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A Number of Critiques and Suggestions Regarding "The New Order" Mod
This is my first post on Reddit, so you'll have to forgive me if some of the image links refuse to work; with no preview function I'm going to have to test them after I submit the Post, at which point I'll work to fix them if I can. So, over the last month or so I have been playing TNO and have become entranced by the Mod as a whole, much which I subscribe to the excellently developed and written Lore by the many contributors over the last couple years. There are however areas of the Mod where I think mechanical changes should be made to improve the experience as a whole, whilst also being mindful of not changing the existing Lore more than a smidge at worst. I had been posting my various notes and suggestions below on another forum but was eventually pointed here as being a site more suitable for my observations. While I don't expect the Devs to adopt many of these suggestions, I hope at the very least to spark discussion and put the ideas out there to be mulled over. I will also note that, not being fully versed in the Lore or Plans regarding the future development of this Mod, some of what I suggest may already be slated for adoption and therefore superfluous; I apologize ahead of time if that is the case. Note On Edits: Edits from now on and into the future I am going to mark with a code to symbolize when they have been put in. Part of this is to acknowledge any mistakes that I may have made in the past, but it also lets me better catalogue when I've posted certain comments. Anything without a code attached should be assumed to be from the original posting. Code(s) in use are indexed below:
(P2): 9/20/2020
(P3): 9/21/2020
(P4): 9/24/2020
(P5): 9/26/2020
(P6): 9/27/2020
(P7): 9/28/2020
(P8): 10/02/2020
(Note): 10/05/2020: Hard Drive of my Laptop is on its last legs, meaning only a handful of the applications on it are still working, and it seems to have corrupted a number of folders in the process, including my observation notes. I intend to keep updating this, but that will have to wait until I replace my Laptop.
(P9): 10/14/2020
Now, the first item on the bloc is Atlantropa, which did a lot to fuel much of the rest of this post.
At the moment the Eastern Mediterranean is presented at a depth of (-200) meters as, in the earlier stages of development, there had been an intention to include the Dams that went from Tunisia, to Sicily, and then to Italy. With that Dam gone though the Eastern Mediterranean would have only drained to (-100) meters, which can be seen here ( https://commons.wikimedia.org/wiki/File:Mediterranean_Sea_fictional_map_(100m_lower_sea_level).svg ) on the Wikimedia Commons or here ( https://imgur.com/HkAB7Bw ) from Imgur. There are also considerations regarding Dams that would exist at the Dardanelles (they are too shallow; losing even 100 meters would cut the connection to the Black Sea) and the Suez. It would also have to be assumed that both are completed in a timely manner given the importance the Kriegsmarine has placed on the Crimean Peninsula.
There would also be another Dam around Venice due to the unique nature of its construction; most of its foundations are wood, which is kept from rotting by being immersed in the waters of the Lagoon at all times. If the Lagoon were allowed to drain out the entire city would collapse on itself in a number of years, and despite the costs involved when factoring in both the expansion and construction of the Suez and Marmarran Dams, I doubt that the Mussolini and other Fascists would not act to save it. This would also suggest that portions of Adriatica would not be as inhospitable to plant life as generally thought, as natural rivers and the Canal to Venice itself would leech salt from the immediate surrounding areas, though beyond that there would still need to be significant irrigation and deep tillage.
Now in regards to the Iberian Union, there are a couple of things.
In regards to the Gibraltar Dam, there should be a condition where passage through the Straits is not possible unless the Dam itself is completed, though while I've been told it is possible I myself don't know how. The Straits themselves should have their own Sea Zone in the small area where Gibraltar and Tangiers meet so as the potential exclusion zone doesn't extend out over half the Western Mediterranean. I'd also argue for a land movement connection like the one that exists in Istanbul, as the Dam is noted for being capable of holding quite a lot of traffic, and that shouldn't preclude military convoys; the alternative would be to make a new Province with a Strait to represent the Dam, but that might be a bit much.
On the Algerian War, well I couldn't understand why the cession to Iberia was the way it was in the case of a Pied-Noir victory, as seen here ( https://i.imgur.com/042uN57.png ). Part of the problem is that Spanish claims to French Algeria only really ever extended to what was the Department of Oran; if we were to entertain the notion that their claims extended further East then that, we encounter a problem where the new Pied-Noir government has now placed a majority of the Pied-Noirs under the governance of Iberia, something which they wouldn't have found acceptable. What I propose instead is shown here ( https://i.imgur.com/jDKTCDW.png ), which includes the Department of Oran, but also includes Moroccan claims on Algeria that can be enforced by Iberia. It also was odd to me that the Pied-Noirs were able to take back Spanish Algeria bloodlessly, but that could be a holdover until North Africa and the Middle East get more attention.
Lastly, having played as Iberia and helped the OFN win the South African War, I think there should be an option for the United States to turn over Angola and Mozambique to the Iberian Union under the Mandate System. It can be reasoned that this would be an acceptable compromise on the part of the United States, reducing their own and South Africa's area of responsibility, "guaranteeing" on paper that these territories would not be annexed into the Iberian Union while putting them under their influence, and also bringing the Iberian Union itself closer into the orbit of the OFN. Of course, Iberia might find managing Angola and Mozambique problematic once certain matters at home require its attention, but that wouldn't have factored into the calculus yet on Madrid's part.
Now in regards to the Italian Empire specifically:
I'd argue that the Diplomacy GUI should be expanded significantly, covering all the Colonies and Protectorates in addition to under nations that might end up under their influence. As it stands now just about every colony is subject to the same system of modifiers as the Great Game Countries are for example, and it seems odd that you can't exert further influence in cases where, were they say Hungary for example, you could. It also seems the cornerstone for any Italian strategy when it comes to managing its economy, though not as clear cut as the German Economic Unions.
The Empire Management System needs to be better explained, as at the moment it seems to be rather vague what certain levels of deployment are meant to do. I understand for example that they chiefly at the moment are meant to maintain order in those regions, but I haven't found any reason not to maximize my commitments yet; though I didn't make it to the Oil Wars, so the math might have changed there. There is also the problem where you can't reduce your commitment after the fact even when the situation has radically changed, such as winning the War in Algeria or, well, however the Reformation of the Levant works itself out.
I also do wish that Italy had more of a say in which paths its Governates take, specifically in the case of the Levant. A problem that I've seen is that it's AI tends to really struggle balancing the power between the Irgun and the Arab Nationalists, even when benefiting from a victory against the Turks. Often this just seems due to them favoring either the Arab or Jewish Branches of the Focus Tree. It also seems odd that, in the case of a revolt, the Italian/Egyptians don't move in to secure the Sinai; doing so would enable the Italians to have further Defense-in-Depth rather than having them more on less on the Suez Dam/Canal, and in certain reformations of the Levant the Sinai is ceded to Egypt anyway.
Technically a bug I think, but in the events detailing a Turkish Victory in the Italo-Turkish War it is mentioned that the Dodecanese and Cyprus were ceded to Turkey, but the cessions aren't coded to account for that at the moment.
In regards to Cornwall:
The lack of events and decisions around the Cornwall Crisis are actually fairly problematic at the moment, though this tends to effect Germany far more. If England decides to attack Cornwall you as Germany are unable to intervene in any effectual way. On the one hand this means that it is impossible to hold onto the entirety of Cornwall. On the other hand, if you offer to cede all of Cornwall except for Portsmouth, the English could still move in at no risk. The only caveat to this that I've seen is that the English tend to suffer a Military Coup if Cornwall hasn't taken significant losses from the Civil War (i.e. none of their divisions get destroyed), but Monty then will start another war about a week later. I'm aware that part of this is because it will be connected to Cornwall's Update, but it has proven rather frustrating on the German side not having any teeth.
In regards to The South African War:
From the moment the Afrika Schild gets involved, the United States should be able to send a Carrier Group to South Africa as to enable it to maintain Naval Superiority over its own waters. The ability of Schild to navally invade Cape Town has bothered me immensely, and it goes a long way to explaining in many games I've observed why they've collapsed, needing to reconfigure their lines every time they need to respond. Removing that advantage from the Schild would go a long way to rebalancing the South African War.
(P2) Having since played a game as Ost-Afrika in the South African War I've been made aware of the coded events that were made to address this very issue; I had been opting to avoid playing in Africa until the OFN Mandates were given content so I apologize for missing them. That said, unfortunately they don't work as intended, and I'm not sure if that is a limitation I can't see or an oversight. The South African's are supposed to load in an Order of Battle that would represent the American 6th Fleet, but that Order of Battle doesn't exist in the Unit Histories and so can't load. Also, the ANG_USN_Blockade modifier doesn't actually keep the AI from planning Naval Invasions and, while it would work if the South African AI were actively patrolling its home waters and intercepting the Invasion Fleets, it seems extremely reluctant to do so. If the Modifier were changed so that the Invasion Capacity were reduced to Zero, thus making Naval Invasion impossible, that could solve the issue, but I don't know if that can be coded.
In the case of a revolt by the African National Congress they collapse far too quickly. The problem here is that the ANC when generated has a lot of victory points in Bechuanaland, enough that no advance needs to be made in Natal to make them surrender. The cleanest solution that comes to mind is to have the Bechuanaland ANC be their own separate Revolter-State, provided it can be set up.
(P2) Maybe have the Botswana-Zimbabwe Democratic Front make an early appearance?
In the event of even a slight Schild Victory in the War, the Boer Republics should have Natal ceded to them. A major sticking point when it came to the history of the Boers is that they were regularly blocked economically by the British due to their lack of dependable access to the Coast, and at their end the only dependable outlet available was by rail to Lourenco Marques in Mozambique. I have doubts they would allow themselves to be that economically vulnerable again. The alternative of course would be that they'd seize Lourenco Marques in the event of Afrika collapsing, if not in combination.
(P7) Something of a correction on this. Natal should be split into two States, a West Natal which would be ceded to the Boers, and an East Natal which be ceded to Swaziland, the latter representing a Zulu State subservient to Swaziland and Swazi access to the Sea; alternatively, East Natal itself could be split in two, with the small portion South of Swaziland ceded to it, the rest becoming an "Independent" Zulu State, both under Boer influence.
(P3) In regards to The Japanese Empire:
(P3) The initial investigation events regarding corruption at the start of the game need to have an option to be truncated, reduced to its core decisions and events. While I did enjoy it and laud whoever wrote it up, it is effectively a short story of sorts, and the fact that I would have to click through all the events again on every playthrough is not a particularly pleasant thought. I doubt I am the only one that has concerns here.
(P3) I think that a separate GUI akin to the Italian one would be beneficial for Japan, one that details the statuses of the various States in Japan's sphere, the amount of revenue each sends to Japan, as well as their loyalty to Tokyo. That said, I am not sure if there are restrictions on the number of GUI's a country can have.
(P4) In regards to The United States:
(P4) The Senate Filibuster needs to be used a lot more than it currently is. I haven't played all the paths when it comes to the United States yet, quite a bit of time needs to be sunken in to reach anyone who is elected in 1968, and that isn't to mention anyone who is elected in 1972, but usage of the filibuster comes across as... sparse. The only time I remember definitively encountering it thus far was as Robert Kennedy when trying to pass his Civil Rights Bill, and that filibuster was done exclusively through event. As George Wallace for example I oddly was not subjected to a filibuster when trying to Repeal the '62 Civil Rights Bill, when at the very least it would make sense for NPP-Centrists and most Republicans to do so, or much else in that Tree when going the Hard Segregationist route. This isn't to mention the difficulties Hall and Yockey would have passing their programs, least without quite a bit of intrigue on their part.
(P4) While I am aware that there are issues with getting the AI to send Volunteers to the Proxy Conflicts, this is unfortunately key for the balance of these conflicts. Having the United States run under human_ai, when the South African War came up I sent a Division over as soon as I was able to and also asked to allow Air Volunteers. Upon having done so the conflict largely balanced out, and as more Volunteers were sent with expanded ground operations it definitively started to go against the Schild. This might need to involve Paradox.
(P4) Yeah, observing the AI they aren't sending any Airwings down to South Africa, and those did a lot of good supporting the South African Military. They have Air Volunteer permissions though. Only change I've noticed is that the AI has ICBMs and SRBMs stationed in Iceland aimed in the South African and Central African Air Regions. If a bug in the AI coding that is fairly major.
(P4) Never Mind! Was testing something unrelated and I noticed that the United States had stacked up its Volunteer Airwings in the South African War. So sometimes it does, sometimes it.... doesn't? I don't really understand what could be going on there.
(P5) I have to take issue with Strom Thurmond's succession to the Presidency thru "related events", as it seems to assume Thurmond would be President Pro Tempore of the Senate by default. Ignoring the strong possibility that the Republican-Democratic faction may well still have control over the Senate and would have one of their own sitting as Pro-Tem, the NPP almost certainly be Richard Russell, who'd have at least fifteen years seniority over Thurmond, or James Eastland who'd have around seven.
(P5) Also not sure who the Speaker of the House is supposed to be that is "convinced" to remove himself from the line of succession; the only one that comes to mind is Walter Jenkins given the time, but that doesn't make a whole lot of sense; the Democratic Party would be extremely hesitant to grant the Republican Party top positions in both the Senate and House, even more so when said candidate in the House is a known Ally to Lyndon and would be seen by some as a Puppet. The candidate who comes to mind and who'd win out I think would be Carl Albert, largely due to him having an appeal to both TNO's versions of the Republican and Democratic Parties.
(P5) In terms of the Elections, two things come to mind. The first is that I feel that the American Elections System (AES) should be reformatted, using the British Elections System (BES) as its base. The BES easily comes across as a more interactive and strategic experience that the player can influence, and it comes across as fairly adaptable. The caveat to that and the reason why I'm not advocating a wholesale adoption of the BES to the United States is because, secondly, I'd argue for the inclusion of elections to the House of Representatives which, in combination with Presidential Elections, means that you are running three models at once. While seemingly complicated, conceptually little will have changed; the campaigns themselves would still be done by region, with the results of that campaigning trickling down into the Presidential, Senatorial, and House algorithms for it. No Representatives would be named other then maybe a list(s) for Speakers. The seat count would take into account Party strength in a given State, with bonuses assigned to the controlling Party at the start of each Decade to represent Gerrymandering in their favor.
(P5) Not knowing much about the incoming Italian Election System (IES), it is entirely possible that I may advocate that one instead in the future.
(P8) I would argue that many of the Vice Presidents should be made possible nominees for their respective Parties, as many of them would have the ambition and the exposure to be major contenders in their own right. However I do understand that that can cascade into a black hole of greater and greater magnitude when we then have to consider their running-mates and so on, in which case a set set should be used as often as possible where it makes sense. Having played as the United States multiple times at this point, I've just been surprised that not a single Vice President has been available for the Presidency, whereas about half of them since Roosevelt have at least been nominated for the Presidency.
(P8) I feel that Wallace Bennett's Foci need a rework. This might be because it just hasn't been touched up yet, but there is very little in terms of flavor or variation when it comes to his Administration, and many of the foci take one or two months to complete which, when you factor in new Trees loading in on occasion, can prove incredibly annoying; I had a tree load in when I was forty-eight days into one focus. It honestly was not all that fun to play, and even from a narrative perspective it was incredibly dry with little meat to it.
(P6) In regards to The German Reich
(P6) Unfortunately it seems as if the GroBraum isn't working as intended, at least if I'm not reading it wrong. While the GDP's within its constituent States are correct, the GDP Growth Rate seems to be failing to carry over somewhere along the algorithm which, at least in the long run, would be rather problematic. I also found that it was most cost-effective to simply max out the amount of resources I could devote to the GroBraum, 10% GDP investment; 210 PP isn't anything to sneeze at certainly, but I'm not sure if it was the intention to enlarge the budget to that extent with no real consequences. The resettlement of the Slave Population also locked out once the Skilled Workforce maxed out, again not sure if by design. Finally, I thought that the GroBraum would have been extended to Germany's Client States in much the same way as the Zollverein is, though you wouldn't have been able to economically penetrate them to the same extent, least not without additional effort.
(P7) Goering needs some sort of menu or GUI that properly explains his War Economy model, as it is very easy, least in my experience some weeks back, for a crash to come without you even realizing it is around the corner. It also isn't obvious what having different sectors of the economy invested in the War Economy does, in this case referring to one of the effects that at least comes with the plundering of the Reichskmossariats, or whether their participation is necessarily good or bad.
(P7) This is more me, but I do wish that the Pre-Civil-War period was a fair bit more.... fluid then it currently is. I vaguely remember some of the earliest Dev Diaries that discussed the ability of the chosen successor to weaken their opponents so as to give them a greater advantage in the coming Civil War, if not preempt the Civil War entirely, and I'd like to see that return in some form. That isn't to say I'm arguing the Civil War should itself be easier; any action say..... Goering takes against Borman would have a chance to backfire on him, strengthening Borman at his expense, or even if it works it, Speer or Heydrich may stand to gain more. Avoiding the Civil War entirely should be neigh impossible, requiring an essentially perfect series of rolls through numerous events and foci, with the current state of the Civil War being the "Average" result.
(P7) Phase 2 of Speer's Foci really needs to start with the "State of the Reich" and "The Silver Tongue" Tree. From a story perspective this is required as it lays the initial groundwork for all the other Trees in Phase 2, and it doesn't make sense when doing it in reverse. From a gameplay perspective it means that players and the AI can miss early on considerable bonuses to Germany's development, and delays the reformation of the Eastern Territories which in turn leaves some outside the Zollverein.
(P9) Technically this applies to a fair few more than Germany, but any Military Government like the Reichskommisariats that needs German manpower to survive should have that weekly manpower subtracted from Germany, so as to reflect at least some of the consequences of maintaining a presence over such an extensive area. This would also amplify, for example, if Germany is willing to send greater numbers of German recruits to the Schild during the South African War, as opposed to having them recruit native Africans.
(P9) In regards to Warfare
(P9) At the moment Static AA Guns are being given a gargantuan bonus to their reduction in damage from bombing, to the point that Strategic Bombing of any kind is impossible within any State that has two or more Static AA. I personally do not believe that they should be reducing the amount of damage being done, but I'm not sure if their lethality can be increased through research either. The AA Guns themselves at the moment seem far too lethal as well, at least in terms of the number of aircraft they are shooting down, but that might be an error on my part; using Linebacker II as a baseline, a State with five Static AA should be capable of taking down (~3 to 4) aircraft for every hundred sorties flown.
(P9) It is something of an understatement to say that the AI for HOI4 needs to be improved, but I'd argue that any improvements that can be made and haven't already been enacted should be considered. I will point to the Expert AI 4.0 Mod on Steam as an example to pull from, particularly for how it manages to square the circle when it comes to Naval Invasions or Multi-Front conflicts.
(P4) In regards to Industry and Production
(P4) At the moment I will point to the HOI4 Mod ULTRA ( https://steamcommunity.com/sharedfiles/filedetails/?id=1516163124 ) in terms of some changes I believe should happen in the industrial sphere; I am not advocating to go to their lengths, but I'd argue that a number of their ideas have merit even if they were simplified. Production Costs themselves I think need a rebalance across the board, though I'm not sure what the universal unit of measurement should be; I'd argue man-hours would make the most sense, but then I haven't had a lot of luck determining what those are for many vehicles, planes or ships. That may be a task more suited for someone quite Learned in that area. If nothing else, take influence from it and with their permission mold it to suit TNO's purposes.
(P9) Another Mod I'd recommend looking at would be BlackICE, and there is a lot that can be drawn from it. For example, though it doesn't apply directly to this section, BlackICE enables countries to stockpile their resources, meaning that even though your military production might eventually outstrip local production and imports, you will have a period of time available to rectify it with your industry not being interrupted. Specialized "Factories" can be built which will reduce the production costs of certain equipment such as Light or Heavy Aircraft, Naval Surface Ships or Submarines, Tanks or Artillery, and so on. A second type of Static AA is introduced which is more expensive but also more effective then traditional AA, which can be translated over relatively nicely. Quite a bit of UI stuff as well, including the ability to hide certain lines of production so it is never cluttered.
(P2) In regards to Resources and Trade:
(P2) The algorithm for Trade by Land or Sea should be changed. Convoys in general should be far more prevalent then they currently are, if for no other reason then it is far more economical to do so in most cases. It's strange that as, say, the Iberian Union, I wouldn't need to use Convoys to trade with India, Thailand or South Africa. That being said I am not sure if it can be modified, or to want extent.
There should to be more resources on the map, or they should be spread across a wider number of States in cases where doing so makes sense. This is actually a relatively minor issue especially as TNO has done rather well giving a wide number of States some manner of local production, but the fewer resource sparse States the better.
(P2) The above was not quite the right way to put it; want I would desire to see is more balancing of the resources in accordance to where they naturally occur, and in a way hopefully have it so that many States have their own value.
(P2) For example, Chromium. Turns out it is extremely hard to find a basic map for Chromite Deposits globally, and a large part of that is because most mines they gather Chromite tend to gather other stuff as well. However one type of Chromium, Podiform Chromium, can only gathered in certain places as identified by this map here ( https://mrdata.usgs.gov/podchrome/map-us.html#home ), which suddenly puts a lot more importance on places like Turkey, the Philippines, New Caledonia and Cuba. Some maps seem to suggest that Chromite Mines are more spread out than that, such as here ( https://i.imgur.com/4siJbO0.png ), but that map is far from definitive as to actual Chromite Mines, the source itself suggesting it is good for estimation but not hard data. Not having the hard locations though, we can at least look at the national output by country. I was pulling a lot of that information from here ( https://www.usgs.gov/centers/nmic/bureau-mines-minerals-yearbook-1932-1993 ), but obviously it is hard to tell when a country is holding back or overdoing it in terms of production. However, no matter the period, it is obvious that the most important sources of Chromite during TNO's time period, besides those already mentioned above, would be South Africa and the former Rhodesias (they actually have most of the World's reserves), the former Kazak SSR, Albania, Yugoslavia and India. Brazil and Madagascar could be thrown in as well. The reality then is that many countries would need to trade for Chromium, and with the Alliances refusing to trade with one another, keeping at least one of the major producers within your network becomes critical. Puts a rather huge emphasis on the South African War for the OFN and the Pakt.
(P3) Another example is Tungsten, though it is far less limited in terms of sources that can be drawn from. The source for the Bureau of Mines and Minerals above in the Chromium section applies here. The information on reserves is less clear beyond the top dogs, though they are generally considered to be China, Canada, Russia and Kazakhstan. Without the reserve information it is a bit difficult to tell what could be economically extracted at the time, and in doing so determine how production might be in this situation. On the surface though it seems that each of the major Alliances should have decent access to Tungsten resources, the Japanese to an extreme and the Pakt far less so upon their loss of Afrika.
(P3) Part of me feels that Iron should be the natural resource rather then Steel, and to get Steel you'd either need to process it through a Mill, or it would be processed in a similar nature to how Fuel is processed from Oil. I am certain that there are a number of Mods that have done this or are doing this, but as a whole at the moment this is more of a vague concept if anything.
(P7) I am not sure if it is possible to code, but something I have always advocated for is that Resources that are not "Bought" in the World Market can be used by their Country of Origin. Essentially, each Country would have "Unprotected" Resources, those available to the Market, and "Reserved" Resources, those which are protected from the Market. Either can be used in Local Production, but access to your "Unprotected" Resources is not guaranteed.
(P9) This can be superseded if stockpiles are implemented, or it would be more beneficial in combination since by itself the supply is would be rather erratic at times, which can admittedly get annoying.
Now onto more General Matters:
I believe that the each country should be assigned its own set of Research Modifiers, akin to the Tech Schools that exist in Victoria. Conceptually, this would be meant to represent a nation's aptitude in certain fields of research, or their ineptitude in about as many cases, and in doing so pressure the player into tailoring their strategy to those strengths. These Modifiers could in turn however be, well, modified by certain choices in the Focus Tree, meaning that over the long-term the player could mold the Modifiers in other directions. I'm not sure how viable it is, but it would push a lot of players like myself to adapt their strategies from nation to nation, rather then stick to a handful and force them where possible.
(P7) The "Advisor" Levels that relate to the number of Volunteers a State can send should also effect the number of Airwings they can throw into the Conflict.
(P3) I have some misgivings regarding some of the nuclear wars that can occur, primarily the ones where a Nation is said to have a single device. For me, it comes across as odd that Armageddon can be triggered in a situation where one nation may not realistically even be able to deploy their nuclear weapon except as a massive land mine or artillery shell; it would take quite a few years after initial development to miniaturize nuclear development to a point where it could be placed into a Ballistic Missile or used to Arm a Fighter Plane, though I suppose Burgundy itself could be sped along given its penetration of Germany's Research Teams. However I do also recognize that this might be impossible to separately code.
The Maintenance, Field Hospital and Logistics Support Companies should be combined and represented by a Catch-All Support Company. This idea was borne out of my attempts to make a Submod where Divisions had a natural floor level of Casualty Trickleback, and was suggested by another when it had thus far proved impossible to implement as intended. Conceptually, the idea is that every Division template, both Human and AI, will have this MFL Support Company attached to it, allowing everyone to benefit from researching those techs. This would enable Armies to fight far longer as their manpower isn't converted exclusively into KIA (at least in game terms), while allowing for a greater variance in the makeup of Support Companies (I tend to use at least Main. and Hosp. in all my Divisions as is) and ensuring the AI makes use of them. The Research aspect, beyond the First Tier, should function in much the same way as the Armored Vehicle Research I think, upgrades to the Main., Hosp., and Logistics aspects being separate.
AI behavior needs to account for nations and factions that they are technically Allied with, and they need to better respond to certain Crises or Conflicts. The Italian Governate of the Levant has been the worst case of this for me, as I've had times where, upon leaving Italy's control in the weeks before the start of the Italo-Turkish War, they'd opted to position their Armies along the Suez and the Saudi Border, essentially ignoring the Turkish one; the Turks were then met with little opposition till they pushed into Palestine, and even then the units were so dispersed as to make the Italian Resistance ineffectual. Now this is a case by case basis as I've seen a number of countries where this has been taken into account and programmed for, but it might need another pass.
Finally, I'd argue that there need to be more Divisions on the map. Now before anyone shoots me, let me explain. When I mentioned my Submod before, it was expressly with the intention of testing whether this idea was even viable; seeing the AI and players often walk Divisions right past one another in unopposed advances, Russia being particularly bad with this at the moment, I wanted to see if downsizing the Divisions could possibly make the Fronts "solid", meaning that every advance would at least initially be opposed. In practice, what I did was essentially cut down the manpower and equipment of every Brigade and Company to (~33%) of what it normally would be, then tripled the number of Divisions; this means that every Army has the same or technically fewer Troops, but has more freedom to move them around the map. In testing it seems to work fairly well, and I hadn't noted any drop in terms of FPS. Examples of this suggestion in practice are here on Madagascar ( https://i.imgur.com/7CVJFb2.png ) and here in Ostland ( https://i.imgur.com/j3IW3I1.png ). However, as I have only tested the Submod on my own machine thus far, I don't know if other computers manage as well. Still, it is something I strongly advocate, so long as it is viable and practical.
Thanks to any of you who take the time to read through this ramblin' list of suggestions, and hopefully I will have prompted a number of you to debate their merits. I aim to continually update this as I play through the various paths presently available in TNO, and hopefully in time might mark some of this stuff off in the coming updates. Until next, when Metatron sounds his horn.
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