Here is the list of mini-MODs or House Rules Andatiep and DoctorKing selected for their PBEM).
If any PBEM players are interested to implement some for their games, just go on this page where it is explained how to set it on you computer :
http://www.ageod.net/agewiki/A_RUS_wishlist_mini-MODs_workshop
You can install all the following selected Mini-MODs by
1) erasing the file /RUS/GameData/Models/Models.cached and the file /RUS/GameData/Units/Units.cached
2) downloading this file, unzip it and copy/paste it in your .../Revolution under Siege/ repository (copy over the original files) :
Mini-MODs for RUS (DoctorKing&Andatiep selection) - patch 1.03 : [ATTACH]16081[/ATTACH]
You can also find the AARs of this PBEM here :
- DoctorKing (ENG) :
http://www.ageod-forum.com/showthread.php?t=20673
- Andatiep (FR) :
http://www.ageod-forum.com/showthread.php?t=20706
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Mini-MODs "The Whites' political agendas"
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THE KOMOUCH
The Komouch and its remaining deputies from the Russian Constitutional Assembly is the only "liberal" and democratic legacy that the Whites factions can keep. Its centre of power is Samara on the Volga.
Here are the advantages the Komouch gives to the White factions untill it is destroyed by the red conquest of its 4 main towns on the Volga (Samara, Saratov, Simbirsk & Kazan) :
- It increase the political support from the middle classes and from the western powers : Each turn, it give 1 EP to the Siberian White (WH3) and 1EP to the Southern White (WHI) players.
- It allow 6 "Reforms" regional decisions per turn for the Siberian White faction.
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THE DIRECTORY
If the Reds succeed to take the 4 Komouch main towns on the Volga, the remaining Komouch political power is kidnapped step by step by the conservative military White leaders. It start with the creation of the "Directory".
The Directory in command means :
- a new probability (50%) of desertions start among all the Komouch units (WH2) each turn.
- the White Siberian faction loose popular support which have consequences on the moral of its peasants conscripted troops : -5 NM.
- the number of Reforms regional decisions is reduce to a maximum of 1 region in the same time on the map.
- a military coup probability will start when the Admiral Kolchak arrive in Omsk.
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THE KOLCHAK DICTATORSHIP
The arrival of a major former officer of the empire in Omsk is the event the Whites' conservative military leaders was waiting for to establish an autocracy. But this event was not a fixed date. First, the arrival of the Admiral Kolchak could arrive between the 1918/09/15 and the 1918/11/15, with a probability of 50%.
Then the event that this major officer accept to delete the Directory (which is already an oligarchical power that could be enough for him) is also not a fixed date. So once Koltchak is in Omsk, a military Coup can happen but with a probability of 50% each turn.
After all, the Whites' military leaders would probably not organize a Coup if they did know that it will lead to less and less support from the western Powers. So if the officially appointed western Allied Command in Chief in Russia did already arrived in Omsk, the Coup can't happen anymore, since this major officer, Janin, commanding the Czech legion and coordinating the european war fournitures from Vladivostok, was against a military autocracy and planed to support the Komouch or the Directory powers.
The Kolchak autocracy means :
- the White Siberian faction loose popular support which have consequences on the moral of its peasants conscripted troops : -5 NM.
- Whatever are the wishes of Kolchak about the topic, its Coup is understood by all factions Whites' military leaders as a green light for a conservative geopolicy which refuse to end the Russian Empire : Till Koltchak unit is in Omsk and till Denikin is on the map, the diplomatic options to be allied with the Ukraine, Caucasus, Baltic and/or Finland States, are not allowed.
- Without liberals & "right" SR political support, Whites leaders loose their last bridge of communication with the peasant world which will really not trust them when/if they ever pretend to agrarian reforms : the regional decision "Reform" in the ledger is not anymore available for the Siberian White and South White factions.
- the Koltchak coup event means no more new Komuch units faction available in the pool, and it start other regular events with many strong desertions among the Komuch faction units (WH2 units).
- The Bakshir volunteers loose their hopes for a national Bakshir political autonomy, their units will give up the White Armies with a 25% chance till end 1919.
- the Koltchak coup means also more conscripts (200) to the Reds, since many of the Komouch remaining infantry forces directly joined the Reds, especially after Koltchak Coup.
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THE WESTERN ALLIED HIGH COMMAND IN RUSSIA
If the Koltchak Coup happen before the appointed Allied High Command in Russia general Janin arrive in Omsk, Janin refuse to take its command of all the allied forces in Russia and to deal with the new military autocracy. He choose to stick to its last mission which was to coordinate the Czech Legion evacuation. That means :
- Janin leader unit don't appear in the game. The infantry and artillery units coming with him should be locked in Vladivostok.
- Janin and the Czech Legion use the transiberian railroad and trains in priority for themself, which means that the Siberian White faction loose 50 points in the railroad transport capacity pool.
If the Koltchak Coup still don't happen when Janin arrive in Omsk he would then support for sure the Komuch parliament/government or even the Directory leaded by the "republican" general Boldyrev if already created. Since Janin was send as the High Allied Command in Russia, Koltchak Coup should not happen anymore in the game because even "right" white generals admitted they need foreign help (pro-Koltchak British advisors may not listen to Janin as usual but would not oppose to him and support a Coup if he is there, especially without clear orders from London for a military Coup, which obviously never existed).
An allied High Command in Russia means :
- it don't allow a Kolchak Coup
- Janin unit group should be renamed "Allied High Command in Russia" and should arrive randomly and directly in Omsk, not in vladivostok. It is locked in Omsk and provide a level 6 trenches in the region... The infantry and artillery units coming with him should be locked in Vladivostok.
- if Samara is a second line safe area and if South-East Whites' territorial union is done, then Janin group move to Samara and bring also a level 6 trenches there. It means the Reds should not control Rostov, Tsaritsin, Saratov, Samara, Penza, Stavropol-on-Volga, Simbirsk, Ufa, Chelyabinsk & Omsk.
And after all, it allow a better foreign support if the players succeed to establish connexions on the map between the South White and the Siberian White factions. It should increase their political unity and give them advantages, as well as changing major geopolitical facts :
- A North connexion - so each turn the Siberian Whites (WH3) control Viatka, Perm, Ekaterinburg and Omsk and the South Whites (WHI) control Arkhangelsk & Kotlas - give 1 EP, 1 VP and 3 WS to the 2 whites factions (WHI & WH3). It is also a condition for the North-East White Army to get more units available in the Unit Pool from April 1919 (as well as if they own Petrograd).
- A South connexion - so each turn the Siberian Whites (WH3) control Samara, Saratov, Ufa, Chelyabinsk and Omsk and the South Whites (WHI) control Tzaritsyn & Rostov - give 2 EP, 2 VP and 6 WS to the 2 whites factions (WHI & WH3).
- If there is a north or south Whites territorial connexion in january 1919, the Czech have a big chance to stay (75% each turn) till late march 1919 (when red revolutions in Germany and Hungary start to be a menace on their new independent state), then the Czech units are removed from the game.
Nota Bene :
- All the events like "evt_nam_WH3_JaninDoubleFace", which decrease everywhere all the siberian White troops cohesion, should be remove, or at least with a Conditions that Koltchak unit be on the map. It give too much importance to the Janin supposed "bad" activities. The only realistic influences would be its priority use of the transiberian railroad for the Czech, which could be simulated by a lower Railroad transport available in the pool.
- The Y. Syrovy (Czech Legion) army unit should be removed with the current list.
- The Gaida volunteer troops which stay should be WH3 faction so that they can receive russian replacements later.
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Whites' military political leadership
If the Komouch regim survive on the Volga and an operational Western Allied High Command (and its War fournitures supply) support it, the Whites' military leaders would have to care more about political reforms to challenge the Reds as well as to perform a pragmatical diplomacy to look for new allies among the new national states from the former Empire.
This changes could be done by two leaders, Krasnov and Wrangel.
Krasnov (which was already a CiC under the Kerensky government) should be in Command of all the South Whites in late january 1919 (instead of Denikin) if :
- The Western Allied High Command in Russia is operational (Janin didn't give up because of the Military Coup) and give support first to the White leaders promoted by the Komouch or the Directory governments, with more liberal or more Cossacks-friendly, or more ready for independances recognition political views, like Krasnov and Wrangel...
- A southern territorial connexion between the South Whites and the Siberian Whites did happen at least once to coordinate the White factions (Rostov & Tsaritsin (WHI), Saratov, Samara, Ufa, Chelyabinsk and Omsk (WH3)).
Wrangel should be in Command of all the South Whites if :
- Koltchak, if he ever came in power, is now defeated and removed from Omsk (Koltchak as CiC would always prefer a Denikin-like subordinate and oppose all possible alternative policies a Wrangel or a Krasnov may propose).
- Before 1920/01/01, Krasnov is dead or already retired and if the South White NM is lower than 50NM (like currently).
- After 1920/01/16, Krasnov is dead or already retired.
Only Krasnov or Wrangel as High Commander of the south Whites allow the South White faction to use regional decision "Reform" (up to 6 in the same time). There is no way that Denikin as High Commander could do it. He never even think about it...
If Krasnov is ever in Command, it allow more Don Cossack units in the Unit Pool. It simulate the political negotiations and agreements the Komouch and Krasnov could have done with the Don and Kuban Cossacks and their wishes for a political autonomy. (Besides this, the current Don Cossack starting pool unit is already huge, so it's more realistic if next reinforcements are more difficult to get).
Nota Bene :
- "Krasnov retires" with a probability of 50% each turn only if the Koltchak unit is still in power in Omsk.
- "Wrangel retires" with a probability of 50% each turn if from 1920/01/01 there is still Denikin on the map and if the Koltchak unit is still in power in Omsk (and if the South White NM is less than 70, like currently).
- don't remove the first Wrangel unit but change only the seniority to keep the XP.
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Mini-MOD "RCW War Productions"
Reds had huge problems of ammunition production during the year 1919, they had sometimes to move back whole corps/front because of that. The Whites first depend also totally on the foreign help, not on local production. The towns should then get a very low ammo production untill players build Arms Factories, so that during the first year the players have to try to save and spend carefully the number of battles he starts. The depots should be used like easy to build workshops which still bring a small production, but the new factory structures should bring most of the production needed for big armies.
- To simulate this, all ammo production of the game's structures are cancelled except for the depots (5 per level), for the Forts (5) for the Arms factory (200), the Naval Base (100) and Tank factory (100).
- To simulate the lack of population in Siberia and its highest density in central Russia, the White Siberian faction (WH3) should get only 4 Conscriptions and 4 Requisitions Regional Decisions available per turn instead of 6, and the Red faction (RED) will get 8 Conscriptions and 8 Requisitions Regional Decisions available per turn instead of 6.
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Mini-MOD "Massive seasonal desertions"
For each year of the conflict, from early spring to late summer, there should be for all 3 factions massive desertions events which happen for sure each year, like in the History (currently, there is a chance - that is too important IMHO - that no desertions happen at all, or not the first years):
- 1 standard good season desertion event (from 03/01, 25% probability each turn it happen till 09/01)
- For each Desertion event : The Red get 50 milicias, regular infantry or cavalry units which have 50% to be touched, but they can avoid it (100% chance) if in a stack with a political unit which protect the stack from desertions (for now, this units protect a force only with only 50% chance).
- The Whites get 15 milicias, regular infantry or cavalry units touched. A unit which suffer desertions loose a value of 20 of its cohesion and 5 of its health (mens) (South Whites get desertions too).
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Mini-MOD "Political units"
- '''The Political Commissar''' main role was more focused to the control of the military hierarchy, to be sure the commanders (leaders) will follow the orders of the government (it wasn't to hunt alone deserters in the woods). They brought the fair and the chaos in the army command (changing often the seniority system) but they also helped a lot to reduce the passive behavior of old military leaders which were not very motivated by the Bolchevik regim (so here it could be the possible inactive or locked status of the leader's stacks). I would not use anymore the current Attribute *PoliticalUnit* of the Political Commissar units against massive desertion (and let this kind of feature only to the Line Cheka military units). The Attribute *PoliticalUnit* should be only used to protect the RED forces to one new kind of epidemic events : this event will target each 2 turns randomly (50%) 40 units which whole stack will be locked for one turn except if they have a Political Commissar unit (or leader with the same attribute and color) in the stack.
- '''The Line Cheka military units''' were used mainly like special "guard" or "military police" which could improve the cohesion of big unit and reduce the desertions of a whole force. So i would rather give them an other attribute, like *guard* which would protect the stacks against massive desertions events (see the "Massive Desertions" mini-MOD). I will let it the current Political_Unit ability which is in fact a BattleBonus ability.
- '''The VOKhR units''' were supposed to be the "new model" police or prison/goulag camp guards. It would be better to set the 2 types of VOKhR as units which are specialized in the fight against all the insurrectionnal troops (+25% strenght), so all kind of "Green" faction units and all the White/Red Guards (milicias). The Whites cavalry cossacks were also used like police units and should have the same feature (and this way it balance the game about the fight against the Greens).
- Only the political Options "Party Members join the Army" should increase the Political Commissar, the VOKhR and the Cheka line units in the units' pool (see Mini-MOD "Political struggles"). This elite units should be much more rare than the previously 30+ immediately available. The events which warn the player that there is new Cheka and VOKhR units (evt_nam_RED_ChekaCombatUnits & evt_nam_RED_VOKhRCreation) should happen in the same time like the political Options "Party Members join the Army" (start of the game), but it just bring 1 prototype unit of each (nothing in the Unit pool).
- Only few (5) Political commissar units should be available in the pool before the political Options "Party Members join the Army" can be activated.
- The global bad aspect of the Political Commissar in the Army will be simulated in the game by an other epidemic event which will target each 3 months randomly (50%) 10 Red Leaders which then could loose -1 seniority.
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Mini-MOD "Lenin Assassination"
Lenin assassination event is not a scientific fact. If the Left SR rebellion (and repression...) happen, its consequences are :
- There is 20% probability per turn that he survived on attempt of assassination,
- There is 5% probability per turn for a new event "Lenin died assassinated" ("evt_nam_LeninDiedAssassinated") were the Red player loose 25 NM (less than if captured and executed by the White after surviving an assassination attempt - The Lenin cult of personnality started after he survived). The Lenin unit is removed, as well as the Trotski & Zinoviev units (Both would come back from the battlefield to siege in the Sovnarkom...).
- In both cases, it allow 6 Cheka Regional Decision in the Bolchevik player pool, and the leader Dzerzhinsky is available in Moscow (but with only 1 star rank and 2-0-0 stat's)
- The new events "evt_nam_LeninDiedAssassinated" should not happen if the events "evt_nam_Flavor_CMN_LeninAssassination" and "evt_nam_CMN_LeninKilled" were Lenin is captured and executed by the Whites did happen. And the event "evt_nam_CMN_LeninKilled" in the /RUS/Event/RUS FlavorEvents.sct file should have also as Conditions that the new event "evt_nam_LeninDiedAssassinated" did NOT happen.
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Mini-MOD "New Armored Trains"
- give the armored train a zero command cost. So that it can patrol with little forces without reducing drastically their fighting values because of their huge command costs (which makes that currently armored trains are mostly used gathered in few big stack with a Corps/Army leader).
- give them the Attributes = *winterized* 100 to resist winter attrition.
- Specialize the heavy armored train in artillerie support with the Artillerist ability (+25 fighting value for artillery units in the stack) and reduce its supply/ammo capacity to 10/10
- Specialize the light armored train in the supply/ammo transport with a 200/200 supply/ammo capacity and reduce all the supply wagons units capacity to 20/20 (5/5 per element)
- Set all armored trains units to Support units (like Supply wagons, artillery, etc.) with a capture percentage of 100% if defeated and half their money price.
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Mini-MOD "The Transbaikal Japanese puppet state"
- From january 1919, Semyonov rules Transbaikal and Mongolia areas for himself with the Japanese support. This areas should not be under administrative and concrete control of the white siberian faction's government anymore : no more regional Decisions there are allowed.
- Semionov leaders as well as Baron Ungern-Sternberg should not be able to leave the far eastern theatre
Balance game note : it will then reduce the conscript/money production of the Siberian White side which seems anyway currently bigger than in the reality.
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Mini-MOD "Keep the Transiberian railroad"
- Each turn all 12 regions with a town between Omsk & Vladivostok are controled by the White siberians, they get 12 VP and 1 EP. This is to push the partizan to cut the Transiberian railroad and give a reason to the White to garrison the main trainstations. Except to drive fiew bonus supply units coming from Vladivostok, the white player currently don't care if the railroad is cut or not.
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Mini-MOD "Regional Decisions"
- All factions should have at least 2 or 3 leader with abilities which increase the loyalty up to 16% to be sure that, if no (more) Tcheka & reforms are available for their faction, they still can increase the loyalty of at least one capital's area so that it don't stop any production of units (like Wrangel (Propagandist) and Krasnov (Unforgiving) for the WHI, Boldyrev (a true SR Komouch leader which disappear if Koltchak comes in power) and Kappel (which stay even if there is Kolchak but still was popular and moderated) for the WH3).
- Remove the money cost of the Reforms, Tcheka and Subversions Regional decisions and replace it with a cost of 50 conscripts (because it is also more logical that this kind of policies don't have to be limited by the money but by the number of men you send in the country side to implement this policies instead of sending them to the front or looking for missing conscripts).
- remove the cost in NM for the Reforms (no reasons why the peaseants in the white armies would loose moral if there is agrarian reforms...).
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Mini-MOD "Political struggles"
This mini-MOD deals with the improvements or variants of Political & Diplomatic options. It aims to really use the EP concept for politics & diplomatic affairs and the NM concept mostly for affairs which affect the troops' moral or the population productivity. EP should represent the credit of actions to perform new policies the government got with the time and the means it have, which depend also on the supports it get or not from the population or from the ruling classes.
EP should be get like currently (http://www.ageod.net/agewiki/Engagement_Points), but if after watching the balance of the game it is not enough, some events should give more from the regions with a major % of loyalty (and especially in the big towns) and from the region with ports which bring foreign support and influence.
- It is senseless that the alliance with Finland or the Baltic or Caucasus States decrease the NM of the Whites : why would the whites soldiers/peasants/workers moral on the battlefield be much less than before they got the news that they have now huge reinforcements from abroad ? The only thing which should cost/be required here are a huge amount of EP, which represent the whites ruling classes and military leaders which oppose to it. So be changed the cost of global independences recognition (-30 EP and remove NM cost) and the cost of each independence (-20 EP and remove NM cost).
- If the Whites don't recognize the independences, they should loose (and not win like currently) 3 NM each 3 months, because the white troops don't understand why the White leaders don't do anything to find more allies... But in terms of game's Victory Conditions, the White Cause should also win 15 VP each 3 months to reward the challenge of keeping the Russian Empire...
- Since most of the Party and left "opposition" (if still any...) claim to spread the Revolution westward, if from 1919/01/01 the Reds don't declare war to Finland (when they control Petrograd, Olonets & Murmansk), or to the Caucasus States (when they control Grozny, Rostov & Novorossyisk), or to the Baltic States (when they control Pskov, Minsk, Yamburg), they should loose 1 EP per turn for each of this Foreign faction.
- For the same reason : if the Reds declare war to Finland, or to the Caucasus States, or to the Baltic States, they should win 15 EP instead of wining 2 NM like currently. Besides this, like it is currently well designed, since most of the troops are not motivated to fight abroad, especially when the civil war in Russia is not finished, they should loose 1 NM per turn up to 15 turns for each capital which is not controlled. But in terms of game's Victory Conditions, the Red Cause should also win 2 VP per turn up to 15 turns to reward the challenge of keeping the Russian Empire... (Check this "bug" too : in the events "evt_nam_RED_FinnishDOW_ON", "evt_nam_RED_BalticDOW_ON", "evt_nam_RED_CaucasianDOW_ON", remove the EvalEngagementPts = >=;5)
- The Political Option "Party members join the Army" should cost 10 EP and give 2 NM (This is logical, it boost the moral of the troops). Each time it is activated, it should also be the way to bring 8 more Political Commissar units and 4 elite Cheka line units available in the unit pool, as well as 4 rgts and 2 brigades of the "police" VOKhR units (which pool should be almost empty form the start). This way all this powerful units will increase in the Red Army according to the cost and priorities choose by the player. But this Political Option "Party members join the Army" should also cost 10 VP each time (many of this workers will die and it is the main political support of the Bolcheviks among the population).
- The Prisoners recruitment Political Option text say it create some confusion in the army, but it miss the concrete effect, which could be a randomly selected 15 units which loose 15 points of cohesion when this policy is activated. The Options is available only few times in some fix turns (so if the player don't have the conditions at this precised turn, he miss the train. Besides this he can't understand how it is functioning, so the option should be always regenerated (no limit and no fix turns).
- That's a pity that there is many nicely customized Red leaders waiting to be recruited in the Reinforcement Options pool, when you can hardly recruit all of them because you can buy maximum only 1 per turn on 76 turns.
So the Leader Reinforcements option should cost only 1 EP instead of 4EP.
- The 2 Red Cossack Divisions reinforcements in Don and Kuban capitals should come only if the Red player did performed the Political Options "Red Cossacks Join".
- The Left SR uprising could be also MODed :
1) The Left SR rebellion could be random (25% chance each turn), and only between the early July Soviet Congress and the Early november 1918 WWI Armistice (after, it wouldn't happen before a long time, since the Bolcheviks adopted for sometimes the "Expend Revolution westward" policy and invaded the Baltic States).
2) The Left SR rebellion is mostly a political question of expending the Revolution westward, even against Germany, or not. The Left SR and a big part of the Bolcheviks are for it. So if the SR rebellion did not happen before the WWI Armistice, the Red player should win a big political support, such like 15 EP.
3) If the SR rebellion happen, it allow 3 Cheka Regional Decision in the Bolchevik player pool (and if Lenin Assassination event happen, 6 are allowed, like currently). The Bolchevik player should have anyway 1 Cheka Regional Decision available after the WWI Armistice Event (The Revolution is Under Siege !).
4) Popov and all the left SR can't be with the Komuch/Whites. They were more "extremist" than the Bolcheviks ! (E.g. Popov was leftSR/Anarchist and joined Makhno later, not the Whites...). So all the units which pop up with the event "evt_nam_Renforts_CMN_SRUprising" should be Greens and not Whites. (NB: and should pop up OUTSIDE the towns to not be trapped...)
5) Muraviev leader would not revolt and be killed if left SR rebellion don't happen. So the event "evt_nam_RED_MuravievExecuted" should only have as Conditions the event "evt_nam_Renforts_CMN_SRUprising".
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Mini-MOD "Abilities & Statistics units improvements"
- Give to the airplanes and Observation balloon units the ability "$Artillerist" (+25% strenght to arty in the stack) (and maybe remove this ability from all the leaders). This will maybe simulate a better role of this units in the WWI warfare. Open each file named with "Air Recon Squadron.mdl" in the file.../RUS/GameData/Models/ and add this line : Ability0 = $Artillerist
- Add a line "Attributes = #PoliticalUnit#" and change their line color like this "Color = $colREDPolice" to /RUS/GameData/Models/ files of this leaders, which was or acted like Political Commissar and efficient propagandist (or "terrorists") : Stalin, Zinoviev, Lenin, Bela Kun, Antonov-Ovseenko, Kirov, Frunze, Blucher, Dzerzhinsky, Raskolnikov, N.G. Markin, Piatakov. And also add this ability line "Ability0 = $Propagandist" for Zinoviev.
- If player want to play with the desactivation game option, the current Strategic Statistics of the standard Red leaders are far too low : Change all standard Red leaders with 2 in Strategic value by 3 (except really "political" leaders like Lenin, Zinoviev & Djerzinski which should have 2).
- About Dzerzhinsky, there is maybe a problem : there is 2 ability of the same Kind ($abiLoyAdjust), that is Occupier & Unforgiving, so i wonder which one the Game will choose, if any... (i would let only unforgiving, like Stalin, Occupier is too soft).
- The "Propagandist" and "Unforgiving" abilities need some improvements : the Propagandist should give 5 point of loyalty each turn till it reach 50% loyalty in the region, after it give only 1 point till 75%. The Unforgiving ability give 5 point of loyalty each turn till it reach between 10% and 50% loyalty in the region but it will always reduce it till 50% if it's up. Both abilities don't require anymore the leaders to be inside a town to work...
- All factions should have at least 2 or 3 leader with abilities which increase the loyalty up to 16% to be sure that, if no (more) Tcheka & reforms are available for their faction, they still can increase the loyalty of at least one capital's area so that it don't stop any production of units (like Wrangel (Propagandist) and Krasnov (Unforgiving) for the WHI, Boldyrev (a true SR Komouch leader which disappear if Koltchak comes in power) and Kappel (which stay even if there is Kolchak but still was popular and moderated) for the WH3).
- The Mountainers ability should apply only to the moutain unit itself, not to the whole stack. It's sensless that one single unit could improve the whole stack strenght in mountains.
- currently, red partisan units have not the partisan ability (which increase their strenght in hard terrain. So i give them this ability but modifie it so that it apply only to the unit itself, not to the stack (Appliance = Self).
- Staline deserve a "1" for strategic value instead of "3".
- To improve the engineer units (which are currently almost useless and not working) :
* Improve its Siege_Engineer ability so that it really speed the stack level to entrench to +45% (like in AACW), it really give a +1 one bonus in a siege (for now it miss the Param2 and PAram3 lines).
* give them an attribute which decrease its time to repair railroads by 50%.
* give them the Pontoneer ability (no movement penalties with rivers)
- The Green insurrectionnal forces should have their units completely autonomous with improved evasion and hide values and which don't need supply. Green & Red Partisan units should have a normal Move ratio = 100
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Mini-MOD "Nationalities geographical & economical limitations"
- WHI or WH3 should never be allowed to use Regional decisions in CAU, BAL, FIN and POL areas (and thus get Whites russian conscripts from this areas...) because it is then independent states... this areas are loyal to their nationality, and are supposed to keep their own money from their own requisitions, and get conscript only from their nationality. If it's really a balance necessity, Independent countries could get replacements by events.
- In any case, it would be also absurd that the Russian players get from this areas russian conscripts/units which could go everywhere on the map when all the units from this areas have now a limited range around their lands. It slow down also a bit the huge boost for the Whites if they got new alliances.
- National limited ranges :
- FIN troops should better stay in northern theater and will loose 50 cohesion if in Central Russia, Volga & Bielorussia theaters.
- CAU troops should better stay in Caucasus and will loose 50 cohesion if in Volga, central Asia & Ukraine theaters, and in Don & Saratov areas.
- BAL, GER troops should better stay in Bielorussia and northern theaters and will loose 50 cohesion if in Central Russia, Volga & Ukraine theaters.
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Mini-MOD "The Baltic States"
- The North-West White army should not appear at all if the Baltic States didn't join the Whites or if the Reds didn't declared war to the Baltic States. The Baltic States wouldn't have allowed such an operation through their borders, which means a declaration of war to Red Russia, without one of this 2 conditions. Baltic States helped the White russian in 1919 although they didn't recognized their independances only because the Reds invaded the Baltic States since late 1918. Remember that even Finland didn't declared war to Red Russia without the recognition of its independence by th Whites, why the even weakest Baltic States would did it if they are not attacked by the Reds ? Finally, this make it more simple to solve the problem of a double Yudenitch army (just remove the event "evt_nam_Renforts_CMN_NorthWestArmy").
- Give the North-West Army units' pool at the start of the game to be sure they are available in all cases. The WHI can only get more WH4 North-West units in the unit pool if they own Petrograd in April and in December 1919.
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Mini-MOD "Ukrainian Nationalists & Anarchists"
- Set all UKR forces playable to WH3 faction and place them out of Makno, Grigoriev, WHI and French-Greek places and give some free replacements,
- all Ukrainian troops should loose -50 cohesions if outside Ukraine,
- The Ukrainian Nationalist troops should be automatically removed if south White (WHI) faction attack the region where they are locked, unless it check the Alliance with Ukrainian Nationalist.
- The South White (WHI) and the Bolchevik (RED) players, if they choose to ally with each the UKR and the ANA, will loose immediatly 25 EP and then -1EP each turn the alliance exist.
But if they have more than 110 NM, they can choose to break this alliance and then will win 100 VP and loose -15NM.
- Among the former UKR faction regions, set all main regional towns to the WH3 faction and the rest to the Green faction to not let the railroad and lands too easy to conquest by the Whites.
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Mini-MOD "French-Greek expeditionary corps"
The French-Greek expeditionary corps arrive unlocked and randomly in the game from February 1919 : but in the History this corps arrived from December 1918... and leave in April 1919 when the Red army arrived in the neighboring regions and when mutiny happen among its troops. During this short time they just pushed away the local Reds along the sea coast, but in the game, Odessa and all Ukraine is occupied by the nationalist Ukrainians, so the player can use, probably not in a realistic way, this foreign forces in a deep northern campaign against the Nationalist Ukrainian faction, as well as against big Reds or Blacks forces. But in the reality, the French Command decided very soon to stay on the coastal regions for many good concrete reasons. Besides this, the Berthelot corps (named Army of the Danube of the Front d'Orient) was mostly settled in Roumania and especially in Bessarabia (Moldavia) to protect this country from the Reds menace from Ukraine and after April 1919 from the Red Hungaria which just started its communist revolution.
- I would set automatically all the various French & Greek forces which arrive on the map as locked troops.
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Mini-MOD "Reserve system (March to the sound of the guns)"
- Improve the role of the Army unit in the reserve system (+25% if adjacent to army HQ, +45% if the army HQ itself)
- Increase the cohesion lost per day for the reserve to come (-3 cohesion for each day of marching)
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Basic Game Options & other House Rules :
A. Generals' Desactivation Options :
The DesActivation Option is set to "Average" (Desactivation without locked units)
B. Delayed Combat Options :
The delay is set to the maximum.
C. Attrition Options :
Attrition is set to "Historical" (most Difficult).
D. Playable factions :
The White player play the South Whites AND the Siberian Whites.
New mini-MODs will comes during the game so that : The Polish (POL), Roumanian (ROU) and Ukrainian (UKR) factions will also be playable by the South Whites player, and the Anarchists (ANA) faction by the Bolchevik (RED) player.
E. Leaders' requirements :
When players send forces in ennemy territory (less than 50% MC), if not with a leader, they should set this forces in Passive (Green) Order.
This rule does not apply to partisan units.