Handy Game Tool – General Staff

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Author: 北冰洋红海军政委

Last revision: 23 May at 02:19 UTC

File size: 2.38 MB

On Steam Workshop

Description:

MOD currently supports English, Russian,Korean and Chinese. If you need another language, please leave a comment and I will make the corresponding localization. It’s not a difficult task.

MOD Brief:
This MOD uses decisions to add AI scripts, allowing you to control the behavior of allied or puppet AI.

Notice: Anyone may use all code and image assets from all my mods under any circumstances without needing my consent.

If you like it, please support the sister MOD!
This mod is designed to simplify tedious vanilla operations for players. It includes a series of automated functions such as auto-research, auto-division design, auto-equipment design, auto-construction, and auto-resource purchasing…
Convenient Game Tool – Council of Ministers
https://steamcommunity.com/sharedfiles/filedetails/?id=3351953045

Hello, General! When you are deep in thought about national development and diplomatic strategy, have you ever had the following thoughts?

The allied AI behavior in HOI4 is scattered, foolish, and difficult to control. If I could manipulate it, I could make my overlord nation develop better and our faction stronger!
My stupid allies always cause me major diplomatic incidents. For example, declaring war on an enemy I don’t want, or crazily profiting from war while their own soldiers lack weapons, more Austrian School than the Austrian School itself…
Or perhaps you are pursuing a certain historical, immersive experience that you can role-play into. You can order your allies to focus on specific areas.
If you are Germany, a telegram from the General Staff will make Italy prioritize naval industry, Hungary launch a full-scale offensive against the Soviet Union, Romania send rifles to Finland, or change the fate of the entire world…

If you have had the above thoughts and confusions, then this mod is very helpful to you!

Detailed Features:
Convenient Game Tool – General Staff is a MOD that controls the AI behavior of allies or puppet states. The specific logic is to add a behavior script to the AI, making it prioritize doing what you want. I will describe the features of the MOD one by one.

1. Factory Construction → You can use decisions to make your allies or puppets prioritize building the structures you specify up to a certain number. If you are playing as Germany, you can make all your puppets build only Civilian Factories, because Germany can extract more civilian factories from puppets. You can specify 5 building types: Civilian Factory, Military Factory, Naval Dockyard, Oil Refinery, and Fuel Silo. A single decision’s script will make the AI prioritize building up to 50 of the first three building types, and up to 10 of the latter two. Note: If you click the decision and find the AI has not immediately started building your desired structure, it means its current construction project hasn’t finished. Once the current task is completed, it will execute the player’s order.

2. National Control → You can control the arms trade, military expansion, and demilitarization of allied countries. Let’s take Germany as an example again (Germany: Meow?). Slovakia is now your puppet. You need Slovakia to mobilize its entire national strength to serve Germany. At this point, you can click the military expansion decision, and Slovakia will greatly increase its desire to deploy troops. At the same time, you discover a problem: ambitious profiteers in Slovakia are using the international market to sell weapons and make a fortune from war. Just one telegram can destroy its entire profit system. After dealing with Slovakia’s problem, you find that Romania has created a large number of useless troops that are eating up supplies on the Soviet-German front and competing with German soldiers. You can then click a decision to send the Romanian soldiers home.

3. Army Control → You can use decisions to order allies to defend specific allied borders, prohibit allies from starting wars without permission, and order allies to concentrate their forces for breakthroughs. The effects are as described above, but I will give an example. You are a British player. You notice suspicious activity from the direction of Japan, and at the same time Siam seems to be brewing something. Although there is no clear evidence, you feel they might take military action against Malaya. With just one telegram from you, everyone in the Commonwealth will send troops to Malaya to defend against a possible invasion, allowing you to focus on dealing with the Germans. If your ally has a war goal against the Soviet Union and is very likely to start a war that would drag our faction into conflict with the Soviets, you can issue a command in advance to forbid them from starting a war without permission. Lastly, there is a decision about troop usage: do you prefer the AI to use troops dispersed or concentrated? This can be achieved by adjusting the force breakthrough decision.

4. War Preparation Control → Prepare for war against a specific country. This decision is simple, but I made it a separate category. Its effect is to make your allies prepare for war against a designated country that is not your ally and is not currently at war. If you are a German player, you can have countries in your faction send their troops to the German-Soviet border. Note: This effect is only valid before the war starts!

5. Coordinated Invasion → Naval invasion of a designated enemy country. This decision is very simple. You can order your allies to coordinate a naval invasion of a specific country, provided that country is at war with you.

6. Frontline Tactics → Defensive Posture
7. Frontline Tactics → Steady Advance
8. Frontline Tactics → All-Out Assault
I will put these three decisions together. ….

9. Army Structure → Army
10. Army Structure → Navy
11. Army Structure → Air Force
These three decisions control similar objects….

12. Special Categories → Ally AI Lend-Lease to Player – Ally AI Lend-Lease to Designated Country – Puppet Forbidden to Send Troops to Player – Specific Country Category. …

Local Modding Suggestions:
If you find something you want to modify in the mod, you can do so in `commonscripted_effects`. I have used extensive comments, so even if you have no coding experience…

Finally, have fun playing!