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I've listed everything we can build at this point. Financial centers give extra cash, but we'll be rolling in money for the first few decades anyway... our population is way higher than our ability to spend money, at this early point in the game.

Two years from now, when Trans-Newtonian Tech pops, we will gain the ability to gradually convert our 20th-century Conventional Industry (CI) to Trans-Newtonian Industry of various sorts. This is a MAJOR step forward.

Each Conventional Industry generates one point each of factory production, mining production and fuel refining. When converted to TN Industry, it must specialize in only one field (so each Industry now generates only one type of output instead of all three) but it produces TEN points of output instead of 1/1/1. Further techs boost that ten-to-one figure, eventually (much later in the game) reaching sixty-to-one.

The specialized TN Industry falls into five categories (instead of just factory / mines / refining): factories, mines, refining, fighter factories and ordinance (missile) factories. Typically, I would start with a massive conversion from CI => TN Factories, which will speed up all the subsequent mine / refinery / etc conversions (which rely on factories for their conversion). That's why I want to build up a mineral stockpile while researching the needed techs... for a while, we will be using minerals faster than we are mining them, because I intend to prioritize TN Factories over TN Mines.

EDIT: We have built up a surplus of a few thousand minerals, and I've added two new Academies to the build queue. This will be our only build until TN tech pops. It will triple the rate at which we gain new Scientists (and other leaders, of which we already have plenty). Hopefully we will have weapons scientists by the time we need some.
The academies put us up to level 3, right? I forgot how high each world can go?

Also, can we get a view of the armed forces? Do we plan on upgrading them or disbanding them?

I also believe that financial center cost a lot Corundium to make and it seems we are low on corundium.
 
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Disbanding? What kind of German are you? Units never disband. They either die for the Emperor or serve him for eternity. :mad:


:p
I can't remember if disbanding units make cadet units that we train other new units faster with or if you upgrade them. It's been some time since I last played.
 
At the moment, only the Minister of Industry and Minister of Science have anything to advise on... it will be several years before we've built enough Labs to research spaceflight techs... so even survey (let alone colonization) is on hold until then.

The two new Academies raise us to three in total, yes. Not sure if any limit exists. I've never reached one, anyway.

The Armed Forces consist of a few dozen Conventional Infantry and Armor Divisions... all of them worthless in combat against aliens, and all of them too big to carry in any spaceship of reasonable size. I will be reducing them all to cadre, to speed up the building of modern forces that will actually be useful (much smaller, so they will fit in a spaceship, and much higher tech).
 
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Trans-Newtonian Tech has popped, somewhat earlier than predicted because our scientist leveled up.

We now have twenty new options for construction... most importantly, the option to upgrade our obsolescent 20th-century industry to TN industry. Our current build of those two Academies is three-quarters finished, so I'll let it complete and add orders to convert 300 CI => 300 TN Industry (out of our starting total of 2700 CI).

Some of our minerals are already going down... Sorium in particular... but this is a trivial problem at this stage of the game. Sorium is used to make rocket fuel, life-support systems and tractor beams, and we have no tech to build spaceships anyway.

Research has shifted to the first +20% Factory Efficiency tech, with the first +20% Research Efficiency tech planned.
 
Count Albrech von Wurttemberg is ready to serve in his Majesty Blue Emu's army.
 
Welcome aboard. Since we'll be doing nothing but researching and converting industry for the next several years, I won't actually be adding characters until we can use them... characters get older as time passes in this game, and it would be frustrating to reach retirement age and retire just as we are about to launch our first space-ship.

Cabinet positions are open (although only the Industry and Science Ministers would have anything to comment on), as are scientist positions (only our Construction/Production scientist is currently employed, researching +20% industrial efficiency) and the six Naval Staff positions (but we won't have a Navy for decades).
 
Now three years since game-start. Our decision to start by building Academies has payed off in the sense that we have already gained three new scientists... unfortunately, none of them has any expertise in weapons development. We have lots of time, though.

The +20% industry tech is done, and the +20% research tech is now under way.
 
I guess I will take Science Minister if no else wants it.
 
I guess I will take Science Minister if no else wants it.
I don't have enough experience with the game so I am content with being a mere army officer.
 
I don't have enough experience with the game so I am content with being a mere army officer.
Army officers really don't do a lot in my experience.
 
I guess I will take Science Minister if no else wants it.
Certainly, Minister.

So far, we have researched Trans-Newtonian Technology (the turn-key tech that opens our space-age options), then the first +20% factory efficiency tech. We are now researching the first +20% research efficiency tech, with the first +20% mining efficiency tech queued up.

Our current research strategy should be obvious... we have been ignoring applications techs (ship's power systems, engines, sensors, weapons, colonization techs, etc) in favor of methodically establishing a strong base of mines, industry and research. This expanded capability should serve us well throughout the entire game.

As an example of the progress already made, our industrial strength has already risen from 2700 points (on January 1st 1919) to 7452 points (on August 11th 1922). Excellent progress, in less than four years.

One might think that I shouldn't be researching the +Research tech when we only have 7 Labs to apply it to... but it's a percentage tech, so it reduces the time needed to study new technology by 20% regardless of how long or short that time period is... and arguably it makes MORE difference at this point, when our research is slow and awkward.
 
What traits and stats does my char have?
 
July 1923. Four and a half years into the game. Our Industrial strength is up to 11,040 points and our Mining strength up to 3,450 points... both started at 2,700 points.

Minister Hyme: do you have any preferences on what we should research after the first +20% Mining tech completes? We really don't need the techs that boost money yet (we are at +381 megabucks per 5-day cycle).

Possibilities include another iteration of the +20% Industry or Mining techs (twice as expensive in research as the first one, though), or a tech that allows us to start amassing modern ground units, or one of the many techs needed for spaceflight (we'll need at least a dozen), or a sensor tech to allow us to watch out for aliens entering the Sol system (although we could do absolutely nothing about it anyway).

I suggest at least one Army tech (such as Garrison battalions or Mobile Infantry battalions) to allow us to start building a modern Army, then a few of the many required spaceflight techs. Meanwhile, our factories can continue expanding our industrial and resource base.
 
What traits and stats does my char have?
There's no in-game position for cabinet ministers... it's a meta-game position. I can name one of the bureaucrats after you... what sort of characteristics did you want?
 
With our industry up to 14,628 and our mining up to 4,968 (both from a 2,700 start) we have completed our first new research lab!

With the vast (+400%) increase in productive capacity, our mineral stockpiles are now dropping like a stone... so production will now shift to converting CI => TN Mines.
 
No idea what this is, but I like it. I lack the experience to give suggestions, but feel free to name a NPC Ludwig von Hohlenberg.
 
Will do. I won't actually be placing the PCs and assigning them duties until we are closer to achieving spaceflight... no sense seeing you retire or die of old age before the space-age begins.

Having said that... we have completed the first planned spaceflight tech (Boat Bay, which gives us somewhere to dock small spacecraft) and are working on the second (the first and most primitive power tech, the prerequisite for Nuclear Thermal Propulsion).

I'll stop to pick up a tech that lets us build some Army units... might as well start stockpiling them for later... then continue with the early spaceflight techs.

EDIT: August 1925. We have researched modern Garrison army units and have the first one under construction. Now researching Nuclear Thermal Engine technology.
 
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I know it doesn't have an impact gameplay wise, but how would you say the world has reacted to the German Empire discovering TN elements and such? Also, RP wise, how has the German Empire established control over the rest of the Earth (since we are controlling all 1.8 billion)?
 
There's no in-game position for cabinet ministers... it's a meta-game position. I can name one of the bureaucrats after you... what sort of characteristics did you want?
Ok, I will wait for an in game position then.