Playing with the latest beta:
-55% risk, 125% bonus outcome
result: a limited-time 10% bonus on Industry research
-55% risk, 125% bonus outcome
result: a limited-time 10% bonus on Industry research
- 3
Playing with the latest beta:
-55% risk, 125% bonus outcome
result: a limited-time 10% bonus on Industry research![]()
I'm playing last beta and running tests many times with bluepring stealing. Most of the time I'm recieving some trash like BB-CV conversion hull, -10% to ASW deep charges, -10% to support arty etc.Playing 1.9.0? Known issue. Beta 1.9.1 is giving it a better chance of something useful.
As said, latest betaPlaying 1.9.0? Known issue. Beta 1.9.1 is giving it a better chance of something useful.
Disagree. You can get useful things.
Do it in a branch where you are already good with research. Bonuses matter more if research time is long. And it is long if things are ahead of time. So try to steal where you have already everthing that is in time.
The best way to do it, is to spy on a country that is ahead with its research in a particular field. So spy on Japan, or the UK for example, to get a chance of the best naval blueprints.
Playing with the latest beta:
-55% risk, 125% bonus outcome
result: a limited-time 10% bonus on Industry research![]()
I don't know any during the war, but the Germans managed to acquire plans for the A1EA independent tank in 1933Does Stealing Blueprints even have any real world example during WW2? None that I can think of.
I don't have LaR so not sure how tech stealing is supposed to work. Is the problem that the operation is not described as it is defined in common/operations/00_operations.txt? Or are some of the effects not working as described in documentation/effects_documentation.txt:I was reading documentation files the other day and I was fairly sure I encountered something (in supplemetary description text) that hinted to hard-coded things in BP stealing. Unfortunately, my search history for that is gone and I'm unable to retrieve that particular bit even for myself now.
@mikwarleo In general, my experience is the same as yours.
We can only hope that maybe @bitmode will eventually look into that.
documentation said:### steal_random_tech_bonus
* Supported Scopes: COUNTRY
* Supported Targets: none
```
adds a random limited use tech bonus from country of categories that is it ahead in compared to you.
it must have atleast one category or folder. But it can contain any number of them in any combination
Note: if a country does not have a tech to be stolen a random tech bonus will be applied based on base_bonus
Example: steal_random_tech_bonus = {
category = air_equipment
folder = naval_folder
ahead_reduction = ???
bonus = ???
base_bonus = 0.05
instant = yes # instant unlock instead of bonus
dynamic = yes # swaps bonus types from instant to category dependig on type as well as uses weights on tech progress
name = ???
target = ???
uses = 1
}
I just went through 00_operations.txt, and the listed possible outcomes for tech stealing all look pretty similar. There is only one standard outcome for stealing industry techs, and it's defined like this:I don't have LaR so not sure how tech stealing is supposed to work. Is the problem that the operation is not described as it is defined in common/operations/00_operations.txt? Or are some of the effects not working as described in documentation/effects_documentation.txt:
Rinse and repeat for the other operations. The only places I could spot any deviations from that pattern were that the folders change for army/navy/airforce (obviously), and a bonus result has an ahead-of-time reduction as well: 67% chance for a 1 year reduction and 33% chance for 2 years.00_operations.txt said:outcome_execute = {
ROOT = {
steal_random_tech_bonus = {
folder = electronics_folder
folder = industry_folder
bonus = 3.0
name = operation_steal_tech_civilian
target = FROM
dynamic = yes
instant = yes
uses = 1
}
remove_operation_token = {
tag = FROM
token = token_civilian
}
}
}
Ah, that's just the default value of theSo if a steal blueprints operation is giving only a 10% bonus, that is not coming from the definitions in 00_operations.txt. There's either a second set of definitions somewhere or something's hard-coded.
base_bonus attribute mentioned in the quoted documentation:None of the operations seem to override this default.Note: if a country does not have a tech to be stolen a random tech bonus will be applied based on base_bonus
steal_random_tech_bonus is bonus = 0.5So if a steal blueprints operation is giving only a 10% bonus, that is not coming from the definitions in 00_operations.txt. There's either a second set of definitions somewhere or something's hard-coded.
Could the operation sometimes be stealing a bonus that the other country has rather than a tech that they have? 10% sounds like the benefit of a faction research sharing agreement, for example.