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nomonhan said:
danielshannon,
well you sure are thorough! I'm guessing that the problem on the air transport is air transport efficiency greater than 100%. There may be some doctrines adding air transport efficiency. So I've removed the line
command = { type = task_efficiency which = air_supply value = 0.8 } for the last transport plane

See if that resolves your problem.
You've of course noticed the lack of tech images. The industry techs at least will now have images. The next update for example will enable you to see this if you go far enough:
moonlandingqe1.png


Rifleman,
If you just want to add a few techs to World in Flames and don't know how to do it yourself then I'd suggest a PM to Fernando Torres with the request, and see if he is agreeable. It's not easy for a beginner to mod a tech tree because about 5 modifications are required for each tech added. In one of my updates I'll include an option to enable install with mods that heavily modify events. It will preserve existing events files but for the extra scenarios ONLY you'll get my events. That's probably two updates away, as I want to get danielshannon's bugs resolved first and add some tech images.

Moon landing should give offmap VPs, me thinks.
 
Supervixens said:
Have got a problem when have researched early light tanks savegames don`t load. It says: illegal model 3 for light armor. I`m using this mod on TRP.
TRP makes its own major tech tree alterations. I would expect it to work with TRP ONLY if you start a new game. If you start a new game you'll get TRP events and my tech tree and keep your fingers crossed that they don't have any events that reference their own tech tree.

BTW CWTTEP 0.12 coming soon!
 
Viden said:
Moon landing should give offmap VPs, me thinks.
Seconded. As it is a 1969 tech, at the 'top' of the tech tree, as it were, by the time you have researched it, the research bonus will not be worth much, as almost everything else will have been researched! A VP bonus, say 25, sounds good (and is used by other excellent mods to represent the 'prestige' effect)

I would also consider changing the Green Revolution tech a little. The massive productivity boosts brought on by the Green Revolution were the result of the systematic and widespread application of synthetic fertilizers/pesticides, and the introduction of high yield crop strains. I therefore think it should be made up of mainly 'Chemistry' and 'Management' components. Just a suggestion though. For example, I have inserted your techs into my personal build of HOI already:p, but have have adjusted this one slightly to:


# High-yield Crop Strains
component = { id = 23201 name = TECH_CMP_INDUSTRY_170_1_NAME type = chemistry difficulty = 8 }

# Synthetic Fertilizer Usage
component = { id = 23202 name = TECH_CMP_INDUSTRY_170_2_NAME type = chemistry difficulty = 8 }

# Large Scale Irrigation
component = { id = 23203 name = TECH_CMP_INDUSTRY_170_3_NAME type = industrial_engineering difficulty = 8 }

# Synthetic Pesticide Usage
component = { id = 23204 name = TECH_CMP_INDUSTRY_170_4_NAME type = chemistry difficulty = 8 }

# Agrimanagement Processes
component = { id = 23205 name = TECH_CMP_INDUSTRY_170_5_NAME type = management difficulty = 9 double_time = yes }
 
Tigey,
Thank you for your constructive criticism. As for moon landing, The REAL main effect is going to be to trigger an event giving you a fistful of points--VPs in your capital--at least 100 and perhaps as many as 500, and prompt you to end the game and get a final score. As an alternative to conquest, it can give you an additional way to "win" the game. Fans of the 'Civilization' series will recall that you could get victory in that game by building a starship and going to Alpha Centauri. In a true Cold War, nuclear weapons make it prohibitively risky to try to win by hot war with major powers. You have to win by proxy wars, prestige projects and economic influence. I'm hoping that someone would pick up where this mod leaves off and do a tech tree 1940-2000 using the last half as a starting point. If this is done, then moon landing can easily be the seed, along with electronics advances, that eventually destroys the Soviet Union through sheer technological superiority.

I could really have more population techs but as explained in the industry tech file I think further growth in food technology was negated by social policies which discouraged child-raising. So it was mainly India that benefited from the Green Revolution, not the western countries that created the technology. There was also another element of food policy which was small farmer price supports that helped farmers in Europe and also some Asian countries like Korea stay in business, which although it had nothing to do with the Green Revolution per se, nonetheless helped overall agricultural output. The biggest part was actually the High Yield Crop Strains, and Irrigation. When there are more than 5 elements to a technology you can amalgamate them and use the double time command. I didn't want to use pesticides and fertilizers because they have been used in so many prior technologies already. In reality I believe the Green Revolution was a product of the 1960s but by that time social policies more than cancelled out any benefits of the technology to improve population (at least in the west). That's why I put it in the 50s.
The new list will read:
# High-yield Crop Strains
component = { id = 23201 name = TECH_CMP_INDUSTRY_170_1_NAME type = chemistry difficulty = 8 double_time = yes }
# Selective Animal Breeding
component = { id = 23202 name = TECH_CMP_INDUSTRY_170_2_NAME type = management difficulty = 8 }
# Large Scale Irrigation
component = { id = 23203 name = TECH_CMP_INDUSTRY_170_3_NAME type = industrial_engineering difficulty = 8 double_time = yes }
# Small Farmer Price Supports
component = { id = 23204 name = TECH_CMP_INDUSTRY_170_4_NAME type = management difficulty = 8 }
# Agrimanagement Processes
component = { id = 23205 name = TECH_CMP_INDUSTRY_170_5_NAME type = management difficulty = 9 double_time = yes }

Constructive criticism like yours will help the mod grow.

If you make the change, don't forget to modify the doomsdaytext.csv file so that the name shows up properly. The name in the industry_tech.txt file is totally unnecessary except for documentation.

I'm considering adding a social policy tech some time in the 60s to give a choice between one of these three:
Full Women's Movement +10 research -10 manpower growth
Population Growth Policy -10 research +10 manpower growth
Female Combat Role -5 max org +10 morale +2 manpower +2 research

In response to earlier requests will probably eventually add the choice between intensive normal and fast training. Right now it exists only for land units. In the future it will either apply across the board or have a separate select for land naval and air doctrine--probably will just do it across the board.
 
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nomonhan said:
TRP makes its own major tech tree alterations. I would expect it to work with TRP ONLY if you start a new game. If you start a new game you'll get TRP events and my tech tree and keep your fingers crossed that they don't have any events that reference their own tech tree.

BTW CWTTEP 0.12 coming soon!

Thanks for the quick reply. Anyways, what I meant was that all the games I tried to load were new ones and everything works fine in game, BUT as soon as I`ve developed the technology early light tanks, they become unloadable. I thought that there might be a problem with model names because as the tech gets developed there should appear the model of the tank (i.e. PzKpfw IIc) instead it shows unknown string wanted, but all the model names are present in the models folder. Furthermore: though TRP doesn`t allow you to BUILD tanks until you`ve annexed Poland and get the specific event, you can RESEARCH all the tank techs you ever like, so that shouldn`t be the problem also (I even fired the event manually to make sure). I`m totally out of ideas or maybe just missed something really obvious. I got to get this magnificent mod work on my PC, so any help is welcome.
 
Nomonhan, my suggestion for some models. USA and SOV only

SOV
MODEL_SOV_5_8;T-64;
MODEL_SOV_5_9;T-72;
MODEL_SOV_12_0;Mikoyan-Guerevich MiG-3;
MODEL_SOV_12_1;Lavochkin La-5;
MODEL_SOV_12_2;Lavochkin La-7;
MODEL_SOV_12_3;Mikoyan-Guerevich MiG-9 Fargo;
MODEL_SOV_12_4;Mikoyan-Guerevich MiG-15 Fagot;
MODEL_SOV_12_5;Mikoyan-Guerevich MiG-17 Fresco;
MODEL_SOV_12_6;Sukhoi Su-7 Fitter-A;
MODEL_SOV_12_7;Mikoyan-Gurevich MiG-21 Fishbed;
MODEL_SOV_13_0;Polikarpov I-15;
MODEL_SOV_13_1;Polikarpov I-16;
MODEL_SOV_13_2;Lavochkin LaGG-3;
MODEL_SOV_13_3;Yakolev Yak-7;
MODEL_SOV_13_4;Yakolev Yak-3;
MODEL_SOV_12_9;Bereznyak-Isayev Bi-1;
MODEL_SOV_13_5;Yakolev Yak-15 Feather;
MODEL_SOV_13_6;Yakovlev Yak-23 Flora;
MODEL_SOV_13_7;Sukhoi Su-9 Fishpot;
MODEL_SOV_13_8;Mikoyan-Gurevich MiG-19 Farmer;
MODEL_SOV_13_9;Sukhoi Su-15 Flagon;
MODEL_SOV_14_0;Tupolev TB-3;
MODEL_SOV_14_1;Petljakov Pe-8;
MODEL_SOV_14_2;Tupolev Tu-4;
MODEL_SOV_14_3;Tupolev Tu-16 Badger;
MODEL_SOV_14_4;Tupolev Tu-95 Bear;
MODEL_SOV_14_5;Myasishchyev Mya-4 Bison;
MODEL_SOV_14_7;Myasishchyev Mya-50 Bounder;
MODEL_SOV_14_8;Sukhoi T-4M;
MODEL_SOV_18_5;Antonov An-22 Cock;
MODEL_SOV_20_3;SS-8 Sasin;

And USA
MODEL_USA_5_8;M60 Patton;
MODEL_USA_5_9;M60A3 Patton;
MODEL_USA_12_0;Republic P-43 Lancer;
MODEL_USA_12_1;Republic P-47B Thunderbolt;
MODEL_USA_12_2;Republic P-47D Bubbletop;
MODEL_USA_12_3;Lockheed P-80 Shooting Star;
MODEL_USA_12_4;Republic F-84E Thunderjet;
MODEL_USA_12_5;NA F-100 Super Sabre;
MODEL_USA_12_6;Republic F-105 Thunderchief;
MODEL_USA_12_7;McDonnel Douglas F-4 Phantom II;
MODEL_USA_12_9;Northrop P-79A Flying Ram;
MODEL_USA_13_0;Seversky P-35;Seversky P-35;
MODEL_USA_13_1;Curtiss P-36;Curtiss P-36;
MODEL_USA_13_2;Curstiss P-40B Warhawk;
MODEL_USA_13_3;North American P-51B Mustang;
MODEL_USA_13_4;North American P-51D Mustang;
MODEL_USA_13_5;Lockheed P-80 Shooting Star;
MODEL_USA_13_6;North American F-86 Sabre;
MODEL_USA_13_7;Republic F-91 Thunderceptor;
MODEL_USA_13_8;Convair F-102 Delta Dagger;
MODEL_USA_13_9;Convair F-106 Delta Dart;
MODEL_USA_14_3;Boeing B-36 Peacemaker;
MODEL_USA_14_4;Boeing B-47 Stratojet;
MODEL_USA_14_5;Boeing B-52 Stratofortress;
MODEL_USA_14_7;Convair B-58 Hustler;
MODEL_USA_14_8;North American B-70 Valkyrie;
MODEL_USA_15_9;General Dynamics F-111
MODEL_USA_17_6;McDonnell A-4 Skyhawk;
MODEL_USA_17_7;N.A. A-5 Vigilante;
MODEL_USA_17_7;Grumman A-6 Intruder;
MODEL_USA_18_5;Lockheed C-130 Hercules;
MODEL_USA_20_3;SM-68 Titan I;

A few comments. I think that the "Mach 3 Interceptor" tech should not be called like that. Only the Soviets managed to field fighter aircraft capable of reaching Mach 3 (the MiG-25) and even so in the late 60's/early 70's. I think that "Advanced Mach 2 Interceptor" would be more productive (both for model reasons and chronological).

I've just noticed that the Tu-95 Bear is misplaced... Should be in the Intercontinental Strat. Bomber slot.

That's just something i've done with a quick research, many things here may be wrong :/ but i just can't play without any model names :rofl:

What ya think, mate?

PS: Soviets have a HARD time to keep up with the Americans. They lack any post-War tech teams. They really need MiG, Sukhoi, some naval and air doctrine tech teams.
 
Ringwraith_JP
Thank you for the model names. They will be checked and added for the next version. The Soviets IMO need about 6 teams:
RKK Energiya (start 1946--replace Korolev with the bureau he founded in order to give no end date--the other option is to start them at some point replacing Korolev in order to give more specializations)
Andrei Sakharov
Mikoyan-Guerivich (sp?)
Sukhoi
State Air Academy
State Naval Academy
For Sakharov I have
3730;Andrei Sakharov;T3730;9;1948;1970;nuclear_physics;nuclear_engineering;mathematics
For RKK Energiya I'll likely just paste vanilla specs for Korolev
Do you have any suggestions for the qualities of the others?
As for "Mach 3" might just make everything mach 2.5 or delay the date a bit. Anyway I'll study your ideas some more. The date might be OK considering that the Soviets are always just a little behind. The Soviets did not keep up with the USA in real life, but they should be at least close until the 1960s, when their lack of ability in the consumer electronics technologies began to take its toll. The Soviets actually ended up copying Japanese designs, but the quality of their home produced components (transistors, etc) was not up to western standards.
This post is subject to editing as I go over this model list
Will proceed on the assumption that the Paradox model list is correct except for maybe the last model, unless there are exceptional circumstances. The USA actually conceived but never built a mach 3 interceptor and escort fighter to go along with the proposed B-70. It was called the F-108. When the B-70 was cancelled there was no reason to continue. But the B-70 program did scare the Soviets into developing a mach 3 interceptor which is why they were the only ones to build it. It was widely built but I will review the starting dates. This mod might be upgraded to run through 1969. After the 60s speed was no longer the major factor guiding aircraft design. It was considered more important to penetrate and/or outfight the enemy aircraft.
Because of the supersonic specification I've no choice but to go with MIG-19 for both Supersonic Interceptor and Supersonic Fighter. The Interceptor will be MIG-19 and the fighter will be MIG-19P (addition of bombs--the original had only cannons and thus should be considered interceptor).
12_5; Supersonic Fighter;Mikoyan-Gurevich MiG-19P Farmer
12_6; Mach 2 Fighter;Sukhoi Su-7 Fitter-A
12_7; Mach 2.5 Fighter; Mikoyan-Gurevich MiG-21 Fishbed
13_7; Supersonic Interceptor; Mikoyan-Gurevich MiG-19 Farmer
13_8; Mach 2 Interceptor;Sukhoi Su-9 Fishpot
13_9; Mach 3 Interceptor;Mikoyan-Gurevich MiG-25 Foxbat
I think your TU-95 Bear is a better idea than Paradox's Mya-4 for the Soviet Intercontinental Strategic Bomber.


Supervixens
I've double-checked to make sure that a save game created with CWTTEP loads and it does. So I'll have to make a note on the compatibility list:

"Does not work with TRP for an unknown reason. The problem might be due to TRP's locking of the ability to build tanks until Poland is conquered. If this feature of TRP is removed, the two mods might be compatible. If you copy the events package only for TRP and discard the rest (excluding events deactivating/activating armor) that will probably work."

IMO the idea of not being able to build tanks was completely ahistorical, as many countries built and fielded tanks before Poland was conquered, and this list of countries included Poland, Japan, and the Soviet Union.
 
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I've just downloaded Luxor's Compendium to check his tech teams. He has some tech teams for post-war soviet union. He added: Sakharov, MiG Design Bureau, Sukhoi Design Bureau, Mikhail Kalashnikov, Izhevsk Ordnance Plant, Rubin Design Bureau and Admiral Gorshkov.

His teams are as follows:

3723;Mikhail Kalashnikov;Mikhail_Kalashnikov_T;8;1946;1970;general_equipment;training;artillery;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
3724;Izhevsk Ordnance Plant;Izhevsk_Ordnance_Plant_T;7;1947;1970;artillery;mechanics;general_equipment;rocketry;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
3725;Andrei Sakharov;Andrei_Sakharov_T;7;1952;1970;nuclear_physics;nuclear_engineering;mathematics;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
3726;Mikoyan-Gurevich Design Bureau;Mikoyan-Gurevich_Design_Bureau_T;7;1947;1970;aeronautics;management;mechanics;rocketry;technical_efficiency;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
3727;Sukhoi Design Bureau;Sukhoi_Design_Bureau_T;6;1947;1970;aeronautics;electronics;chemistry;technical_efficiency;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
3728;Rubin Central Design Bureau for Marine Engineering;Rubin_Central_Design_Bureau_for_Marine_Engineering_T;6;1951;1970;naval_engineering;naval_artillery;technical_efficiency;electronics;nuclear_engineering;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
3729;Sergey Gorshkov;Sergey_Gorshkov_T;6;1956;1970;large_taskforce_tactics;carrier_tactics;naval_training;centralized_execution;seamanship;;;;;;;;;;;;;;;;;;;;;;;;;;;;x

That's a good starting point.
I suggest adding General Antonov from 1955 to 1962, when he was Chief of Staff of the Combined Armed Forces of the Warsaw Pact.
Luxor also added NASA (along with ArmaLite) to the USA, with your space techs i think that NASA should be added as well.

133;ArmaLite;ArmaLite_T;8;1950;1970;artillery;training;general_equipment;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;x
134;NASA;Nasa_T;9;1958;1970;rocketry;aeronautics;electronics;mathematics;technical_efficiency;;;;;;;;;;;;;;;;;;;;;;;;;;;;x

For me the great problem is that the Allies/NATO have several 5 tech slot countries, while the Warsaw Pact/Comintern only have Soviet Union with 5 slot techs (Communist China, if allied, will be the second). NATO countries trade blueprints like crazy and advance really fast.
 
Ringwraith_JP
Thanks for checking. Will
1) replace Korolev with RKK Energiya just a name change and end date change
2) add Sakharov but I think start date 1948 and his skill needs to be at least 8 if not 9. You need to be sure the Soviets get the bomb on schedule.
3) otherwise accept Luxor's recommendations, maybe upping the skill on Mikoyan-Gurevich to 8. I'll probably keep Sukhoi at 6 just to make sure they don't do too much in consumer electronics.
Will probably add Luxor's USA teams.

As for NATO advancing faster than the Soviets, this was historical and I'd only be worried if they are ahistorically faster. One possible way to compensate would be a research bonus to the "fast training" option. (cutting corners in order to rush a model into production). If NATO is ahead of historical schedule then I need to redress that issue. This is my main reason for beta testing. It may be because of the computer techs which probably only the west has.
As a last resort I may have to add nation-specific research mod values (maybe positive for major Warsaw Pact allies) or have considerable built-in blueprint theft (very historical) by the Soviet bloc. They especially stole from the Japanese.
Do you have a savegame to post?
 
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nomonhan said:
Ringwraith_JP
Thanks for checking. Will
1) replace Korolev with RKK Energiya just a name change and end date change
2) add Sakharov but I think start date 1948 and his skill needs to be at least 8 if not 9. You need to be sure the Soviets get the bomb on schedule.
3) otherwise accept Luxor's recommendations, maybe upping the skill on Mikoyan-Gurevich and Sukhoi

As for NATO advancing faster than the Soviets, this was historical and I'd only be worried if they are ahistorically faster. One possible way to compensate would be a research bonus to the "fast training" option. (cutting corners in order to rush a model into production). If NATO is ahead of historical schedule then I need to redress that issue. This is my main reason for beta testing. It may be because of the computer techs which probably only the west has.
As a last resort I may have to add nation-specific research mod values (maybe positive for major Warsaw Pact allies) or have considerable built-in blueprint theft (very historical) by the Soviet bloc. They especially stole from the Japanese.
Do you have a savegame to post?

Ouch, i've JUST deleted my saved games. I have tons and i couldn't find anything. From what i could see the Soviets (and, obviously, the other Warsaw pact guys) are lagging waaaaaay behind NATO around 1953. Blueprint theft could be a solution to some critical areas. For example:
from Germany (after annexation)
- Turbojet techs and Flying Bomb
from USA
- some early nuclear techs, soviet nuclear program benefited heavily from information provided from INSIDE Los Alamos.

And from Japan, i have no information about that.

PS: Where i can find the files needed to properly play the 1945 Cold War Scenario? Currently i'm receiving 3 errors relating to missing files, but if i ignore them the scenario loads just fine.

edit:
-Is Wernher von Braun a tech team for the USA allready? Should be, only if Germany loses.
 
Gotta go soon but I think the main problem is the Soviets are shortchanged in 1945. As far as I know they should be about equal to the Americans in 45 except for the naval techs and the atomic bomb. Will probably have to have a blueprint theft event firing periodically or just give the Warsaw Pact a research mod value to represent their efficient spy system. Los Alamos insiders WANTED to give the Soviets atomic bomb secrets so that may have to go in as well. Yes USA would get vonBraun only if Germany loses.
 
I don't want to be a jerk, but those new Soviet and USA tech teams were actually mine (made for the new nations mod). We allowed Luxor to use them. I just want credit to go where it actually belongs.

Would you mind letting me know how your proposed changes to Sakharov's start date and skill level wind up effecting the nuclear race?

Soviets shouldn't be equal to Americans in industrial techs as well as naval and abomb. If you read Eisenhower's memoirs, he talks about how Stalin used Eisenhower's visit to try to persuade the Americans to share information on their advanced assembly line and agricultural techniques.

Generally I agree that vanilla shortchanges the soviets a bit, which is why I added those tech teams.
 
danielshannon,
Credits will go to whomever deserves them and if anyone feels shortchanged feel free to speak up. Credits will go to you for all the new teams enumerated in the previous posts except for Andrei Sakharov which was my contribution to the original Fatherland mod before New Nations even existed, and he is skill 9 1948 start in that mod.

BTW does your Great Crusade scenario require the New Map?

As for the Soviets being unequal to the Americans in industrial techs I generally agree with you except that I believe they started in 1945 not too far behind in part due to massive blueprint pilferage during WW2, and only fell behind later. Soviets loaded blueprints to American factories onto fighter planes built in the USA with the Red Star painted on them in the USA, and flown to the USSR via Fairbanks. US officials knew what was going on and looked the other way. When did the meeting with Eisenhower that you spoke of take place?

For HOI2 purposes the key is not giving the Soviets the magic combination of chemistry and electronics in the same team at too high a skill level. I might also change Sukhoi to rocketry instead of electronics. The Soviets had no shortage of rocket experts even without stolen German techs. They were just not as high profile as Werner vonBraun.

Everybody who tests this mod--
please let me know if the US and its allies get AHISTORICALLY AHEAD in technology. If they do I'll have to make some adjustments.
 
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nomonhan said:
danielshannon,
Credits will go to whomever deserves them and if anyone feels shortchanged feel free to speak up. Credits will go to you for all the new teams enumerated in the previous posts except for Andrei Sakharov which was my contribution to the original Fatherland mod before New Nations even existed, and he is skill 9 1948 start in that mod.

Sure, I just don't want my work attributed to anyone else.

nomonhan said:
BTW does your Great Crusade scenario require the New Map?
Yes it does. It will be using the new map that MODNN is currently working on.

nomonhan said:
As for the Soviets being unequal to the Americans in industrial techs I generally agree with you except that I believe they started in 1945 not too far behind in part due to massive blueprint pilferage during WW2, and only fell behind later. Soviets loaded blueprints to American factories onto fighter planes built in the USA with the Red Star painted on them in the USA, and flown to the USSR via Fairbanks. US officials knew what was going on and looked the other way. When did the meeting with Eisenhower that you spoke of take place?

The meeting was in late 1945. Eisenhower was the first foreigner who was allowed to stand atop Lenin's tomb, where he watched a sports parade and had a conversation with Stalin. He has a very interesting chapter about that specific meeting and other parts of his brief Russian trip in his memoirs. Ike even asked for and received an autograph portrait of Stalin.

Its been awhile since I read Eisenhower's memoirs, but I think Ike received news of the Japanese surrender during his Russian trip. This was announced during some banquet at the American embassy. Marshall Budyonny was noticeably upset when he heard the news because "this means we won't get a chance to kill more of the Japanese bastards."

nomonhan said:
For HOI2 purposes the key is not giving the Soviets the magic combination of chemistry and electronics in the same team at too high a skill level.

I agree with you there. I'm currently working on some additional improvements to the Soviet Union (in the form of tech teams, ministers, and leaders) perhaps we could coordinate some on this?
 
Ok thanks for your input. You're saying that the USSR was already behind in 1945 which is helpful information. My plan is to accept the 1945 Doomsday technology level and give it some tweaks. I believe the USSR is underrepresented in the area of jet aircraft technology and they should have some additional blueprints in that area and perhaps technologies outright. They got a lot of technology in that area from Germany with some acquiescence by the West. They also captured the entire Junkers team which built some prototypes for them. But they were not used because Mikoyan and Gurevich came up with better designs. Initially in the Korean War the MIG-15 ruled the skies and the US had to rush the development of the F-86 to counter this. The F-86 proved to be a slightly better plane.

A lot of things are roughly simulated in simple form. On my own tech tree for example, you have to have all the 1940s assembly lines except rocket assembly line to access the immediate postwar techs. Since the Soviets lack the ship assembly line they have to do this first so that will put them behind. Also they are behind in computer techs so that knocks down their research efficiency right there. They compensated by ignoring some areas and cutting corners. I'm going to add a side effect to the "fast training" option to speed research a bit. Fast training knocks something off the max org and morale, meaning the units break down more.

I'm working on a series of blueprint theft events for the East. A MAJOR ISSUE turns out to be the German IC. It is almost zero in the 1945 scenario, and will have to be added back. Upon Germany's reemergence as DDR and BRD (DFR, FRG) it should be at least 90% if not 100 % of 1944 levels, with a shift of half of Berlin's IC to Cologne representing the division of Berlin. (Another option is to keep it all in Berlin and give East Germany a negative IC mod and West Germany a positive IC mod--that enables research but not production for East Germany) Then probably East Germany (but nobody else) should get a research bonus, representing their infiltration of the West German government. I'll have to see what their base IC is first, though. With a blueprint bonus of 3, any 2-tech slot country should be able to keep up. But if East Germany only winds up with one tech slot they will definitely need a boost. The fact that the West has 4 5-slot countries (USA, ENG, FRA, JAP) and the Soviet bloc has at best two with Communist China is an issue.

In my opinion what REALLY irked the Soviets when they heard of the Japanese surrender is that they did not get a piece of Japan. From what I've read about Operation August Storm one of the unimplemented plans was the invasion of Hokkaido. But according to an exhibit at the Yakusuni shrine, this was because of successful Japanese resistance in slowing their progress through Sakhalin Island. The Soviets captured and interrogated a number of Japanese officers in Manchuria, who spent years of captivity ending only in the 1950s. Some of these officers died in captivity and others ended up becoming citizens of the Soviet Union. Their information on atomic and chemical-biological warfare was highly sought after and there is the unconfirmed story that the Japanese exploded their own atomic bomb near Hamhung, North Korea, and that the scientists involved were captured by the Soviets.

danielshannon, will communicate by PM regarding collaboration
 
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It Works!

Problem solved! This mod works fine with TRP now. Nomonhan you were right about the events of this mod and those of TRP clashing ;). TRP has some elite unit events for USSR and Germany, if those events are removed, the game loads just fine. So if anyone complains about this mod not working with TRP, GET RID OF THOSE ELITE UNITS :rofl:. Btw, since TRP has only one scenario (1936) it does not support the fatherland and CW scenarios, you still have to start from 1936.
 
nomonhan said:
In my opinion what REALLY irked the Soviets when they heard of the Japanese surrender is that they did not get a piece of Japan. From what I've read about Operation August Storm one of the unimplemented plans was the invasion of Hokkaido. But according to an exhibit at the Yakusuni shrine, this was because of successful Japanese resistance in slowing their progress through Sakhalin Island. The Soviets captured and interrogated a number of Japanese officers in Manchuria, who spent years of captivity ending only in the 1950s. Some of these officers died in captivity and others ended up becoming citizens of the Soviet Union. Their information on atomic and chemical-biological warfare was highly sought after and there is the unconfirmed story that the Japanese exploded their own atomic bomb near Hamhung, North Korea, and that the scientists involved were captured by the Soviets.

The commies had a huge plan to invade Hokkaido. One of the reasons for the americans to rush with the nuking of Japan was this plan. Had the soviets grabbed only one centimeter of the Japanese mother land they would have to be included in Japanese territorial partition/administration. Truman was REALLY concerned that Japan turned out to be a second Germany and Tokyo the second Berlin.

About the Manchuria. I don't know if that's of usefull information. All i know is what my russian teacher told me. She was born in Harbin in 1942, and she told me that when the commies arrived in Harbin in 1945, they arrested every single men of russian origin and sent then to gulags. Apparently they're were accused of being collaborators with the japanese fascist regime. Perhaps gaining some manpower? Having cores in manchuria? The presence of russian nationals in the area was expressive. I can imagine that Truman would not be happy if Stalin decided to annex parts of Manchuria.

PS: For Stalin's memoirs i think that the Simon Montefiore book is way better and more complete.
 
Well I have a mini aar of sorts. I played as West Germany in the 1945 scenario. The Reds were falling pretty far behind the allies in terms of technology. In 1951 I had up to date ground forces while the East Germans were lagging behind by a few years. Between 45 and 51 I built a sizable force including 7 mechanized corps. I dow East Germany and have little trouble beating east German and czech troops even when slightly outnumbered. But the Soviets were able to nuke my capital and the next day the USA nuked about 6 soviet cities. I was stopped at Berlin because of a horrendous wave of Russian reinforcements and my 15% dissent.

I'll have to see how the next version of your scenario plays, but I think that 1. the warsaw pact needs a few more tech slots, and 2. the Soviet Union needs the new team that I proposed to you via a PM.