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kaguravitro

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I wanna know how the techs are managed dealing with a new country. For example, u02 is out and become IND.
Well the new country how manage wich tech should be developed. Does it read the wished tech from ai file up to the actual year?

im thinking in a long term scenario using the extended coldwar techtree as nwo2 or TGC
Becose for example suppos we have the india case. I wish india have the actual level (frmo moment the gets IND and tag come into play) of tech in infantery for example, i dont want the have selfpropelent artillery (and i dont reserch it) but i wana it dosent have radar techs but the could develope this. Can be this setted by ai settings or theres any tricky way to manage it by events?

thabks for support?
 

novapaddy

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I expect any new country will use the default.ai or the minor_default.ai.

But you could set up an event that triggers when the country starts to exist:

trigger = {
exist = country
}

and then have a country.ai file ready and call it in the same event.

command = { type = ai which = "switch/country.ai" }

There is also the inherit command;

type = inherit which = [tag] when = 0(default)/1/2/3 value = 1/0(default) # This country inherits country Tag, [-1] for random. Value = 1 : country will receive all units and production queue too.
when = 0 (default) - old behavior (no player controlled country can be annexed by this command)
when = 1 - Host could not be annexed in MP or SP games (in SP games this is effectively the same setting as when = 0)
when = 2 - Host could not be annexed in MP games only (to avoid game stop for all other clients)
when = 3 - Any player controlled country can be annexed
 

kaguravitro

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im talking about tech actived in a "new" country, no about the way to generate nor the ai embebed by this one.

dont mess the thnigs
 

kaguravitro

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sory i dont want to sound rude.

when a country become free from revolts, or by event. For example it appears in 1940. how the techs are handled. i saw you can set in misc file to restric secret, this

# On new country release - allow known techs with rocketry component to be given to the new country: 0 - No, 1 - Yes
0 #0
# On new country release - allow known techs with nuclear_physics component to be given to the new country: 0 - No, 1 - Yes
0 #0
# On new country release - allow known techs with nuclear_engineering component to be given to the new country: 0 - No, 1 - Yes
0 #0
# On new country release - allow known secret techs to be given to the new country: 0 - No, 1 - Yes
0 #0

so other technologies to the date will be developed just to 1939? For example inf39 tech
Or the ai reserch settings are read to set only that techs should be developed?
For example there are countries we dont want have developed for example cas aircraft, just a simple example. Is this posible? Or there is a way to make this by some commnad from event ( exist deactive but i didnt see nothing as lose tech so i think its no posible revert developed techs)
 

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A newly-released nation will have the same techs as the country that released it. So, for example, when Nationalist Spain revolts from Republican Spain, it has all the techs that Republican Spain had. Likewise, when you release a puppet from occupied territory, the new country has all the same techs that your country does.

You can set AI tech priorities in the ai file using the 'technology' section. You can set specific end goal technologies that the AI tries to get to, preferred technologies that it will try to prioritize when available and ignored technologies that it will never research. You can also give each tab of the tech tree its own priority relative to others as well. Once you create an AI file that ignores and prioritizes the technologies you want, you can set nations to use that AI profile by event.
 
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kaguravitro

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Thanks Slavic. I had understand how ai handle techs, but I didn't found a tread saying hire realised countries get their developed techs when get free.

That's a problem with British colonies that become free when they are coup by partisan couldn't have asymmetrical land doctrine, just for giving one example.

puppet colonies instead of british or french soil would be a way to solve doctrines in afrika. reduce the problem for only a coup as pakistan and minor countries that dont have greatest problems.
I hope there will be more tags aviable in next patch becose would be complex to solve with actual number of tags.
 
Last edited:

kaguravitro

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deactivate command?
 

kaguravitro

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great data. thanks slavick
 

MartinBG

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Yes, but you also need to manually remove the bonuses given by deactivated techs as well.

Note that this is not required for all effects/bonuses as most of those support reverting. In DH we added support for any commands we found not working (there are couple such fixes for the next patch too). If you know any commands that are still not revert-able, please report them as bugs.
 
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Martin, the deactive command is the sentence employed to get red techs in techtree? Is posible to enforce the use of one determinated line in techtree doctrine (like manpower bli....) disabeling the non desired techs by event with desactive in a previus year for example?

Another question related to other theme, if by event i asign the same province as core / type = core = id) and it as far i know can be national province of more than one country, but if a province i setted as core of many countries can it generate any known problem (revoltrisk or partinsan issue)?
 

kaguravitro

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Thanks mylord martin, noe i solved a big part of revolt ptoblem i had, just need twick.