long break, new life to the mod, have decided to remake the mod from the start and only import what I want from the old 1914 mod
Land units;
Militia - African auxiliary, militia troops +heavily doctrine influenced -MIL
Infantry - Conscript infantry/reserve infantry - INF
Regulars - regular standing infantry units, evolves into motorized in interwar era - MOT
Guards - Elite or guard units
Cavalry - same old stuff, becomes semi motorized during the interwar period
Light armor - only brigades till 1921 then as divisions, light/fast armor
Armor - only as brigades till 1921 then as divisions, infantry support tanks/slower tanks
Marines - early versions pre 1915 is naval infantry brigades later are full marine divisions
Mountain - same old
Light - as 1914 but gets para drop *capability* in 1935 - PARA
Garrison - no change
HQ - no change
Land Brigades;
AA - same old
Light artillery - mountain or horse artillery <100mm artillery
Field Artillery - basic artillery 100-150mm
Heavy artillery -150-200 mm
Siege - 200+ mm artillery
Rail road artillery
Cavalry
Armoured Cars
Light Tanks
Infantry Tanks (heavy armor)
Heavy tanks (super heavy)
Commando units/storm troopers - special forces units/stormtroopers
Pioneers - standard
Air Units;
Recon -CAS - light bomber/recon - two seaters, single engine typical, light payload
Scout - INT - Rotary engined, light fighter
Fighter - FGT - Inline engined, heavier fighter
Bomber - TAC - multiple seater (2+) medium payload
Float Plane - NAV - naval recon/bomber
Strategic Bomber - 2+ engined heavy bomber - gotha & similar
Zeppelins - Transport - as 1914, late versions can carry scout planes
Air Brigades;
Escort fighters - as AOD
Carrier Air Group - as AOD but researched as air crafts
Float planes - Light Carrier Air Group - as above but determines the level of scout/search planes for ships
Zeppelin Air Group - escort planes for zeppelins
Naval Units;
Destroyers - as 1914
Light Cruisers - semi as 1914
Heavy Cruisers - semi as 1914
Battle cruisers -as 1914
Battleships - as 1914
Light Carriers - start as float plane carriers and evolve
Carriers - evolve from light carriers
Submarines - as 1914ish
Transports - sail - steam - Oil - Armed
Naval Brigades
Heavy Armaments - for BC + BB's
Medium Armaments - for CA + BC + BB's
Light - for all ships including transports (to make armed merchant/q-ships)
Anti air - for all ships
Torpedo - DD+ CL + SS
Radio for all ships +detecttion moral and org -higher visibility
fire control for all ships not including transport or submarines
asw for DD only
oil propulsion - increases speed and oil consumtion - decreases supplies (coal) *one version for each surface type e.g. DD Oil propulsion, CL Oil propulsion and so on.
Civilian/industry
Armament industry techs;
Armament industry - general for land units
Heavy armaments - artillery and other larger weapons
Aircraft industries - reduces the time it takes to produce air units
Naval industries - ship construction times
Vehicle industries - reduces time it takes to produce land units and increases TP
Chemical industries - chemical weapons, agriculture and refineries
Education - increases research
Intelligence operations - spy techs
Nuclear tech - pure research for VP's
Rocketry - for ...alternate purposes
Land Doctrine;
Irregular doctrines;
Guerilla and tribal
Special Forces (storm troopers and commando's)
Auxiliary forces - African troops
Mountain doctrines
Naval/marine doctrines
Light Infantry
Regular doctrines;
Offensive doctrines
Defensive doctrines
other doctrines
command and control
logistics