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Here are the updated Oil specifications. Since there were no industrial_modifiers for oil (only supplies and total, which is IC) I had to add new industrial_modifiers to the code. We now have additional industrial_modifers for Energy, Metal, Rare, Oil, and Money. This means that the Oil Drilling and Rig Techniques have been updated and the '20, '40, & '60 Infrastructures have been updated to use the new modifiers.

Oil Industry:
  • 1916 Oil Drill Rig and Techniques
    • Increases current oil production by 2%.
    • Allows building Synthetic oil plants
  • 1922 Oil Drill Rig and Techniques - Increases current oil production by 3%
  • 1928 Oil Drill Rig and Techniques - Increases current oil production by 4%
  • 1938 through 1945 technologies remain the same as 1.12
  • 1951 Oil Drill Rig and Techniques:
    • Increases current oil production by 7%
    • Increases energy_to_oil industrial_multiplier (different from modifier) by 0.1
    • Increases building Synthetic oil plants efficiency modifier by 7%
  • 1957 Oil Drill Rig and Techniques:
    • Increases current oil production by 8%
    • Increases energy_to_oil industrial_multiplier (different from modifier) by 0.15
    • Increases building Synthetic oil plants efficiency modifier by 8%
  • 1963 Oil Drill Rig and Techniques:
    • Increases current oil production by 12%
    • Increases energy_to_oil industrial_multiplier (different from modifier) by 0.15
    • Increases building Synthetic oil plants efficiency modifier by 8%

Assembly Line Infrastructures:
  • 1920 Infrastructure Projects:
    • Increase current Total (IC) by 2%
    • Increase current Energy by 2%
    • Increase current Metal by 2%
    • Increase current Rares by 2%
  • 1940 Infrastructure Projects:
    • Increase current Total (IC) by 2%
    • Increase current Energy by 3%
    • Increase current Metal by 3%
    • Increase current Rares by 3%
  • 1960 Infrastructure Projects:
    • Increase current Total (IC) by 5%
    • Increase current Energy by 5%
    • Increase current Metal by 5%
    • Increase current Rares by 5%
And there will be:
  • 4 new random events that will modify the efficiency (not create a province resource, but increase the current efficiency of any existing resources) of:
    • New electrical lines and Utility companies - Increases current Energy by ??% (to be determined)
    • New pipelines and oil refineries - Increases current Oil by ??%
    • Mining techniques for rare - Increases current Rares by ??%
    • Strip mining techniques for metal - Increases current Metal by ??%
  • 2 new province assets/buildings:
    • Shipyards:
      • Each shipyard level will allow X amount of tonnage per level. This will be based on the ship's displacement (which is a new stat/parameter to all naval divisions/units, to include brigade add-ons).
      • Levels 1-10.
      • Only coastal provinces. Areas to be determined:
        • If the port size can affect the shipyard's allowable building displacement. If so, by how much?
        • If the coastal province must have a major port (at least a port level of 1) or can the shipyard be placed in any coastal province.
        • The coding will be added but inclusion in the 1.13 release hasn't been determined. Could come with the 1.14 map release.
        • The exact amount of tonnage/displacement each level can build.
    • Dam/Hydro-Electric Power:
      • They will only be available in provinces that border rivers.
      • Limit one pre province.
      • Each level will produce 1.25 to 2 times more than 1 energy in the same province. Not determined yet.
 
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The new Technology tabs/screens Overview split into two screens. All screenshots are the 1936 scenario with the English screenshots of UK tech, German screenshots of Germany tech, and the Russian screenshots of the Soviet Union tech. You will see new Efficiencies (which are new commands available to modders) and existing data that wasn't on the original Overview screen. The Other Techs is an entire screen just for modders to add additional technologies.

UK_Stats.PNG


UK_Units.PNG


Germany_Stats.PNG


Germany_Units.PNG


CCCP_Stats.PNG


CCCP_Units.PNG
 
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Reactions:
The new Technology tabs/screens Overview split into two screens. All screenshots are the 1936 scenario with the English screenshots of UK tech, German screenshots of Germany tech, and the Russian screenshots of the Soviet Union tech. You will see new Efficiencies (which are new commands available to modders) and existing data that wasn't on the original Overview screen. The Other Techs is an entire screen just for modders to add additional technologies.

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Thank you...soooo much!
 
The new Technology tabs/screens Overview split into two screens. All screenshots are the 1936 scenario with the English screenshots of UK tech, German screenshots of Germany tech, and the Russian screenshots of the Soviet Union tech. You will see new Efficiencies (which are new commands available to modders) and existing data that wasn't on the original Overview screen. The Other Techs is an entire screen just for modders to add additional technologies.

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More numbers to look at - what's not to like? :D
 
A new model for the regulars in 1920s would be nice. Maybe a 1924 or 25 since 1918 to 1930 is too much time past.
This would help moders for making early scenarios.
Especially for unit types, which are available to all countries, we'd keep an eye on their technology. It's stretches reality too much to give ETH and some other minors infantry as capable as those of European countries. We need a very early tech for them.

Keep in mind that Imperial German troops were trained in the 1910s(!) to re-fight the war of 1870, so there was no real improvement in tactics. Even small arms, by looking at the Gewehr 98 and its successor, the Karabiner 98k, saw only limited development. So I'd like to recommend a 1890 start date for the first infantry tech. The second (1917?) start date would then represent the abandoning of the bayonet charge and the introduction of Stormtroopers, with the first of the German Sturm-Bataillone already being organised in 1916.

In the interwar years there was not that much technical or tactical development, so we might get along with an intermediate 1930 start date. Further start dates would mostly represent improvements in equipment. The real change was indeed the motorisation of infantry.

Oh, btw, can we already mod the change of the unit_type infantry to mot infantry - similar to that from L ARM to Arm?
 
For 1.14, would you like to see earlier technologies? Technologies between 1890 - 1925?
The reason for the question is that some players and modders want to see earlier technologies for earlier scenarios. Is there a high enough demand for them to be added to the 1.14 release?
The inclusion of earlier technologies in the tech trees is indeed long overdue. These sometimes felt sort of "incomplete".

Revising start dates for the earlier techs might already do the trick.
In general, naval tech trees should take the oldest ships afloat into account as starting points. Some naval tech trees which represent high technology, e.g. subs, destroyers, dreadnoughts, and carriers, which required some sort of technical breakthrough, should actually start with these techs. Such "complete" naval tech trees will then require latecomers to repeat the research of their predecessors: it should not be too easy to catch up on several decades of research & development!

The same goes, of course, for air and armour techs.
 
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In general, naval tech trees should take the oldest ships afloat into account as starting points. Some naval tech trees which represent high technology, e.g. subs, destroyers, dreadnoughts, and carriers, which required some sort of technical breakthrough, should actually start with these techs. Such "complete" naval tech trees will then require latecomers to repeat the research of their predecessors: it should not be too easy to catch up on several decades of research & development!
Could you go more in depth explaining it?

Let me explain how I propose new technologies to the team and see if I'm on the right track (correctly) going about this. Let's use the new Helicopter Carriers for an example:
  1. I first start with research. This involves books I have, the web, and family members and neighbors (many) that have served (sister Air Force...1973-1976, brother Navy...1981-2016, Dad Army...1942-1945, Grandpa Army...1943-1946 Army, Step-dad Navy...1957-1980, myself Army...1977-1997, etc.).
  2. I then compile a list/timeline of significant improvements and inventions in the field of the technology (Helicopter Carriers).
  3. Determine the number of new techs that can be created by the number of improvements, inventions, and logically fit the time/year. So say there are 3-5 new improvements/inventions within a 2-3 year span, then the technology would combine these together into one technology, under a greater group (Helicopter Carriers), and set the research year as the average year of the improvements/inventions that will comprise the technology's components.
  4. I repeat this process until I have a logical list of technologies (with their corresponding components). In this case, 3 Helicopter Carrier technologies.
    1. The 1955 technology is a converted 1945 light carrier, based on the USS Thetis Bay (CVE-90) which was converted to a helicopter carrier in 1955.
    2. The 1957 Helicopter Carrier is a converted 1943 carrier, based on the USS Boxer (CV-21) converted in 1957.
    3. The 1961 Landing Platform, Helicopter (LPH) is based on the USS Iwo Jima (LPH-2), the first helicopter/Amphibious Attack Carrier built from the keel up
The only exception I make to these steps, is any existing 1.12 technologies. If these need to be redone, we should compile a list from users/players and schedule them for 1.14. Hopefully, I'm understanding your point.
 
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