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billcorr

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What are "ship modules"?

Integrated designers gives +20% research boost for "ship modules"

1679133411834.png


Thanks!
 
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Guns, torpedo techs, armor, fire control(in a different folder so it might not count for the bonus but they are modules by definition), snorkels, basically anything that you put on a ship design.
 
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Herennius

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Guns, torpedo techs, armor, fire control(in a different folder so it might not count for the bonus but they are modules by definition), snorkels, basically anything that you put on a ship design.
To a large extend yes, though the game has still (even after the 40%-bonus-to-some-items bug has been fixed) oddities in regard to what gets the discount and what not. A detailed info on the current situation, my proposal how the bonus could be granted (or not granted) to various items in a more stringent way and some discussion around "where to draw the lines" can be found here:

 
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Hoi Neuling

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Yeah, Ship Modules are very important to Upgrade your existing Ships with new Weapons, Technology, Armours as well as special Qualifiquations (Shooting / Damage Controll). The last one are not Moduls, but very important too to make your Crew better. They are the costly ones (Training and Qualifiquations), but make your Ships more effective in Combat.

All Ships (don´t make a difference they are Freighters, Passenger Ships or Warships) are build up with Moduls. That´s the Engine, the Hull, the Decks etc. The best Way to understand that is to watch an Dokumentation from an Ship-Buildup with the Planing to the final Buildup.
 

Herennius

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Yeah, Ship Modules are very important to Upgrade your existing Ships with new Weapons, Technology, Armours as well as special Qualifiquations (Shooting / Damage Controll). The last one are not Moduls, but very important too to make your Crew better. They are the costly ones (Training and Qualifiquations), but make your Ships more effective in Combat.

All Ships (don´t make a difference they are Freighters, Passenger Ships or Warships) are build up with Moduls. That´s the Engine, the Hull, the Decks etc. The best Way to understand that is to watch an Dokumentation from an Ship-Buildup with the Planing to the final Buildup.
I concede that there are different possible ways to draw a "realistic" line what betweens "modules" and "non-modules" for the spirit, but at least I cannot see a clear and intuitive pattern within the current implementation for all techs. I can e.g. both live with including or excluding e.g. aspects of "crew training", but I just fail, when I should argue why some ammunition improvements are boosted by the designer and others not. Or why the tech giving the basic module for mine-laying for ships isn't getting the bonus, while it is applied for submarine-related mining installations.
 
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What are "ship modules"?

Integrated designers gives +20% research boost for "ship modules"

View attachment 958317

Thanks!
They’re a feature unlocked by the Man the Guns dlc. Instead of researching ship classes you research hulls and modules (weapons, engines, electronics, etc). You use the ship designer UI (accessed through the equipment production UI) to fill slots in researches hulls with researched modules in order to create your own ship classes.
 
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billcorr

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Vision: Provide at-a-glance information to the player.

Perhaps in a future edition, the technologies affected by "Integrated Designers", will get a special thick yellow gold border:

1679335845454.png
 
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billcorr

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nstead of researching ship classes you research hulls and modules (weapons, engines, electronics, etc). You use the ship designer UI (accessed through the equipment production UI) to fill slots in researches hulls with researched modules in order to create your own ship classes.

Thanks!
 
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I went digging to see what greater precision I could offer to the topic. The entry for the spirit in the files, is...
Code:
        integrated_designers_spirit = {
            ledger = navy
            visible = { has_dlc = "Man the Guns" }
            research_bonus = {
                ship_modules_tech = 0.20
            }
            ai_will_do = {
                factor = 1
                modifier = {
                    factor = 0
                    NOT = { has_dlc = "No Step Back" }
                }

Which seems to just give a 20% research bonus to the ship_modules_tech category. If we go into the technologies folder and open up MTG_naval_Support, this is the first entry for that folder, the basic guns tech.
Code:
    basic_battery = {

        research_cost = 1

        start_year = 1922

        path = {
            leads_to_tech = basic_light_battery
            research_cost_coeff = 1
        }
        on_research_complete = {
            custom_effect_tooltip = light_battery_advice_tt
            custom_effect_tooltip = medium_battery_advice_tt
            custom_effect_tooltip = heavy_battery_advice_tt
            custom_effect_tooltip = secondary_battery_advice_tt
        }

        path = {
            leads_to_tech = basic_medium_battery
            research_cost_coeff = 1
        }

        path = {
            leads_to_tech = basic_heavy_battery
            research_cost_coeff = 1
        }

        enable_equipment_modules = {
            ship_light_battery_1
            ship_medium_battery_1
            ship_light_medium_battery_1
            ship_heavy_battery_1
            ship_secondaries_1
        }



        folder = {
            name = mtgnavalsupportfolder
            position = { x = 0 y = 1 }
        }

        ai_will_do = {
            factor = 1
            modifier = {
                OR = {
                    has_tech = early_ship_hull_light
                    has_tech = early_ship_hull_cruiser
                    has_tech = early_ship_hull_heavy
                }
                factor = 500
            }
        }

        categories = {
            naval_equipment
            ship_modules_tech
            cat_ship_light_battery
            cat_ship_medium_battery
            cat_ship_heavy_battery
        }
    }

We can see that down near the very bottom, that tech has "categories = { ship_modules_tech }. I liken this to the same way that doctrines and other research upgrades can provide bonuses to a 'group' of battalions/companies, like special forces or front line.

The MTG naval support page
Basic BatteryBasic Light BatteryBasic Light ShellImproved Light BatteryImproved Light ShellAdvanced Light Battery
Basic Medium BatteryImproved Medium BatteryAdvanced Light Battery
Basic Heavy BatteryImproved Heavy BatteryAdvanced Heavy Battery
Basic DP Light BatteryImproved DP Light BatteryAdvanced DP Light BatteryBasic DP Medium Battery
Basic TorpedoImproved Ship Torpedo LauncherAdvanced Ship Torpedo LauncherModern Ship Torpedo LauncherMagnetic DetonatorsHoming TorpedoElectric Torpedo
Damage Control 1Damage Control 2Damage Control 3Fire Control Methods 1Fire Control Methods 2Fire Control Methods 3
Submarine MinelayingImproved Submarine Minelaying

MTG naval page
Smoke Generator
Basic Depth ChargeImproved Depth ChargeAdvanced Depth ChargeModern Depth Charge
SonarImproved SonarImproved Airplane Lanucher
Basic Cruiser Armour SchemeBasic Heavy Armour SchemeImproved Heavy Armour Scheme
SnorkelImproved Snorkel

The non MTG naval pages don't seem to have that tag at all. Which also makes sense, since you need MTG to be able to pick the spirit to begin with.

I noticed that someone else had linked to a post that already contained a lot of the sort of information that I provided here... but I'm not going to delete this now, lol.
 
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Eruth

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Ah, I’d thought that the spirit reduced the design cost to add modules, because I forgot how to read. As a modder it’s quite annoying that the game doesn’t tell you a techs categories anywhere and the only way to check which categories a tech belongs to is to look at the script.