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Specialist290

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Feb 25, 2006
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I'm a relative newbie to Darkest Hour (although I do have some fond memories of HoI2 from years ago), and I just wanted to get some advice on getting the most bang for my buck with research.

As a rule of thumb, when given the option between tech team with a higher overall skill level but no matching research specialties vs. a lower level tech team that does have a match, what's the best way to decide? Is there a "break-even" point where one or the other is clearly better?
 
Just in case there are still new players: the numbers on the HOI2 wiki differ a lot from Darkest Hour Full v1.05.1.

Team skill 9 needs 34 days for a lvl2 module, and 100 days for a lvl10 module.

1 skill level higher/lower makes like 5-10% difference.

Ahead of time penalty is like x4 for 1 year, and x11 for 2 years (hoi2: x1.5 and x1.9).

Ahead of time penalty seems to be capped around x11, as 2 and 3 years ahead of time gave almost the same penalty.

Matching skills seems to half the duration, as in HOI2.

(Had a table with measurements, but forum does not allow me to paste it or to write it in fixed-font, so I can't post it.)
 
Specialty, the more the merrier. Then skill. But if you have two teams with equal matches, but different skill levels, take the one with the higher skill

a tech with no matches, but a blueprint, take the higher skill.
 
Just in case there are still new players: the numbers on the HOI2 wiki differ a lot from Darkest Hour Full v1.05.1.

Team skill 9 needs 34 days for a lvl2 module, and 100 days for a lvl10 module.

1 skill level higher/lower makes like 5-10% difference.

Ahead of time penalty is like x4 for 1 year, and x11 for 2 years (hoi2: x1.5 and x1.9).

Ahead of time penalty seems to be capped around x11, as 2 and 3 years ahead of time gave almost the same penalty.

Matching skills seems to half the duration, as in HOI2.

(Had a table with measurements, but forum does not allow me to paste it or to write it in fixed-font, so I can't post it.)
You could attach the file when editing your post.
 
Just in case there are still new players: the numbers on the HOI2 wiki differ a lot from Darkest Hour Full v1.05.1.
Not sure about that.
But it is a complex calculation.

I do use the numbers from the link above, here listed for a better overview:
Research time (in days) with matching skill level (i.e. a skill level 5 team researches a part of a technology with difficulty 5) And WITHOUT matching field of expertise.

Lvl 3: 37
Lvl 4: 40
Lvl 5: 42
Lvl 6: 44
Lvl 7: 46
Lvl 8: 47
Lvl 9: 49
Lvl10: 50

This base time is modified by the difference between difficulty and skill level (=skill level-difficulty) as follows in cumulative days (so -3 would be an effective +12); (I’m pretty sure there is a formula behind it with some integers, so there are rounding errors when giving full days, but as already mentioned it should suffice for planning research):

-7: +9
-6: +8
-5: +7
-4: +6
-3: +5
-2: +4
-1: +3
0: 0
+1: -3
+2: -3
+3: -2
+4: -2
+5: -2
+6: -2
To read the above list correctly, if you research a level 7 tech with a level 4 team, you need to add +3+4+5=12 days (not only +5) to the base times.

Then you shouldn't forget how good your general research ability is, in the following example it is only 51%, so any research field which would take 40 days (at 100%) really needs 40/0.51=79 days.
tech-overview.png

If the researched tech is old you need to apply the "Post-Historical Date Mod" or if its given year is in the future the "Pre-Historical Date Mod", both defined and listed in ..\Darkest Hour\Mods\Darkest Hour Full\db\misc.txt (if you play another mod, replace Darkest Hour Full approbiatly):

Code:
research = {
# Blueprint Bonus
    2.0
# Pre-Historical Date Mod (value * days prior to historical date. Lower limit for the total is -0.9. )
    -0.0022
# Post-Historical Date Mod ( 1 + value * days post historical year). The Highest possible value is equal to Blueprint Bonus. Doesn't apply to Nuclear and Rocketry researches
    0.000925 #0.0 #full bonus after 3 years post historical
# Money cost for each skill-level
    0.025
Here we also have the defined Blueprint Bonus (which is applied to the research time as divisor, same with pre- and post-historical mod).
For tech fields matched by the fields of expertise of the tech team research time is halfed.

The exact calculation isn't known as far as I know. Probably there is also a lot of rounding involved, perhaps even every single calculation is rounded up. Usually my results are a bit off but close enough to get an impression how wise it would be to research that shiny new tech 1 year prior (might take 13 month) or better that old tech from 10 years ago with a blueprint (within 36 days)...
 

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I did the measurements with Germany 1936 scenario, selecting teams that did not have matching skills, and measured the % progress after 30 days, which I then extrapolated to the number of days to complete the module. This resulted in the the following table:
For ahead of time penalty:

Edit - forget it. All attempts to provide any data proving my figures are refused as spam.

Edit2. Does anybody know a different forum that allows sharing numbers and discussing them? I'm not going to mess with attachments.
 
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This resulted in the the following table:
For ahead of time penalty:

Edit - forget it. All attempts to provide any data proving my figures are refused as spam.
A workaround might be posting a screenshot of the table.

Perhaps I'll also calculate a bit around, not enough data yet but 2 things I noticed:
# whenever a module is finished, the rest of research is truncated, eg. most modules are in 20% steps, so if you have 19.9% tech advancement, the next tick will be 20% and not 22.4% or whatever (might have been even suggested in the old wiki but I had forgotten it)
# not sure yet but I think the days for the "Post-Historical Date Mod" are differently counted than I initially thought, might be that eg 1938 tech is only post-tech from on 1st Jan 39 (I had assumed the daycount starts from on 1st Jan 1938).

So far I have mixed results: Some tech advances as calculations would show, others seem a bit too far off. But, as I said, not enough data and time yet and I might have made mistakes.
 
@Altruist Yes, the wiki mentions that research on the next module is only started at the start of the next day, so you may lose up to 0.999 days on research time per module.

I haven't tested anything on post-historical techs, so I have no idea.

Regarding the exact figures, I also got the impression there is some funny rounding involved here and there, or perhaps the daily progress is modified with some random noise.
 
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