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I really like all the great ideas and work that I'm reading here, looking forward to the 1.13 release! I've been working on my own mod for some time now, hoping to release it one day here but there are two things that I just can't seem to figure out but I can see you probably did.
That's how I got on the Release Team. I, too, was doing my own mod and how I did certain things.

Does the addition(or rather the active use of) of transport weight capability in troop ships mean that there can be more than one division on a transport ship? So when the weight capability of a troop is 40 and I have two militia divisions that are 40 combined, can they both get on the same troop ship division?

In your scenario, only one unit/division type per transport. If the troopship has a transportcapability = 40 and one militia unit's transportweight = 1.67, you won't be able to put 10 or 20 militias on one troopship. When you click a unit to board a troopship, the game logic only evaluates:
Is the unit's transportweight greater than or equal to the troopship's transportcapability.​
It's on a list of things that need to be looked at, changes, fixed, and code added but can't guarantee if it will make the 1.13 release.

Does the Ballistic Nuclear Submarine work like an airbase for when you want to have it carry nukes, or is it more like a strategic bomber? How does this work in game. Same goes here I'm very interested in how you got this to work as this is something I'd like to know and implement myself.
I never did get this to work either. Found out after researched the missile technologies and submarines, only to find out it doesn't work. At that time I only could do want everyone else could, mod what I can. I now have access to the C++ AOD Game (I'm a retired developer) and the ability to see if I can get it to work. The way I was planning to do it, was like a floating/movable airbase that has a number of units allowed on it and specific missiles. However, it's more like a combination of the two.
  • When you research the Flying Bomb technology, you'll also get a new attachment/brigade called SLFB (Sub Launched Flying Bomb) which ballistic and non-ballistic subs will be able to have. Once it has been launched, it must return to port to get another. The SLFB will not be upgradeable.
  • When you research the Intercontinental Ballistic Missile technology, you'll also get a new attachment/brigade SLBM (Sub Launched Ballistic Missile) which only ballistic subs will be able to have.
    • Ballistic Subs will have a missilecapacity variable/parameter that will be how many ICBMs it can carry.
    • Once an ICBM is launched from the ballistic sub, it will lose one ICBM.
  • When the SLFB or SLBM is launched, the missile's range is determined from the sea province they are launching from, giving a SLFB (which only has a range of 250) much longer range.
Of course this could change once I start creating and testing the code.

As for the Advanced Techs, it seems more logical to me when the satellite techs are separated from the Rockets&Missiles section and get a small one of their own. Also these 'space race' kind of techs could make for a fun post war/ cold war addition.
We haven't done much yet for the missile techs. At this point we only added 3 types of air-to-air and 3 types of air-to-ground missiles for the CAS, Interceptors, and Fighters. Also, the code currently only allows the CAS to have an attachment and it's limited to only one. So there will be a code change to allow the CAS, Interceptors, and fighters to have 2 attachments.

Once we get to the 5 bottom technology screens, We'll be looking for more suggestions.
 
That's how I got on the Release Team. I, too, was doing my own mod and how I did certain things.



In your scenario, only one unit/division type per transport. If the troopship has a transportcapability = 40 and one militia unit's transportweight = 1.67, you won't be able to put 10 or 20 militias on one troopship. When you click a unit to board a troopship, the game logic only evaluates:
Is the unit's transportweight greater than or equal to the troopship's transportcapability.​
It's on a list of things that need to be looked at, changes, fixed, and code added but can't guarantee if it will make the 1.13 release.


I never did get this to work either. Found out after researched the missile technologies and submarines, only to find out it doesn't work. At that time I only could do want everyone else could, mod what I can. I now have access to the C++ AOD Game (I'm a retired developer) and the ability to see if I can get it to work. The way I was planning to do it, was like a floating/movable airbase that has a number of units allowed on it and specific missiles. However, it's more like a combination of the two.
  • When you research the Flying Bomb technology, you'll also get a new attachment/brigade called SLFB (Sub Launched Flying Bomb) which ballistic and non-ballistic subs will be able to have. Once it has been launched, it must return to port to get another. The SLFB will not be upgradeable.
  • When you research the Intercontinental Ballistic Missile technology, you'll also get a new attachment/brigade SLBM (Sub Launched Ballistic Missile) which only ballistic subs will be able to have.
    • Ballistic Subs will have a missilecapacity variable/parameter that will be how many ICBMs it can carry.
    • Once an ICBM is launched from the ballistic sub, it will lose one ICBM.
  • When the SLFB or SLBM is launched, the missile's range is determined from the sea province they are launching from, giving a SLFB (which only has a range of 250) much longer range.
Of course this could change once I start creating and testing the code.


We haven't done much yet for the missile techs. At this point we only added 3 types of air-to-air and 3 types of air-to-ground missiles for the CAS, Interceptors, and Fighters. Also, the code currently only allows the CAS to have an attachment and it's limited to only one. So there will be a code change to allow the CAS, Interceptors, and fighters to have 2 attachments.

Once we get to the 5 bottom technology screens, We'll be looking for more suggestions.
Right, well I guess that's the thing with the transportcapability parameter. It was probably dropped by the original dev team becasue all the transportweight parameters are ignored by the game. Somewhere there must be a parameter that says 'a transportship division can only hold one (troop)division at a time' but I haven't found it. Maybe it's hard coded or something. You mentioned you have access to the C++ coded parts of the game? How did you access that? I'd like to fiddle around with that too to see if I can get those things to work. I have a background in Java and general coding knowledge so I guess I could figure some things out.
 
You mentioned you have access to the C++ coded parts of the game? How did you access that? I'd like to fiddle around with that too to see if I can get those things to work. I have a background in Java and general coding knowledge so I guess I could figure some things out
Sorry but the hard code (C++) isn't something that can be released since it's proprietary. I was asked if I could help since I have a documented history of developing in C++ and being retired, I have free time. Most of the team doesn't even have access. I understand the position you are in, as I wanted to get a "look under the hood" too, but I just got lucky.
 
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Sorry but the hard code (C++) isn't something that can be released since it's proprietary. I was asked if I could help since I have a documented history of developing in C++ and being retired, I have free time. Most of the team doesn't even have access. I understand the position you are in, as I wanted to get a "look under the hood" too, but I just got lucky.
Okay no problem I understand. I'm really looking forward to seeing these problems getting sorted out. I think it will give modders the ability to create so much more lively content. Good luck with it!
 
Okay no problem I understand. I'm really looking forward to seeing these problems getting sorted out. I think it will give modders the ability to create so much more lively content. Good luck with it!
As a modder myself, I have ideas to help the modding community but we can always use more. One thing I'm doing is removing the limit restrictions that some units/divisions have on the number of brigades/attachments they can have, set the limit to 5 for all units/divisions, and allow how many each division/unit can have configurable in the misc.txt (as the naval ships are currently done). Currently, the game disallows attachments to Interceptors and Fighters, limits army units to only one attachment, and doesn't allow the user to define how many attachments each division/unit can have up to a max of 5. Also, I've been thinking of creating 1 or 2 "blank" divisions for each division type (air, land, naval) AoD has so modders could add their own type of division. Similar to how the b_u#.txt files are done for brigades.
 
Would it be possible to have seperate reinforce speed rates for land, air and naval units? The current system only allows editing Reinforce time value from misc.txt and it counts for all units. Perhaps the best option would be if we could edit reinforce speed from unit file itself, the same as e.g. upgrade_time_factor?
 
Would it be possible to have seperate reinforce speed rates for land, air and naval units? The current system only allows editing Reinforce time value from misc.txt and it counts for all units. Perhaps the best option would be if we could edit reinforce speed from unit file itself, the same as e.g. upgrade_time_factor?
We could do something like this but we should see what other players want. I like the idea and would like to see it, as you say, in the individual division and brigade text files like the upgrade_time_factor. However, I can say with certainty that won't be in the 1.13 release. And the team hasn't finalized or finished discussions on what would be in the 1.14 release. I have put it on the list though.
 
The updated Infantry screen.
Capture.PNG


For explanations of the technologies, refer back to the first Infantry screen post here.

The new additions and changes not explained on the first Infantry screen post:
  • We've gone from the old Early, Basic, Advance, Semi-Modern, Modern, Elite, etc. to utilizing years. You'll could still see that naming convention for the 5 components within the technology.
  • 1918 does contain the Militia counterpart and there is no need to research Militia when researching Infantry.
  • When an Infantry technology is researched, it will disable the equivalent year Militia.
  • Added a 1943 Armored Railway Cruiser. These were the Railway Cruisers used to ensure railway security (mostly in occupied territory) against Militia/Partisan/Special operations. It will increase strategic deployment by 15%.
  • Added 7 technologies for SOF (Special Operational Forces). The SOF units will be able to move or stay in enemy controlled provinces.
    • The new SOF unit will require all land units to have the following 2 new parameters:
      • UnitDetectionProability - This will be the percentage that the unit has of detecting a SOF unit in the province. It will be a low number for all land units but can be increased by Intelligence technologies and the number of units in the province.
      • LandUnitVisibility - This will be a number between 0-100 for the SOF unit that will be evaluated against the enemy unit's UnitDetectionProability to determine if the SOF unit was detected/found by the enemy unit. If so, then combat will ensure.
    • The SOF unit missions:
      • None
      • Intelligence - Gives intell on the units in the same province they are in. Similar to what one sees when doing combat.
      • Infrastructure - Would reduce the infrastructure in the province by XX amount (very low amount) per day.
If you can think of any more missions for the SOF unit, let me know. The Intelligence mission above isn't really a mission one selects. It just occurs as the SOF unit moves into an enemy province that has one or more enemy units in it or the enemy province that the SOF unit is in, has an enemy unit move into it.
 
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The updated Armor and Artillery screen:
Capture.PNG


For explanations of the technologies, refer back to the first Armor and Artillery screen post here.

The few changes that are not explained on the first Armor and Artillery screen post:
  • We've gone from the old Early, Basic, Advance, Semi-Modern, Modern, Elite, etc. to utilizing years. You'll could still see that naming convention for the 5 components within the technology.
  • Artillery and Rocket Artillery descriptions (which you can't see in the above picture but would when you start researching the technology) are now called Towed or Self-Propelled Artillery or Rocket Artillery.
  • Anti-Air has Static and Mobile AA (as before) but the descriptions for the Mobile are a bit more detailed. Mobile AA is truck mounted, then we have towed and Self-Propelled.
If you have any suggestions for new technologies or how they should work for any of the technology screens, please post them to the AOD 1.13: Technologies Needed thread here. If you have comments or suggestions regarding the screens themselves, please post them within this thread.
 
Updated Aircraft screen
Capture.PNG


The changes to the screen are the additional background screen, lines and arrows for some technology trees, and the names will be changing to use the years instead of the old Basic, Improved, etc. naming convention.

For explanations of the technologies, refer back to the first Aircraft screen here.
 
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The new Industrial Screen

Capture.PNG

  • The Manufacturing technology tree has expanded from 4 to 11:
    • 3 new technologies (1918, 1924, & 1930) added before the original (1936) Manufacturing tree began.
    • 4 new technologies (1948, 1954, 1960, & 1966) added after last original Manufacturing tree ended.
  • The Construction technology tree has expanded from 4 to 11:
    • 3 new technologies (1918, 1924, & 1930) added before the original (1936) Construction tree began. Now a country can start building infrastructure, IC, land fort, coastal fort, air base, naval base, and can their troops can dig-in before the old original 1936 Construction.
    • 4 new technologies (1948, 1954, 1960, & 1966) added after last original Construction tree ended.
  • We now have 3 periods of updated Assembly Lines.
    • 1920 Assembly Lines:
      • 1920 Aircraft Assembly line effects:
        • Interceptor buildtime is reduced by 5%
        • Escort buildtime is reduced by 5%
        • Tactical Bomber buildtime is reduced by 5%
        • Transport Plane buildtime is reduced by 5%
        • CAG buildtime is reduced by 5%
        • LCAG buildtime is reduced by 5%
      • 1920 Infrastructure Projects (discussion still active on this. See below) effects:
        • industrial_modifier (IC) is increased by 2%
        • A random controlled province will increase energy by 2
        • A random controlled province will increase metal by 1
      • 1920 Shipyard Advancements effects:
        • Battlecruiser buildtime is reduced by 5%
        • Battleship buildtime is reduced by 5%
        • Carrier buildtime is reduced by 5%
        • Light/Escort Carrier buildtime is reduced by 5%
        • Cruiser Carrier buildtime is reduced by 5%
        • Helicopter Carriers buildtime is reduced by 5%
        • Destroyer buildtime is reduced by 5%
        • Heavy Cruiser buildtime is reduced by 5%
        • Light Cruiser buildtime is reduced by 5%
        • Submarine buildtime is reduced by 5%
        • Nuclear Submarine buildtime is reduced by 5%
        • Ballistic Submarine buildtime is reduced by 5%
        • Nuclear Ballistic Submarine buildtime is reduced by 5%
        • Transport (Troopship) buildtime is reduced by 5%
        • Naval Camouflage buildtime is reduced by 5%
        • Naval AA buildtime is reduced by 5%
        • Naval Fire Control buildtime is reduced by 5%
        • Naval Improved Hull buildtime is reduced by 5%
        • Mines buildtime is reduced by 5%
        • Float Planes (Spotters) buildtime is reduced by 5%
        • Torpedoes buildtime is reduced by 5%
        • Convoy production modifier increased by 5%
        • Escort production modifier increased by 5%
      • 1920 Vehicle Production Lines effects:
        • Motorized Infantry buildtime is reduced by 5%
        • Armored Car buildtime is reduced by 5%
        • Trucks buildtime is reduced by 5%
    • 1940 Assembly Lines:
      • The original lines remain the same as before.
      • The new Infrastructure Projects (discussion still active on this. See below) effects:
        • industrial_modifier (IC) is increased by 2%
        • A random controlled province will increase rares by 1
        • A random controlled province will increase oil by 1
        • A random controlled province will increase energy by 3
        • A random controlled province will increase metal by 1
    • 1960 Assembly Lines:
      • 1960 Aircraft Assembly line effects:
        • Interceptor buildtime is reduced by 3%
        • Escort buildtime is reduced by 3%
        • Multi-Role (Fighter) buildtime is reduced by 3%
        • CAS buildtime is reduced by 3%
        • Naval Bomber buildtime is reduced by 3%
        • Strategic Bomber buildtime is reduced by 3%
        • Tactical Bomber buildtime is reduced by 3%
        • Transport Plane buildtime is reduced by 3%
        • CAG buildtime is reduced by 3%
        • LCAG buildtime is reduced by 3%
      • 1960 Infrastructure Projects (discussion still active on this. See below) effects:
        • industrial_modifier (IC) is increased by 2%
        • A random controlled province will increase rare by 1
        • A random controlled province will increase oil by 2
        • A random controlled province will increase energy by 5
        • A random controlled province will increase metal by 2
      • 1960 Shipyard Advancements effects:
        • Battlecruiser buildtime is reduced by 3%
        • Battleship buildtime is reduced by 3%
        • Carrier buildtime is reduced by 3%
        • Light/Escort Carrier buildtime is reduced by 3%
        • Cruiser Carrier buildtime is reduced by 3%
        • Helicopter Carriers buildtime is reduced by 3%
        • Destroyer buildtime is reduced by 3%
        • Heavy Cruiser buildtime is reduced by 3%
        • Light Cruiser buildtime is reduced by 3%
        • Submarine buildtime is reduced by 3%
        • Nuclear Submarine buildtime is reduced by 3%
        • Ballistic Submarine buildtime is reduced by 3%
        • Nuclear Ballistic Submarine buildtime is reduced 3%
        • Transport (Troopship) buildtime is reduced by 3%
        • Naval Camouflage buildtime is reduced by 3%
        • Naval AA buildtime is reduced by 3%
        • Naval Fire Control buildtime is reduced by 3%
        • Naval Improved Hull buildtime is reduced by 3%
        • Mines buildtime is reduced by 3%
        • Float Planes (Spotters) buildtime is reduced by 3%
        • Torpedoes buildtime is reduced by 3%
        • Convoy production modifier increased by 3%
        • Escort production modifier increased by 3%
      • 1960 Vehicle Production Lines effects:
        • Motorized Infantry buildtime is reduced by 3%
        • Armored Car buildtime is reduced by 3%
        • Trucks buildtime is reduced by 3%
  • Synthetic & Polymers:
    • Have increase from 10 to 13 technologies.
    • 1914 Rubber Processing Plant are not jut about tires but, all rubber products (waterproof items, vehicle parts (hoses, fan belts, etc.), cold weather gear, etc.) that effect units. The below effects are to simulate the benefits and advantages of rubber products.
      • Armored Car rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
      • Engineer rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
      • Police rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
      • HQ rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
      • Trucks rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
      • Towed Artillery rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
      • Towed Rocket Artillery rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
      • Towed Anti_Tank rain_move, muddy_move, snow_move, and frozen_move all increased by 2%
    • 1920 Rubber Processing Plant effects:
      • Armored Car rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Engineer rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Police rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • HQ rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Trucks rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Towed Artillery rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Towed Rocket Artillery rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Towed Anti_Tank rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Militia rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Mechanized rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Mechanized Upgrade Brigade rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Infantry rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Garrison rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Marines rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Marine Expeditionary Brigade rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Mountain rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Airborne rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • SOF rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Air Mobile rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Air Assault rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
    • 1928 Rubber Processing Plant effects:
      • Allow building Synthetic Rares
      • Armored Car rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Engineer rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Police rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • HQ rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Trucks rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Towed Artillery rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Towed Rocket Artillery rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Towed Anti_Tank rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Militia rain_move, muddy_move, snow_move, and frozen_move all increased by 5%
      • Mechanized rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Mechanized Upgrade Brigade rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Infantry rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Garrison rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Marines rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Marine Expeditionary Brigade rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Mountain rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Airborne rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • SOF rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Air Mobile rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Air Assault rain_move, muddy_move, snow_move, and frozen_move all increased by 4%
      • Armor rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Armor Brigade rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Light Armor rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Light Armor Brigaderain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • Tank Destroyer rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • SP Artliiery rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • SP Rocket Artillery rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
      • SP/Mobile AA rain_move, muddy_move, snow_move, and frozen_move all increased by 3%
    • The remaining Synthetic & Polymers technologies (1935-1963) effects have no chnage from 1.12 effects.
  • Oil Industry:
    • 1916 Oil Drill Rig and Techniques
      • Increase current oil production by X%. This is still in tentative discussions since it would require a new modifier added to the code. The new proposed modifier would be:
        • command = { type = industrial_modifier which = oil_production value = 2}
        • The example would modifier the current oil production by 1%.
    • 1922 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 3% increase in oil production
    • 1928 Oil Drill Rig and Techniques- Same as 1916 Oil Drill Rig and Techniques but a 6% increase in oil production
    • 1938 through 1945 technologies remain the same as 1.12
    • 1951 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 5% increase in oil production
    • 1957 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 7% increase in oil production
    • 1963 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 10% increase in oil production
  • Medical:
    • 1918 through 1950 Hospital Systems effects:
      • attrition_mod by 2 per each technology year
      • trickleback_mod by 5 per each technology year
    • 1957 Hospital System effects:
      • attrition_mod by 4
      • trickleback_mod by 8
    • 1964 Hospital System effects:
      • attrition_mod by 3
      • trickleback_mod by 5
  • Pharmacology:
    • 1918 through 1941 Pharmcology effects:
      • relative_manpower by 1
      • trickleback_mod by 1
    • 1945 Pharmcology effects:
      • relative_manpower by 2
      • trickleback_mod by 1
    • 1950 and 1957 Pharmcology effects:
      • relative_manpower by 2
      • trickleback_mod by 2
    • 1964 Pharmcology effects:
      • relative_manpower by 3
      • trickleback_mod by 2
  • Torpedoes:
    • 1904 Torpedoes will activate the naval_torpedo_l and naval_torpedo_s attachments
    • 1912 through 1963 Torpedoes scrap the previous year technology's torpedoes and activates the newer torpedo model (in the naval_torpedoes_l.txt and naval_torpedoes_s.txt files)
  • Radar Warning:
    • 3 more, later model years, technologies will be added.
    • Effects:
      • Allowing building radar stations
      • Radar effectiness increases each technology year for radar stations
      • Scraps the previous year technology's naval radar and activates the newer naval radar model (in the naval_radar_l.txt and naval_radar_s.txt files)
  • Anti-Sub Warfare:
    • Activates ASW
    • Scraps the previous year technology's naval ASW and activates the newer naval ASW model (in the naval_asw.txt file)

Note:
As mentioned in the Infrastructure Projects, discussion is still ongoing. We hve concerns that it might be adding too much IC since there are many other ways to increase IC in the game. The other, minor, concerns are increasing provinces resources by too much. There are 4 new random events that can increase/add to a random province more energy, oil, metal, and rare.​
What do you all think? Should we eliminate some? Increase or decrease the amounts?​
 
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CJ

A few questions please.

a) Given that there seems to be a lot more research options would there be an increase in capacity, i.e. more than 10 slots max - or would each step be somewhat easier to research? I have a feeling that you did mention the latter but tired after a game session last night and the memory isn't want it was. :( Mind you depending on how things start I suspect a lot of people would still be finishing somewhere in the mid 40's simply because your likely to have a clear winner-last man standing by then.

b) In what way do gunships differ from CAS a/c? Are they simply heavier in their ground attack or ability at hitting armoured targets?

c) On the industrial screen I notice you don't have details for small arms assembly lines? Was that deliberate or simply as you say it was getting late? Hopefully you have a good rest.

d) Does the pharmacological and medical lines reduce death rate attrition and boost battle recovery rates respectively?

e) With the infrastructure assembly line boosts of materials production in random provinces I note two points.
i) Its going to be more useful for smaller nations than bigger ones. In a large state like the US, USSR, China say very likely that any boosts would be in underdeveloped provinces with no other value and hence less likely to be worth developing for that alone.
ii) Would this be in a countries core territory or including any empire? For instance German conquests or British colonies as the obvious example. Again its going to be more useful for such nations if its in a core territory only.

Anyway initial thoughts and hopefully I'm not picking on too many small issues. Many thanks again for all the work your put into this.

Steve
 
Given that there seems to be a lot more research options would there be an increase in capacity, i.e. more than 10 slots max - or would each step be somewhat easier to research?
Before I came to the team, the 10 limit on research teams was discussed many times. IMO I have no prejudice towards either keeping the limit, increasing the limit, or doing away with the limit. This is something that probably needs to be voted on by the players.

As for the easier to research, the earlier years new technologies are less to research than their next year.

With the infrastructure assembly line boosts of materials production in random provinces I note two points.
i) Its going to be more useful for smaller nations than bigger ones. In a large state like the US, USSR, China say very likely that any boosts would be in underdeveloped provinces with no other value and hence less likely to be worth developing for that alone.
ii) Would this be in a countries core territory or including any empire? For instance German conquests or British colonies as the obvious example. Again its going to be more useful for such nations if its in a core territory only.
i) Correct. That was the intent, to help the countries that are not minors or majors. It's not going to make things equal to minor nations (and definitely not a major), but just help them a bit. Nations like Liberia, Central American nations, and even the releasable nations will be more complex/diverse/varied.

ii) It would be in any controlled province. This includes non-core provinces. The current event/tech command for adding a resource to a province only allows controlled provinces. I do not know what it would take to code the command, where it could be stipulated that resource goes to a random core or controlled province.

b) In what way do gunships differ from CAS a/c? Are they simply heavier in their ground attack or ability at hitting armoured targets?
The unit's parameters will be similar, but no exact, to CAS (on year-to-year comparison)s for the transport gunships. However, their stay on target will be longer to simulate IRL how they circled and spent more time on target. Kind of a double edge sword. On one hand they have the ability to inflict heavy causalities/damage than CAS but on the other hand they're circling over enemy territory longer.

The rest of your questions should be answer above once I complete the details. It just got too late for me.
 
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Hello Czarina Jule
I have two questions, will there be new technologies for the period between 1936 to 1945?
The second question, will there be new types of technology for the infantry, I also add motorized and mechanized divisions, aviation and the fleet?
I'm sorry if my English is bad, I'm using a translator
 
Hello Czarina Jule
I have two questions, will there be new technologies for the period between 1936 to 1945?
The second question, will there be new types of technology for the infantry, I also add motorized and mechanized divisions, aviation and the fleet?
I'm sorry if my English is bad, I'm using a translator
Yes, there are many new technologies between 1936 to 1945.

The new types of infantry are the Air Mobile, Air Assault, and SOF (Special Operation Forces)
 
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hello, sorry to bother you but i have another question

will be added more brigade attachment, for countries allied with both the allies and the axis.

Add new units to Poland, Czechoslovakia, Greece, Hungary, the Netherlands, Finland, Sweden... among many others.

I mention this because some of those countries to some extent have a generic technology.
 
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My mind is blown by all these amazing updates. There is so much more than I thought would be possible in this engine.

Note:
As mentioned in the Infrastructure Projects, discussion is still ongoing. We hve concerns that it might be adding too much IC since there are many other ways to increase IC in the game. The other, minor, concerns are increasing provinces resources by too much. There are 4 new random events that can increase/add to a random province more energy, oil, metal, and rare.What do you all think? Should we eliminate some? Increase or decrease the amounts?

2% IC in 1920, 1940 & 1960 seems far from game breaking to me. But maybe I'm missing something. The random events are totally fine as well imo. From a gameplay balance perspective I don't see how it could turn anything on its head, and the minor/regional powers desperately need some love. Also think this could be justified from a historical POV.


Oil Industry:
  • 1916 Oil Drill Rig and Techniques
    • Increase current oil production by X%. This is still in tentative discussions since it would require a new modifier added to the code. The new proposed modifier would be:
      • command = { type = industrial_modifier which = oil_production value = 2}
      • The example would modifier the current oil production by 1%.
  • 1922 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 3% increase in oil production
  • 1928 Oil Drill Rig and Techniques- Same as 1916 Oil Drill Rig and Techniques but a 6% increase in oil production
  • 1938 through 1945 technologies remain the same as 1.12
  • 1951 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 5% increase in oil production
  • 1957 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 7% increase in oil production
  • 1963 Oil Drill Rig and Techniques - Same as 1916 Oil Drill Rig and Techniques but a 10% increase in oil production
I don't know if you were asking for feedback on this but how about going even harder on these modifiers? The difference in output between between oil extraction and refining between 1916 and 1963 are orders of magnitude. I think these could be made into a much steeper curve. (for realism and game balance and to avoid oil stocks going out of control). If you introduce a negative modifier or lower all oil production across the board. Ex. make it so that without 1916 tech you only get like 10% of the provinces max capacity. Then the successive techs bring that value up to 100% (200% with infrastructure modifier).
  • Medical:
    • 1918 through 1950 Hospital Systems effects:
      • attrition_mod by 2 per each technology year
      • trickleback_mod by 5 per each technology year
    • 1957 Hospital System effects:
      • attrition_mod by 4
      • trickleback_mod by 8
    • 1964 Hospital System effects:
      • attrition_mod by 3
      • trickleback_mod by 5
  • Pharmacology:
    • 1918 through 1941 Pharmcology effects:
      • relative_manpower by 1
      • trickleback_mod by 1
    • 1945 Pharmcology effects:
      • relative_manpower by 2
      • trickleback_mod by 1
    • 1950 and 1957 Pharmcology effects:
      • relative_manpower by 2
      • trickleback_mod by 2
    • 1964 Pharmcology effects:
      • relative_manpower by 3
      • trickleback_mod by 2

Another thought I had is; without these techs could be really high and trickleback very low). These techs would be extremely important for a countries where manpower is in very short supply, while manpower heavy nations like China and the USSR could invest into technologies that are more important to them.