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Thread: T.H.E. Project

  1. #221
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Quote Originally Posted by Gen. Skobelev
    But then, it could be reasoned to be developed/implemented before Tuhachevsky got well under way with his doctrinal thinking. It's not easy or fast to make new doctrines and also implement them to the entire military structure.
    So what do we do ?

  2. #222
    Senior Paladin Vladimir Pavlov's Avatar
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    Well, I agree with Gen. Skobelev on that one. Let's keep the current scheme. Development of Strategic Cavalry will be a component of Shock Armies.

  3. #223
    Darkest Hour Game Designer Fernando Torres's Avatar
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    OK !
    I write the general structure and then i'll begin the effects. If you have some time, you can suggest some components for the doctrines, anyway i'll make them later.

    Did you have a look to my "Military Equipment I" tree ?

  4. #224
    Quote Originally Posted by Fernando Torres
    For the doctrines tree, i wait your answer to begin the effects and components. I still need a name for the '47 US doctrine.

    Here is a shot for the Material Equipement I tree :

    - Infantry Arms Design (37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47) : gives H/L Infantry
    - Tank Design (37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47) : fires an event (if you also have the Inf Arm Design and the Doctrine of the current year) which upgrades your ARM and MECH models
    - Cavalry Design (36, 38, 39, 41, 44, 47, 50) : gives you new models
    - Allied Paratroopers Training (40, 43, 45, 47) : gives you new models. To develop that tech you need the Inf Arm Design from the year. At the beginning, all Training techs are locked (as for SW). An event will fire and unlock them for some countries (for example, Tibet won't have the paratroopers-unlocking event )
    - Blitzkrieg Paratroopers Training (38, 40, 42, 45)
    - Marines Engineers Training (38, 41, 43, 45)
    - Alpine Engineers Training (38, 41, 44, 47)
    - Winter Engineers Training (38, 41, 44, 47)
    - Home Garrisons Training (38, 42, 45)
    - Occupation Troops Training (40, 43, 46)
    Hmm, home garrisons and occupation troops give different unit types, right? I hope the "normal garrison" units are available earlier than 40.

    Why so many cavalry updates? Or will they give something else than cavalry units, like bonus to motorised and other fast units?
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    "The Central Committee and the government are in possession of definite proof that this massive exodus of the peasants has been organized by the enemies of the Soviet regime, by counterrevolutionaries, and by Polish agents as a propaganda coup against the process for collectivization in particular and the Soviet Government in general" - SU leadership about famine & migration caused by bolshevik policy of confiscating all food despite human losses. Stéphane Courtois et al, The Black Book of Communism, pg. 164
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  5. #225
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Quote Originally Posted by Gen. Skobelev
    Hmm, home garrisons and occupation troops give different unit types, right? I hope the "normal garrison" units are available earlier than 40.

    Why so many cavalry updates? Or will they give something else than cavalry units, like bonus to motorised and other fast units?
    There are 2 garrisons type : the home garrison for the Allied and the occupation troops for Axis. Each tech gives a new model.
    There are 7 cavalry models. Each tech gives a new one.

  6. #226
    Quote Originally Posted by Fernando Torres
    There are 2 garrisons type : the home garrison for the Allied and the occupation troops for Axis. Each tech gives a new model.
    There are 7 cavalry models. Each tech gives a new one.
    I just wondered if so many cavalry units are necessary. After all, cavalry as a fighting unit was quite obsolete with the progress of war. Which techs activate/upgrade motorised?
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    "The elemental truth must be stressed that the characteristic of any country before its industrial revolution and modernisation is poverty..." Mathias, First Industrial Nation, pg. 5
    "The Central Committee and the government are in possession of definite proof that this massive exodus of the peasants has been organized by the enemies of the Soviet regime, by counterrevolutionaries, and by Polish agents as a propaganda coup against the process for collectivization in particular and the Soviet Government in general" - SU leadership about famine & migration caused by bolshevik policy of confiscating all food despite human losses. Stéphane Courtois et al, The Black Book of Communism, pg. 164
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  7. #227
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Quote Originally Posted by Gen. Skobelev
    I just wondered if so many cavalry units are necessary. After all, cavalry as a fighting unit was quite obsolete with the progress of war. Which techs activate/upgrade motorised?
    There is no longer "motorized brigades/divisions" but "motorized batallions" attached to the Inf brigades. And the techs which give new motorized (light or heavy motorization) will be in the Military Equipment II tree.
    For Cavalry, we decided it at the beginning. '39 is semi motorized. '41 is light armored, '44 and '47 armored, '50 is air cavalry.

    PS : I've reworked the doctrines as intended :

    ################################
    ### Soviet/China tree
    ################################
    # Mass Warfare
    application =
    { id = 6011
    name = "Mass Warfare"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1933
    required = { 6000 }
    effects =
    {
    command = { type = deactivate which = 6001 }
    }
    }
    # Human Wave
    application =
    { id = 6012
    name = "Human Wave"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1936
    required = { 6011 }
    effects =
    {
    }
    }
    # Infantry Tank Support
    application =
    { id = 6013
    name = "Infantry Tank Support"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1937
    required = { 6012 }
    effects =
    {
    }
    }
    # Broad Front
    application =
    { id = 6014
    name = "Broad Front"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1938
    required = { 6013 }
    effects =
    {
    command = { type = deactivate which = 6030 }
    }
    }
    # Large Formation
    application =
    { id = 6015
    name = "Large Formation"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1939
    required = { 6014 }
    effects =
    {
    }
    }
    #########################
    # Tuhachevskiy 38-39 Doctrines
    #########################
    # Shock Armies
    application =
    { id = 6030
    name = "Shock Armies"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1938
    required = { 6013 }
    effects =
    {
    command = { type = deactivate which = 6014 }
    }
    }
    # Combined Arms
    application =
    { id = 6031
    name = "Combined Arms"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1939
    required = { 6030 }
    effects =
    {
    }
    }
    ##################
    # Soviet specific tree
    ##################
    # Lessons of Talvisota
    application =
    { id = 6016
    name = "Lessons of Talvisota"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1940
    OR_required = { 6015 6031 }
    effects =
    {
    command = { type = deactivate which = 6023 }
    }
    }
    # Hedgehog Defence
    application =
    { id = 6017
    name = "Hedgehog Defence"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1941
    required = { 6016 }
    effects =
    {
    }
    }
    # Mobile Reserve
    application =
    { id = 6018
    name = "Mobile Reserve"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1942
    required = { 6017 }
    effects =
    {
    }
    }
    # Mechanized Wave
    application =
    { id = 6019
    name = "Mechanized Wave"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1943
    required = { 6018 }
    effects =
    {
    }
    }
    # Breakthrough priority
    application =
    { id = 6020
    name = "Breakthrough priority"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1944
    required = { 6019 }
    effects =
    {
    }
    }
    # Mass Urban Assault
    application =
    { id = 6021
    name = "Mass Urban Assault"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1945
    required = { 6020 }
    effects =
    {
    }
    }
    # Operational Manoeuvre Groups
    application =
    { id = 6022
    name = "Operational Manoeuvre Groups"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1947
    required = { 6021 }
    effects =
    {
    }
    }
    ########################
    ### Chinese Specific tree
    ########################
    # Scorched Earth Doctrine
    application =
    { id = 6023
    name = "Scorched Earth Doctrine"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1940
    required = { 6015 }
    effects =
    {
    command = { type = deactivate which = 6016 }
    }
    }
    # Guerilla Warfare
    application =
    { id = 6024
    name = "Guerilla Warfare"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1941
    required = { 6023 }
    effects =
    {
    }
    }
    # Magnetic Warfare
    application =
    { id = 6025
    name = "Magnetic Warfare"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1942
    required = { 6024 }
    effects =
    {
    }
    }
    # Furious Response
    application =
    { id = 6026
    name = "Furious Response"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1943
    required = { 6025 }
    effects =
    {
    }
    }
    # Regional Warfare
    application =
    { id = 6027
    name = "Regional Warfare"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1944
    required = { 6026 }
    effects =
    {
    }
    }
    # Full-Scale Counter-Offensive
    application =
    { id = 6028
    name = "Full-Scale Counter-Offensive"
    desc = TECH_APP_LD_1_DESC
    position = { x = 88 y = 16 }
    year = 1945
    required = { 6027 }
    effects =
    {
    }
    }

  8. #228
    Quote Originally Posted by Fernando Torres
    There is no longer "motorized brigades/divisions" but "motorized batallions" attached to the Inf brigades.
    For Cavalry, we decided it at the beginning. '39 is semi motorized. '41 is light armored, '44 and '47 armored, '50 is air cavalry.

    PS : I've reworked the doctrines as intended :
    Ah ok, I missed that. Then those cavalry units sound good to me. Except as I like complicated game, I'd put at least one more model for each specialist units like paratroopers and marines.
    Play Advanced Third Reich with fellow Paradoxians! | A3R AAR Battle of the Arctic II - updated 4.5.2008 (Fall 1942 done) | My AAR repository
    "The elemental truth must be stressed that the characteristic of any country before its industrial revolution and modernisation is poverty..." Mathias, First Industrial Nation, pg. 5
    "The Central Committee and the government are in possession of definite proof that this massive exodus of the peasants has been organized by the enemies of the Soviet regime, by counterrevolutionaries, and by Polish agents as a propaganda coup against the process for collectivization in particular and the Soviet Government in general" - SU leadership about famine & migration caused by bolshevik policy of confiscating all food despite human losses. Stéphane Courtois et al, The Black Book of Communism, pg. 164
    Play A3R (Advanced Third Reich) or AWAW (A World at War): www.warplanner.com
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  9. #229
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Quote Originally Posted by Gen. Skobelev
    Ah ok, I missed that. Then those cavalry units sound good to me. Except as I like complicated game, I'd put at least one more model for each specialist units like paratroopers and marines.
    Hmm the models are going to 1947. IMHO, this is really enough for a game which focuses on WW2. Shame on the German player who did not annex yet USSR by 47 !

  10. #230
    Quote Originally Posted by Fernando Torres
    Hmm the models are going to 1947. IMHO, this is really enough for a game which focuses on WW2. Shame on the German player who did not annex yet USSR by 47 !
    Heheh true that! I meant putting one model more in between the start and end years. For example for the cavalry models 1941 and 1944 - it's a long time with very intensive war to be without new model. Though of course mechanised and armoured units will get better in that time...
    Play Advanced Third Reich with fellow Paradoxians! | A3R AAR Battle of the Arctic II - updated 4.5.2008 (Fall 1942 done) | My AAR repository
    "The elemental truth must be stressed that the characteristic of any country before its industrial revolution and modernisation is poverty..." Mathias, First Industrial Nation, pg. 5
    "The Central Committee and the government are in possession of definite proof that this massive exodus of the peasants has been organized by the enemies of the Soviet regime, by counterrevolutionaries, and by Polish agents as a propaganda coup against the process for collectivization in particular and the Soviet Government in general" - SU leadership about famine & migration caused by bolshevik policy of confiscating all food despite human losses. Stéphane Courtois et al, The Black Book of Communism, pg. 164
    Play A3R (Advanced Third Reich) or AWAW (A World at War): www.warplanner.com
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  11. #231
    Darkest Hour Game Designer Fernando Torres's Avatar
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    I'm going to post the first shot of the Military Equipment I tree.

  12. #232
    Darkest Hour Game Designer Fernando Torres's Avatar
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    technology =
    { id = 1
    category = infantry
    name = TECH_INFANTRY_NAME # Localized name
    desc = TECH_INFANTRY_DESC # Localized description

    #################################
    ### Infantry Arms Design
    #################################
    # Infantry Arms Design 37
    application =
    { id = 1000
    name = "Infantry Arms Design 37"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1937
    required = { }
    effects =
    {
    command = { type = activate_unit_type which = infantry }
    command = { type = new_model which = infantry value = 0 }
    command = { type = activate_unit_type which = militia }
    command = { type = new_model which = infantry value = 0 }
    command = { type = enable_task which = amphibious_assault }
    }
    }
    # Infantry Arms Design 38
    application =
    { id = 1001
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1000 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 0 }
    command = { type = scrap_model which = militia value = 0 }
    command = { type = new_model which = infantry value = 1 }
    command = { type = new_model which = infantry value = 1 }
    }
    }
    # Infantry Arms Design 39
    application =
    { id = 1002
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1939
    required = { 1001 }
    effects =
    {
    }
    }
    # Infantry Arms Design 40
    application =
    { id = 1003
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1002 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 1 }
    command = { type = scrap_model which = militia value = 1 }
    command = { type = new_model which = infantry value = 2 }
    command = { type = new_model which = infantry value = 2 }
    }
    }
    # Infantry Arms Design 41
    application =
    { id = 1004
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1941
    required = { 1003 }
    effects =
    {
    }
    }
    # Infantry Arms Design 42
    application =
    { id = 1005
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1004 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 2}
    command = { type = scrap_model which = militia value = 2 }
    command = { type = new_model which = infantry value = 3 }
    command = { type = new_model which = infantry value = 3 }
    }
    }
    # Infantry Arms Design 43
    application =
    { id = 1006
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1943
    required = { 1005 }
    effects =
    {
    }
    }
    # Infantry Arms Design 44
    application =
    { id = 1007
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1944
    required = { 1006 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 3 }
    command = { type = scrap_model which = militia value = 3 }
    command = { type = new_model which = infantry value = 4 }
    command = { type = new_model which = infantry value = 4 }
    }
    }
    # Infantry Arms Design 45
    application =
    { id = 1008
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1007 }
    effects =
    {
    }
    }
    # Infantry Arms Design 46
    application =
    { id = 1009
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1946
    required = { 1008 }
    effects =
    {
    }
    }
    # Infantry Arms Design 47
    application =
    { id = 1010
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    required = { 1009 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 4 }
    command = { type = scrap_model which = militia value = 4 }
    command = { type = new_model which = infantry value = 5 }
    command = { type = new_model which = militia value = 5 }
    }
    }
    #################################
    ### Tank Design
    #################################
    # Tank Design 37
    application =
    { id = 1011
    name = "Tank Design 37"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1937
    required = { }
    effects =
    {
    }
    }
    # Tank Design 38
    application =
    { id = 1012
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1011 }
    effects =
    {
    }
    }
    # Tank Design 39
    application =
    { id = 1013
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1939
    required = { 1012 }
    effects =
    {
    }
    }
    # Tank Design 40
    application =
    { id = 1014
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1013 }
    effects =
    {
    }
    }
    # Tank Design 41
    application =
    { id = 1015
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1941
    required = { 1014 }
    effects =
    {
    }
    }
    # Tank Design 42
    application =
    { id = 1016
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1015 }
    effects =
    {
    }
    }
    # Tank Design 43
    application =
    { id = 1017
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1943
    required = { 1016 }
    effects =
    {
    }
    }
    # Tank Design 44
    application =
    { id = 1018
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1944
    required = { 1017 }
    effects =
    {
    }
    }
    # Tank Design 45
    application =
    { id = 1019
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1018 }
    effects =
    {
    }
    }
    # Tank Design 46
    application =
    { id = 1020
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1946
    required = { 1019 }
    effects =
    {
    }
    }
    # Tank Design 47
    application =
    { id = 1021
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    required = { 1020 }
    effects =
    {
    }
    }
    #################################
    ### Cavalry Design
    #################################
    # Cavalry Design 36
    application =
    { id = 1022
    name = "Cavalry Design 36"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1936
    required = { }
    effects =
    {
    command = { type = activate_unit_type which = cavalry }
    command = { type = new_model which = cavalry value = 0 }
    }
    }
    # Cavalry Design 38
    application =
    { id = 1023
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1022 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 0 }
    command = { type = new_model which = cavalry value = 1 }
    }
    }
    # Cavalry Design 39
    application =
    { id = 1024
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1939
    required = { 1023 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 1 }
    command = { type = new_model which = cavalry value = 2 }
    }
    }
    # Cavalry Design 41
    application =
    { id = 1025
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1941
    required = { 1024 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 2 }
    command = { type = new_model which = cavalry value = 3 }
    }
    }
    # Cavalry Design 44
    application =
    { id = 1026
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1944
    required = { 1025 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 3 }
    command = { type = new_model which = cavalry value = 4 }
    }
    }
    # Cavalry Design 47
    application =
    { id = 1027
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    required = { 1026 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 4 }
    command = { type = new_model which = cavalry value = 5 }
    }
    }
    # Cavalry Design 50
    application =
    { id = 1028
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1950
    required = { 1027 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 5 }
    command = { type = new_model which = cavalry value = 6 }
    }
    }
    #################################
    ### Allied Paratroopers Training
    #################################
    # Allied Paratroopers Training 40
    application =
    { id = 1029
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1003 }
    effects =
    {
    command = { type = activate_unit_type which = paratrooper }
    command = { type = new_model which = paratrooper value = 0 }
    }
    }
    # Allied Paratroopers Training 43
    application =
    { id = 1030
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1943
    required = { 1029 1006 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 0 }
    command = { type = new_model which = paratrooper value = 1 }
    }
    }
    # Allied Paratroopers Training 45
    application =
    { id = 1031
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1030 1008 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 1 }
    command = { type = new_model which = paratrooper value = 2 }
    }
    }
    # Allied Paratroopers Training 47
    application =
    { id = 1032
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    required = { 1031 1010 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 2 }
    command = { type = new_model which = paratrooper value = 3 }
    }
    }
    #################################
    ### Blitzkrieg Paratroopers Training
    #################################
    # Blitzkrieg Paratroopers Training 38
    application =
    { id = 1033
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = paratrooper }
    command = { type = new_model which = paratrooper value = 4 }
    }
    }
    # Blitzkrieg Paratroopers Training 40
    application =
    { id = 1034
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1033 1003 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 4 }
    command = { type = new_model which = paratrooper value = 5 }
    }
    }
    # Blitzkrieg Paratroopers Training 42
    application =
    { id = 1035
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1034 1005 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 5 }
    command = { type = new_model which = paratrooper value = 6 }
    }
    }
    # Blitzkrieg Paratroopers Training 45
    application =
    { id = 1036
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1035 1008 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 6 }
    command = { type = new_model which = paratrooper value = 7 }
    }
    }
    #################################
    ### Marines Engineers Training
    #################################
    # Marines Engineers Training 38
    application =
    { id = 1037
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = marine }
    command = { type = new_model which = marine value = 0 }
    }
    }
    # Marines Engineers Training 40
    application =
    { id = 1038
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1037 1003 }
    effects =
    {
    command = { type = scrap_model which = marine value = 0 }
    command = { type = new_model which = marine value = 1 }
    }
    }
    # Marines Engineers Training 42
    application =
    { id = 1039
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1038 1005 }
    effects =
    {
    command = { type = scrap_model which = marine value = 1 }
    command = { type = new_model which = marine value = 2 }
    }
    }
    # Marines Engineers Training 45
    application =
    { id = 1040
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1039 1008 }
    effects =
    {
    command = { type = scrap_model which = marine value = 2 }
    command = { type = new_model which = marine value = 3 }
    }
    }
    #################################
    ### Alpine Engineers Training
    #################################
    # Alpine Engineers Training 38
    application =
    { id = 1041
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = bergsjaeger }
    command = { type = new_model which = bergsjaeger value = 0 }
    }
    }
    # Alpine Engineers Training 40
    application =
    { id = 1042
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1041 1003 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 0 }
    command = { type = new_model which = bergsjaeger value = 1 }
    }
    }
    # Alpine Engineers Training 42
    application =
    { id = 1043
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1042 1005 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 1 }
    command = { type = new_model which = bergsjaeger value = 2 }
    }
    }
    # Alpine Engineers Training 45
    application =
    { id = 1044
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1043 1008 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 2 }
    command = { type = new_model which = bergsjaeger value = 3 }
    }
    }
    #################################
    ### Winter Engineers Training
    #################################
    # Winter Engineers Training 38
    application =
    { id = 1045
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = bergsjaeger }
    command = { type = new_model which = bergsjaeger value = 5 }
    }
    }
    # Winter Engineers Training 40
    application =
    { id = 1046
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1045 1003 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 5 }
    command = { type = new_model which = bergsjaeger value = 6 }
    }
    }
    # Winter Engineers Training 42
    application =
    { id = 1047
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1046 1005 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 6 }
    command = { type = new_model which = bergsjaeger value = 7 }
    }
    }
    # Winter Engineers Training 45
    application =
    { id = 1048
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1047 1008 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 7 }
    command = { type = new_model which = bergsjaeger value = 8 }
    }
    }
    #################################
    ### Home Garrisons Training
    #################################
    # Home Garrisons Training 38
    application =
    { id = 1049
    name = "Home Garrisons Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = garrison }
    command = { type = new_model which = garrison value = 0 }
    }
    }
    # Home Garrisons Training 42
    application =
    { id = 1050
    name = "Home Garrisons Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1049 1005 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 0 }
    command = { type = new_model which = garrison value = 1 }
    }
    }
    # Home Garrisons Training 45
    application =
    { id = 1051
    name = "Home Garrisons Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1050 1008 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 1 }
    command = { type = new_model which = garrison value = 2 }
    }
    }
    #################################
    ### Occupation Troops Training
    #################################
    # Occupation Troops Training 40
    application =
    { id = 1052
    name = "Occupation Troops Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1003 }
    effects =
    {
    command = { type = activate_unit_type which = garrison }
    command = { type = new_model which = garrison value = 3 }
    }
    }
    # Occupation Troops Training 43
    application =
    { id = 1053
    name = "Occupation Troops Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1052 1006 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 3 }
    command = { type = new_model which = garrison value = 4 }
    }
    }
    # Occupation Troops Training 46
    application =
    { id = 1054
    name = "Occupation Troops Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1053 1009 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 4 }
    command = { type = new_model which = garrison value = 5 }
    }
    }
    }
    I just added the main effects (upgrades). The components and missions efficiency are not implemented. I'll add the components step by step and for the efficiency, i'll wait for the 1.2 patch. I'll use them if they are debugged.

  13. #233
    Not bad at all. You have several times new infantry division model given twice but no militia model. I guess those techs that won't give new model will instead give some modifiers, right? And of course they are prerequisites for further research.

    Would it make sense to have more than one tech as tech requisite? For example researching artillery in order to get better infantry (for example 39 artillery is required for 40 infantry, as well as the previous infantry tech)?

    edit: and very good idea of waiting for the next patch. It'd be pointless to make big effort in the efficiency mods and then change them again after the patch.
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  14. #234
    Senior Paladin Vladimir Pavlov's Avatar
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    Quote Originally Posted by Gen. Skobelev
    edit: and very good idea of waiting for the next patch. It'd be pointless to make big effort in the efficiency mods and then change them again after the patch.
    And is there any ETA for Armageddon 1.2?

  15. #235
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Quote Originally Posted by Gen. Skobelev
    Not bad at all. You have several times new infantry division model given twice but no militia model. I guess those techs that won't give new model will instead give some modifiers, right? And of course they are prerequisites for further research.

    Would it make sense to have more than one tech as tech requisite? For example researching artillery in order to get better infantry (for example 39 artillery is required for 40 infantry, as well as the previous infantry tech)?

    edit: and very good idea of waiting for the next patch. It'd be pointless to make big effort in the efficiency mods and then change them again after the patch.
    Yeah, i fix the inf/mil. And the design techs without new models will give modifiers.
    Honestly, i'm not sure for ART/INF. An army can choice to not use high Artillery support and develop though the small arms for infantry.

  16. #236
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Quote Originally Posted by Vladimir Pavlov
    And is there any ETA for Armageddon 1.2?
    They said after the NA patch which is supposed to be available in late january.

  17. #237
    Darkest Hour Game Designer Fernando Torres's Avatar
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    I've made some changes (especially added many components from WiF and fixed the mil/inf). I need to post twice due to the post limit :

    technology =
    { id = 1
    category = infantry
    name = TECH_INFANTRY_NAME # Localized name
    desc = TECH_INFANTRY_DESC # Localized description

    #################################
    ### Infantry Arms Design
    #################################
    # Infantry Arms Design 37
    application =
    { id = 1000
    name = "Infantry Arms Design 37"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1937
    # Service Rifle
    component = { id = 1021 name = TECH_CMP_INFANTRY_2_1_NAME type = general_equipment difficulty = 6 }
    # Infantry Gun 50mm
    component = { id = 1022 name = TECH_CMP_INFANTRY_2_2_NAME type = artillery difficulty = 6 }
    # Basic Long-Range Recon Battalion
    component = { id = 1023 name = TECH_CMP_INFANTRY_2_3_NAME type = electronics difficulty = 6 }
    # Light Mortar 50mm
    component = { id = 1024 name = TECH_CMP_INFANTRY_2_4_NAME type = artillery difficulty = 6 }
    # Small Combat Unit Training
    component = { id = 1025 name = TECH_CMP_INFANTRY_2_5_NAME type = training difficulty = 6 }
    required = { }
    effects =
    {
    command = { type = activate_unit_type which = infantry }
    command = { type = new_model which = infantry value = 0 }
    command = { type = activate_unit_type which = militia }
    command = { type = new_model which = infantry value = 0 }
    command = { type = enable_task which = amphibious_assault }
    }
    }
    # Infantry Arms Design 38
    application =
    { id = 1001
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1000 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 0 }
    command = { type = scrap_model which = militia value = 0 }
    command = { type = new_model which = infantry value = 1 }
    command = { type = new_model which = militia value = 1 }
    }
    }
    # Infantry Arms Design 39
    application =
    { id = 1002
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1939
    # Basic Submachinegun
    component = { id = 1031 name = TECH_CMP_INFANTRY_3_1_NAME type = general_equipment difficulty = 6 }
    # Infantry Gun 75mm
    component = { id = 1032 name = TECH_CMP_INFANTRY_3_2_NAME type = artillery difficulty = 6 }
    # Basic Signal Interception and Jamming
    component = { id = 1033 name = TECH_CMP_INFANTRY_3_3_NAME type = electronics difficulty = 6 }
    # Medium Mortar 81mm
    component = { id = 1034 name = TECH_CMP_INFANTRY_3_4_NAME type = artillery difficulty = 6 }
    # Specialist Support Training
    component = { id = 1035 name = TECH_CMP_INFANTRY_3_5_NAME type = training difficulty = 6 }
    required = { 1001 }
    effects =
    {
    }
    }
    # Infantry Arms Design 40
    application =
    { id = 1003
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    # Improved Submachinegun
    component = { id = 1041 name = TECH_CMP_INFANTRY_4_1_NAME type = general_equipment difficulty = 6 }
    # Infantry Gun 105mm
    component = { id = 1042 name = TECH_CMP_INFANTRY_4_2_NAME type = artillery difficulty = 6 }
    # Improved Signal Command System
    component = { id = 1043 name = TECH_CMP_INFANTRY_4_3_NAME type = electronics difficulty = 6 }
    # Heavy Mortar 120mm
    component = { id = 1044 name = TECH_CMP_INFANTRY_4_4_NAME type = artillery difficulty = 6 }
    # Combined Arms Initiative Training
    component = { id = 1045 name = TECH_CMP_INFANTRY_4_5_NAME type = training difficulty = 6 }
    required = { 1002 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 1 }
    command = { type = scrap_model which = militia value = 1 }
    command = { type = new_model which = infantry value = 2 }
    command = { type = new_model which = militia value = 2 }
    }
    }
    # Infantry Arms Design 41
    application =
    { id = 1004
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1941
    required = { 1003 }
    effects =
    {
    }
    }
    # Infantry Arms Design 42
    application =
    { id = 1005
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1004 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 2}
    command = { type = scrap_model which = militia value = 2 }
    command = { type = new_model which = infantry value = 3 }
    command = { type = new_model which = militia value = 3 }
    }
    }
    # Infantry Arms Design 43
    application =
    { id = 1006
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1943
    # Basic Assault Rifle
    component = { id = 1051 name = TECH_CMP_INFANTRY_5_1_NAME type = general_equipment difficulty = 6 }
    # Infantry Gun 150mm
    component = { id = 1052 name = TECH_CMP_INFANTRY_5_2_NAME type = artillery difficulty = 6 }
    # Improved Long-Range Recon Battalion
    component = { id = 1053 name = TECH_CMP_INFANTRY_5_3_NAME type = electronics difficulty = 6 }
    # Tube-launched Rocket
    component = { id = 1054 name = TECH_CMP_INFANTRY_5_4_NAME type = rocketry difficulty = 6 }
    # Task Force Training
    component = { id = 1055 name = TECH_CMP_INFANTRY_5_5_NAME type = training difficulty = 6 }
    required = { 1005 }
    effects =
    {
    }
    }
    # Infantry Arms Design 44
    application =
    { id = 1007
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1944
    required = { 1006 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 3 }
    command = { type = scrap_model which = militia value = 3 }
    command = { type = new_model which = infantry value = 4 }
    command = { type = new_model which = militia value = 4 }
    }
    }
    # Infantry Arms Design 45
    application =
    { id = 1008
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    # Improved Assault Rifle
    component = { id = 1061 name = TECH_CMP_INFANTRY_6_1_NAME type = general_equipment difficulty = 6 }
    # Infantry Gun 120mm Quick-Fire
    component = { id = 1062 name = TECH_CMP_INFANTRY_6_2_NAME type = artillery difficulty = 6 }
    # Improved Signal Interception and Jamming
    component = { id = 1063 name = TECH_CMP_INFANTRY_6_3_NAME type = electronics difficulty = 6 }
    # AT Recoilless Rocket Launcher
    component = { id = 1064 name = TECH_CMP_INFANTRY_6_4_NAME type = rocketry difficulty = 6 }
    # Integrated Combined Arms Training
    component = { id = 1065 name = TECH_CMP_INFANTRY_6_5_NAME type = training difficulty = 6 }
    required = { 1007 }
    effects =
    {
    }
    }
    # Infantry Arms Design 46
    application =
    { id = 1009
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1946
    required = { 1008 }
    effects =
    {
    }
    }
    # Infantry Arms Design 47
    application =
    { id = 1010
    name = "Infantry Arms Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    # ?
    component = { id = 10001 name = TECH_CMP_INFANTRY_50_1_NAME type = general_equipment difficulty = 6 }
    # ?
    component = { id = 10002 name = TECH_CMP_INFANTRY_50_2_NAME type = artillery difficulty = 6 }
    # ?
    component = { id = 10003 name = TECH_CMP_INFANTRY_50_3_NAME type = electronics difficulty = 6 }
    # ?
    component = { id = 10004 name = TECH_CMP_INFANTRY_50_4_NAME type = rocketry difficulty = 6 }
    # ?
    component = { id = 10005 name = TECH_CMP_INFANTRY_50_5_NAME type = training difficulty = 6 }
    required = { 1009 }
    effects =
    {
    command = { type = scrap_model which = infantry value = 4 }
    command = { type = scrap_model which = militia value = 4 }
    command = { type = new_model which = infantry value = 5 }
    command = { type = new_model which = militia value = 5 }
    }
    }
    #################################
    ### Tank Design
    #################################
    # Tank Design 37
    application =
    { id = 1011
    name = "Tank Design 37"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1937
    # Riveted Armor
    component = { id = 2031 name = TECH_CMP_ARMOR_3_1_NAME type = mechanics difficulty = 6 }
    # 0.50 Caliber HMG
    component = { id = 2032 name = TECH_CMP_ARMOR_3_2_NAME type = artillery difficulty = 6 }
    # Early Engine
    component = { id = 2033 name = TECH_CMP_ARMOR_3_3_NAME type = mechanics difficulty = 6 }
    # Early Optical Sights
    component = { id = 2034 name = TECH_CMP_ARMOR_3_4_NAME type = electronics difficulty = 6 }
    # Early Tank Prototype Tests
    component = { id = 2035 name = TECH_CMP_ARMOR_3_5_NAME type = technical_efficiency difficulty = 6 double_time = yes }
    required = { }
    effects =
    {
    }
    }
    # Tank Design 38
    application =
    { id = 1012
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    # Light Welded Armor
    component = { id = 2041 name = TECH_CMP_ARMOR_4_1_NAME type = mechanics difficulty = 5 }
    # 20mm Tank Gun
    component = { id = 2042 name = TECH_CMP_ARMOR_4_2_NAME type = artillery difficulty = 5 }
    # Basic Light Engine
    component = { id = 2043 name = TECH_CMP_ARMOR_4_3_NAME type = mechanics difficulty = 5 }
    # Basic Optical Sights
    component = { id = 2044 name = TECH_CMP_ARMOR_4_4_NAME type = electronics difficulty = 5 }
    # Basic Light Tank Prototype Tests
    component = { id = 2045 name = TECH_CMP_ARMOR_4_5_NAME type = technical_efficiency difficulty = 5 double_time = yes }
    required = { 1011 }
    effects =
    {
    }
    }
    # Tank Design 39
    application =
    { id = 1013
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1939
    # Light Sloped Armor
    component = { id = 2051 name = TECH_CMP_ARMOR_5_1_NAME type = mechanics difficulty = 6 }
    # 37mm Tank Gun
    component = { id = 2052 name = TECH_CMP_ARMOR_5_2_NAME type = artillery difficulty = 6 }
    # Improved Light Engine
    component = { id = 2053 name = TECH_CMP_ARMOR_5_3_NAME type = mechanics difficulty = 6 }
    # Improved Optical Sights
    component = { id = 2054 name = TECH_CMP_ARMOR_5_4_NAME type = electronics difficulty = 6 }
    # Improved Light Tank Prototype Tests
    component = { id = 2055 name = TECH_CMP_ARMOR_5_5_NAME type = technical_efficiency difficulty = 6 double_time = yes }
    required = { 1012 }
    effects =
    {
    }
    }
    # Tank Design 40
    application =
    { id = 1014
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    # Medium Welded Armor
    component = { id = 2071 name = TECH_CMP_ARMOR_7_1_NAME type = mechanics difficulty = 7 }
    # 50mm Tank Gun
    component = { id = 2072 name = TECH_CMP_ARMOR_7_2_NAME type = artillery difficulty = 7 }
    # Basic Medium Engine
    component = { id = 2073 name = TECH_CMP_ARMOR_7_3_NAME type = mechanics difficulty = 7 }
    # Basic Optical Sights
    component = { id = 2074 name = TECH_CMP_ARMOR_7_4_NAME type = electronics difficulty = 7 }
    # Basic Medium Tank Prototype Tests
    component = { id = 2075 name = TECH_CMP_ARMOR_7_5_NAME type = technical_efficiency difficulty = 7 double_time = yes }
    required = { 1013 }
    effects =
    {
    }
    }
    # Tank Design 41
    application =
    { id = 1015
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1941
    # Medium Sloped Armor
    component = { id = 2081 name = TECH_CMP_ARMOR_8_1_NAME type = mechanics difficulty = 8 }
    # 75mm Tank Gun
    component = { id = 2082 name = TECH_CMP_ARMOR_8_2_NAME type = artillery difficulty = 7 }
    # Improved Medium Engine
    component = { id = 2083 name = TECH_CMP_ARMOR_8_3_NAME type = mechanics difficulty = 8 }
    # Improved Optical Sights
    component = { id = 2084 name = TECH_CMP_ARMOR_8_4_NAME type = electronics difficulty = 7 }
    # Improved Medium Tank Prototype Tests
    component = { id = 2085 name = TECH_CMP_ARMOR_8_5_NAME type = technical_efficiency difficulty = 8 double_time = yes }
    required = { 1014 }
    effects =
    {
    }
    }
    # Tank Design 42
    application =
    { id = 1016
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1015 }
    effects =
    {
    }
    }
    # Tank Design 43
    application =
    { id = 1017
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1943
    # Medium Advanced Sloped Armor
    component = { id = 2091 name = TECH_CMP_ARMOR_9_1_NAME type = mechanics difficulty = 8 }
    # 88mm Tank Gun
    component = { id = 2092 name = TECH_CMP_ARMOR_9_2_NAME type = artillery difficulty = 8 }
    # Advanced Medium Engine 2603
    component = { id = 2093 name = TECH_CMP_ARMOR_9_3_NAME type = mechanics difficulty = 8 }
    # Advanced Optical Sights
    component = { id = 2094 name = TECH_CMP_ARMOR_9_4_NAME type = electronics difficulty = 8 }
    # Advanced Medium Tank Prototype Tests
    component = { id = 2095 name = TECH_CMP_ARMOR_9_5_NAME type = technical_efficiency difficulty = 8 double_time = yes }
    required = { 1016 }
    effects =
    {
    }
    }
    # Tank Design 44
    application =
    { id = 1018
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1944
    # Super Heavy Tank Armor
    component = { id = 2131 name = TECH_CMP_ARMOR_13_1_NAME type = mechanics difficulty = 8 }
    # 128mm Tank Gun
    component = { id = 2132 name = TECH_CMP_ARMOR_13_2_NAME type = artillery difficulty = 8 }
    # Super Heavy Engine
    component = { id = 2133 name = TECH_CMP_ARMOR_13_3_NAME type = mechanics difficulty = 8 }
    # Infrared Optical Sights
    component = { id = 2134 name = TECH_CMP_ARMOR_13_4_NAME type = electronics difficulty = 9 }
    # Super Heavy Tank Prototype Tests
    component = { id = 2135 name = TECH_CMP_ARMOR_13_5_NAME type = technical_efficiency difficulty = 8 double_time = yes }
    required = { 1017 }
    effects =
    {
    }
    }
    # Tank Design 45
    application =
    { id = 1019
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    # Reactive Armor Plates
    component = { id = 2141 name = TECH_CMP_ARMOR_14_1_NAME type = mechanics difficulty = 9 }
    # 120mm Tank Gun
    component = { id = 2142 name = TECH_CMP_ARMOR_14_2_NAME type = artillery difficulty = 9 }
    # Semi-Modern Engine
    component = { id = 2143 name = TECH_CMP_ARMOR_14_3_NAME type = mechanics difficulty = 9 }
    # Infrared Optical Sights
    component = { id = 2144 name = TECH_CMP_ARMOR_14_4_NAME type = electronics difficulty = 9 }
    # Semi-Modern Tank Prototype Tests
    component = { id = 2145 name = TECH_CMP_ARMOR_14_5_NAME type = technical_efficiency difficulty = 9 double_time = yes }
    required = { 1018 }
    effects =
    {
    }
    }
    # Tank Design 46
    application =
    { id = 1020
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1946
    # ?
    component = { id = 11001 name = TECH_CMP_ARMOR_100_1_NAME type = mechanics difficulty = 9 }
    # ?
    component = { id = 11002 name = TECH_CMP_ARMOR_100_2_NAME type = artillery difficulty = 9 }
    # ?
    component = { id = 11003 name = TECH_CMP_ARMOR_100_3_NAME type = mechanics difficulty = 9 }
    # ?
    component = { id = 11004 name = TECH_CMP_ARMOR_100_4_NAME type = electronics difficulty = 10 }
    # ?
    component = { id = 11005 name = TECH_CMP_ARMOR_100_5_NAME type = technical_efficiency difficulty = 10 double_time = yes }
    required = { 1019 }
    effects =
    {
    }
    }
    # Tank Design 47
    application =
    { id = 1021
    name = "Tank Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    # ?
    component = { id = 11011 name = TECH_CMP_ARMOR_101_1_NAME type = mechanics difficulty = 10 }
    # ?
    component = { id = 11012 name = TECH_CMP_ARMOR_101_2_NAME type = artillery difficulty = 10 }
    # ?
    component = { id = 11013 name = TECH_CMP_ARMOR_101_3_NAME type = mechanics difficulty = 10 }
    # ?
    component = { id = 11014 name = TECH_CMP_ARMOR_101_4_NAME type = electronics difficulty = 10 }
    # ?
    component = { id = 11015 name = TECH_CMP_ARMOR_101_5_NAME type = technical_efficiency difficulty = 10 double_time = yes }
    required = { 1020 }
    effects =
    {
    }
    }
    #################################
    ### Cavalry Design
    #################################
    # Cavalry Design 36
    application =
    { id = 1022
    name = "Cavalry Design 36"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1936
    # Service Rifle
    component = { id = 1201 name = TECH_CMP_INFANTRY_20_1_NAME type = general_equipment difficulty = 3 }
    # Horse Artillery Gun 105mm
    component = { id = 1202 name = TECH_CMP_INFANTRY_20_2_NAME type = artillery difficulty = 3 }
    # Basic Long-Range Recon Battalion
    component = { id = 1203 name = TECH_CMP_INFANTRY_20_3_NAME type = electronics difficulty = 4 }
    # Light Mortar 50mm
    component = { id = 1204 name = TECH_CMP_INFANTRY_20_4_NAME type = artillery difficulty = 4 }
    # Marksman Tactical Training
    component = { id = 1205 name = TECH_CMP_INFANTRY_20_5_NAME type = training difficulty = 4 }
    required = { }
    effects =
    {
    command = { type = activate_unit_type which = cavalry }
    command = { type = new_model which = cavalry value = 0 }
    }
    }
    # Cavalry Design 38
    application =
    { id = 1023
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    # Basic Machine Gun
    component = { id = 1211 name = TECH_CMP_INFANTRY_21_1_NAME type = general_equipment difficulty = 5 }
    # Horse Artillery Gun 120mm
    component = { id = 1212 name = TECH_CMP_INFANTRY_21_2_NAME type = artillery difficulty = 5 }
    # Basic Signal Interception and Jamming
    component = { id = 1213 name = TECH_CMP_INFANTRY_21_3_NAME type = electronics difficulty = 5 }
    # Medium Mortar 81mm
    component = { id = 1214 name = TECH_CMP_INFANTRY_21_4_NAME type = artillery difficulty = 4 }
    # Infantry Tactical Training
    component = { id = 1215 name = TECH_CMP_INFANTRY_21_5_NAME type = training difficulty = 4 }
    required = { 1022 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 0 }
    command = { type = new_model which = cavalry value = 1 }
    }
    }
    # Cavalry Design 39
    application =
    { id = 1024
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1939
    # Basic Machine Gun
    component = { id = 1221 name = TECH_CMP_INFANTRY_22_1_NAME type = general_equipment difficulty = 5 }
    # Field Artillery Gun 105mm
    component = { id = 1222 name = TECH_CMP_INFANTRY_22_2_NAME type = artillery difficulty = 5 }
    # Small Trucks
    component = { id = 1223 name = TECH_CMP_INFANTRY_22_3_NAME type = mechanics difficulty = 5 }
    # Heavy Mortar 120mm
    component = { id = 1224 name = TECH_CMP_INFANTRY_22_4_NAME type = artillery difficulty = 5 }
    # Tactical Mobility Training
    component = { id = 1225 name = TECH_CMP_INFANTRY_22_5_NAME type = training difficulty = 5 }
    required = { 1023 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 1 }
    command = { type = new_model which = cavalry value = 2 }
    }
    }
    # Cavalry Design 41
    application =
    { id = 1025
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1941
    # Improved Submachinegun
    component = { id = 1241 name = TECH_CMP_INFANTRY_24_1_NAME type = general_equipment difficulty = 5 }
    # Infantry Gun 105mm
    component = { id = 1242 name = TECH_CMP_INFANTRY_24_2_NAME type = artillery difficulty = 5 }
    # 2 1/2 ton Trucks
    component = { id = 1243 name = TECH_CMP_INFANTRY_24_3_NAME type = mechanics difficulty = 5 }
    # Tube-launched Rocket
    component = { id = 1244 name = TECH_CMP_INFANTRY_24_4_NAME type = rocketry difficulty = 5 }
    # Task Force Training
    component = { id = 1245 name = TECH_CMP_INFANTRY_24_5_NAME type = training difficulty = 5 }
    required = { 1024 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 2 }
    command = { type = new_model which = cavalry value = 3 }
    }
    }
    # Cavalry Design 44
    application =
    { id = 1026
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1944
    # Basic Assault Rifle
    component = { id = 1251 name = TECH_CMP_INFANTRY_25_1_NAME type = general_equipment difficulty = 6 }
    # Infantry Gun 150mm
    component = { id = 1252 name = TECH_CMP_INFANTRY_25_2_NAME type = artillery difficulty = 6 }
    # 4 ton Trucks
    component = { id = 1253 name = TECH_CMP_INFANTRY_25_3_NAME type = mechanics difficulty = 6 }
    # AT Recoilless Rocket Launcher
    component = { id = 1254 name = TECH_CMP_INFANTRY_25_4_NAME type = rocketry difficulty = 6 }
    # Mobile Reaction Training
    component = { id = 1255 name = TECH_CMP_INFANTRY_25_5_NAME type = training difficulty = 6 }
    required = { 1025 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 3 }
    command = { type = new_model which = cavalry value = 4 }
    }
    }
    # Cavalry Design 47
    application =
    { id = 1027
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    # ?
    component = { id = 10081 name = TECH_CMP_INFANTRY_58_1_NAME type = general_equipment difficulty = 6 }
    # ?
    component = { id = 10082 name = TECH_CMP_INFANTRY_58_2_NAME type = artillery difficulty = 6 }
    # ?
    component = { id = 10083 name = TECH_CMP_INFANTRY_58_3_NAME type = mechanics difficulty = 6 }
    # ?
    component = { id = 10084 name = TECH_CMP_INFANTRY_58_4_NAME type = rocketry difficulty = 6 }
    # ?
    component = { id = 10085 name = TECH_CMP_INFANTRY_58_5_NAME type = training difficulty = 6 }
    required = { 1026 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 4 }
    command = { type = new_model which = cavalry value = 5 }
    }
    }
    # Cavalry Design 50
    application =
    { id = 1028
    name = "Cavalry Design"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1950
    # Attack Helicopters
    component = { id = 7241 name = TECH_CMP_SW_24_1_NAME type = aeronautics double_time = yes difficulty = 7 }
    # Transport Helicopters
    component = { id = 7242 name = TECH_CMP_SW_24_2_NAME type = aeronautics double_time = yes difficulty = 7 }
    # Aerial Support Organization
    component = { id = 7243 name = TECH_CMP_SW_24_3_NAME type = management difficulty = 5 }
    # Modified Anti-Tank Weaponry
    component = { id = 7244 name = TECH_CMP_SW_24_4_NAME type = rocketry difficulty = 6 }
    # Air Assault Tactics
    component = { id = 7245 name = TECH_CMP_SW_24_5_NAME type = combined_arms_focus double_time = yes difficulty = 7 }
    required = { 1027 }
    effects =
    {
    command = { type = scrap_model which = cavalry value = 5 }
    command = { type = new_model which = cavalry value = 6 }
    }
    }

  18. #238
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Join Date
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    Blog Entries
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    And the second part :

    #################################
    ### Allied Paratroopers Training
    #################################
    # Allied Paratroopers Training 40
    application =
    { id = 1029
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    # Improved Submachinegun
    component = { id = 1081 name = TECH_CMP_INFANTRY_8_1_NAME type = general_equipment difficulty = 6 }
    # Medium Mortar 81mm
    component = { id = 1082 name = TECH_CMP_INFANTRY_8_2_NAME type = artillery difficulty = 6 }
    # Basic Gliders
    component = { id = 1083 name = TECH_CMP_INFANTRY_8_3_NAME type = aeronautics difficulty = 7 }
    # Paratrooper Halftrack
    component = { id = 1084 name = TECH_CMP_INFANTRY_8_4_NAME type = mechanics difficulty = 7 }
    # Paratrooper Drop Training
    component = { id = 1085 name = TECH_CMP_INFANTRY_8_5_NAME type = training difficulty = 9 }
    required = { 1003 }
    effects =
    {
    command = { type = activate_unit_type which = paratrooper }
    command = { type = new_model which = paratrooper value = 0 }
    }
    }
    # Allied Paratroopers Training 43
    application =
    { id = 1030
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1943
    # Basic Assault Rifle
    component = { id = 1091 name = TECH_CMP_INFANTRY_9_1_NAME type = general_equipment difficulty = 6 }
    # Mountain Gun 75mm
    component = { id = 1092 name = TECH_CMP_INFANTRY_9_2_NAME type = artillery difficulty = 7 }
    # Paratrooper Small Unit Drop Pods
    component = { id = 1093 name = TECH_CMP_INFANTRY_9_3_NAME type = general_equipment difficulty = 6 }
    # Paratrooper Light Tank
    component = { id = 1094 name = TECH_CMP_INFANTRY_9_4_NAME type = mechanics difficulty = 8 }
    # Paratrooper Glider Training
    component = { id = 1095 name = TECH_CMP_INFANTRY_9_5_NAME type = training difficulty = 8 }
    required = { 1029 1006 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 0 }
    command = { type = new_model which = paratrooper value = 1 }
    }
    }
    # Allied Paratroopers Training 45
    application =
    { id = 1031
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    # Improved Assault Rifle
    component = { id = 1101 name = TECH_CMP_INFANTRY_10_1_NAME type = general_equipment difficulty = 6 }
    # Mountain Gun 105mm
    component = { id = 1102 name = TECH_CMP_INFANTRY_10_2_NAME type = artillery difficulty = 7 }
    # Paratrooper Large Unit Drop Pods
    component = { id = 1103 name = TECH_CMP_INFANTRY_10_3_NAME type = general_equipment difficulty = 6 }
    # Paratrooper Medium Tank
    component = { id = 1104 name = TECH_CMP_INFANTRY_10_4_NAME type = mechanics difficulty = 8 }
    # Paratrooper Assault Training
    component = { id = 1105 name = TECH_CMP_INFANTRY_10_5_NAME type = training difficulty = 8 }
    required = { 1030 1008 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 1 }
    command = { type = new_model which = paratrooper value = 2 }
    }
    }
    # Allied Paratroopers Training 47
    application =
    { id = 1032
    name = "Allied Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1947
    # ?
    component = { id = 10021 name = TECH_CMP_INFANTRY_52_1_NAME type = general_equipment difficulty = 6 }
    # ?
    component = { id = 10022 name = TECH_CMP_INFANTRY_52_2_NAME type = artillery difficulty = 7 }
    # ?
    component = { id = 10023 name = TECH_CMP_INFANTRY_52_3_NAME type = general_equipment difficulty = 6 }
    # ?
    component = { id = 10024 name = TECH_CMP_INFANTRY_52_4_NAME type = mechanics difficulty = 8 }
    # ?
    component = { id = 10025 name = TECH_CMP_INFANTRY_52_5_NAME type = training difficulty = 8 }
    required = { 1031 1010 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 2 }
    command = { type = new_model which = paratrooper value = 3 }
    }
    }
    #################################
    ### Blitzkrieg Paratroopers Training
    #################################
    # Blitzkrieg Paratroopers Training 38
    application =
    { id = 1033
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    # Basic Submachinegun
    component = { id = 1071 name = TECH_CMP_INFANTRY_7_1_NAME type = general_equipment difficulty = 6 }
    # Light Mortar 50mm
    component = { id = 1072 name = TECH_CMP_INFANTRY_7_2_NAME type = artillery difficulty = 6 }
    # Jump Boots
    component = { id = 1073 name = TECH_CMP_INFANTRY_7_3_NAME type = general_equipment difficulty = 5 }
    # Airborne Six-wheeled Truck
    component = { id = 1074 name = TECH_CMP_INFANTRY_7_4_NAME type = mechanics difficulty = 7 }
    # Airborne Transport Training
    component = { id = 1075 name = TECH_CMP_INFANTRY_7_5_NAME type = training difficulty = 10 }
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = paratrooper }
    command = { type = new_model which = paratrooper value = 4 }
    }
    }
    # Blitzkrieg Paratroopers Training 40
    application =
    { id = 1034
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    # Improved Submachinegun
    component = { id = 1081 name = TECH_CMP_INFANTRY_8_1_NAME type = general_equipment difficulty = 6 }
    # Medium Mortar 81mm
    component = { id = 1082 name = TECH_CMP_INFANTRY_8_2_NAME type = artillery difficulty = 6 }
    # Basic Gliders
    component = { id = 1083 name = TECH_CMP_INFANTRY_8_3_NAME type = aeronautics difficulty = 7 }
    # Paratrooper Halftrack
    component = { id = 1084 name = TECH_CMP_INFANTRY_8_4_NAME type = mechanics difficulty = 7 }
    # Paratrooper Drop Training
    component = { id = 1085 name = TECH_CMP_INFANTRY_8_5_NAME type = training difficulty = 9 }
    required = { 1033 1003 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 4 }
    command = { type = new_model which = paratrooper value = 5 }
    }
    }
    # Blitzkrieg Paratroopers Training 42
    application =
    { id = 1035
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    # Basic Assault Rifle
    component = { id = 1091 name = TECH_CMP_INFANTRY_9_1_NAME type = general_equipment difficulty = 6 }
    # Mountain Gun 75mm
    component = { id = 1092 name = TECH_CMP_INFANTRY_9_2_NAME type = artillery difficulty = 7 }
    # Paratrooper Small Unit Drop Pods
    component = { id = 1093 name = TECH_CMP_INFANTRY_9_3_NAME type = general_equipment difficulty = 6 }
    # Paratrooper Light Tank
    component = { id = 1094 name = TECH_CMP_INFANTRY_9_4_NAME type = mechanics difficulty = 8 }
    # Paratrooper Glider Training
    component = { id = 1095 name = TECH_CMP_INFANTRY_9_5_NAME type = training difficulty = 8 }
    required = { 1034 1005 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 5 }
    command = { type = new_model which = paratrooper value = 6 }
    }
    }
    # Blitzkrieg Paratroopers Training 45
    application =
    { id = 1036
    name = "Blitzkrieg Paratroopers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    # Improved Assault Rifle
    component = { id = 1101 name = TECH_CMP_INFANTRY_10_1_NAME type = general_equipment difficulty = 6 }
    # Mountain Gun 105mm
    component = { id = 1102 name = TECH_CMP_INFANTRY_10_2_NAME type = artillery difficulty = 7 }
    # Paratrooper Large Unit Drop Pods
    component = { id = 1103 name = TECH_CMP_INFANTRY_10_3_NAME type = general_equipment difficulty = 6 }
    # Paratrooper Medium Tank
    component = { id = 1104 name = TECH_CMP_INFANTRY_10_4_NAME type = mechanics difficulty = 8 }
    # Paratrooper Assault Training
    component = { id = 1105 name = TECH_CMP_INFANTRY_10_5_NAME type = training difficulty = 8 }
    required = { 1035 1008 }
    effects =
    {
    command = { type = scrap_model which = paratrooper value = 6 }
    command = { type = new_model which = paratrooper value = 7 }
    }
    }
    #################################
    ### Marines Engineers Training
    #################################
    # Marines Engineers Training 38
    application =
    { id = 1037
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    # Service Rifle
    component = { id = 1151 name = TECH_CMP_INFANTRY_15_1_NAME type = general_equipment difficulty = 6 }
    # Naval Gunfire
    component = { id = 1152 name = TECH_CMP_INFANTRY_15_2_NAME type = artillery difficulty = 7 }
    # Early Amphibious Assault Vehicle
    component = { id = 1153 name = TECH_CMP_INFANTRY_15_3_NAME type = naval_engineering difficulty = 7 }
    # Early Amphibious Tank
    component = { id = 1154 name = TECH_CMP_INFANTRY_15_4_NAME type = mechanics difficulty = 8 }
    # Naval Infantry Training
    component = { id = 1155 name = TECH_CMP_INFANTRY_15_5_NAME type = training difficulty = 8 }
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = marine }
    command = { type = new_model which = marine value = 0 }
    }
    }
    # Marines Engineers Training 40
    application =
    { id = 1038
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    # Forward Observers
    component = { id = 1161 name = TECH_CMP_INFANTRY_16_1_NAME type = artillery difficulty = 6 }
    # Basic Wading Equipment
    component = { id = 1162 name = TECH_CMP_INFANTRY_16_2_NAME type = general_equipment difficulty = 6 }
    # Basic Amphibious Assault Vehicle
    component = { id = 1163 name = TECH_CMP_INFANTRY_16_3_NAME type = naval_engineering difficulty = 8 }
    # Basic Amphibious Tank
    component = { id = 1164 name = TECH_CMP_INFANTRY_16_4_NAME type = mechanics difficulty = 7 }
    # Marine Tactical Training
    component = { id = 1165 name = TECH_CMP_INFANTRY_16_5_NAME type = training difficulty = 9 }
    required = { 1037 1003 }
    effects =
    {
    command = { type = scrap_model which = marine value = 0 }
    command = { type = new_model which = marine value = 1 }
    }
    }
    # Marines Engineers Training 42
    application =
    { id = 1039
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    # Air-Naval Gunfire Liasion Teams
    component = { id = 1171 name = TECH_CMP_INFANTRY_17_1_NAME type = artillery difficulty = 6 }
    # Improved Wading Equipment
    component = { id = 1172 name = TECH_CMP_INFANTRY_17_2_NAME type = general_equipment difficulty = 7 }
    # Improved Amphibious Assault Vehicle
    component = { id = 1173 name = TECH_CMP_INFANTRY_17_3_NAME type = naval_engineering difficulty = 8 }
    # Improved Amphibious Tank
    component = { id = 1174 name = TECH_CMP_INFANTRY_17_4_NAME type = mechanics difficulty = 8 }
    # Amphibious Assault Training
    component = { id = 1175 name = TECH_CMP_INFANTRY_17_5_NAME type = training difficulty = 10 }
    required = { 1038 1005 }
    effects =
    {
    command = { type = scrap_model which = marine value = 1 }
    command = { type = new_model which = marine value = 2 }
    }
    }
    # Marines Engineers Training 45
    application =
    { id = 1040
    name = "Marines Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    # Basic Assault Rifle
    component = { id = 1181 name = TECH_CMP_INFANTRY_18_1_NAME type = general_equipment difficulty = 6 }
    # Advanced Wading Equipment
    component = { id = 1182 name = TECH_CMP_INFANTRY_18_2_NAME type = general_equipment difficulty = 7 }
    # Advanced Amphibious Assault Vehicle
    component = { id = 1183 name = TECH_CMP_INFANTRY_18_3_NAME type = naval_engineering difficulty = 7 }
    # Advanced Amphibious Tank
    component = { id = 1184 name = TECH_CMP_INFANTRY_18_4_NAME type = mechanics difficulty = 7 }
    # Beachhead Expansion Training
    component = { id = 1185 name = TECH_CMP_INFANTRY_18_5_NAME type = training difficulty = 10 }
    required = { 1039 1008 }
    effects =
    {
    command = { type = scrap_model which = marine value = 2 }
    command = { type = new_model which = marine value = 3 }
    }
    }
    #################################
    ### Alpine Engineers Training
    #################################
    # Alpine Engineers Training 38
    application =
    { id = 1041
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    # Service Rifle
    component = { id = 1111 name = TECH_CMP_INFANTRY_11_1_NAME type = general_equipment difficulty = 6 }
    # Great War Mountain Gun 75mm
    component = { id = 1112 name = TECH_CMP_INFANTRY_11_2_NAME type = artillery difficulty = 7 }
    # Personal Climbing Equipment
    component = { id = 1113 name = TECH_CMP_INFANTRY_11_3_NAME type = general_equipment difficulty = 7 }
    # Trained Beasts of Burden
    component = { id = 1114 name = TECH_CMP_INFANTRY_11_4_NAME type = general_equipment difficulty = 7 }
    # Basic Climber Training
    component = { id = 1115 name = TECH_CMP_INFANTRY_11_5_NAME type = training difficulty = 8 }
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = bergsjaeger }
    command = { type = new_model which = bergsjaeger value = 0 }
    }
    }
    # Alpine Engineers Training 40
    application =
    { id = 1042
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    # Basic Submachinegun
    component = { id = 1121 name = TECH_CMP_INFANTRY_12_1_NAME type = general_equipment difficulty = 6 }
    # Medium Mortar 81mm
    component = { id = 1122 name = TECH_CMP_INFANTRY_12_2_NAME type = artillery difficulty = 6 }
    # Arctic Climate Clothing
    component = { id = 1123 name = TECH_CMP_INFANTRY_12_3_NAME type = general_equipment difficulty = 6 }
    # Tractors
    component = { id = 1124 name = TECH_CMP_INFANTRY_12_4_NAME type = mechanics difficulty = 6 }
    # High Altitude Training
    component = { id = 1125 name = TECH_CMP_INFANTRY_12_5_NAME type = training difficulty = 10 }
    required = { 1041 1003 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 0 }
    command = { type = new_model which = bergsjaeger value = 1 }
    }
    }
    # Alpine Engineers Training 42
    application =
    { id = 1043
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    # Improved Submachinegun
    component = { id = 1131 name = TECH_CMP_INFANTRY_13_1_NAME type = general_equipment difficulty = 6 }
    # Mountain Gun 75mm
    component = { id = 1132 name = TECH_CMP_INFANTRY_13_2_NAME type = artillery difficulty = 7 }
    # Wilderness Survival Kite
    component = { id = 1133 name = TECH_CMP_INFANTRY_13_3_NAME type = general_equipment difficulty = 6 }
    # Six-wheeled Truck
    component = { id = 1134 name = TECH_CMP_INFANTRY_13_4_NAME type = mechanics difficulty = 6 }
    # Alpine Survival Training
    component = { id = 1135 name = TECH_CMP_INFANTRY_13_5_NAME type = training difficulty = 10 }
    required = { 1042 1005 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 1 }
    command = { type = new_model which = bergsjaeger value = 2 }
    }
    }
    # Alpine Engineers Training 45
    application =
    { id = 1044
    name = "Alpine Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    # Basic Assault Rifle
    component = { id = 1141 name = TECH_CMP_INFANTRY_14_1_NAME type = general_equipment difficulty = 6 }
    # Mountain Gun 105mm
    component = { id = 1142 name = TECH_CMP_INFANTRY_14_2_NAME type = artillery difficulty = 6 }
    # Alpine Combat Equipement
    component = { id = 1143 name = TECH_CMP_INFANTRY_14_3_NAME type = general_equipment difficulty = 6 }
    # HiPower Halftrack
    component = { id = 1144 name = TECH_CMP_INFANTRY_14_4_NAME type = mechanics difficulty = 7 }
    # Mountain Tactical Training
    component = { id = 1145 name = TECH_CMP_INFANTRY_14_5_NAME type = training difficulty = 10 }
    required = { 1043 1008 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 2 }
    command = { type = new_model which = bergsjaeger value = 3 }
    }
    }
    #################################
    ### Winter Engineers Training
    #################################
    # Winter Engineers Training 38
    application =
    { id = 1045
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = bergsjaeger }
    command = { type = new_model which = bergsjaeger value = 5 }
    }
    }
    # Winter Engineers Training 40
    application =
    { id = 1046
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1940
    required = { 1045 1003 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 5 }
    command = { type = new_model which = bergsjaeger value = 6 }
    }
    }
    # Winter Engineers Training 42
    application =
    { id = 1047
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1046 1005 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 6 }
    command = { type = new_model which = bergsjaeger value = 7 }
    }
    }
    # Winter Engineers Training 45
    application =
    { id = 1048
    name = "Winter Engineers Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1047 1008 }
    effects =
    {
    command = { type = scrap_model which = bergsjaeger value = 7 }
    command = { type = new_model which = bergsjaeger value = 8 }
    }
    }
    #################################
    ### Home Garrisons Training
    #################################
    # Home Garrisons Training 38
    application =
    { id = 1049
    name = "Home Garrisons Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1001 }
    effects =
    {
    command = { type = activate_unit_type which = garrison }
    command = { type = new_model which = garrison value = 0 }
    }
    }
    # Home Garrisons Training 42
    application =
    { id = 1050
    name = "Home Garrisons Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1049 1005 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 0 }
    command = { type = new_model which = garrison value = 1 }
    }
    }
    # Home Garrisons Training 45
    application =
    { id = 1051
    name = "Home Garrisons Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1050 1008 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 1 }
    command = { type = new_model which = garrison value = 2 }
    }
    }
    #################################
    ### Occupation Troops Training
    #################################
    # Occupation Troops Training 40
    application =
    { id = 1052
    name = "Occupation Troops Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1938
    required = { 1003 }
    effects =
    {
    command = { type = activate_unit_type which = garrison }
    command = { type = new_model which = garrison value = 3 }
    }
    }
    # Occupation Troops Training 43
    application =
    { id = 1053
    name = "Occupation Troops Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1942
    required = { 1052 1006 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 3 }
    command = { type = new_model which = garrison value = 4 }
    }
    }
    # Occupation Troops Training 46
    application =
    { id = 1054
    name = "Occupation Troops Training"
    desc = TECH_APP_INFANTRY_1_DESC
    position = { x = 24 y = 24 }
    year = 1945
    required = { 1053 1009 }
    effects =
    {
    command = { type = scrap_model which = garrison value = 4 }
    command = { type = new_model which = garrison value = 5 }
    }
    }
    }

  19. #239
    Quote Originally Posted by Fernando Torres
    Yeah, i fix the inf/mil.
    Honestly, i'm not sure for ART/INF. An army can choice to not use high Artillery support and develop though the small arms for infantry.
    Well, it was just an example. I think it would be worthwile to force research for wider variety than just infantry. Artillery/antitank or whatever as requisite for better infantry would symbolise that developing better infantry is not just about the infantry units themselves but also needs much more and wider research.

    HSR has this. And some other mods have other requisites like having certain infantry unit model before some doctrine can be researched. This way all the research would be linked and would require more thought what to research and in what order. It would lessen sudden research bursts on certain areas and woulf force for longer-term thinking.

    But that's just my thought.

    About the components of techs - will you keep the components that are in vanilla or are you going to add new ones (like in CORE)?
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    "The Central Committee and the government are in possession of definite proof that this massive exodus of the peasants has been organized by the enemies of the Soviet regime, by counterrevolutionaries, and by Polish agents as a propaganda coup against the process for collectivization in particular and the Soviet Government in general" - SU leadership about famine & migration caused by bolshevik policy of confiscating all food despite human losses. Stéphane Courtois et al, The Black Book of Communism, pg. 164
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  20. #240
    Darkest Hour Game Designer Fernando Torres's Avatar
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    Quote Originally Posted by Gen. Skobelev
    Well, it was just an example. I think it would be worthwile to force research for wider variety than just infantry. Artillery/antitank or whatever as requisite for better infantry would symbolise that developing better infantry is not just about the infantry units themselves but also needs much more and wider research.

    HSR has this. And some other mods have other requisites like having certain infantry unit model before some doctrine can be researched. This way all the research would be linked and would require more thought what to research and in what order. It would lessen sudden research bursts on certain areas and woulf force for longer-term thinking.

    But that's just my thought.

    About the components of techs - will you keep the components that are in vanilla or are you going to add new ones (like in CORE)?
    About requirements : well you are right. I suggest to finish at least the two military equipment, the land doctrines and economical trees and then add requirements if needed. Keep this idea in your mind !
    And for the components, of course i'll add some. I first took the vanilla's one to have a "structure" but i don't consider them as perfect.

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