1984 The Mod

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Kommissar
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1984 The Mod

Post by Kommissar »


1.Overview
2.Notes
3.Credits



1.Overview

This is a mod based of the book 1984 by George Orwell.
In this mod you are able to take control of one of three
totalitarian superpowers in a mad landgrab for power
and territory. The factions vying for power are
Oceania: A socialist autocracy with claims in America, Australia, and the British isles.
Eurasia: Formerly the USSR, a communist regime that after WW2 seized most of Europe.
Eastasia: A Theocracy formed from many asian countries that hold sacred Death Worship.

2.Notes

This mod is based off of what I read in the book and by comparing various maps
that show the territories of the superstates.

This is just a beta until I work out all the bugs. (When ever that is)

If playing with the AI I recommend that world instability be set to high or very high.

Multiplayer is included and works with update 2.

3.Credits

George Orwell - For the book

Battlegoat - For the game

Fistalis - Helping me understand the
Supreme Ruler engine and modding it

Starwalker22 - Based the mod original off his Union and China mod to simplify things

Party9999999 - Eurasian Flag

Aoaman00 - Eastasian Flag

Me - Making the mod



DOWNLOAD
http://www.mediafire.com/download.php?73ib48vpl7bn22r

Let me know of any problems that I can fix and feel free to comment.
Last edited by Kommissar on Jun 11 2012, edited 5 times in total.
Fistalis
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Re: 1984 The Mod

Post by Fistalis »

Looks good Kom.. the leaders throw me off though.. Maybe set them to generic leaders rather than the cold war defaults. :wink:
Below is a fixed Flagbits2 which includes my Flags in it as well so people don't have to switch files to play different mods.Edit: It doesn't fix the nepal issue my flag file has the same issue I'll fix it and send you an updated copy Kom. (funny thing is I never noticed it)

You can just include the file in the Mod when you get around to updating it. If you need help with anything don't be afraid to ask :wink:


Here is a the Flag bits which contain both sets of flags So people will not have to switch.
http://dl.dropbox.com/u/16692168/FLAGBITS2.rar


Until he updates his flag file just install this file or install the modern world mod after installing 1984 and you should be good to use either mod without switching flag files.


Tips for Kom:
If you want to turn units off just Remove the #include .oob from your scenario file before you cache it (this will also reduce your cache time to almost nothing)
You also have included the events from cold war. To remove these remove the #Include Coldwar.csv from the scenario file.
Last edited by Fistalis on Nov 14 2011, edited 2 times in total.
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my Supreme Ruler mods Site - May it rest in peace
Kommissar
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Re: 1984 The Mod

Post by Kommissar »

Thanks Fistalis. I really don't know how to change leaders. But I'll update the flags in about an hour along with the units. It takes about 2 hours to cache the scenario so it will be a bit.
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Re: 1984 The Mod

Post by Fistalis »

Kommissar wrote:Thanks Fistalis. I really don't know how to change leaders. But I'll update the flags in about an hour along with the units. It takes about 2 hours to cache the scenario so it will be a bit.
Wait on it. (no need to recache for a new flag file anyway)\
I need to fix the alpha issue first.
Also if your remove the OOB like I suggested above your cache time will be like 5-10 mins. But everyone will start with no units by default.

Edit: Okay new flag file is posted to original above.. fixes the Alpha issue and includes both sets of flags.

Leaders will revert to generic leaders if you remove the events like I suggested above.
(actually glad you pointed out the flag issue.. I must have saved without ALPHA once myself and it was borked in mine too :lol: )
Paint.net is a good program that can handle alpha. (and its FREE lol)
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Kommissar
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Re: 1984 The Mod

Post by Kommissar »

Ok I'm going to update it now. I lol'd the Eastasian leader looked kind of like Goldstein. Thanks again.
DanSez
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Re: 1984 The Mod

Post by DanSez »

What a great idea - but remember that all three factions have their own cultural version of Goldstein - and they would/should have automatic triggers to that the weaker of the two would gain up on the stronger one until the stronger one was beaten down to 3rd place (then the alliances would shift again). I guess the trick would be (as the #2 in power) to delay the swap in alliance long enough so that the 3rd power would be strong enough to help you with the war against your new foe (always been foe) but weak enough so when you clobbered the top dog, you could fight them both effectively later.

War was waged for War's sake - to keep society in order, for the party in power to continue moreso than the goal of world domination. I guess that could change as from what I got out of the story was that all three factions realized they did not have to strength to defeat the other two.

I will have to check this out - curious how you set up the weakened economies (all socialist/communist models) with lower global production and gdp than post WW2.
Kommissar
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Re: 1984 The Mod

Post by Kommissar »

@DanSez

I actually haven't thought about changing the economic structure. It's a good idea but then again the people (proles and outer party) were
kept in poverty purposely, while inner party members were living in exceptionally better conditions. I get your point but it seems that
the countries were rich and lavishly spent their money on arms and commodities to keep the war going and give themselves (the inner party)
the benifits of the labor of everyone else. Also I don't really don't know how I could make it so that the countries would be able to constantly switch allies and enemies. Events would probably work although it would have meant there would be a limited timespan in the mod where it followed the constantly changing alliances.
DanSez
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Re: 1984 The Mod

Post by DanSez »

If you want to talk theory and gameplay on the 1984 world, I'll be your huckleberry. :lol:

I'm just getting here and know nothing about the Supreme Ruler engine. My experience is with the Paradox HoI3 where I have tinkered, borrorwed and modified other modders work on the vanilla game for my own taste. Untiil I get my head into the SR engine mechanics I will have to use some of the HoI3 concepts in the discussion. Weither SR supposes those concepts or can be tricked into it with events, scripts or such - I've started reading threads and links about modding.

Political Theory of the 1984 World:
The 3 empires are so oppressive, revolting, and solely invested in keeping their postion/power base in tact, that the whole world would be non-productive/in revolt for their purposes without investment of Thought Police brigades. That makes them all Fascist/Communist (in the North Korean mode) states. Any policies toward "liberal" tendancies would open up the Home Front to revolt or the whole scale of Lib/Conservative has to be rebalanced. Like just about all forms of command based economy, there is a lot of waste in the form of products not needed or on time, or poorly made due to lack of productivity, inventiveness or initative.

When I read the book, it appears to me that production continues to fall over time, that products have less quality and that more and more must be invested in keeping the core party members satisfied, the Thought Police posted everywhere and the faction's armed forces in field fighting the war that justifies the whole system's existance. This has to be reflected in all the Minister's functions.

A way has to be devised to cripple the three empires both in political choices and in what they can research, support and produce.
In the HoI3 model, I am talking about Leadership, Core vs Non-Core areas (production and resource values), Revolt Risk and Suppression. Supply levels have to to be minimal even in the Home Front and problematic in the combat theaters.

Some fun research/reading to do over the Thanksgiving holiday. Thanks again for the great idea and work done.
Kommissar
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Re: 1984 The Mod

Post by Kommissar »

Nice ideas and don't get me rambling on theories :lol:. Anyway for the alliances, in HoI3 it's a tad bit easier to mod in the alliance changes through a triggered 100% accepted by AI event, by either it randomly occurring over a period of time or by setting it to happen when it meets x y z requirements. The requirements would be something that occurs every x months or years (i.e. changes in party support so that your ruling party is 99% popularity and when it reaches 95% allies change and improve the party's popularity to 99%). With SRCW modding in something of that nature I wouldn't know how to go about it except by modding a campaign or scenario file. It is possible as it was show in the demo that the Warsaw pact started a war with NATO 100% of the time
so its in the code somewhere, but I haven't clue where except in what Fistalis told me to remove; the campaign file.

1984:

With in the matter of production it is very possible that the status quo kept dropping due to the fact it was a command based economy. I don't think that would be the whole reason although it would open up very interesting propaganda opportunities for the ruling party. I would actually think that because of the perpetual war that resources would also be expended just as fast or even faster than they were produced. But I did read on a couple of command economy policies and their statistics did show that at times production levels would dramatically decrease (moral and fatigue probably) although with the massive incredibly indoctrinating propaganda put out by the states along with their massive amount of brainwashing would have probably pushed may people to work harder I wouldn't say that it was entirely that their economies were state controlled even though history supports it and so does your argument.

In my perspective, politically they are technically just extremist autocracies or fascist states. Historically fascism hides under any name it can, even democracy and some key examples are Nazi Germany and the Soviet Union under Stalin because the book is literally based off of Stalin's reign over the USSR.
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Re: 1984 The Mod

Post by Fistalis »

The .CSV is events and relations. The only trigger for events however is time.. so it would not be possible to have alliances switch on anything but a timed event. Setting starting wars would be easy enough though. (and yes I suggested removing it because you don't really need the 500 events for the cold war scenario triggering in your mod. :wink: )
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Kommissar
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Re: 1984 The Mod

Post by Kommissar »

Thank you for the information. I actually removed the file after you advised me it.
Edit:Also DanSez that economies of all the countries simulate the production scenario which I didn't realize was happening. The only problem I can see is the massive population booms in the superstates which could be solved if you have population control methods in your menu although decreasing healthcare and family financial nets with social financial nets should produce to a reliable depopulator.
Edit again: Uh nevermind I wasn't able to decrease the population in the way I described.
DanSez
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Re: 1984 The Mod

Post by DanSez »

Fistalis wrote:The .CSV is events and relations. The only trigger for events however is time.. so it would not be possible to have alliances switch on anything but a timed event. Setting starting wars would be easy enough though. (and yes I suggested removing it because you don't really need the 500 events for the cold war scenario triggering in your mod. :wink: )
Can a timed event do something like count the number of specific targeted locations - victory point cities if you wish to call them - each faction controls? Once every 3/4 months the event fires to recount how the war is going and then force the #2 and #3 into an alliance and into a war with #1.

Can a timed event modify the time of the next event in the chain?
I guess I need to read the wiki some more - thanks for the response.
DanSez
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Re: 1984 The Mod

Post by DanSez »

Kommissar -

Yes I was already thinking that the triad of the HoI3 might fit the 3 empires model better, but HoI3 has a ton - tons of other overlay and its sea-warfare model (ie the Brits and Japaness AIs) would wind up crippling Oceana vs Eurasia in the war for dominance in Africa.

I've only played 10-12 hours in the game (the new Shadow of the Bear scenario) and I have some questions about how SR's battle model works - like watching US turboprop plans flying across USSR bombing without interception and when the war breaks out, the East Block did not invade (or nuke for all I can tell) West Germany. I have a lot of questions and much to learn about the basic game.

1984.
I had a thought - and it's just a flash/concept.
Oppression. The whole midset of the governments of that world was to trim humanity down to its base element - language, thought, production, emotion, all down to a base form that best served the master organism, the state. Now the flash/concept - can this oppression be used in the game like high levels of pollution?

What little I read about so far is that pollution can reduce population and production (maybe even conceptually - fertility). As the government becomes more and more oppressive, the people devolve from the higher minded "Rights of Man" with motivations for self fullfillment towards a highly conditioned appendage of the Master Class interested mostly in survival. Oppression/Pollution - in game programming aspects, can one be used for the other?

What would be the results of combining command based economy with the oppression as described and add both home grown terrorist rebellion and efforts of the two enemy nations? Plus there would be little if any trade between the three major blocks - further stiffling any potential economic growth.

I like the idea of rigging the healthcare/social settings to select between low or lower population values.

I want to play the game some more tonight to get a feel of how it works. Thanks for the discussion.

And a larger question to the engine - if the engine can recoginze something like "pollution" could one like "oppression" be programmed?
DanSez
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Re: 1984 The Mod

Post by DanSez »

Kommissar wrote:1984:

In my perspective, politically they are technically just extremist autocracies or fascist states. Historically fascism hides under any name it can, even democracy and some key examples are Nazi Germany and the Soviet Union under Stalin because the book is literally based off of Stalin's reign over the USSR.
I agree with you and very well said.

I think in the 1984 world, there was a general agreement (to a point) to restrict warfare while each worked to devolve its population in overall similar methods but for gameplay purposes we need to consider the conditions that would allow for one to breakout and dominate. Do you think hammering home this devolution (as a tech tree) to create the most oppressed drone worker and soldier would be the game winning strategy?

Anyway - I could ramble on for hours. Too bad there isn't a bar somewhere close we could duck into for a few hours. Whiskey and cigars are my preferred sins.
Cheers,
Kommissar
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Re: 1984 The Mod

Post by Kommissar »

DanSez wrote:1984.
I had a thought - and it's just a flash/concept.
Oppression. The whole midset of the governments of that world was to trim humanity down to its base element - language, thought, production, emotion, all down to a base form that best served the master organism, the state. Now the flash/concept - can this oppression be used in the game like high levels of pollution?

What little I read about so far is that pollution can reduce population and production (maybe even conceptually - fertility). As the government becomes more and more oppressive, the people devolve from the higher minded "Rights of Man" with motivations for self fullfillment towards a highly conditioned appendage of the Master Class interested mostly in survival. Oppression/Pollution - in game programming aspects, can one be used for the other?

What would be the results of combining command based economy with the oppression as described and add both home grown terrorist rebellion and efforts of the two enemy nations? Plus there would be little if any trade between the three major blocks - further stiffling any potential economic growth.

I like the idea of rigging the healthcare/social settings to select between low or lower population values.

I want to play the game some more tonight to get a feel of how it works. Thanks for the discussion.

And a larger question to the engine - if the engine can recoginze something like "pollution" could one like "oppression" be programmed?
The concept you proposed actually might work if you could program it to act like a social spending program. With using a slider of sorts for oppression in either social spending or attached to a building such as Minitrue. I think that if you could take one of the social spending codes, rewrite it, and save it as a new one it could be possible to control population levels with it although you would probably have to watch your population to keep it on track. In concept I would say things such as devolution of the population and newspeak could be used in the tech tree starting with one specific tech that clearly states what it leads to. So newspeak, benefits from its research would be +15 literacy or education (in a weird sense as they would probably make "teaching" what ever it is that they teach easier.) and +20 DAR or another idea would be buildings that could have effects such as the Ministry of Truth with its effects as follows: + X MAR and/or + X Law enforcement bonus.

Edit: I'll get back to you on the worker drone to win the game tech idea tomorrow, but all in all it should be able to give the superstate a major advantage with increased morale, decreased supplies, and more effective soldiers.
Again Edit: Nevermind I'm going to be busy until around christmas I'll try to answer question and etc if I can.
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