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dvandyke

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I’m Interested as to why the increase in maximum tech teams? Surly this makes it even harder to compete as a minor?
 

DvD-IT

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My guess is that ten tech teams allow for a broader, more omogeneous research. Since research is a bit slower in AoD, ten tech teams means you can distribute your research efforts evenly. Minors shouldn't be too bothered, as only the majors can afford more than five tech teams.
 

Acheron

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Minors need to concentrate on needed techs, and the AI seems to do it nicely, I was unpleasantly surprised that the Siamese infantry is on the same tech level as myself (1941).
The ten tech teams allow a great power to cover all tech trees and most subtrees, which is essential for most, as only the USSR can reasonably forego a navy, and even they would have need for one later on.
 

unmerged(148982)

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I’m Interested as to why the increase in maximum tech teams? Surly this makes it even harder to compete as a minor?

Well, playing a minor never has been easy. Keep in kind that minors also have subpar tech teams usually and that they can't afford that much research anyway.
 

Rocket88

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I’m Interested as to why the increase in maximum tech teams? Surly this makes it even harder to compete as a minor?

AoD has introduced some other changes for balance - for example you get a bonus if researching after the tech year [there is a tooltip which shows you the bonus - IIRC there is a cap after so many years but I dont know what it is ...]

Also - it is possible for a tech team to increase a skill level [random event]. Playing several handsoff games with central American minors this happened each time to low skill tech teams - but I've only experienced it once with Germany - so possibly this may benefit some/all minors??
 

Keterex

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AoD has introduced some other changes for balance - for example you get a bonus if researching after the tech year [there is a tooltip which shows you the bonus - IIRC there is a cap after so many years but I dont know what it is ...]

Also - it is possible for a tech team to increase a skill level [random event]. Playing several handsoff games with central American minors this happened each time to low skill tech teams - but I've only experienced it once with Germany - so possibly this may benefit some/all minors??

The big gain will always be the plans given to you by allies (axis,cominterm) as a minor. Germany seems to always have one " scientist deffects" at one time but as a minor who can not bank on it.
 

unmerged(100637)

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So if one would like to mod the number of tech slots available is there a way to do that? Let´s say i would like reduce the maximum of 10 slots to 5.

OORRRRRRRR. Just because I am like this we could mod it to increase it to 15 to allow even more teching! I will have my n00ks before them! FOR I AM SMARTER!
 

Blecky

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Also - it is possible for a tech team to increase a skill level [random event]. Playing several handsoff games with central American minors this happened each time to low skill tech teams - but I've only experienced it once with Germany - so possibly this may benefit some/all minors??

"Unfortunately" there is also the possibility of a decrease in tech skills. This, too, is a random event. There doesn´t seem to be a modifier as to minors or majors since this has happened in several of my US games (increase and decrease alike).
 

gwailo247

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"Unfortunately" there is also the possibility of a decrease in tech skills. This, too, is a random event. There doesn´t seem to be a modifier as to minors or majors since this has happened in several of my US games (increase and decrease alike).

Well it seems that those events are based on usage of the team. Use a team a lot and you get a bonus, don't use a team it goes down.
 

Blecky

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Well it seems that those events are based on usage of the team. Use a team a lot and you get a bonus, don't use a team it goes down.

The chance that an active tech team increases in skill is twice the chance of a team that isn´t currently researching IIRC. On the other hand, a tech team I had been using for years lost a skill level a week after it wasn´t employed.
 

Julle64

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The chance that an active tech team increases in skill is twice the chance of a team that isn´t currently researching IIRC. On the other hand, a tech team I had been using for years lost a skill level a week after it wasn´t employed.

For me it once happened that one tech team get a skill level and a couple of months later the same team lost a skill level.
 

Iarodus

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So if one would like to mod the number of tech slots available is there a way to do that? Let´s say i would like reduce the maximum of 10 slots to 5.
I guess you could do that if you'd like to be just getting Panthers and FW-190's in late 1945 while you only build regular. Majors really do need the extra slots.
 

Iberville

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The new slots are great, but I find that research is quite expensive in AoD - much more in AoD than in the hOI series. It's real money!

My draft calculation is that a tech team skill level costs a base $1.65 per day +/- diplomatic sliders bonuses.
That is independently of the quality of the team, i.e. if a techteam of a value '7' has say 3 specializations, it costs the same as one with 5 specializations. Which is a good news for better teams.

For example, in one of my game I play Germany:
$1.65 (base cost) x 8 (techteam of value '8') = $13.2 - (21% discount from diplomacy sliders) = $10.43...

Modifiers from the diplomacy sliders were
-16% cost (central planning)
-5% cost (open society)
so a total -21% techteam cost

So yes, say I want to hire a techteam '8', it'll cost me $10.43 a day... Not *that much* but it's only the cost for 1 team! It comes down to about 4 IC for that team - and about 40 IC for all my teams. That's expensive IMO.
 
Last edited:

Blecky

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Many people make the mistake to let all teams run at 100% founding. That's too much. 80% is enough and will cost much less.

True, but it would be nice to adjust the spending on each project. If I want to rush the development of a new INT I don´t necessarily want to speed up the research for DDs.