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Gen. Skobelev said:
But then, it could be reasoned to be developed/implemented before Tuhachevsky got well under way with his doctrinal thinking. It's not easy or fast to make new doctrines and also implement them to the entire military structure.
So what do we do ? :cool:
 
Fernando Torres said:
For the doctrines tree, i wait your answer to begin the effects and components. I still need a name for the '47 US doctrine.

Here is a shot for the Material Equipement I tree :

- Infantry Arms Design (37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47) : gives H/L Infantry
- Tank Design (37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47) : fires an event (if you also have the Inf Arm Design and the Doctrine of the current year) which upgrades your ARM and MECH models
- Cavalry Design (36, 38, 39, 41, 44, 47, 50) : gives you new models
- Allied Paratroopers Training (40, 43, 45, 47) : gives you new models. To develop that tech you need the Inf Arm Design from the year. At the beginning, all Training techs are locked (as for SW). An event will fire and unlock them for some countries (for example, Tibet won't have the paratroopers-unlocking event :D )
- Blitzkrieg Paratroopers Training (38, 40, 42, 45)
- Marines Engineers Training (38, 41, 43, 45)
- Alpine Engineers Training (38, 41, 44, 47)
- Winter Engineers Training (38, 41, 44, 47)
- Home Garrisons Training (38, 42, 45)
- Occupation Troops Training (40, 43, 46)

Hmm, home garrisons and occupation troops give different unit types, right? I hope the "normal garrison" units are available earlier than 40.

Why so many cavalry updates? Or will they give something else than cavalry units, like bonus to motorised and other fast units?
 
Gen. Skobelev said:
Hmm, home garrisons and occupation troops give different unit types, right? I hope the "normal garrison" units are available earlier than 40.

Why so many cavalry updates? Or will they give something else than cavalry units, like bonus to motorised and other fast units?
There are 2 garrisons type : the home garrison for the Allied and the occupation troops for Axis. Each tech gives a new model.
There are 7 cavalry models. Each tech gives a new one.
 
Fernando Torres said:
There are 2 garrisons type : the home garrison for the Allied and the occupation troops for Axis. Each tech gives a new model.
There are 7 cavalry models. Each tech gives a new one.

I just wondered if so many cavalry units are necessary. After all, cavalry as a fighting unit was quite obsolete with the progress of war. Which techs activate/upgrade motorised?
 
Gen. Skobelev said:
I just wondered if so many cavalry units are necessary. After all, cavalry as a fighting unit was quite obsolete with the progress of war. Which techs activate/upgrade motorised?
There is no longer "motorized brigades/divisions" but "motorized batallions" attached to the Inf brigades. And the techs which give new motorized (light or heavy motorization) will be in the Military Equipment II tree.
For Cavalry, we decided it at the beginning. '39 is semi motorized. '41 is light armored, '44 and '47 armored, '50 is air cavalry.

PS : I've reworked the doctrines as intended :

################################
### Soviet/China tree
################################
# Mass Warfare
application =
{ id = 6011
name = "Mass Warfare"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1933
required = { 6000 }
effects =
{
command = { type = deactivate which = 6001 }
}
}
# Human Wave
application =
{ id = 6012
name = "Human Wave"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1936
required = { 6011 }
effects =
{
}
}
# Infantry Tank Support
application =
{ id = 6013
name = "Infantry Tank Support"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1937
required = { 6012 }
effects =
{
}
}
# Broad Front
application =
{ id = 6014
name = "Broad Front"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1938
required = { 6013 }
effects =
{
command = { type = deactivate which = 6030 }
}
}
# Large Formation
application =
{ id = 6015
name = "Large Formation"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1939
required = { 6014 }
effects =
{
}
}
#########################
# Tuhachevskiy 38-39 Doctrines
#########################
# Shock Armies
application =
{ id = 6030
name = "Shock Armies"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1938
required = { 6013 }
effects =
{
command = { type = deactivate which = 6014 }
}
}
# Combined Arms
application =
{ id = 6031
name = "Combined Arms"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1939
required = { 6030 }
effects =
{
}
}
##################
# Soviet specific tree
##################
# Lessons of Talvisota
application =
{ id = 6016
name = "Lessons of Talvisota"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1940
OR_required = { 6015 6031 }
effects =
{
command = { type = deactivate which = 6023 }
}
}
# Hedgehog Defence
application =
{ id = 6017
name = "Hedgehog Defence"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1941
required = { 6016 }
effects =
{
}
}
# Mobile Reserve
application =
{ id = 6018
name = "Mobile Reserve"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1942
required = { 6017 }
effects =
{
}
}
# Mechanized Wave
application =
{ id = 6019
name = "Mechanized Wave"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1943
required = { 6018 }
effects =
{
}
}
# Breakthrough priority
application =
{ id = 6020
name = "Breakthrough priority"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1944
required = { 6019 }
effects =
{
}
}
# Mass Urban Assault
application =
{ id = 6021
name = "Mass Urban Assault"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1945
required = { 6020 }
effects =
{
}
}
# Operational Manoeuvre Groups
application =
{ id = 6022
name = "Operational Manoeuvre Groups"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1947
required = { 6021 }
effects =
{
}
}
########################
### Chinese Specific tree
########################
# Scorched Earth Doctrine
application =
{ id = 6023
name = "Scorched Earth Doctrine"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1940
required = { 6015 }
effects =
{
command = { type = deactivate which = 6016 }
}
}
# Guerilla Warfare
application =
{ id = 6024
name = "Guerilla Warfare"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1941
required = { 6023 }
effects =
{
}
}
# Magnetic Warfare
application =
{ id = 6025
name = "Magnetic Warfare"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1942
required = { 6024 }
effects =
{
}
}
# Furious Response
application =
{ id = 6026
name = "Furious Response"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1943
required = { 6025 }
effects =
{
}
}
# Regional Warfare
application =
{ id = 6027
name = "Regional Warfare"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1944
required = { 6026 }
effects =
{
}
}
# Full-Scale Counter-Offensive
application =
{ id = 6028
name = "Full-Scale Counter-Offensive"
desc = TECH_APP_LD_1_DESC
position = { x = 88 y = 16 }
year = 1945
required = { 6027 }
effects =
{
}
}
 
Fernando Torres said:
There is no longer "motorized brigades/divisions" but "motorized batallions" attached to the Inf brigades.
For Cavalry, we decided it at the beginning. '39 is semi motorized. '41 is light armored, '44 and '47 armored, '50 is air cavalry.

PS : I've reworked the doctrines as intended :

Ah ok, I missed that. Then those cavalry units sound good to me. Except as I like complicated game, I'd put at least one more model for each specialist units like paratroopers and marines.
 
Gen. Skobelev said:
Ah ok, I missed that. Then those cavalry units sound good to me. Except as I like complicated game, I'd put at least one more model for each specialist units like paratroopers and marines.
Hmm the models are going to 1947. IMHO, this is really enough for a game which focuses on WW2. Shame on the German player who did not annex yet USSR by 47 ! :D
 
Fernando Torres said:
Hmm the models are going to 1947. IMHO, this is really enough for a game which focuses on WW2. Shame on the German player who did not annex yet USSR by 47 ! :D

Heheh true that! I meant putting one model more in between the start and end years. For example for the cavalry models 1941 and 1944 - it's a long time with very intensive war to be without new model. Though of course mechanised and armoured units will get better in that time...
 
technology =
{ id = 1
category = infantry
name = TECH_INFANTRY_NAME # Localized name
desc = TECH_INFANTRY_DESC # Localized description

#################################
### Infantry Arms Design
#################################
# Infantry Arms Design 37
application =
{ id = 1000
name = "Infantry Arms Design 37"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1937
required = { }
effects =
{
command = { type = activate_unit_type which = infantry }
command = { type = new_model which = infantry value = 0 }
command = { type = activate_unit_type which = militia }
command = { type = new_model which = infantry value = 0 }
command = { type = enable_task which = amphibious_assault }
}
}
# Infantry Arms Design 38
application =
{ id = 1001
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1000 }
effects =
{
command = { type = scrap_model which = infantry value = 0 }
command = { type = scrap_model which = militia value = 0 }
command = { type = new_model which = infantry value = 1 }
command = { type = new_model which = infantry value = 1 }
}
}
# Infantry Arms Design 39
application =
{ id = 1002
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1939
required = { 1001 }
effects =
{
}
}
# Infantry Arms Design 40
application =
{ id = 1003
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1002 }
effects =
{
command = { type = scrap_model which = infantry value = 1 }
command = { type = scrap_model which = militia value = 1 }
command = { type = new_model which = infantry value = 2 }
command = { type = new_model which = infantry value = 2 }
}
}
# Infantry Arms Design 41
application =
{ id = 1004
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1941
required = { 1003 }
effects =
{
}
}
# Infantry Arms Design 42
application =
{ id = 1005
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1004 }
effects =
{
command = { type = scrap_model which = infantry value = 2}
command = { type = scrap_model which = militia value = 2 }
command = { type = new_model which = infantry value = 3 }
command = { type = new_model which = infantry value = 3 }
}
}
# Infantry Arms Design 43
application =
{ id = 1006
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1943
required = { 1005 }
effects =
{
}
}
# Infantry Arms Design 44
application =
{ id = 1007
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1944
required = { 1006 }
effects =
{
command = { type = scrap_model which = infantry value = 3 }
command = { type = scrap_model which = militia value = 3 }
command = { type = new_model which = infantry value = 4 }
command = { type = new_model which = infantry value = 4 }
}
}
# Infantry Arms Design 45
application =
{ id = 1008
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1007 }
effects =
{
}
}
# Infantry Arms Design 46
application =
{ id = 1009
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1946
required = { 1008 }
effects =
{
}
}
# Infantry Arms Design 47
application =
{ id = 1010
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
required = { 1009 }
effects =
{
command = { type = scrap_model which = infantry value = 4 }
command = { type = scrap_model which = militia value = 4 }
command = { type = new_model which = infantry value = 5 }
command = { type = new_model which = militia value = 5 }
}
}
#################################
### Tank Design
#################################
# Tank Design 37
application =
{ id = 1011
name = "Tank Design 37"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1937
required = { }
effects =
{
}
}
# Tank Design 38
application =
{ id = 1012
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1011 }
effects =
{
}
}
# Tank Design 39
application =
{ id = 1013
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1939
required = { 1012 }
effects =
{
}
}
# Tank Design 40
application =
{ id = 1014
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1013 }
effects =
{
}
}
# Tank Design 41
application =
{ id = 1015
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1941
required = { 1014 }
effects =
{
}
}
# Tank Design 42
application =
{ id = 1016
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1015 }
effects =
{
}
}
# Tank Design 43
application =
{ id = 1017
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1943
required = { 1016 }
effects =
{
}
}
# Tank Design 44
application =
{ id = 1018
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1944
required = { 1017 }
effects =
{
}
}
# Tank Design 45
application =
{ id = 1019
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1018 }
effects =
{
}
}
# Tank Design 46
application =
{ id = 1020
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1946
required = { 1019 }
effects =
{
}
}
# Tank Design 47
application =
{ id = 1021
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
required = { 1020 }
effects =
{
}
}
#################################
### Cavalry Design
#################################
# Cavalry Design 36
application =
{ id = 1022
name = "Cavalry Design 36"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1936
required = { }
effects =
{
command = { type = activate_unit_type which = cavalry }
command = { type = new_model which = cavalry value = 0 }
}
}
# Cavalry Design 38
application =
{ id = 1023
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1022 }
effects =
{
command = { type = scrap_model which = cavalry value = 0 }
command = { type = new_model which = cavalry value = 1 }
}
}
# Cavalry Design 39
application =
{ id = 1024
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1939
required = { 1023 }
effects =
{
command = { type = scrap_model which = cavalry value = 1 }
command = { type = new_model which = cavalry value = 2 }
}
}
# Cavalry Design 41
application =
{ id = 1025
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1941
required = { 1024 }
effects =
{
command = { type = scrap_model which = cavalry value = 2 }
command = { type = new_model which = cavalry value = 3 }
}
}
# Cavalry Design 44
application =
{ id = 1026
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1944
required = { 1025 }
effects =
{
command = { type = scrap_model which = cavalry value = 3 }
command = { type = new_model which = cavalry value = 4 }
}
}
# Cavalry Design 47
application =
{ id = 1027
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
required = { 1026 }
effects =
{
command = { type = scrap_model which = cavalry value = 4 }
command = { type = new_model which = cavalry value = 5 }
}
}
# Cavalry Design 50
application =
{ id = 1028
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1950
required = { 1027 }
effects =
{
command = { type = scrap_model which = cavalry value = 5 }
command = { type = new_model which = cavalry value = 6 }
}
}
#################################
### Allied Paratroopers Training
#################################
# Allied Paratroopers Training 40
application =
{ id = 1029
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1003 }
effects =
{
command = { type = activate_unit_type which = paratrooper }
command = { type = new_model which = paratrooper value = 0 }
}
}
# Allied Paratroopers Training 43
application =
{ id = 1030
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1943
required = { 1029 1006 }
effects =
{
command = { type = scrap_model which = paratrooper value = 0 }
command = { type = new_model which = paratrooper value = 1 }
}
}
# Allied Paratroopers Training 45
application =
{ id = 1031
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1030 1008 }
effects =
{
command = { type = scrap_model which = paratrooper value = 1 }
command = { type = new_model which = paratrooper value = 2 }
}
}
# Allied Paratroopers Training 47
application =
{ id = 1032
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
required = { 1031 1010 }
effects =
{
command = { type = scrap_model which = paratrooper value = 2 }
command = { type = new_model which = paratrooper value = 3 }
}
}
#################################
### Blitzkrieg Paratroopers Training
#################################
# Blitzkrieg Paratroopers Training 38
application =
{ id = 1033
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = paratrooper }
command = { type = new_model which = paratrooper value = 4 }
}
}
# Blitzkrieg Paratroopers Training 40
application =
{ id = 1034
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1033 1003 }
effects =
{
command = { type = scrap_model which = paratrooper value = 4 }
command = { type = new_model which = paratrooper value = 5 }
}
}
# Blitzkrieg Paratroopers Training 42
application =
{ id = 1035
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1034 1005 }
effects =
{
command = { type = scrap_model which = paratrooper value = 5 }
command = { type = new_model which = paratrooper value = 6 }
}
}
# Blitzkrieg Paratroopers Training 45
application =
{ id = 1036
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1035 1008 }
effects =
{
command = { type = scrap_model which = paratrooper value = 6 }
command = { type = new_model which = paratrooper value = 7 }
}
}
#################################
### Marines Engineers Training
#################################
# Marines Engineers Training 38
application =
{ id = 1037
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = marine }
command = { type = new_model which = marine value = 0 }
}
}
# Marines Engineers Training 40
application =
{ id = 1038
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1037 1003 }
effects =
{
command = { type = scrap_model which = marine value = 0 }
command = { type = new_model which = marine value = 1 }
}
}
# Marines Engineers Training 42
application =
{ id = 1039
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1038 1005 }
effects =
{
command = { type = scrap_model which = marine value = 1 }
command = { type = new_model which = marine value = 2 }
}
}
# Marines Engineers Training 45
application =
{ id = 1040
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1039 1008 }
effects =
{
command = { type = scrap_model which = marine value = 2 }
command = { type = new_model which = marine value = 3 }
}
}
#################################
### Alpine Engineers Training
#################################
# Alpine Engineers Training 38
application =
{ id = 1041
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = bergsjaeger }
command = { type = new_model which = bergsjaeger value = 0 }
}
}
# Alpine Engineers Training 40
application =
{ id = 1042
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1041 1003 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 0 }
command = { type = new_model which = bergsjaeger value = 1 }
}
}
# Alpine Engineers Training 42
application =
{ id = 1043
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1042 1005 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 1 }
command = { type = new_model which = bergsjaeger value = 2 }
}
}
# Alpine Engineers Training 45
application =
{ id = 1044
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1043 1008 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 2 }
command = { type = new_model which = bergsjaeger value = 3 }
}
}
#################################
### Winter Engineers Training
#################################
# Winter Engineers Training 38
application =
{ id = 1045
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = bergsjaeger }
command = { type = new_model which = bergsjaeger value = 5 }
}
}
# Winter Engineers Training 40
application =
{ id = 1046
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1045 1003 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 5 }
command = { type = new_model which = bergsjaeger value = 6 }
}
}
# Winter Engineers Training 42
application =
{ id = 1047
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1046 1005 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 6 }
command = { type = new_model which = bergsjaeger value = 7 }
}
}
# Winter Engineers Training 45
application =
{ id = 1048
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1047 1008 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 7 }
command = { type = new_model which = bergsjaeger value = 8 }
}
}
#################################
### Home Garrisons Training
#################################
# Home Garrisons Training 38
application =
{ id = 1049
name = "Home Garrisons Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = garrison }
command = { type = new_model which = garrison value = 0 }
}
}
# Home Garrisons Training 42
application =
{ id = 1050
name = "Home Garrisons Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1049 1005 }
effects =
{
command = { type = scrap_model which = garrison value = 0 }
command = { type = new_model which = garrison value = 1 }
}
}
# Home Garrisons Training 45
application =
{ id = 1051
name = "Home Garrisons Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1050 1008 }
effects =
{
command = { type = scrap_model which = garrison value = 1 }
command = { type = new_model which = garrison value = 2 }
}
}
#################################
### Occupation Troops Training
#################################
# Occupation Troops Training 40
application =
{ id = 1052
name = "Occupation Troops Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1003 }
effects =
{
command = { type = activate_unit_type which = garrison }
command = { type = new_model which = garrison value = 3 }
}
}
# Occupation Troops Training 43
application =
{ id = 1053
name = "Occupation Troops Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1052 1006 }
effects =
{
command = { type = scrap_model which = garrison value = 3 }
command = { type = new_model which = garrison value = 4 }
}
}
# Occupation Troops Training 46
application =
{ id = 1054
name = "Occupation Troops Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1053 1009 }
effects =
{
command = { type = scrap_model which = garrison value = 4 }
command = { type = new_model which = garrison value = 5 }
}
}
}

I just added the main effects (upgrades). The components and missions efficiency are not implemented. I'll add the components step by step and for the efficiency, i'll wait for the 1.2 patch. I'll use them if they are debugged.
 
Not bad at all. You have several times new infantry division model given twice but no militia model. I guess those techs that won't give new model will instead give some modifiers, right? And of course they are prerequisites for further research.

Would it make sense to have more than one tech as tech requisite? For example researching artillery in order to get better infantry (for example 39 artillery is required for 40 infantry, as well as the previous infantry tech)?

edit: and very good idea of waiting for the next patch. It'd be pointless to make big effort in the efficiency mods and then change them again after the patch.
 
Gen. Skobelev said:
Not bad at all. You have several times new infantry division model given twice but no militia model. I guess those techs that won't give new model will instead give some modifiers, right? And of course they are prerequisites for further research.

Would it make sense to have more than one tech as tech requisite? For example researching artillery in order to get better infantry (for example 39 artillery is required for 40 infantry, as well as the previous infantry tech)?

edit: and very good idea of waiting for the next patch. It'd be pointless to make big effort in the efficiency mods and then change them again after the patch.
Yeah, i fix the inf/mil. And the design techs without new models will give modifiers.
Honestly, i'm not sure for ART/INF. An army can choice to not use high Artillery support and develop though the small arms for infantry.
 
I've made some changes (especially added many components from WiF and fixed the mil/inf). I need to post twice due to the post limit :

technology =
{ id = 1
category = infantry
name = TECH_INFANTRY_NAME # Localized name
desc = TECH_INFANTRY_DESC # Localized description

#################################
### Infantry Arms Design
#################################
# Infantry Arms Design 37
application =
{ id = 1000
name = "Infantry Arms Design 37"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1937
# Service Rifle
component = { id = 1021 name = TECH_CMP_INFANTRY_2_1_NAME type = general_equipment difficulty = 6 }
# Infantry Gun 50mm
component = { id = 1022 name = TECH_CMP_INFANTRY_2_2_NAME type = artillery difficulty = 6 }
# Basic Long-Range Recon Battalion
component = { id = 1023 name = TECH_CMP_INFANTRY_2_3_NAME type = electronics difficulty = 6 }
# Light Mortar 50mm
component = { id = 1024 name = TECH_CMP_INFANTRY_2_4_NAME type = artillery difficulty = 6 }
# Small Combat Unit Training
component = { id = 1025 name = TECH_CMP_INFANTRY_2_5_NAME type = training difficulty = 6 }
required = { }
effects =
{
command = { type = activate_unit_type which = infantry }
command = { type = new_model which = infantry value = 0 }
command = { type = activate_unit_type which = militia }
command = { type = new_model which = infantry value = 0 }
command = { type = enable_task which = amphibious_assault }
}
}
# Infantry Arms Design 38
application =
{ id = 1001
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1000 }
effects =
{
command = { type = scrap_model which = infantry value = 0 }
command = { type = scrap_model which = militia value = 0 }
command = { type = new_model which = infantry value = 1 }
command = { type = new_model which = militia value = 1 }
}
}
# Infantry Arms Design 39
application =
{ id = 1002
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1939
# Basic Submachinegun
component = { id = 1031 name = TECH_CMP_INFANTRY_3_1_NAME type = general_equipment difficulty = 6 }
# Infantry Gun 75mm
component = { id = 1032 name = TECH_CMP_INFANTRY_3_2_NAME type = artillery difficulty = 6 }
# Basic Signal Interception and Jamming
component = { id = 1033 name = TECH_CMP_INFANTRY_3_3_NAME type = electronics difficulty = 6 }
# Medium Mortar 81mm
component = { id = 1034 name = TECH_CMP_INFANTRY_3_4_NAME type = artillery difficulty = 6 }
# Specialist Support Training
component = { id = 1035 name = TECH_CMP_INFANTRY_3_5_NAME type = training difficulty = 6 }
required = { 1001 }
effects =
{
}
}
# Infantry Arms Design 40
application =
{ id = 1003
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
# Improved Submachinegun
component = { id = 1041 name = TECH_CMP_INFANTRY_4_1_NAME type = general_equipment difficulty = 6 }
# Infantry Gun 105mm
component = { id = 1042 name = TECH_CMP_INFANTRY_4_2_NAME type = artillery difficulty = 6 }
# Improved Signal Command System
component = { id = 1043 name = TECH_CMP_INFANTRY_4_3_NAME type = electronics difficulty = 6 }
# Heavy Mortar 120mm
component = { id = 1044 name = TECH_CMP_INFANTRY_4_4_NAME type = artillery difficulty = 6 }
# Combined Arms Initiative Training
component = { id = 1045 name = TECH_CMP_INFANTRY_4_5_NAME type = training difficulty = 6 }
required = { 1002 }
effects =
{
command = { type = scrap_model which = infantry value = 1 }
command = { type = scrap_model which = militia value = 1 }
command = { type = new_model which = infantry value = 2 }
command = { type = new_model which = militia value = 2 }
}
}
# Infantry Arms Design 41
application =
{ id = 1004
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1941
required = { 1003 }
effects =
{
}
}
# Infantry Arms Design 42
application =
{ id = 1005
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1004 }
effects =
{
command = { type = scrap_model which = infantry value = 2}
command = { type = scrap_model which = militia value = 2 }
command = { type = new_model which = infantry value = 3 }
command = { type = new_model which = militia value = 3 }
}
}
# Infantry Arms Design 43
application =
{ id = 1006
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1943
# Basic Assault Rifle
component = { id = 1051 name = TECH_CMP_INFANTRY_5_1_NAME type = general_equipment difficulty = 6 }
# Infantry Gun 150mm
component = { id = 1052 name = TECH_CMP_INFANTRY_5_2_NAME type = artillery difficulty = 6 }
# Improved Long-Range Recon Battalion
component = { id = 1053 name = TECH_CMP_INFANTRY_5_3_NAME type = electronics difficulty = 6 }
# Tube-launched Rocket
component = { id = 1054 name = TECH_CMP_INFANTRY_5_4_NAME type = rocketry difficulty = 6 }
# Task Force Training
component = { id = 1055 name = TECH_CMP_INFANTRY_5_5_NAME type = training difficulty = 6 }
required = { 1005 }
effects =
{
}
}
# Infantry Arms Design 44
application =
{ id = 1007
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1944
required = { 1006 }
effects =
{
command = { type = scrap_model which = infantry value = 3 }
command = { type = scrap_model which = militia value = 3 }
command = { type = new_model which = infantry value = 4 }
command = { type = new_model which = militia value = 4 }
}
}
# Infantry Arms Design 45
application =
{ id = 1008
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
# Improved Assault Rifle
component = { id = 1061 name = TECH_CMP_INFANTRY_6_1_NAME type = general_equipment difficulty = 6 }
# Infantry Gun 120mm Quick-Fire
component = { id = 1062 name = TECH_CMP_INFANTRY_6_2_NAME type = artillery difficulty = 6 }
# Improved Signal Interception and Jamming
component = { id = 1063 name = TECH_CMP_INFANTRY_6_3_NAME type = electronics difficulty = 6 }
# AT Recoilless Rocket Launcher
component = { id = 1064 name = TECH_CMP_INFANTRY_6_4_NAME type = rocketry difficulty = 6 }
# Integrated Combined Arms Training
component = { id = 1065 name = TECH_CMP_INFANTRY_6_5_NAME type = training difficulty = 6 }
required = { 1007 }
effects =
{
}
}
# Infantry Arms Design 46
application =
{ id = 1009
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1946
required = { 1008 }
effects =
{
}
}
# Infantry Arms Design 47
application =
{ id = 1010
name = "Infantry Arms Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
# ?
component = { id = 10001 name = TECH_CMP_INFANTRY_50_1_NAME type = general_equipment difficulty = 6 }
# ?
component = { id = 10002 name = TECH_CMP_INFANTRY_50_2_NAME type = artillery difficulty = 6 }
# ?
component = { id = 10003 name = TECH_CMP_INFANTRY_50_3_NAME type = electronics difficulty = 6 }
# ?
component = { id = 10004 name = TECH_CMP_INFANTRY_50_4_NAME type = rocketry difficulty = 6 }
# ?
component = { id = 10005 name = TECH_CMP_INFANTRY_50_5_NAME type = training difficulty = 6 }
required = { 1009 }
effects =
{
command = { type = scrap_model which = infantry value = 4 }
command = { type = scrap_model which = militia value = 4 }
command = { type = new_model which = infantry value = 5 }
command = { type = new_model which = militia value = 5 }
}
}
#################################
### Tank Design
#################################
# Tank Design 37
application =
{ id = 1011
name = "Tank Design 37"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1937
# Riveted Armor
component = { id = 2031 name = TECH_CMP_ARMOR_3_1_NAME type = mechanics difficulty = 6 }
# 0.50 Caliber HMG
component = { id = 2032 name = TECH_CMP_ARMOR_3_2_NAME type = artillery difficulty = 6 }
# Early Engine
component = { id = 2033 name = TECH_CMP_ARMOR_3_3_NAME type = mechanics difficulty = 6 }
# Early Optical Sights
component = { id = 2034 name = TECH_CMP_ARMOR_3_4_NAME type = electronics difficulty = 6 }
# Early Tank Prototype Tests
component = { id = 2035 name = TECH_CMP_ARMOR_3_5_NAME type = technical_efficiency difficulty = 6 double_time = yes }
required = { }
effects =
{
}
}
# Tank Design 38
application =
{ id = 1012
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
# Light Welded Armor
component = { id = 2041 name = TECH_CMP_ARMOR_4_1_NAME type = mechanics difficulty = 5 }
# 20mm Tank Gun
component = { id = 2042 name = TECH_CMP_ARMOR_4_2_NAME type = artillery difficulty = 5 }
# Basic Light Engine
component = { id = 2043 name = TECH_CMP_ARMOR_4_3_NAME type = mechanics difficulty = 5 }
# Basic Optical Sights
component = { id = 2044 name = TECH_CMP_ARMOR_4_4_NAME type = electronics difficulty = 5 }
# Basic Light Tank Prototype Tests
component = { id = 2045 name = TECH_CMP_ARMOR_4_5_NAME type = technical_efficiency difficulty = 5 double_time = yes }
required = { 1011 }
effects =
{
}
}
# Tank Design 39
application =
{ id = 1013
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1939
# Light Sloped Armor
component = { id = 2051 name = TECH_CMP_ARMOR_5_1_NAME type = mechanics difficulty = 6 }
# 37mm Tank Gun
component = { id = 2052 name = TECH_CMP_ARMOR_5_2_NAME type = artillery difficulty = 6 }
# Improved Light Engine
component = { id = 2053 name = TECH_CMP_ARMOR_5_3_NAME type = mechanics difficulty = 6 }
# Improved Optical Sights
component = { id = 2054 name = TECH_CMP_ARMOR_5_4_NAME type = electronics difficulty = 6 }
# Improved Light Tank Prototype Tests
component = { id = 2055 name = TECH_CMP_ARMOR_5_5_NAME type = technical_efficiency difficulty = 6 double_time = yes }
required = { 1012 }
effects =
{
}
}
# Tank Design 40
application =
{ id = 1014
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
# Medium Welded Armor
component = { id = 2071 name = TECH_CMP_ARMOR_7_1_NAME type = mechanics difficulty = 7 }
# 50mm Tank Gun
component = { id = 2072 name = TECH_CMP_ARMOR_7_2_NAME type = artillery difficulty = 7 }
# Basic Medium Engine
component = { id = 2073 name = TECH_CMP_ARMOR_7_3_NAME type = mechanics difficulty = 7 }
# Basic Optical Sights
component = { id = 2074 name = TECH_CMP_ARMOR_7_4_NAME type = electronics difficulty = 7 }
# Basic Medium Tank Prototype Tests
component = { id = 2075 name = TECH_CMP_ARMOR_7_5_NAME type = technical_efficiency difficulty = 7 double_time = yes }
required = { 1013 }
effects =
{
}
}
# Tank Design 41
application =
{ id = 1015
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1941
# Medium Sloped Armor
component = { id = 2081 name = TECH_CMP_ARMOR_8_1_NAME type = mechanics difficulty = 8 }
# 75mm Tank Gun
component = { id = 2082 name = TECH_CMP_ARMOR_8_2_NAME type = artillery difficulty = 7 }
# Improved Medium Engine
component = { id = 2083 name = TECH_CMP_ARMOR_8_3_NAME type = mechanics difficulty = 8 }
# Improved Optical Sights
component = { id = 2084 name = TECH_CMP_ARMOR_8_4_NAME type = electronics difficulty = 7 }
# Improved Medium Tank Prototype Tests
component = { id = 2085 name = TECH_CMP_ARMOR_8_5_NAME type = technical_efficiency difficulty = 8 double_time = yes }
required = { 1014 }
effects =
{
}
}
# Tank Design 42
application =
{ id = 1016
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1015 }
effects =
{
}
}
# Tank Design 43
application =
{ id = 1017
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1943
# Medium Advanced Sloped Armor
component = { id = 2091 name = TECH_CMP_ARMOR_9_1_NAME type = mechanics difficulty = 8 }
# 88mm Tank Gun
component = { id = 2092 name = TECH_CMP_ARMOR_9_2_NAME type = artillery difficulty = 8 }
# Advanced Medium Engine 2603
component = { id = 2093 name = TECH_CMP_ARMOR_9_3_NAME type = mechanics difficulty = 8 }
# Advanced Optical Sights
component = { id = 2094 name = TECH_CMP_ARMOR_9_4_NAME type = electronics difficulty = 8 }
# Advanced Medium Tank Prototype Tests
component = { id = 2095 name = TECH_CMP_ARMOR_9_5_NAME type = technical_efficiency difficulty = 8 double_time = yes }
required = { 1016 }
effects =
{
}
}
# Tank Design 44
application =
{ id = 1018
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1944
# Super Heavy Tank Armor
component = { id = 2131 name = TECH_CMP_ARMOR_13_1_NAME type = mechanics difficulty = 8 }
# 128mm Tank Gun
component = { id = 2132 name = TECH_CMP_ARMOR_13_2_NAME type = artillery difficulty = 8 }
# Super Heavy Engine
component = { id = 2133 name = TECH_CMP_ARMOR_13_3_NAME type = mechanics difficulty = 8 }
# Infrared Optical Sights
component = { id = 2134 name = TECH_CMP_ARMOR_13_4_NAME type = electronics difficulty = 9 }
# Super Heavy Tank Prototype Tests
component = { id = 2135 name = TECH_CMP_ARMOR_13_5_NAME type = technical_efficiency difficulty = 8 double_time = yes }
required = { 1017 }
effects =
{
}
}
# Tank Design 45
application =
{ id = 1019
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
# Reactive Armor Plates
component = { id = 2141 name = TECH_CMP_ARMOR_14_1_NAME type = mechanics difficulty = 9 }
# 120mm Tank Gun
component = { id = 2142 name = TECH_CMP_ARMOR_14_2_NAME type = artillery difficulty = 9 }
# Semi-Modern Engine
component = { id = 2143 name = TECH_CMP_ARMOR_14_3_NAME type = mechanics difficulty = 9 }
# Infrared Optical Sights
component = { id = 2144 name = TECH_CMP_ARMOR_14_4_NAME type = electronics difficulty = 9 }
# Semi-Modern Tank Prototype Tests
component = { id = 2145 name = TECH_CMP_ARMOR_14_5_NAME type = technical_efficiency difficulty = 9 double_time = yes }
required = { 1018 }
effects =
{
}
}
# Tank Design 46
application =
{ id = 1020
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1946
# ?
component = { id = 11001 name = TECH_CMP_ARMOR_100_1_NAME type = mechanics difficulty = 9 }
# ?
component = { id = 11002 name = TECH_CMP_ARMOR_100_2_NAME type = artillery difficulty = 9 }
# ?
component = { id = 11003 name = TECH_CMP_ARMOR_100_3_NAME type = mechanics difficulty = 9 }
# ?
component = { id = 11004 name = TECH_CMP_ARMOR_100_4_NAME type = electronics difficulty = 10 }
# ?
component = { id = 11005 name = TECH_CMP_ARMOR_100_5_NAME type = technical_efficiency difficulty = 10 double_time = yes }
required = { 1019 }
effects =
{
}
}
# Tank Design 47
application =
{ id = 1021
name = "Tank Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
# ?
component = { id = 11011 name = TECH_CMP_ARMOR_101_1_NAME type = mechanics difficulty = 10 }
# ?
component = { id = 11012 name = TECH_CMP_ARMOR_101_2_NAME type = artillery difficulty = 10 }
# ?
component = { id = 11013 name = TECH_CMP_ARMOR_101_3_NAME type = mechanics difficulty = 10 }
# ?
component = { id = 11014 name = TECH_CMP_ARMOR_101_4_NAME type = electronics difficulty = 10 }
# ?
component = { id = 11015 name = TECH_CMP_ARMOR_101_5_NAME type = technical_efficiency difficulty = 10 double_time = yes }
required = { 1020 }
effects =
{
}
}
#################################
### Cavalry Design
#################################
# Cavalry Design 36
application =
{ id = 1022
name = "Cavalry Design 36"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1936
# Service Rifle
component = { id = 1201 name = TECH_CMP_INFANTRY_20_1_NAME type = general_equipment difficulty = 3 }
# Horse Artillery Gun 105mm
component = { id = 1202 name = TECH_CMP_INFANTRY_20_2_NAME type = artillery difficulty = 3 }
# Basic Long-Range Recon Battalion
component = { id = 1203 name = TECH_CMP_INFANTRY_20_3_NAME type = electronics difficulty = 4 }
# Light Mortar 50mm
component = { id = 1204 name = TECH_CMP_INFANTRY_20_4_NAME type = artillery difficulty = 4 }
# Marksman Tactical Training
component = { id = 1205 name = TECH_CMP_INFANTRY_20_5_NAME type = training difficulty = 4 }
required = { }
effects =
{
command = { type = activate_unit_type which = cavalry }
command = { type = new_model which = cavalry value = 0 }
}
}
# Cavalry Design 38
application =
{ id = 1023
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
# Basic Machine Gun
component = { id = 1211 name = TECH_CMP_INFANTRY_21_1_NAME type = general_equipment difficulty = 5 }
# Horse Artillery Gun 120mm
component = { id = 1212 name = TECH_CMP_INFANTRY_21_2_NAME type = artillery difficulty = 5 }
# Basic Signal Interception and Jamming
component = { id = 1213 name = TECH_CMP_INFANTRY_21_3_NAME type = electronics difficulty = 5 }
# Medium Mortar 81mm
component = { id = 1214 name = TECH_CMP_INFANTRY_21_4_NAME type = artillery difficulty = 4 }
# Infantry Tactical Training
component = { id = 1215 name = TECH_CMP_INFANTRY_21_5_NAME type = training difficulty = 4 }
required = { 1022 }
effects =
{
command = { type = scrap_model which = cavalry value = 0 }
command = { type = new_model which = cavalry value = 1 }
}
}
# Cavalry Design 39
application =
{ id = 1024
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1939
# Basic Machine Gun
component = { id = 1221 name = TECH_CMP_INFANTRY_22_1_NAME type = general_equipment difficulty = 5 }
# Field Artillery Gun 105mm
component = { id = 1222 name = TECH_CMP_INFANTRY_22_2_NAME type = artillery difficulty = 5 }
# Small Trucks
component = { id = 1223 name = TECH_CMP_INFANTRY_22_3_NAME type = mechanics difficulty = 5 }
# Heavy Mortar 120mm
component = { id = 1224 name = TECH_CMP_INFANTRY_22_4_NAME type = artillery difficulty = 5 }
# Tactical Mobility Training
component = { id = 1225 name = TECH_CMP_INFANTRY_22_5_NAME type = training difficulty = 5 }
required = { 1023 }
effects =
{
command = { type = scrap_model which = cavalry value = 1 }
command = { type = new_model which = cavalry value = 2 }
}
}
# Cavalry Design 41
application =
{ id = 1025
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1941
# Improved Submachinegun
component = { id = 1241 name = TECH_CMP_INFANTRY_24_1_NAME type = general_equipment difficulty = 5 }
# Infantry Gun 105mm
component = { id = 1242 name = TECH_CMP_INFANTRY_24_2_NAME type = artillery difficulty = 5 }
# 2 1/2 ton Trucks
component = { id = 1243 name = TECH_CMP_INFANTRY_24_3_NAME type = mechanics difficulty = 5 }
# Tube-launched Rocket
component = { id = 1244 name = TECH_CMP_INFANTRY_24_4_NAME type = rocketry difficulty = 5 }
# Task Force Training
component = { id = 1245 name = TECH_CMP_INFANTRY_24_5_NAME type = training difficulty = 5 }
required = { 1024 }
effects =
{
command = { type = scrap_model which = cavalry value = 2 }
command = { type = new_model which = cavalry value = 3 }
}
}
# Cavalry Design 44
application =
{ id = 1026
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1944
# Basic Assault Rifle
component = { id = 1251 name = TECH_CMP_INFANTRY_25_1_NAME type = general_equipment difficulty = 6 }
# Infantry Gun 150mm
component = { id = 1252 name = TECH_CMP_INFANTRY_25_2_NAME type = artillery difficulty = 6 }
# 4 ton Trucks
component = { id = 1253 name = TECH_CMP_INFANTRY_25_3_NAME type = mechanics difficulty = 6 }
# AT Recoilless Rocket Launcher
component = { id = 1254 name = TECH_CMP_INFANTRY_25_4_NAME type = rocketry difficulty = 6 }
# Mobile Reaction Training
component = { id = 1255 name = TECH_CMP_INFANTRY_25_5_NAME type = training difficulty = 6 }
required = { 1025 }
effects =
{
command = { type = scrap_model which = cavalry value = 3 }
command = { type = new_model which = cavalry value = 4 }
}
}
# Cavalry Design 47
application =
{ id = 1027
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
# ?
component = { id = 10081 name = TECH_CMP_INFANTRY_58_1_NAME type = general_equipment difficulty = 6 }
# ?
component = { id = 10082 name = TECH_CMP_INFANTRY_58_2_NAME type = artillery difficulty = 6 }
# ?
component = { id = 10083 name = TECH_CMP_INFANTRY_58_3_NAME type = mechanics difficulty = 6 }
# ?
component = { id = 10084 name = TECH_CMP_INFANTRY_58_4_NAME type = rocketry difficulty = 6 }
# ?
component = { id = 10085 name = TECH_CMP_INFANTRY_58_5_NAME type = training difficulty = 6 }
required = { 1026 }
effects =
{
command = { type = scrap_model which = cavalry value = 4 }
command = { type = new_model which = cavalry value = 5 }
}
}
# Cavalry Design 50
application =
{ id = 1028
name = "Cavalry Design"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1950
# Attack Helicopters
component = { id = 7241 name = TECH_CMP_SW_24_1_NAME type = aeronautics double_time = yes difficulty = 7 }
# Transport Helicopters
component = { id = 7242 name = TECH_CMP_SW_24_2_NAME type = aeronautics double_time = yes difficulty = 7 }
# Aerial Support Organization
component = { id = 7243 name = TECH_CMP_SW_24_3_NAME type = management difficulty = 5 }
# Modified Anti-Tank Weaponry
component = { id = 7244 name = TECH_CMP_SW_24_4_NAME type = rocketry difficulty = 6 }
# Air Assault Tactics
component = { id = 7245 name = TECH_CMP_SW_24_5_NAME type = combined_arms_focus double_time = yes difficulty = 7 }
required = { 1027 }
effects =
{
command = { type = scrap_model which = cavalry value = 5 }
command = { type = new_model which = cavalry value = 6 }
}
}
 
And the second part :

#################################
### Allied Paratroopers Training
#################################
# Allied Paratroopers Training 40
application =
{ id = 1029
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
# Improved Submachinegun
component = { id = 1081 name = TECH_CMP_INFANTRY_8_1_NAME type = general_equipment difficulty = 6 }
# Medium Mortar 81mm
component = { id = 1082 name = TECH_CMP_INFANTRY_8_2_NAME type = artillery difficulty = 6 }
# Basic Gliders
component = { id = 1083 name = TECH_CMP_INFANTRY_8_3_NAME type = aeronautics difficulty = 7 }
# Paratrooper Halftrack
component = { id = 1084 name = TECH_CMP_INFANTRY_8_4_NAME type = mechanics difficulty = 7 }
# Paratrooper Drop Training
component = { id = 1085 name = TECH_CMP_INFANTRY_8_5_NAME type = training difficulty = 9 }
required = { 1003 }
effects =
{
command = { type = activate_unit_type which = paratrooper }
command = { type = new_model which = paratrooper value = 0 }
}
}
# Allied Paratroopers Training 43
application =
{ id = 1030
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1943
# Basic Assault Rifle
component = { id = 1091 name = TECH_CMP_INFANTRY_9_1_NAME type = general_equipment difficulty = 6 }
# Mountain Gun 75mm
component = { id = 1092 name = TECH_CMP_INFANTRY_9_2_NAME type = artillery difficulty = 7 }
# Paratrooper Small Unit Drop Pods
component = { id = 1093 name = TECH_CMP_INFANTRY_9_3_NAME type = general_equipment difficulty = 6 }
# Paratrooper Light Tank
component = { id = 1094 name = TECH_CMP_INFANTRY_9_4_NAME type = mechanics difficulty = 8 }
# Paratrooper Glider Training
component = { id = 1095 name = TECH_CMP_INFANTRY_9_5_NAME type = training difficulty = 8 }
required = { 1029 1006 }
effects =
{
command = { type = scrap_model which = paratrooper value = 0 }
command = { type = new_model which = paratrooper value = 1 }
}
}
# Allied Paratroopers Training 45
application =
{ id = 1031
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
# Improved Assault Rifle
component = { id = 1101 name = TECH_CMP_INFANTRY_10_1_NAME type = general_equipment difficulty = 6 }
# Mountain Gun 105mm
component = { id = 1102 name = TECH_CMP_INFANTRY_10_2_NAME type = artillery difficulty = 7 }
# Paratrooper Large Unit Drop Pods
component = { id = 1103 name = TECH_CMP_INFANTRY_10_3_NAME type = general_equipment difficulty = 6 }
# Paratrooper Medium Tank
component = { id = 1104 name = TECH_CMP_INFANTRY_10_4_NAME type = mechanics difficulty = 8 }
# Paratrooper Assault Training
component = { id = 1105 name = TECH_CMP_INFANTRY_10_5_NAME type = training difficulty = 8 }
required = { 1030 1008 }
effects =
{
command = { type = scrap_model which = paratrooper value = 1 }
command = { type = new_model which = paratrooper value = 2 }
}
}
# Allied Paratroopers Training 47
application =
{ id = 1032
name = "Allied Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1947
# ?
component = { id = 10021 name = TECH_CMP_INFANTRY_52_1_NAME type = general_equipment difficulty = 6 }
# ?
component = { id = 10022 name = TECH_CMP_INFANTRY_52_2_NAME type = artillery difficulty = 7 }
# ?
component = { id = 10023 name = TECH_CMP_INFANTRY_52_3_NAME type = general_equipment difficulty = 6 }
# ?
component = { id = 10024 name = TECH_CMP_INFANTRY_52_4_NAME type = mechanics difficulty = 8 }
# ?
component = { id = 10025 name = TECH_CMP_INFANTRY_52_5_NAME type = training difficulty = 8 }
required = { 1031 1010 }
effects =
{
command = { type = scrap_model which = paratrooper value = 2 }
command = { type = new_model which = paratrooper value = 3 }
}
}
#################################
### Blitzkrieg Paratroopers Training
#################################
# Blitzkrieg Paratroopers Training 38
application =
{ id = 1033
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
# Basic Submachinegun
component = { id = 1071 name = TECH_CMP_INFANTRY_7_1_NAME type = general_equipment difficulty = 6 }
# Light Mortar 50mm
component = { id = 1072 name = TECH_CMP_INFANTRY_7_2_NAME type = artillery difficulty = 6 }
# Jump Boots
component = { id = 1073 name = TECH_CMP_INFANTRY_7_3_NAME type = general_equipment difficulty = 5 }
# Airborne Six-wheeled Truck
component = { id = 1074 name = TECH_CMP_INFANTRY_7_4_NAME type = mechanics difficulty = 7 }
# Airborne Transport Training
component = { id = 1075 name = TECH_CMP_INFANTRY_7_5_NAME type = training difficulty = 10 }
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = paratrooper }
command = { type = new_model which = paratrooper value = 4 }
}
}
# Blitzkrieg Paratroopers Training 40
application =
{ id = 1034
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
# Improved Submachinegun
component = { id = 1081 name = TECH_CMP_INFANTRY_8_1_NAME type = general_equipment difficulty = 6 }
# Medium Mortar 81mm
component = { id = 1082 name = TECH_CMP_INFANTRY_8_2_NAME type = artillery difficulty = 6 }
# Basic Gliders
component = { id = 1083 name = TECH_CMP_INFANTRY_8_3_NAME type = aeronautics difficulty = 7 }
# Paratrooper Halftrack
component = { id = 1084 name = TECH_CMP_INFANTRY_8_4_NAME type = mechanics difficulty = 7 }
# Paratrooper Drop Training
component = { id = 1085 name = TECH_CMP_INFANTRY_8_5_NAME type = training difficulty = 9 }
required = { 1033 1003 }
effects =
{
command = { type = scrap_model which = paratrooper value = 4 }
command = { type = new_model which = paratrooper value = 5 }
}
}
# Blitzkrieg Paratroopers Training 42
application =
{ id = 1035
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
# Basic Assault Rifle
component = { id = 1091 name = TECH_CMP_INFANTRY_9_1_NAME type = general_equipment difficulty = 6 }
# Mountain Gun 75mm
component = { id = 1092 name = TECH_CMP_INFANTRY_9_2_NAME type = artillery difficulty = 7 }
# Paratrooper Small Unit Drop Pods
component = { id = 1093 name = TECH_CMP_INFANTRY_9_3_NAME type = general_equipment difficulty = 6 }
# Paratrooper Light Tank
component = { id = 1094 name = TECH_CMP_INFANTRY_9_4_NAME type = mechanics difficulty = 8 }
# Paratrooper Glider Training
component = { id = 1095 name = TECH_CMP_INFANTRY_9_5_NAME type = training difficulty = 8 }
required = { 1034 1005 }
effects =
{
command = { type = scrap_model which = paratrooper value = 5 }
command = { type = new_model which = paratrooper value = 6 }
}
}
# Blitzkrieg Paratroopers Training 45
application =
{ id = 1036
name = "Blitzkrieg Paratroopers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
# Improved Assault Rifle
component = { id = 1101 name = TECH_CMP_INFANTRY_10_1_NAME type = general_equipment difficulty = 6 }
# Mountain Gun 105mm
component = { id = 1102 name = TECH_CMP_INFANTRY_10_2_NAME type = artillery difficulty = 7 }
# Paratrooper Large Unit Drop Pods
component = { id = 1103 name = TECH_CMP_INFANTRY_10_3_NAME type = general_equipment difficulty = 6 }
# Paratrooper Medium Tank
component = { id = 1104 name = TECH_CMP_INFANTRY_10_4_NAME type = mechanics difficulty = 8 }
# Paratrooper Assault Training
component = { id = 1105 name = TECH_CMP_INFANTRY_10_5_NAME type = training difficulty = 8 }
required = { 1035 1008 }
effects =
{
command = { type = scrap_model which = paratrooper value = 6 }
command = { type = new_model which = paratrooper value = 7 }
}
}
#################################
### Marines Engineers Training
#################################
# Marines Engineers Training 38
application =
{ id = 1037
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
# Service Rifle
component = { id = 1151 name = TECH_CMP_INFANTRY_15_1_NAME type = general_equipment difficulty = 6 }
# Naval Gunfire
component = { id = 1152 name = TECH_CMP_INFANTRY_15_2_NAME type = artillery difficulty = 7 }
# Early Amphibious Assault Vehicle
component = { id = 1153 name = TECH_CMP_INFANTRY_15_3_NAME type = naval_engineering difficulty = 7 }
# Early Amphibious Tank
component = { id = 1154 name = TECH_CMP_INFANTRY_15_4_NAME type = mechanics difficulty = 8 }
# Naval Infantry Training
component = { id = 1155 name = TECH_CMP_INFANTRY_15_5_NAME type = training difficulty = 8 }
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = marine }
command = { type = new_model which = marine value = 0 }
}
}
# Marines Engineers Training 40
application =
{ id = 1038
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
# Forward Observers
component = { id = 1161 name = TECH_CMP_INFANTRY_16_1_NAME type = artillery difficulty = 6 }
# Basic Wading Equipment
component = { id = 1162 name = TECH_CMP_INFANTRY_16_2_NAME type = general_equipment difficulty = 6 }
# Basic Amphibious Assault Vehicle
component = { id = 1163 name = TECH_CMP_INFANTRY_16_3_NAME type = naval_engineering difficulty = 8 }
# Basic Amphibious Tank
component = { id = 1164 name = TECH_CMP_INFANTRY_16_4_NAME type = mechanics difficulty = 7 }
# Marine Tactical Training
component = { id = 1165 name = TECH_CMP_INFANTRY_16_5_NAME type = training difficulty = 9 }
required = { 1037 1003 }
effects =
{
command = { type = scrap_model which = marine value = 0 }
command = { type = new_model which = marine value = 1 }
}
}
# Marines Engineers Training 42
application =
{ id = 1039
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
# Air-Naval Gunfire Liasion Teams
component = { id = 1171 name = TECH_CMP_INFANTRY_17_1_NAME type = artillery difficulty = 6 }
# Improved Wading Equipment
component = { id = 1172 name = TECH_CMP_INFANTRY_17_2_NAME type = general_equipment difficulty = 7 }
# Improved Amphibious Assault Vehicle
component = { id = 1173 name = TECH_CMP_INFANTRY_17_3_NAME type = naval_engineering difficulty = 8 }
# Improved Amphibious Tank
component = { id = 1174 name = TECH_CMP_INFANTRY_17_4_NAME type = mechanics difficulty = 8 }
# Amphibious Assault Training
component = { id = 1175 name = TECH_CMP_INFANTRY_17_5_NAME type = training difficulty = 10 }
required = { 1038 1005 }
effects =
{
command = { type = scrap_model which = marine value = 1 }
command = { type = new_model which = marine value = 2 }
}
}
# Marines Engineers Training 45
application =
{ id = 1040
name = "Marines Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
# Basic Assault Rifle
component = { id = 1181 name = TECH_CMP_INFANTRY_18_1_NAME type = general_equipment difficulty = 6 }
# Advanced Wading Equipment
component = { id = 1182 name = TECH_CMP_INFANTRY_18_2_NAME type = general_equipment difficulty = 7 }
# Advanced Amphibious Assault Vehicle
component = { id = 1183 name = TECH_CMP_INFANTRY_18_3_NAME type = naval_engineering difficulty = 7 }
# Advanced Amphibious Tank
component = { id = 1184 name = TECH_CMP_INFANTRY_18_4_NAME type = mechanics difficulty = 7 }
# Beachhead Expansion Training
component = { id = 1185 name = TECH_CMP_INFANTRY_18_5_NAME type = training difficulty = 10 }
required = { 1039 1008 }
effects =
{
command = { type = scrap_model which = marine value = 2 }
command = { type = new_model which = marine value = 3 }
}
}
#################################
### Alpine Engineers Training
#################################
# Alpine Engineers Training 38
application =
{ id = 1041
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
# Service Rifle
component = { id = 1111 name = TECH_CMP_INFANTRY_11_1_NAME type = general_equipment difficulty = 6 }
# Great War Mountain Gun 75mm
component = { id = 1112 name = TECH_CMP_INFANTRY_11_2_NAME type = artillery difficulty = 7 }
# Personal Climbing Equipment
component = { id = 1113 name = TECH_CMP_INFANTRY_11_3_NAME type = general_equipment difficulty = 7 }
# Trained Beasts of Burden
component = { id = 1114 name = TECH_CMP_INFANTRY_11_4_NAME type = general_equipment difficulty = 7 }
# Basic Climber Training
component = { id = 1115 name = TECH_CMP_INFANTRY_11_5_NAME type = training difficulty = 8 }
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = bergsjaeger }
command = { type = new_model which = bergsjaeger value = 0 }
}
}
# Alpine Engineers Training 40
application =
{ id = 1042
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
# Basic Submachinegun
component = { id = 1121 name = TECH_CMP_INFANTRY_12_1_NAME type = general_equipment difficulty = 6 }
# Medium Mortar 81mm
component = { id = 1122 name = TECH_CMP_INFANTRY_12_2_NAME type = artillery difficulty = 6 }
# Arctic Climate Clothing
component = { id = 1123 name = TECH_CMP_INFANTRY_12_3_NAME type = general_equipment difficulty = 6 }
# Tractors
component = { id = 1124 name = TECH_CMP_INFANTRY_12_4_NAME type = mechanics difficulty = 6 }
# High Altitude Training
component = { id = 1125 name = TECH_CMP_INFANTRY_12_5_NAME type = training difficulty = 10 }
required = { 1041 1003 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 0 }
command = { type = new_model which = bergsjaeger value = 1 }
}
}
# Alpine Engineers Training 42
application =
{ id = 1043
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
# Improved Submachinegun
component = { id = 1131 name = TECH_CMP_INFANTRY_13_1_NAME type = general_equipment difficulty = 6 }
# Mountain Gun 75mm
component = { id = 1132 name = TECH_CMP_INFANTRY_13_2_NAME type = artillery difficulty = 7 }
# Wilderness Survival Kite
component = { id = 1133 name = TECH_CMP_INFANTRY_13_3_NAME type = general_equipment difficulty = 6 }
# Six-wheeled Truck
component = { id = 1134 name = TECH_CMP_INFANTRY_13_4_NAME type = mechanics difficulty = 6 }
# Alpine Survival Training
component = { id = 1135 name = TECH_CMP_INFANTRY_13_5_NAME type = training difficulty = 10 }
required = { 1042 1005 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 1 }
command = { type = new_model which = bergsjaeger value = 2 }
}
}
# Alpine Engineers Training 45
application =
{ id = 1044
name = "Alpine Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
# Basic Assault Rifle
component = { id = 1141 name = TECH_CMP_INFANTRY_14_1_NAME type = general_equipment difficulty = 6 }
# Mountain Gun 105mm
component = { id = 1142 name = TECH_CMP_INFANTRY_14_2_NAME type = artillery difficulty = 6 }
# Alpine Combat Equipement
component = { id = 1143 name = TECH_CMP_INFANTRY_14_3_NAME type = general_equipment difficulty = 6 }
# HiPower Halftrack
component = { id = 1144 name = TECH_CMP_INFANTRY_14_4_NAME type = mechanics difficulty = 7 }
# Mountain Tactical Training
component = { id = 1145 name = TECH_CMP_INFANTRY_14_5_NAME type = training difficulty = 10 }
required = { 1043 1008 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 2 }
command = { type = new_model which = bergsjaeger value = 3 }
}
}
#################################
### Winter Engineers Training
#################################
# Winter Engineers Training 38
application =
{ id = 1045
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = bergsjaeger }
command = { type = new_model which = bergsjaeger value = 5 }
}
}
# Winter Engineers Training 40
application =
{ id = 1046
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1940
required = { 1045 1003 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 5 }
command = { type = new_model which = bergsjaeger value = 6 }
}
}
# Winter Engineers Training 42
application =
{ id = 1047
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1046 1005 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 6 }
command = { type = new_model which = bergsjaeger value = 7 }
}
}
# Winter Engineers Training 45
application =
{ id = 1048
name = "Winter Engineers Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1047 1008 }
effects =
{
command = { type = scrap_model which = bergsjaeger value = 7 }
command = { type = new_model which = bergsjaeger value = 8 }
}
}
#################################
### Home Garrisons Training
#################################
# Home Garrisons Training 38
application =
{ id = 1049
name = "Home Garrisons Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1001 }
effects =
{
command = { type = activate_unit_type which = garrison }
command = { type = new_model which = garrison value = 0 }
}
}
# Home Garrisons Training 42
application =
{ id = 1050
name = "Home Garrisons Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1049 1005 }
effects =
{
command = { type = scrap_model which = garrison value = 0 }
command = { type = new_model which = garrison value = 1 }
}
}
# Home Garrisons Training 45
application =
{ id = 1051
name = "Home Garrisons Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1050 1008 }
effects =
{
command = { type = scrap_model which = garrison value = 1 }
command = { type = new_model which = garrison value = 2 }
}
}
#################################
### Occupation Troops Training
#################################
# Occupation Troops Training 40
application =
{ id = 1052
name = "Occupation Troops Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1938
required = { 1003 }
effects =
{
command = { type = activate_unit_type which = garrison }
command = { type = new_model which = garrison value = 3 }
}
}
# Occupation Troops Training 43
application =
{ id = 1053
name = "Occupation Troops Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1942
required = { 1052 1006 }
effects =
{
command = { type = scrap_model which = garrison value = 3 }
command = { type = new_model which = garrison value = 4 }
}
}
# Occupation Troops Training 46
application =
{ id = 1054
name = "Occupation Troops Training"
desc = TECH_APP_INFANTRY_1_DESC
position = { x = 24 y = 24 }
year = 1945
required = { 1053 1009 }
effects =
{
command = { type = scrap_model which = garrison value = 4 }
command = { type = new_model which = garrison value = 5 }
}
}
}
 
Fernando Torres said:
Yeah, i fix the inf/mil.
Honestly, i'm not sure for ART/INF. An army can choice to not use high Artillery support and develop though the small arms for infantry.

Well, it was just an example. I think it would be worthwile to force research for wider variety than just infantry. Artillery/antitank or whatever as requisite for better infantry would symbolise that developing better infantry is not just about the infantry units themselves but also needs much more and wider research.

HSR has this. And some other mods have other requisites like having certain infantry unit model before some doctrine can be researched. This way all the research would be linked and would require more thought what to research and in what order. It would lessen sudden research bursts on certain areas and woulf force for longer-term thinking.

But that's just my thought. ;)

About the components of techs - will you keep the components that are in vanilla or are you going to add new ones (like in CORE)?
 
Gen. Skobelev said:
Well, it was just an example. I think it would be worthwile to force research for wider variety than just infantry. Artillery/antitank or whatever as requisite for better infantry would symbolise that developing better infantry is not just about the infantry units themselves but also needs much more and wider research.

HSR has this. And some other mods have other requisites like having certain infantry unit model before some doctrine can be researched. This way all the research would be linked and would require more thought what to research and in what order. It would lessen sudden research bursts on certain areas and woulf force for longer-term thinking.

But that's just my thought. ;)

About the components of techs - will you keep the components that are in vanilla or are you going to add new ones (like in CORE)?
About requirements : well you are right. I suggest to finish at least the two military equipment, the land doctrines and economical trees and then add requirements if needed. Keep this idea in your mind ! :cool:
And for the components, of course i'll add some. I first took the vanilla's one to have a "structure" but i don't consider them as perfect.