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Accomplishments for today- part 4 (2/13/2012):
  1. Added tech components to various tech teams. For example, Mao now gets the new Social Science and Low Intensity Conflict Focus tech components.
    maosnewcomps.jpg
  2. Added Social Science tech component to all University tech teams
  3. Found 125 country Tags that lack a traditional University (discounting Reichskommissariats, because the Nazis wouldn’t provide occupied people with any sort of higher education). I will consider adding University tech teams to these nations if there is a feasible one for the country during the game’s time frame. These will be added later on, however.

My plan with regards to all the Universities is to eventually add the following Educational techs (provided I can find a nice place on the Tech tree to put them):

  1. Modern Humanities Curricula (History, Philosophy, Religion, The Arts, Linguistics)
  2. Modern Social Science Curricula (Sociology, Economics, Geography, Psychology, Law)
  3. Modern Natural Sciences Curricula (Physics, Chemistry, Earth Sciences, Meteorology, Astrology)
  4. Modern Life Sciences Curricula (Anatomy, toxicology, Evolutionary Biology, botany, Genetics )
  5. Modern Formal Sciences Curricula (Mathematics, Logic, Statistics, Game Theory, Computer Science)
  6. Modern Applied Sciences Curricula (Agricultural Engineering, Industrial Engineering, Chemical Engineering, Civil Engineering, Health Care)

These would be followed by a “Cold War Universities” Tech, representing the sort of military-industrial-academic complex that arose during the Cold War.

That'll do it for me tonight. Tomorrow I'll try my hand at redoing some events and post an alpha up for you all on Wednesday.
 
Good to see this mod back in life.

Regarding costs: I think it should be very expensive. Minors shouldn't be able to ship anything in the space except after many years of sacrifices. For instance, Italy (which is not properly a minor ingame), launched its first space rocket only yesterday with the support of the European Space Agency (that provided the launch site).
 
Quick AAR on the work accomplished in the past two days

  1. 15 new Secret Weapons Space Race techs added plus an event to unlock them
  2. 12 new tech components added to the game
  3. Around 100 tech teams added. The various Communist versions of countries get their own duplicate version of the normal country tag’s space tech team. The teams are fully compatible with the latest patch and do not overwrite any of the new tech teams added in the patch.
  4. Scores of tech teams revised to add the new tech components. For example, Alan Turing now has the computers component and Mao has the low intensity warfare component (he essentially wrote the book on that, after all). Additionally, all Universities now have the Social Sciences component.
  5. Revolt Text edited to allow the release of the Trucial States(modern United Arab Emirates) and Qatar.

Goals for the rest of the Week

Tuesday
  1. Create a Space Race Event file and add it to events.txt
  2. Create decisions for unlocking each valid country’s Space tech team(s).
  3. If time permits, add decision/events for the USSR to unlock the Space Tech teams of its European puppets.
  4. If time permits, add a decision for launching your first artificial satellite.
  5. Edit the event_text file to add text for added events.

Wednesday
  1. Release Alpha 0.1 of the mod
  2. Listen to your general feedback and go from there.


Stuff that would help me out a lot
  1. For testing purposes, it’d be ideal to create a scenario set in 1957 or so. However, that’s an awful lot of work. Does anyone know of a Cold War era scenario that could be used “sans events” as the basis for a testing scenario for the mod? Barring that, will someone help make one?
  2. Does anyone know how to edit AI files, and would be willing to help with that? I want to make sure that certain AI countries will actually research these techs.
  3. Can someone help with the creation of some sort of Space Race specific Victory Screen (which wouldn’t include any alliances). My goal is to get this mod implemented in the base game and maybe convince Martin to add a code that will allow me to fire off the victory screen once you’ve made it to the moon (as a “minor” country) or to Mars as one of the big 3 Space powers (USA, GER, USSR).
  4. Is anyone willing to help with additional tech team and event pictures as needed?
 
First off, I want to say thanks to all of you who’ve wished me well on this endeavor.

Good to see this mod back in life.
Regarding costs: I think it should be very expensive. Minors shouldn't be able to ship anything in the space except after many years of sacrifices. For instance, Italy (which is not properly a minor ingame), launched its first space rocket only yesterday with the support of the European Space Agency (that provided the launch site).

I get your point, but my plan is that an AI controlled Italy will not attempt to launch its own Satellite in game. I want to edit the AI files so that only GER and the nations that launched a satellite on their own prior to 1980 (Soviet Union, USA, France, Japan, China, the United Kingdom, and India) will research any of the techs, and only GER, the USSR, and the USA AIs will try for the more advanced techs. However, I want the player to be able to try for these techs and launch their own satellites regardless of which country they play.

So, would 100 money be too little for launching your first Satellite? I’d imagine 1000 would be far too much. Perhaps some value in between would be best? Does anyone else have any thoughts on this?
 
I get your point, but my plan is that an AI controlled Italy will not attempt to launch its own Satellite in game. I want to edit the AI files so that only GER and the nations that launched a satellite on their own prior to 1980 (Soviet Union, USA, France, Japan, China, the United Kingdom, and India) will research any of the techs, and only GER, the USSR, and the USA AIs will try for the more advanced techs. However, I want the player to be able to try for these techs and launch their own satellites regardless of which country they play.

So, would 100 money be too little for launching your first Satellite? I’d imagine 1000 would be far too much. Perhaps some value in between would be best? Does anyone else have any thoughts on this?

Maybe the best solution is that "basic" space techs should give some general benefits, while advanced techs are meaningful only for those countries that wish to launch something. So the "minors" AI will research the basic space techs to have those benefits, while the human player can decide to go further.

About costs you proposed: it depends on how hard is researching those techs, if you believe it's already quite hard, it's ok that launching costs less than 1000.
 
Maybe the best solution is that "basic" space techs should give some general benefits, while advanced techs are meaningful only for those countries that wish to launch something. So the "minors" AI will research the basic space techs to have those benefits, while the human player can decide to go further.

About costs you proposed: it depends on how hard is researching those techs, if you believe it's already quite hard, it's ok that launching costs less than 1000.

Well, starting a space program (which gives a research bonus and unlocks unique Space Race techs for the 90 or so countries that get them) costs 1000. Its not exactly a prerequisite for launching artificial satellites, you could get icbms and the satellites tech without unlocking those teams. The teams make things significantly easier, however. Since starting the program itself is so expensive, I'm thinking I'll cut countries a bit of a break when it comes time to actually launch a satellite.

Keep in mind that almost every tech component for every space tech is at a difficulty of 20, so even researching the tech will be a difficult endeavor.
 
Well my plans for taking Valentine's day off have been abandoned. I coded 60+ events this evening for crating a Space Agency. Now I'm working on events for the USSR to help its puppets set up their space agencies. I'm only focusing on the European people's republic tags and Mongolia for this.
 
Okay events for every eliible country to start a space program are up. Its pretty dangerous if the USSR takes too much of Europe now, because they gain a research bonus for each of their puppets with a space related tech team.
For some reason Socialist Hungary, the Netherlands, belgium, denmak and sweden don't seem to get any tech teams, at least in the 33 scenaio,
 
I hope, that after you successfully test your interesting mod ( and create stable version ), that you will allow your mod to be implemented into kaiserreich....
 
One small step for Hearts of Iron, one giant leap for Science Victories.


Let me just say how awesome it is that this mod is back.
Can't wait to go to Space...

Which reminds me: Anyone remember Call to Power, where you could breed an Alien to win the game? Totally sweet. Even better than the Alpha Centauri mission in CIV. They made you find a wormhole, send a probe, then slowly construct your laboratory...all the while building cities in space. I was so bummed that it wasn't in the sequel, but to be honest, the rest of the game was never that great anyway.
 
NWO 2 has been released and it seems to work well, it starts in 1946.... :D

Will this mod also improve the computer techs being as they will be needed for the space programme??
 
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Well, starting a space program (which gives a research bonus and unlocks unique Space Race techs for the 90 or so countries that get them) costs 1000. Its not exactly a prerequisite for launching artificial satellites, you could get icbms and the satellites tech without unlocking those teams. The teams make things significantly easier, however. Since starting the program itself is so expensive, I'm thinking I'll cut countries a bit of a break when it comes time to actually launch a satellite.

Keep in mind that almost every tech component for every space tech is at a difficulty of 20, so even researching the tech will be a difficult endeavor.

The whole thing sounds quite hard, but that's ok since sending a can of fuel to the moon shouldn't come for free.

What about releasing a pre-alfa/buggy/shitty and so on version? Just to take a closer look and, not lesser important, you won't risk to lose a lot of made stuff.
 
NWO 2 has been released and it seems to work well, it starts in 1946.... :D

Will this mod also improve the computer techs being as they will be needed for the space programme??
That's my intention.