Barbarossa Decisions

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Author: Based Department

Last revision: 11 Oct, 2022 at 16:00 UTC (2)

File size: 1.48 MB

On Steam Workshop

Description:
UPDATED TO 1.12.* VERSION OF THE GAME

NOTE: This mod can work with every mod, and it is compatible with every mod (not for the mods changing state-id thing as I mention below, that is the only exception) Even though it says those two other mods are required items, if you don’t want, you can use this mod as is. However, it is strongly recommended that, use this mod with Expert AI 4.0 and Atlantic Front Decisions to get the full experience. I did all the tests combined with these 3 mods, so I can not guarantee what happens if you don’t use these mods combined.

What does this mod?

Everything starts when Operation Barbarossa starts. For all national spirits, AI gets increased buffs or decreased debuffs against players. For detailed explanation:

  • Germany gets dynamic modifiers and national spirits. National spirit is added for a limited time. The thing is, you get 2 missions for those 2 dynamic modifiers, these dynamic modifiers will buff you at the start. If you succeed in those missions, you’ll keep your buffed dynamic modifiers until the operation is finished. But if you fail, you’ll lose the army modifier but you’ll keep the air modifier and it will negatively affect you. At the start, you can take the Soviets’ air force; but this modifier can turn the tides. (Believe me, it really hurts)
  • As for the Soviets, their situation is unique. At first, they get huge debuffs via dynamic modifiers, and the Red Army goes into ‘Reorganization Phase I’ Basically, you do this mission 5 times (each time, you need to wait 144 days to finish) then you will enter Phase II (but don’t worry, this one will be quick) In the first phase, you get off your debuffs; but in this second phase, you gain new buffs. And the thing is, whenever you lose those cities, this progress stops. You end up with what you have. So if you lose in the early, you keep your debuffs; if you lose in the late, you keep your buffs.
  • Also, the Soviets gets a special 3-year duration decision, ‘Allied Lend-Lease’ which gives +%25 factory output. And, the most important thing is, you get state defense bonuses for the Moscow-Ural Industrial area. (You can see in the mod’s pictures above)

In short, at the start, you push through the Soviets unprecedentedly; but in time, you face resistance increasingly. And, if you can’t take those cities, Soviets get even stronger. Ultimately, you face the rage of the Eastern Front. Believe me, I even cannot destroy Soviets in this mod it is really challenging (of course, combined with Expert AI 4.0 )

Compatibility

I did not edit/change any vanilla game files in this mod, so it should be compatible with every mod. But, there is one exception: I used vanilla state id numbers in my decision modding. This state-id connection is important. So, be careful about using mods that change the whole state structure. Example: Magna Europa Mod will be incompatible with this mod. Probably the decisions won’t work properly if you try to use both of the mods. Because the states recognized by my decisions will be different if you use those mods changing state structure. (IF the mod does not change state id structure, it shouldn’t be a problem)

FOR RUSSIAN / ДЛЯ РУССКИХ

If you want, you can use my mod combined with zhirik’s Russian Localisation Sub-Mod: Barbarossa Decisions: Русская локализация Thanks to zhirik for doing this translation.

For My Fellow Developers

You can use this mod whatever way you like as long as giving me credit in your mod’s description about that usage.

Also, if you like this mod, you can check my other mods


Lastly, If you like my work, you can support me, I’ll be very appreciated.

Here is my bitcoin address: 1KuMXQHuVBp5XMsCuQcjfQ6z24mxDajUwS
(network: btc – bitcoin)

Download
Required items:

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Atlantic Front DecisionsSteam Workshop
Expert AI 4.0Steam Workshop
Revisions:

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