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Easy1,
Thanks for your suggestions. They'll take a while to get integrated into the tree and might be good as doctrines. They'll need to be studied. So probably they won't make it into 0.11 but may get into 0.12 when I get to doctrines. One of your ideas, killer satellites, is already in the works.
 
Easy1,
Thanks for your suggestions. They'll take a while to get integrated into the tree and might be good as doctrines. They'll need to be studied. So probably they won't make it into 0.11 but may get into 0.12 when I get to doctrines. One of your ideas, killer satellites, is already in the works.

Ah, cool.

I wrote killer satelites because it is a type of directed-energy weapons. So knowledge on Directed-energy weapons might lead to killer satelites.

Same for rail-guns, it is a type of Magnetic weapon

I might porivde u with more information and how these technologies could fit into ur tech-tree later :)
 
ice hawk,
thanks for the info

there's actually a 4th method to defeat stealth, and that is to look for the blockage of the expected background pattern and deduce that "this must be a stealth aircraft". I can't find a link for that but i'll probably just use your three.
Im aware of bistatic & tristatic radar as well that is showing promise as well as very high powered AESAs so maybe we can group the 2015 tech into simply future radar technology & have all these (Celldar, Bistatic, Adv AESA etc as research trees in the 'future radar tech'.

there's no more room on the industrial tech screen for anything else unless i do some compression like the infantry screen or have a new button suitable for 6 columns. So i'll close submissions for industrial techs, though i have a couple of my own i'm considering.

I believe sooner or later that should happen. With the very long timeframe involved, it appears that past the 1960s there will be about 4-8 things to research PER YEAR max. That means extended research times guaranteed, also factoring in the growing research bonus.
Additional techs will have to pop in so I suggest starting to throw around some ideas after the initial release.

as for secret weapons, plan to add
1) carry-over from my secret weapons cwttep for arma-done
2) 3 new levels of night vision-done
3) danielshannon's technologies (supercomputer, weather, space)-done
4) killer satellites
5) early stealth fighters and bombers
6) biosphere experiments
7) mars landing

- railguns need to be in (future tech & not railway guns nomonhan :) ) magnetic rail/ massdriver guns. #http://en.wikipedia.org/wiki/Railgun
- ETC cannons (electro thermal) #http://en.wikipedia.org/wiki/Electrothermal-chemical_technology
- swarm technology (JITSA) UCAV swarms #www.dtic.mil/ndia/2005psts/jenkins.pdf
- nanotech products/materials
- future warrior (nanotech spinoff) #http://img.dailymail.co.uk/i/pix/2007/04_01/robocop0904_639x800.jpg
- nanotech automated manufacturing for 2020 as supertech (mega IC efficiency bonus) actually realistic & not out of the realm of possibility
- lasers for anti-missile, later tactical uses #THEL
- exoskeleton, later powered armor #http://en.wikipedia.org/wiki/Powered_exoskeleton
- Obvious space exploration tree
- DNA tree, with GMO agriculture, medical research

For land doctrines, besides MDS 1.5/1.6 (1.5 being interesting as it carries 4 doctrinal techs similar to CWE for Arma)
Id look at US & Israeli doctrines circa Iraq/Lebanon war (Shock & Awe, Dahiya doctrine, 4GW) as well as Chinese doctrines (could be considered continuation of USSRs tech; War under High Tech Conditions etc)

pss quick add; under Spycraft tree > Data/Pattern Mining Tech needs to be added. Most current research in surveillance technology revolves around actually withdrawing useful info from the huge amount of data being gathered. #http://en.wikipedia.org/wiki/Data_mining#Surveillance , also look up programs as TIA, ADVISE, CAPPS II, MATRIX
 
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There's no more room on the industrial tech screen for anything else unless I do some compression like the infantry screen or have a new button suitable for 6 columns. So I'll close submissions for industrial techs, though I have a couple of my own I'm considering.

Isn't it possible to add another industry tech panel, like a "industry 2". Isn't that a grafic job?
 
Isn't it possible to add another industry tech panel, like a "industry 2". Isn't that a grafic job?
:eek: Is adding additional panels possible???
 
- railguns need to be in (future tech & not railway guns nomonhan :) ) magnetic rail/ massdriver guns. #http://en.wikipedia.org/wiki/Railgun
- ETC cannons (electro thermal) #http://en.wikipedia.org/wiki/Electrothermal-chemical_technology
- swarm technology (JITSA) UCAV swarms #www.dtic.mil/ndia/2005psts/jenkins.pdf
- nanotech products/materials
- future warrior (nanotech spinoff) #http://img.dailymail.co.uk/i/pix/2007/04_01/robocop0904_639x800.jpg
- nanotech automated manufacturing for 2020 as supertech (mega IC efficiency bonus) actually realistic & not out of the realm of possibility
- lasers for anti-missile, later tactical uses #THEL
- exoskeleton, later powered armor #http://en.wikipedia.org/wiki/Powered_exoskeleton
- Obvious space exploration tree
- DNA tree, with GMO agriculture, medical research
Powered armor? Railguns? Nanotech? Awesome, I hope we really have all that stuff in 10 years. :)
 
Powered armor? Railguns? Nanotech? Awesome, I hope we really have all that stuff in 10 years. :)

Hence the links provided! Exoskeletons & railguns are already in prototype stage and should see fruition in 5-10 years. Tactical lasers have been demonstrated & await orders (primarily in the anti-missile/mortar/air defense role) Nanoparticles & buckytubes are being created as we speak & should revolutionize medical & industry fields (which brings me to another point - could nanomaterial research improve the rare conversion plant efficiency??? makes some sense...)

The only thing that is a 'maybe' on that list would be nanofactories. If that ever comes to fruition it will revolutionize economics as we speak. (Which is a reason why it might not :mad: ) Here is a link that helps explain what im talking about:
http://www.molecularassembler.com/Nanofactory/
Timeline.jpg
 
Thanks for all your suggestions

IceHawk,
thanks for clearing me up on the railguns

I can see that the 6-column screen is inevitable. Don't think you could add another panel. Will introduce a new button (6-column compatible) but keep industrial techs as they are for now, with just the addition of 3 radar techs.

A lot of these things can go in secret weapons eventually, but maybe not all. How would you model nanotechnology?

Killer sats-done (can be expanded) right now all they do is neutralize the effect of enemy satellite technology.

Stealth-done

Biosphere and Mars coming.

Plan to change 2nd level tail guns to miniature air-launched decoy

Plan to expand flying bomb to include cruise missile deployment from various platforms.

BTW was considering GPS but it will probably not be put in as it would be knocked out by killer satellites in the event of a real war.

I'll consider the future technologies later, after doing doctrines.
 
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Thanks for all your suggestions

IceHawk,
thanks for clearing me up on the railguns

I can see that the 6-column screen is inevitable. Don't think you could add another panel. Will introduce a new button (6-column compatible) but keep industrial techs as they are for now, with just the addition of 3 radar techs.

A lot of these things can go in secret weapons eventually, but maybe not all. How would you model nanotechnology?

Killer sats-done (can be expanded) right now all they do is neutralize the effect of enemy satellite technology.

Stealth-done

Biosphere and Mars coming.

Plan to change 2nd level tail guns to miniature air-launched decoy

Plan to expand flying bomb to include cruise missile deployment from various platforms.

BTW was considering GPS but it will probably not be put in as it would be knocked out by killer satellites in the event of a real war.

I'll consider the future technologies later, after doing doctrines.

Will we have to wait till doctrines are finished to play the next version? Or will you you release a version with the new industrial and SW techs before then?
 
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BTW was considering GPS but it will probably not be put in as it would be knocked out by killer satellites in the event of a real war.

Not all nations have killer satellites in RL... Would be like not adding a navy for minor powers because major power carriers would sink them all. I also find it doubtful that killer satellites will always function, or that there will always be enough of them.
 
Thanks for your comment. The other issue is that there is no room on the screen. If I added GPS, I'd have to also add an additional killer satellite level as well. The game cannot truly handle systems like this--they are simply abstracted as "intelligence us vs them" and "army detection us vs them". That way If, say the US went to war with Serbia (as in real life) their satellites and GPS would work, but if they went to war with Russia or China, they'd be knocked out, mathematically.

In reality, killer satellites would only be activated in war, but that's the time it's most important to know the enemy's forces. If you want to know when at peace, just use the "nofog" cheat.

No, I plan on an interim release of 0.11 with industry (almost) completed and secret weapons. Doctrines and 6 columns (probably with GPS) are version 0.12 projects.
 
Thanks for all your suggestions

IceHawk,
thanks for clearing me up on the railguns

I can see that the 6-column screen is inevitable. Don't think you could add another panel. Will introduce a new button (6-column compatible) but keep industrial techs as they are for now, with just the addition of 3 radar techs.

A lot of these things can go in secret weapons eventually, but maybe not all. How would you model nanotechnology?

Killer sats-done (can be expanded) right now all they do is neutralize the effect of enemy satellite technology.

Stealth-done

Biosphere and Mars coming.

Plan to change 2nd level tail guns to miniature air-launched decoy

Plan to expand flying bomb to include cruise missile deployment from various platforms.

BTW was considering GPS but it will probably not be put in as it would be knocked out by killer satellites in the event of a real war.

I'll consider the future technologies later, after doing doctrines.

nanotech materials (~2012) would boost rare conversion rates and give small/med production bonuses

medical nanotech (~2015-20) would boost manpower growth & last level of military hospital

nanotechnology production (~2020) would be the last level of assembly line production, boosting production bonuses HEAVILY along with a very large VP bonus. It would basically be the new version of Moon landing - victory tech.

Other above mentioned techs simply fill out other perspective trees. Any first thoughts on the other ideas mentioned?

I also presume that .11 is a beta release while .12 would be semi/fully playable? Would you also want us to get going regarding graphics? Tech/model pics etc???
 
Ice Hawk, I already decided to add High Speed Rail (3 levels) and Magnetic Levitation Train. Mag-Lev trains are actually a reality in Germany, China, and Japan, but I've labeled it a future technology because right now they are only practical on short routes due to the cost.

Air Express sounds like a good idea. Might add it in the future. Right now the screen is somewhat cramped. Just-in time logistics sounds like a military doctrine.

techs_industry.png


Re: Hakenkreuz
The display of the Hakenkreuz is not permitted on Paradox forums.

Those who want the "real" German flag can get it from several other sites.


regarding the cramped screen problem, i did some testing and can change the size of the window. maybe you've tried this too but if not just to let you see what it looks like.

the research buttons are in the middle (if they cant be moved a border can be put around this area) but i was able to research a tech far in the bottom right corner.

note: using 1280x1024 resolution in my game, however the window could very likely be expanded as far as the max screen resolution supported by the game (not saying you should do that just its possible). note also i think that the beige window can be resized to fit the desired screen size.

research2.png
 
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How about a Nanotech tree in the SW tab?
NANOTECH SW TREE
1. Nanotech theory 1975 (requires silicon integrated ciurcuit)

2. experimental positional molecular assembly 1999
command = { type = research_mod value = 1 }

3. experimental DNA Nanomachine 2000
command = { type = research_mod value = 1 }

4. experimental non-biological molecular machines 2004
command = { type = research_mod value = 1 }

5. DNA origami 2006
command = { type = research_mod value = 1 }

6. nanotech materials 2015 (requires the last polymers tech)
command = { type = industrial_multiplier which = oil_to_rare_materials value = 0.30 }
command = { type = building_eff_mod which = synthetic_rares value = 15 }
command = { type = industrial_modifier which = total value = 5 }

7. practical molecular assembler 2015
command = { type = industrial_modifier which = total value = 5 }

8. Early Nanomedicine 2020 (requires last hospital tech)
command = { type = attrition_mod value = 10 }
command = { type = trickleback_mod value = 10 }
command = { type = research_mod value = 1 }

9. nanotechnology production 2020 (requires last assembly line/robotics tech)
command = { type = industrial_modifier which = gearing_limit value = 25 }
command = { type = industrial_modifier which = total value = 10 }
command = { type = build_time which = battlecruiser when = now where = relative value = -20 }
command = { type = build_time which = battleship when = now where = relative value = -20 }
command = { type = build_time which = carrier when = now where = relative value = -20 }
command = { type = build_time which = escort_carrier when = now where = relative value = -20 }
command = { type = build_time which = destroyer when = now where = relative value = -20 }
command = { type = build_time which = heavy_cruiser when = now where = relative value = -20 }
command = { type = build_time which = light_cruiser when = now where = relative value = -20 }
command = { type = build_time which = submarine when = now where = relative value = -20 }
command = { type = build_time which = nuclear_submarine when = now where = relative value = -20 }
command = { type = build_time which = transport when = now where = relative value = -20 }
command = { type = convoy_prod_mod which = transports value = 20 }
command = { type = convoy_prod_mod which = escorts value = 20 }
command = { type = build_time which = armor when = now where = relative value = -20 }
command = { type = build_time which = light_armor when = now where = relative value = -20 }
command = { type = build_time which = light_armor_brigade when = now where = relative value = -20 }
command = { type = build_time which = mechanized when = now where = relative value = -13 }
command = { type = build_time which = motorized when = now where = relative value = -13 }
command = { type = build_time which = armored_car when = now where = relative value = -20 }
command = { type = build_time which = heavy_armor when = now where = relative value = -20 }
command = { type = build_time which = super_heavy_armor when = now where = relative value = -20 }
command = { type = build_time which = tank_destroyer when = now where = relative value = -20 }
command = { type = build_time which = sp_artillery when = now where = relative value = -20 }
command = { type = build_time which = sp_rct_artillery when = now where = relative value = -20 }
command = { type = build_time which = interceptor when = now where = relative value = -20 }
command = { type = build_time which = multi_role when = now where = relative value = -20 }
command = { type = build_time which = escort when = now where = relative value = -20 }
command = { type = build_time which = cas when = now where = relative value = -20 }
command = { type = build_time which = naval_bomber when = now where = relative value = -20 }
command = { type = build_time which = strategic_bomber when = now where = relative value = -20 }
command = { type = build_time which = tactical_bomber when = now where = relative value = -20 }
command = { type = build_time which = transport_plane when = now where = relative value = -20 }
command = { type = build_time which = cag when = now where = relative value = -20 }
command = { type = build_time which = flying_bomb when = now where = relative value = -20 }
command = { type = build_time which = flying_rocket when = now where = relative value = -20 }


Maybe you should include a Genetics tree under SW research which would unlock Genetically modified agriculture (+1 to MP and supplies production) and would be required for the later nanotech research....
I'm willing to code such a tree if you'll give me a range for the id numbers.
 
I'm near completion of plans for 0.11 so don't wish to do anything other than what I've discussed. However, will consider all of your ideas for 0.12.

I found there's actually a better reason not to include GPS, and that is that from 2000 on it is available to everyone. Likely the Chinese would not try to knock out GPS satellites but simply use GPS navigation in their own systems, paid for by the USA of course. Anyway I'll continue to study it for 0.12. Anyway it would not appear to provide any intelligence benefit. I can see that it might make weapons design a bit cheaper. Maybe it should also be -5 money to whoever deploys it.

Nanotech will require discussion. My preliminary impression is that it would make EVERYTHING cheaper in time, not just military units. Let's wait for the 6-column screen (0.12) for that. But it's not going to make up for the fact that you're missing a critical metal for an alloy because your source of supply is cut off, nor is it going to make it possible to turn oil into nickel, titanium, chromium or tungsten. That's why we have strategic reserves.

s3nn3n,
Initial tests with a wider screen were to increase the darkened area (implemented in 0.10). But the game crashes when you try to extend the darkened area beyond 1024. Your experiment was to simply use a bigger area tor the techtree (blue) area and pure green for the transparent region. This would not be available for users at 1024 x 768. So I'll go with the smaller buttons.
 
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I'm near completion of plans for 0.11 so don't wish to do anything other than what I've discussed. However, will consider all of your ideas for 0.12.


Do you think you'll be releasing v 0.11 soon?
 
Ice hawk,
Code:
  # Passive Radar/Emitter Locating System
  #basically advanced radar detector
  application =
  { id        = 23550
    name      = TECH_APP_INDUSTRY_145_NAME
    desc      = TECH_APP_INDUSTRY_145_DESC
    position  = { x = 304 y = 396 }
    year      = 1990
    # Mobile Transportable Antenna Arrays
    component = { id = 23551 name = TECH_CMP_INDUSTRY_145_1_NAME type = mechanics difficulty = 13 }
    # Detection of Airborne Side-Looking Radar
    component = { id = 23552 name = TECH_CMP_INDUSTRY_145_2_NAME type = electronics difficulty = 13 }
    # Detection of Air-to-Ground Fire Control Radar
    component = { id = 23553 name = TECH_CMP_INDUSTRY_145_3_NAME type = electronics difficulty = 13 }
    # Detection of Low Altitude Flight-Control Radar
    component = { id = 23554 name = TECH_CMP_INDUSTRY_145_4_NAME type = electronics difficulty = 13 }
    # Radar Network Management
    component = { id = 23555 name = TECH_CMP_INDUSTRY_145_5_NAME type = management difficulty = 13 }
    required  = { 23410 }
    effects =
    { command = { type = radar_eff value = 20 }
      command = { type = max_org which = interceptor value = 5 }
      command = { type = morale which = interceptor value = 5 }
      command = { type = max_org which = multi_role value = 2 }
      command = { type = morale which = multi_role value = 2 }
    }
  }
  # Modern Anti-Stealth Metric Wave Radar
  application =
  { id        = 23560
    name      = TECH_APP_INDUSTRY_146_NAME
    desc      = TECH_APP_INDUSTRY_146_DESC
    position  = { x = 304 y = 412 }
    year      = 2004
    # Transportable VHF and UHF Antenna Arrays
    component = { id = 23561 name = TECH_CMP_INDUSTRY_146_1_NAME type = mechanics difficulty = 14 }
    # Automatic Tracking Generation
    component = { id = 23562 name = TECH_CMP_INDUSTRY_146_2_NAME type = electronics difficulty = 14 }
    # Automatic ECM Emitter Detection
    component = { id = 23563 name = TECH_CMP_INDUSTRY_146_3_NAME type = electronics difficulty = 14 }
    # 50 Radio Frequencies
    component = { id = 23564 name = TECH_CMP_INDUSTRY_146_4_NAME type = electronics difficulty = 14 }
    # Radar Network Management
    component = { id = 23565 name = TECH_CMP_INDUSTRY_146_5_NAME type = management difficulty = 14 }
    required  = { 23550 }
    effects =
    { command = { type = radar_eff value = 20 }
      command = { type = max_org which = interceptor value = 5 }
      command = { type = morale which = interceptor value = 5 }
      command = { type = max_org which = multi_role value = 2 }
      command = { type = morale which = multi_role value = 2 }
    }
  }
  # Future Radar Technology
  application =
  { id        = 23570
    name      = TECH_APP_INDUSTRY_147_NAME
    desc      = TECH_APP_INDUSTRY_147_DESC
    position  = { x = 304 y = 426 }
    year      = 2015
    # VHF UHF and Microwave Antenna Networks
    component = { id = 23571 name = TECH_CMP_INDUSTRY_147_1_NAME type = mechanics difficulty = 15 }
    # Celldar Technology
    component = { id = 23572 name = TECH_CMP_INDUSTRY_147_2_NAME type = electronics difficulty = 20 }
    # Expected Background Difference Analysis
    component = { id = 23573 name = TECH_CMP_INDUSTRY_147_3_NAME type = electronics difficulty = 15 }
    # Active Electronically Scanned Array
    component = { id = 23574 name = TECH_CMP_INDUSTRY_147_4_NAME type = electronics difficulty = 15 }
    # Radar Network Management
    component = { id = 23575 name = TECH_CMP_INDUSTRY_147_5_NAME type = management difficulty = 15 }
    required  = { 23560 }
    effects =
    { command = { type = radar_eff value = 20 }
      command = { type = max_org which = interceptor value = 5 }
      command = { type = morale which = interceptor value = 5 }
      command = { type = max_org which = multi_role value = 2 }
      command = { type = morale which = multi_role value = 2 }
    }
  }
danielshannon
I expect a release this weekend or next.
 
Nanotech will require discussion. My preliminary impression is that it would make EVERYTHING cheaper in time, not just military units. Let's wait for the 6-column screen (0.12) for that. But it's not going to make up for the fact that you're missing a critical metal for an alloy because your source of supply is cut off, nor is it going to make it possible to turn oil into nickel, titanium, chromium or tungsten. That's why we have strategic reserves.

s3nn3n,
Initial tests with a wider screen were to increase the darkened area (implemented in 0.10). But the game crashes when you try to extend the darkened area beyond 1024. Your experiment was to simply use a bigger area tor the techtree (blue) area and pure green for the transparent region. This would not be available for users at 1024 x 768. So I'll go with the smaller buttons.

Nanotech wise the rare issue isnt actually a problem. In fact nanofactories require carbon only - specifically graphite. They use the carbon to create diamond - first generation nanofactories will ONLY be able to make carbon/diamond items! Not a problem really as that stuff is hard as... diamond :rolleyes: , lightweight, next to indestructible.
hence me pointing out the conversion to rares - you put in a pencil(graphite), you get a diamond!

screensize wise Id consider the switch to the larger screen in the future. As stuff gets added-on id be nice to have that flexibility. & 768 resolution is rare as it is. Other than nettops which already run @ 1024X600 (so are screwd) most desk/laptops run higher stuff NP anyways!

re: radar techs - Beautiful! Actually makes me wanna research em! (unlike that generic "modern centimetric" stuff :) )
 
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regarding the cramped screen problem, i did some testing and can change the size of the window. maybe you've tried this too but if not just to let you see what it looks like.

the research buttons are in the middle (if they cant be moved a border can be put around this area) but i was able to research a tech far in the bottom right corner.

note: using 1280x1024 resolution in my game, however the window could very likely be expanded as far as the max screen resolution supported by the game (not saying you should do that just its possible). note also i think that the beige window can be resized to fit the desired screen size.

research2.png
How specifically were you able to do this? Care to give pointers?