value = -5 }
		command = { type = max_elan which = submarine value = -5 }

		command = { type = speed which = battleship value = -1 }
		command = { type = speed which = dreadnought value = -1 }
		command = { type = speed which = monitor value = -1 }
		command = { type = speed which = ironclad value = -1 }
		command = { type = speed which = manowar value = -1 }
		command = { type = speed which = heavy_cruiser value = -1 }
		command = { type = speed which = cruiser value = -1 }
		command = { type = speed which = commerce_raider value = -1 }
		command = { type = speed which = frigate value = -1 }
		command = { type = speed which = submarine value = -1 }

		command = { type = visibility which = battleship value = -1 }
		command = { type = visibility which = dreadnought value = -1 }
		command = { type = visibility which = monitor value = -1 }
		command = { type = visibility which = ironclad value = -1 }
		command = { type = visibility which = manowar value = -1 }
		command = { type = visibility which = heavy_cruiser value = -1 }
		command = { type = visibility which = cruiser value = -1 }
		command = { type = visibility which = commerce_raider value = -1 }
		command = { type = visibility which = frigate value = -1 }
		command = { type = visibility which = submarine value = -1 }
	}
}
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