If anyone is interested, here is the updated Cold War Tech Tree for The Grand Campaign. I basically took the corrections and updates @DrBob made for the All In One mod and built upon it. I don't remember all the improvements/corrections, but the most significant are improving the Light Infantry tree, some minor changes to Defensive Focus, new class of guided missile ships and nuclear ships in the Cold War now receive all the positioning bonuses conventional ships receive as the naval doctrines are researched. The mining techs are now available for TGC. Removed most the atomic bomb bonuses so that they are produced much more slowly and do much less damage. The also can no longer be put on missiles. Not gonna lie, some of these changes reflect my game style and personal house rules.
The Cold War Air doctrines could use some improvements though. Also, I spread out the 1920s land doctrine techs, for no other reason other to spread them out. I wish more could be done with those since I delay researching the ones that remove all the WW1 bonuses as long as I can until closer to 1930. I was thinking of having each one unlock a land tech (Infantry/Armor/Arty/Cav) after being researched to encourage players to research them sooner. Anyway, I'm open to any suggestions/criticism.
Most of you know already know, but just to be safe, make a copy of the mod, and then incorporate the files.
Have fun!
The Cold War Air doctrines could use some improvements though. Also, I spread out the 1920s land doctrine techs, for no other reason other to spread them out. I wish more could be done with those since I delay researching the ones that remove all the WW1 bonuses as long as I can until closer to 1930. I was thinking of having each one unlock a land tech (Infantry/Armor/Arty/Cav) after being researched to encourage players to research them sooner. Anyway, I'm open to any suggestions/criticism.
Most of you know already know, but just to be safe, make a copy of the mod, and then incorporate the files.
Have fun!