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small update

been giving the techs a bit of love, have modified a few and redone some more... added some guerrillas and irregular doctrine techs that i am testing
 
tech concepts for Industry:
Industrial (evolution) -gearing, ic bonuses, assembly lines
Infrastructure - construction and some buildings, wanted to get a max infrastructure level to increase as more techs are developed but still can't find a way to do that so it will probably be a time reduction on infrastructure construction instead
Agriculture - Manpower and supplies
Chemistry- conversion technologies and some secret weapons
Education-research speeds and spies leading to census machines and computers (outside the timeline)
Economy-increase the money output from manpower and industry (can't find the right modifiers yet, help?)

Special Weapons (aka secret weapons)
-Chemical weapons
-Rocketry techs
-air carrier fighters (zepplin borne fighters)

Armor and artillery
Field Artillery brigades (100-150+ mm guns)
Light/mountain artillery brigades (75-125mm guns)
Siege Artillery (150-300mm guns)
Railroad artillery (200mm+)

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as for air units, their max strength is decided on their tech level, so that the first models might only have 20 planes per squadron but the later types get 60 per squadron to simulate the increase in 'operational' sizes as the war goes on.

same for naval units, low tech gets low strength to simulate the relative lower tonnage per ship compared to the later ships in the same size category
 
small stuff i might work on later is a 1931 scenario based on the book called the great pacific war which is a scenario where japan and america dukes it out in the pacific

this book

of course if anyone wants to help with the scenario it would be great
 
for one, the techs for aircrafts where bugged really bad, several versions of interceptor where crossed around so you might get a tridecker 1917 fighter only for it to upgrade to some older or having it stuck as the main interceptor type since it had the highest model number...
 
yes i am working on it, i am arranging techs these days, but i havn't been to the forums for quite a while
 
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
 
Extremely sexy.

When I familiarize myself with AoD, this will be something to watch. Though I don't know how I'll spend this weekend. I'm rediscovering myself.
 
todays little update, just because it needs to be kept alive

worked on the infantry techs - considering putting militia under light divisions to free up some workload
went over the revolter file and transfered the old 1914 revolters to the aod and cleaned the file

what i want to do tomorrow is finish the infantry as best i can and then work on a unified tech list and the industrial techs