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Jul 18th, 2018
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  1. civil war shit:
  2.  
  3. der volkskampf adds a small amount of manpower and war support
  4.  
  5. Dissidents no more should set a variable for (undesirable participation) from 1 - 4
  6. should give manpower and spawn some militia divisions each focus, 2-3 i guess
  7.  
  8. All Brave Sons of Liberty should set a variable for (german recruitment) from 1 - 3, if internationale kondor is taken, remove variable and replace with a flag for internationale_kondor
  9. should give manpower and spawn some militia divisions each focus, 2-3 i guess
  10.  
  11. friends in the reich should set a variable for (international aid) from 1 - 4
  12. should give manpower and spawn some militia divisions each focus, 2-3 i guess, we'll hook these up to the volunteer system when we iron out proxy wars and finish all the civil war trees so that we can actually model rks sending support too
  13.  
  14. nationale kriegshilfsorganisation adds a small amount of industrial speed and stability
  15.  
  16. arms from our brothers should set a variable for (foreign aid) from 1 - 3, if internationale kondor is taken, remove variable and replace with a flag for internationale_kondor
  17. it should add guns and other weapons to the stockpile for each focus, not many, more will be given via events from other countries
  18.  
  19. nahrungsmittelhilfsorganisation should set a variable for (citizen supply) from 1 - 4
  20. each focus should increase production but lower stability and war support by a bit
  21.  
  22. fix_it_up should set a variable for (rapid repair) from 1 - 4
  23. each should raise repair speed and maybe add an arms factory in the final two
  24.  
  25. -- after the civil war, each variable should be changed to a flag for performance reasons. ie: if foreign aid is at 2, then it sets a country_flag for foreign_aid2, the tree should be removed immediately after the civil war --
  26.  
  27. anarchy shit:
  28.  
  29. now or never raises stability and war support
  30.  
  31. our final struggle raises war support
  32.  
  33. arm the people and arm them all both give guns and spawn the shittiest imaginable militia units, arm_them_all sets a flag for (armed_everybody)
  34.  
  35. feed the soldiers and selective famine relief raise the strength of your Wehrmacht units and improves division attack and defense but tanks stability adn support and makes units take more attrition. preferably, shit militia units would be hit by the attrition and such while the Wehrmacht would be getting the attack and defense, but if not we'll make it general. have it set a flag for (let_them_starve)
  36.  
  37. marching on the stomach lowers attrition and raises supply throughput for all units but tanks manpower, stability and war support further (if taken, clear armed_everybody and let_them_starve and replace with selective_famine_civil_war)
  38.  
  39. necessary sacrifices raises industrial throughput and supply throughput or whatever theyre called
  40.  
  41. base parts gives higher industrial capacity and a bunch of old guns
  42.  
  43. scrap it all raises industrial capacity but makes construction extremely slow
  44.  
  45. houses to factories makes factory conversion extremely extremely rapid (for civ > mil) and builds two mil factories, but tanks stability and support and makes civ factories almost impossible to build
  46.  
  47. the IED should raise enemy attrition on core territory and maybe something else, up to you
  48.  
  49. the last stockpiles adds a shit ton of ancient guns from WW2
  50.  
  51. our last resort enables chemical warfare, which adds a huge boost to attack and anything else you might think of, but sets a flag for speer_chemical_warfare which will probably fuck everyone over later
  52.  
  53. -- tree should also clear after the civil war --
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