Yup, although it makes no sense at all
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I'd also feel forced to rename the resulting variant to "Flappy bird"
Hahaha, love your work

. Thank you very much for confirming. +1 for more choices in the tech trees as well. I'm hoping to put together a naval doctrine tech tree where there are more 'small exclusive choices' rather than one big one at the start - things like this may make tech choices more engaging over time (and from a naval perspective, I'm hoping to have it set up where different choices are better at different times - ie, going carrier-mad pre-1940 may be sub-optimal - although need to do a bunch of thinking/testing). Just mentioning it in case idea useful, appreciate it complicates balancing as well as AI tech management, so no suggesting it's a good idea.
Can we increase the Army/Navy/Air XP up to a limit of 999 (from 500) so we can play around with variants more? It doesn't make sense that producing a new tank variant uses an entire year's worth of accumulated Army XP, XP which also needs to be used to update division templates to fit in these new converted machines!
This is moddable (and easily, in the defines). However, for the vanilla systems I find the base values work pretty well. Also, increasing the XP limit won't change the amount of XP required to make a variant (but that's moddable too

).
Agreed, so to make the change it also needs to be supported or automated in some way, say for example I set a target variant I want to work towards ( once XP becomes available ), and the game automatically keeps iterating until It reaches this in the same order I put points into the "target". Or maybe this is used to dump XP once I reach the cap or something. Or some limits to how much you can improve newly unlocked vehicles. Lot's of ways to solve the issue, but upping the cap to 999 would only make it worse.
I really like this idea - would highly recommend making sure it finds its way into the suggestions box, if it's not there already

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Oh guys just say it, will you?
"As it used to be in previous games."
It's yet another feature that's missing from the earlier installments and I'm still to understand why.
Actually, if they get naval equipment working as sub-equipment to ships, it will be potentially substantially deeper than previous HoIs. Because of the complete rework of how units were constructed (and the greater depth this occurs at), I can see why they didn't have this in at launch. As long as they flesh it out over time, I'll be happy (but I'm not suggesting it's wrong if you or anyone else is unhappy

).
Great update,
@podcat, can't wait to put it to use!
Also, since
@Meglok 's thing worked I'm going to try my own... maybe
@Axe99 should get involved:
Make Naval Combat Great
Haha, if improving the naval system was as simple as changing the resource values in a few files, I'd be all over that, but it's a much more involved process. The good news is a number of the devs know their stuff, so once they've got the capacity to turn their attention to it, I'm sure we'll get some significant improvements (and if I wasn't confident of this, I'd be lobbying pretty hard, but I'd bet good money it's already on their 'to do' list, and don't want to come across as a nag). I've made a few suggestions in the suggestions forum, and definitely recommend others doing the same, there's plenty of ways to look at modelling this kind of thing in game, and more ideas are always good

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