Danzing All Night Competitive Edition No Production Cap

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Author: gryphus.crux

Last revision: 21 Aug, 2017 at 18:40 UTC (1)

File size: 59.19 MB

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Description:
Danzing All Night: Multiplayer Competitive Combat Edition No Production Cap

This edition is the no production cap version of the more balanced, main version of the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=892945590

You can finish a game in just 4 hours!

This mod is made for those who want to enjoy combat in a large scale, managing huge theaters against AI and players.

(Danzing All Night? Well, Dancing all night…in Danzig.)

Developed as a fork of the Beta here
http://steamcommunity.com/sharedfiles/filedetails/?id=889779830

Combat is everything

For us, the best part of Hearts of Iron 4 is combat. Combat is where it begins, combat is where it ends. Combat is where it’s at. Especially if you can get smart opponents to play against- human or AI.

What does anything matter if the game is not fun to play? Numbers should not limit players from enjoying the game. In this mod, it’s very easy to recruit & deploy units. There are almost no restrictions on the player: the advantage is skill, not numbers. It’s unfair to be overrun by OOBs of majors when you start the game, so nobody has an OOB in this game- and nobody needs one. Whole theaters are constructible in just a few months and your skill matters.

Everyone is able to take down each other very easily in this game, because everyone has a ton of resources and industrial capacity. No limits on building slots or airbase capacity or anything like that. But the huge manpower and ridiculous resources doesn’t matter if you can’t use it to your advantage properly. The AI or the opponent has an advantage as much as you do too, so you have to be careful about what you get into.

Multiplayer Playability and Gameplay are kings (queens):

The original purpose of this mod was to make the game finishable in one night, and more fun in multiplayer. We should not be limited by numbers such as manpower or technology and waste time waiting for things to finish. However this should not give any player an unfair advantage over the other. Technology also is slightly faster to accommodate a game per night. But this is not too fast, so nukes are still hard to get.

The AI makes around 60 units per day. Get your battle gear ready!

National focuses finish in 1 day.
Combat is very doable in Speed 1 (1-hour intervals) so connection speed is much less of an issue too.

There is a random war declaration event that happens among AI so that war inevitably happens. AI in this mod will wait until they are ready and have already built a front line before declaring war. And it makes the game more fun too. Democracies have no limits barred on their behavior and can and will declare war and be aggressive just like fascist countries.

The combat meta has changed:

Combat should be dynamic and should make you feel you can lose at any moment, especially even if it’s against the AI. Combat should not be limited to numbers. Your division number, is just a number. There are ways to beat death-stacks of 100 units with just 10.

In this mod, your strength is your HP and your organization is your ATK. Your strength doesn’t contribute towards the ATK value. Combat is also doable in Speed 1 (1-hour intervals) so no more waiting for battles to end in multiplayer. This game is very playable in Speed 1, and you would want to play it very carefully at Speed 1. Or else the AI will overrun you very quickly.

Almost every province you own must be taken before you get defeated, so it also means that you can always make a comeback. But this also means the AI or your opponent can make a comeback as well, be careful!

This is very good, because when running an AI simulation the Middle East declared war on Africa, and was pushed back all the way to Istanbul but later pushed back Africa to Sinai.

I made AI extremely aggressive so now they don’t give a damn about anything except for war. Expect war the very next hour you start the game.

This mod is very hard for human players to play against AI because AI has the advantage of calculating decisions over large fronts but human players will take such a large effort to make decisions for multiple fronts in such a short period of time (assuming you do not pause).

To compensate for the massive advantage the offensive side has over the defensive sive, I have made it easier for the defensive side to hold their front. This should provide a nice balance between the defensive and offensive side.

We added a land bridge for a lot of places because naval invasions are fussy to work with in this game and I wanted to optimize the game for more combat. Some might be bit of a stretch, but this facilitates combat a lot better. Opens up new strategy too.

What’s different about this edition to the normal version?

This version is more conducive towards multiplayer competitive combat. Person vs. Person, 1-on-1. It can also make fights against AI more fun too. Managing huge theaters across the world is really fun in this one. Eastern Europe is huge to manage, so Co-op is especially fun.

The primary reason for this was that the reduced number of countries and events and such helps the game runs fast and smooth with the Beta mod. The Beta mod is great but tends to struggle around 1937 because basically every country has around a thousand units and the game has to calculate a ton of things per hour. In this version there are less things the game needs to be concerned about, so it is smoother and faster. Better for the Beta mod to live in.

This divides the world into geographical regions loosely based on the United Nations Geoscheme.

The divisions are:
Commonwealth
Scandinavia
Western Europe
Eastern Europe
Southern Europe
Oceania
South America
East Asia
Central America
Middle East
North America
South Asia
Southeast Asia
Africa

I have tweaked this version differently from the Beta version to accommodate for better combat, now that the game runs better. As it stands now the Beta mod is more easily enjoyable in this form.

For example, one thing different about this version is that you can choose any advisor from the countries your region controls. Western Europe for example contains advisors both from France and Germany. But they do not have access to the Eastern Europe advisors (e.g. Soviets).

New sound effects:

For those of you that play Super Smash Bros.ᵀᴹ Meleeᵀᴹ you will see what we did with the sound effects. For those of you that do not like this, delete the danzing/sounds folder.

Any comments and criticisms will be greatly appreciated!

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.