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This would better represent regional/state/provincial/colonial governments attempting to handle the zombie crisis on their own. Thanks to in-game unrest, they’d eventually break free from their former overlord anyway - just in a more gradual, organic way and richer world-building. For reference, I did tried this in an observer game and it works beautifully.
Another idea that might help performance is implementing a “Zombie Survivor” decentralised tag consolidation for split states. For example, you shouldn’t end up with 2+ separate decentralised Guyana, Jujuy, or Mato Grosso tags just because the region was previously divided between two countries before the zombie invasion. Perhaps a monthly on_action script could auto-merge these into a single entity.
Now, I did a whole lot better than the rest of the world but the mod was very different than my expectations. I look forward to further updates and will keep my eyes on it. I hope to see in the future our ability to fight zombies directly with our armies and also news reports when major cities or countries fall to the zombie menace!
Please report any bugs in the comments
Please report any bugs under 1.9 here :)
Its poor, but i love in HoI4 and now Vic3 the zombies. But why? Because the base-enemies are to weak, will not expand and will not change the map except colonies at all. Thats boring...
And so zombies give the game an interessting touch. I like zombies... but i hate how zombies are used in cheap games or films and destroy their potencial.
Zombieland, WorldwarZ, Day gone or every tower defense game shows that this can be really nice. Currently maybe infection free zone... but i buy no EA.
Are there reasons for this? I imagine this makes it more compatible with other mods?
Also I'm guessing the timer works even if a mod changes the starting year, the description given in the designer will just list the wrong year.
here's my Chinese translation:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2880069248