|
Post by Wirbelwind on May 24, 2019 21:26:16 GMT -6
As custom nations are able to be added, maybe having a custom nation mega thread would be a good idea. On another topic, I have been unable to add a custom nation to the 1920s. Is this possible?
|
|
|
Post by elouda on May 24, 2019 23:18:53 GMT -6
Make sure to use the .n20 extension for custom nations you want to show in 1920 (n00 for 1900).
|
|
|
Post by hipper on May 28, 2019 9:09:48 GMT -6
I converted Spain and the CSA for the 1900 and 1920 Start dates. Not extensively tested but should work.
To Install drop in your main Folder and overwrite
|
|
|
Post by malioto on May 29, 2019 16:44:57 GMT -6
BaseResources in Spain.n00 should probably be something like 10000 rather than 45000
|
|
|
Post by kongxinga on May 29, 2019 22:22:44 GMT -6
1900 Start Republic of China ROC Custom Nation Hello, After some fiddling, I have created the custom nation the Republic of China (ROC), or Republican/Nationalist China. Nowadays people call it Taiwan, but it is still officially the Republic of China. I know people have previously created Qing China for RTW2, but given the time period of 1900-1955, where for the bulk of that time it was ROC, I've decided to give it a go and create it. The flag used is the Naval Jack of the ROC Navy, which also looks extremely similar to the KMT party flag. Thematically this nation is a sleeping economic Giant, crippled severely at the start. It has a very small industrial base along with several weaknesses (meddling politicians, low education etc) However, it shares the rapid growth rate of the US, and one of its maluses, the undeveloped ship industry, goes away in a decade or two. It starts of with an Autocratic government, but I think I have it set to change to liberal democracy to reflect the relaxation of martial law. Research advantages are Damage Control (due to extremely good damage control in the aftermath of Yalu), and machinery (making up for bad technology by substituting with lots of labor shoveling coal into boilers.), as well as the late game missile technology (alternate history take, justified as the Chinese did invent the first gunpowder based anti ship missile). I had to make up naming conventions for ship types which did not have any ships historically (for example, China only had 2 pre dreadnoughts ever, so I had to make up a naming convention for BBs). For the rest, I pored over the list of Qing modernized naval lists, as well as the KMT list, although several gunship names now do double duty as destroyers. For Airplane manufacturers, I am proud that I went and dug up some original language sources to compile the list. None of it is made up, although at least one is alternate history (The Guangdong Flying Machines Corporation was the brain child of one of China's aviation pioneers, who unfortunately died in a test flight before he could set up the company. And obviously AIDC did not exist in the time period, but could have come early if things went well). I think I did a good job here for immersion, so we won't get the CSA experience of"Southern Star offers a new fighter" since all companies did exist or were on a drawing board. For the set piece missions, look out for a Yalu River rematch at close ranges with Japan. I have this tracked on github here github.com/kongxingagit/rtw2-roc-custom-nation . Go to that link, look at the top right hand side for the green "Download button", then click on "Download zip". I've included a version in this post as well. But please do give feed back. After download, unzip and place the Flag in the Flag folder of the RTW2 installation, and the rest under the Data folder. I hope to standardize the language conventions because currently Wade Giles is mixed with Hanyupinyin, which is not ideal. rtw2-roc-custom-nation-master.zip (14.81 KB)
|
|
|
Post by griffin01 on May 30, 2019 5:31:49 GMT -6
Frankly, I'm not sure if ROC should start as an Autocracy - this kind of government is mostly relevant only to Absolute Monarchies, I think. Limited Democracy would suit them much better, I think. Though it should definitely transition at some point to Liberal Democracy. Another thing I would reconsider is which of the modifiers goes away - while the corruption could and would have been dealt with within the game's time frame, Underdeveloped Shipbuilding would be more difficult to improve, as navy would definitely not be prioritised. Keep in mind that Russia, for example, keeps the modifier throughout the entire game. But I must admit that I'd love to lead the Republic through the difficult situaion it found itself in, and I'm eager to check out your mod. PS. Frankly, I'm not sure if ROC should get the corruptio disadvantage at all. While it could well represent the various warlords and their influences, from what I've read the ROC government itself was not particularly plagued with corruption before the war against Japan, though I could well be wrong.
|
|
|
Post by archelaos on May 30, 2019 8:10:50 GMT -6
Are you using warinfo editor for RTW1? If so, how it handles things changed in RTW2 (carriers, planes etc)
|
|
|
Post by kongxinga on May 30, 2019 16:40:47 GMT -6
Hello, archelaos. I am using the warinfo editor for RTW1. AFAICS, there are no changes. Set Size of battle, set way points, set center point. I did space out the set pieces further out to allow scouting to be a factor, but included at least 1 battle which has the possibility of RNG causing it to be point blank. Also set blockade points for all powers. @griffin, very good point on Autocracies if that is more representative of Absolute monarchies. If I treat limited democracy as "flawed democracy", all is good, but my check online for a definition only put limited democracy as limited in franchise, which doesn't really apply directly. Further development is to fix some of the more glaring issues with the naming conventions (CLs are named after lakes, but a lot of the names have "lake" in them), and also to create a 1920 start ROC. I also need to play test this a bit just to make sure I did not create another USA on steroids with the economic growth modifier. USA in long games get INSANE resources. In my last CSA game I left them alone for too long, so when I finally fought then in 1948 they had 17 large carriers to my 4, and more carriers in other regions, and easily had 2x the resources of Britain. I had been beating the UK and other powers easily, but I surrendered very fast when facing that mass of carriers. But because this economic growth modifiers now apply for a much longer period, rather than for max 25 years in RTW1, it could have gone out of whack. But ROC starts with only 10 inch guns, and lots of maluses, and a low base, so it might work out. As for maluses going away, I think only the underdeveloped shipbuilding one does, and that is built into the game naturally. I do not know the mechanics for how that happens, but I know it did in my CSA game after perhaps building enough ships. As for corruption, I pretty much agree on that assessment that on the whole, the government wasn't that corrupt in comparison. I did, however, add the low education modifier as a general malus to represent the small factors that add up to significant effects. Such as money earmarked for practicing gunnery being lost, artillery shells being filled with sawdust (all these happened in Yalu). I also debated adding hidden faults to reflect the explosion on the Dingyuan that put the commander out of action, as noted by Philo McGiffin, but on more research that probably wasn't caused by firing the guns forward, and even per legend the builders did warn against it, making it not a hidden flaw per se.
|
|
|
Post by griffin01 on Jun 2, 2019 2:23:59 GMT -6
@griffin, very good point on Autocracies if that is more representative of Absolute monarchies. If I treat limited democracy as "flawed democracy", all is good, but my check online for a definition only put limited democracy as limited in franchise, which doesn't really apply directly. As for maluses going away, I think only the underdeveloped shipbuilding one does, and that is built into the game naturally. I do not know the mechanics for how that happens, but I know it did in my CSA game after perhaps building enough ships. As for corruption, I pretty much agree on that assessment that on the whole, the government wasn't that corrupt in comparison. I did, however, add the low education modifier as a general malus to represent the small factors that add up to significant effects. Such as money earmarked for practicing gunnery being lost, artillery shells being filled with sawdust (all these happened in Yalu). I also debated adding hidden faults to reflect the explosion on the Dingyuan that put the commander out of action, as noted by Philo McGiffin, but on more research that probably wasn't caused by firing the guns forward, and even per legend the builders did warn against it, making it not a hidden flaw per se. I do not dispute the poor education modifier - at the start of 20th century the literacy rate in China was abysmal, from what I've read. As for the limited democracy definition, I believe that the game considers it to be a form of government where there is a head of state or other singular official holding considerable power, rather than one with limited franchise. Case in point - Imperial Germany had universal male suffrage, but is classified as a limited democracy. The UK still had, I believe, limited franchise at the beginning of the 20th century (please correct me if I'm wrong), but is classified as a liberal democracy due to different structure of government.
|
|
|
Post by jeeweej on Jun 2, 2019 13:28:26 GMT -6
Hi all, So, I did a...thing! Created my first mod and wanted to share with you all. Be aware, as this is my first attempt the missions are sure to be buggy, so be sure to have your bugspray ready! Anyway, I present you my very own mod for: The Netherlands (1900 mod)(This mod is inspired by, but not related to, CV10's excellent work)
I tried to make this mod somewhat historically accurate, which translated in the following:
National specs: Limited initial docksize of 10,000 meaning you'll have to go to other powers to get your initial big ships (as was also the case in history) A naval budget of 24,000 in 1900 (slightly higher than Austo-Hungary to reflect the massive trading economy of this small nation) Government type = Liberal Democracy Max gun size of 11" qual -1, to reflect the excellent Krupp and Bofors guns the Dutch used on their coastal defence ships Head of state: The Queen! Who else? Posessions: The Netherlands (home), Dutch Indies, ABC Islands
National Traits: Attention to detail: The Dutch did not build a lot of modern warships, but the ones they did build were of high quality Efficient Shipbuilding: A long and proud history of shipbuilding means these guys know how to build a ship, which is what this represents
Research boosts: Anti Aircraft Artillery: In the interwar period the Dutch had a heavy focus (moreso than others) on AA, being early adopters of the 40mm Bofors in very advanced Hazemeyer mounts. Submarines: After WW1 German submarine designers relocated to the Netherlands in a cover organisation, resulting in the Netherlands becoming one of the prime Submarine constructors of the inter-war period. This is to reflect that.
Bonus tech: Early coastal submarine: While seen as ungentlemanly byt the Dutch navy, the Dutch were an early adopter of submarines of the aptly named American "Holland-class" of submarines
Map changes: I added the Netherlands (as found in Aeson's excellent Map Mod) as a home nation and also manually added the ABC-islands in the Caribbean.
Ship names: BBs: Provinces of the Netherlands, De Zeven Provinciƫn (the standard name of the flagship of the Dutch navy), old names/references of the Netherlands and heads of state BCs: Dutch Admirals CAs: Colonial posessions CLs: Dutch cities and towns DDs: Reptiles/serpents and Indonesian names and the D- prefix SSs: the O- prefix (Dutch subs used the O- for subs in home waters and K- for colonial subs, I just stuck with the O) AMCs: Merchantmen of old CVs: Mythical creatures CVLs: Birds of prey and insects
Aircraft manucaturers: I added quite a few, including Fokker, Aviolanda and Koolhoven
Missions:
I used a mix of missions of both Germany and the UK, as a lot of them take place in the same place - The North Sea. I modified them for using different home ports, different starting locations etc. I did test them, but I'm sure a lot of bugs remain. If they derp out, you can replace them with the German ones, which works fine.
Note: This mod does work when you start in 1920 and the n20 file is rebalanced somewhat, but I did create it with a start in 1900 in mind.
Download: MOD JeeWeeJs Netherlands v03_2.zip (755.25 KB)
Changelog: V01: Initial version V02: Rebalanced gun quality for both 1900 and 1920 start V03: Removed port of Delfzijl and replaced it with Vlissingen Fixed the issue with misplaced Dutch coastal forts both in the Netherlands as in the ABC-Islands Changed location of the port of Den Helder Reworked some missions to include port change Changed player "rank" from "Schout bij Nacht" to "Luitenant-Admiraal" Added custom-made Dutch flags and created a new variant on the East-Asian shipparts (yellow smokestacks, white hulls and turrets) based on Nuno dos Santos's awesome part set
Known bugs: (FIXED!) Placement of coastal forts can be wonky
Mission issues: Various missions vs Germany are still not reworked (but DO work, just imagine the UK is part of the Netherlands ) The "Enemy surprise attack" mission vs Japan still needs to be reworked (takes place near Indo-China) (Under investigation) Coastal bombardment mission vs France has its target missing Raid on Coastal shipping mission vs Great Britain still needs to be reworked (takes place near German shore)
|
|
|
Post by dizzy on Jun 2, 2019 15:30:25 GMT -6
1900 Start Republic of China ROC Custom Nation Hello, After some fiddling, I have created the custom nation the Republic of China (ROC), or Republican/Nationalist China. Nowadays people call it Taiwan, but it is still officially the Republic of China. I know people have previously created Qing China for RTW2, but given the time period of 1900-1955, where for the bulk of that time it was ROC, I've decided to give it a go and create it. The flag used is the Naval Jack of the ROC Navy, which also looks extremely similar to the KMT party flag. Thematically this nation is a sleeping economic Giant, crippled severely at the start. It has a very small industrial base along with several weaknesses (meddling politicians, low education etc) However, it shares the rapid growth rate of the US, and one of its maluses, the undeveloped ship industry, goes away in a decade or two. It starts of with an Autocratic government, but I think I have it set to change to liberal democracy to reflect the relaxation of martial law. Research advantages are Damage Control (due to extremely good damage control in the aftermath of Yalu), and machinery (making up for bad technology by substituting with lots of labor shoveling coal into boilers.), as well as the late game missile technology (alternate history take, justified as the Chinese did invent the first gunpowder based anti ship missile). I had to make up naming conventions for ship types which did not have any ships historically (for example, China only had 2 pre dreadnoughts ever, so I had to make up a naming convention for BBs). For the rest, I pored over the list of Qing modernized naval lists, as well as the KMT list, although several gunship names now do double duty as destroyers. For Airplane manufacturers, I am proud that I went and dug up some original language sources to compile the list. None of it is made up, although at least one is alternate history (The Guangdong Flying Machines Corporation was the brain child of one of China's aviation pioneers, who unfortunately died in a test flight before he could set up the company. And obviously AIDC did not exist in the time period, but could have come early if things went well). I think I did a good job here for immersion, so we won't get the CSA experience of"Southern Star offers a new fighter" since all companies did exist or were on a drawing board. For the set piece missions, look out for a Yalu River rematch at close ranges with Japan. I have this tracked on github here github.com/kongxingagit/rtw2-roc-custom-nation . Go to that link, look at the top right hand side for the green "Download button", then click on "Download zip". I've included a version in this post as well. But please do give feed back. After download, unzip and place the Flag in the Flag folder of the RTW2 installation, and the rest under the Data folder. I hope to standardize the language conventions because currently Wade Giles is mixed with Hanyupinyin, which is not ideal. Any chance on getting China to replace Italy? I'd love to play as Japan and not deal with Italy which is useless. China would be so much fun on a Japanese playthru setup in Shanghai.
|
|
|
Post by griffin01 on Jun 3, 2019 3:44:42 GMT -6
Please remember that the excellent Krupp and Bofors guns you refer to probably weren't designed by 1900. Germany also had Krupp guns, but they start with them at -1 quality, I believe.
|
|
|
Post by jeeweej on Jun 3, 2019 4:10:20 GMT -6
Please remember that the excellent Krupp and Bofors guns you refer to probably weren't designed by 1900. Germany also had Krupp guns, but they start with them at -1 quality, I believe. A good and valid point, will change that. Thank you!That moment when you find out you, in a flash of inspiration, had already put the gun quality on -1. #facepalm Anyway, I did a rework of the gun quality for both the n00 and n20 files. Will upload a new version in the original post. Thanks for the feedback!
|
|
|
Post by cv10 on Jun 3, 2019 10:48:22 GMT -6
Here's an edited Japan2 file that replaces Italy with the RoC (made by kongxinga) as an enemy. Just unzip it into the data file (and make sure you have the RoC mod) Japan2 Mod.zip (22.09 KB)
|
|
|
Post by garrisonchisholm on Jun 3, 2019 10:51:53 GMT -6
Here's an edited Japan2 file that replaces Italy with the RoC (made by kongxinga ) as an enemy. Just unzip it into the data file (and make sure you have the RoC mod) CV10 you're a Wizard. Bravo Zulu.
|
|