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Альтернативная история

Player Led Border Conflicts (outdated)

Положительные голоса94%235 голосов игроков
Подписчики3,2 тыс.3 156 в Steam Workshop
Размер файла27,52 КБЗагрузка через Steam
Обновление автора18 нояб. 2018 г.Дата обновления материала
Player Led Border Conflicts (outdated)

Изображение 1 из 4. Материалы автора из Steam Workshop.

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О материале

«Player Led Border Conflicts (outdated)» — материал мастерской Hearts of Iron IV. Альтернативная история, фокусы и модификации стратегии. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

(Updated code for 1.5.4)

This is a modified version of https://steamcommunity.com/sharedfiles/filedetails/?id=1324935399

_____ Changes _____

Only player is allowed to start border conflicts. Player can trigger conflicts with everyone including allies. Conflicts can be escalated faster Keep Waking Tiger Chinese Conflicts Original

_____ Compatibility _____

Multiplayer Millennium Dawn Kaiserreich Iron Curtain Most Other Mods

_____ Conflict Mechanics _____

Border conflicts start with someone staging an incident between two states (yes... they have to border each other). This costs some PP and fires an event notifying them that they need to position troops or risk losing control of the state.

After a bit of time has passed, whoever staged the incident gets a decision to escalate the situation further. If this decision is left alone for too long the incident is forgotten and nothing more happens.

To escalate the incident to a border conflict the instigator needs to place troops on the border and select the decision. Divisions from the two states start fighting in a limited form of combat with special rules such as terrain giving less bonus, lower combat width and so on. The country that first initiated the incident is considered the attacker.

The fighting will continue for a good amount of time, and if no one has emerged victorious by the time it runs out the conflict is considered to be a stalemate. This awards both sides with a bit of army experience and the defender with some PP for having successfully defended the territory. This is sort of a soft loss for the attacker, but does not come at a major cost other than the PP wasted on initiating the entire incident.

If the attacker wins the conflict, they seize control of the state and are awarded PP for their success. If the defender wins they gain a lot of PP, army experience and research bonus to land doctrine. All of the outcome effects are scriptable and there is a good chance we will add, tweak, or change them after more play testing.

Both attacker and defender can choose to escalate the conflict further at the cost of addition PP. Doing so gives a combat bonus, allow more troops to join the fighting and pushes the conflict to the brink of all out war. Both sides can back down at this point, but this results in losing the border conflict. It might however be worth taking a loss over an all-out war you cannot hope to win.

If any of the sides chooses to escalate the conflict further, the other side will be notified and not long after, war breaks out.

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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