• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Here goes nothing

OK, I have read some of the stuff on Harvard's site... didn't understand it all, but hopefully that will come with time. I didn't see if any one had said that they were going to undertake a major overhaul of the naval side, but I will stand up and say that I will do my best. Right now I am trying to flesh out the ideas in order to figure out what coding I am actuall going to have to do, and what I can "borrow" from stuff that is already in the game. I am planning on coming up with an extensive number of new models that should allow the modelling of many of the minor navies in greater detail and rewrite the tech tree so that it is a little more intuitive (at least to me anyway :D )

My basic premise of the tech tree is to look at what are the differences between different groups of warships (treaty vs wartime designs) and try and recreate those developments rather than abstract items to be fill out. I am making a lot of work for myself, but am looking forward to the results. As soon I as have something substantial, I'll let y'all look at it to give me feedback. I am more than willing to let the people trying to figure out carrier warfare keep that. I tend to be more of a surface warfare guy anyway. But I will try and incorperate it into the work that I am doing. MDow
 
New Models

I have finished typing in new stats for Battleships and Cruisers. I have yet to test them, but here are the highlights of what I have worked out so far.

Battleships
0- Pre-Dreadnaught Battleship (Deutchland)
1- Dreadnaught (Arkansas)
2- Battlecruiser (Kongo)
3- Super-Dreadnaught (Queen Elizabeth)
4- Large Battlecruiser (Hood)
5- Treaty Battleship (N. Carolina)
6- Post-Treaty Battleship (Iowa)
7- Super Battleship (Yamato)

Cruisers
0- Protected Cruiser (WWI)
1- Armored Cruiser (Memphis)
2- Light Cruiser (Emden & Enterprise)
3- Treaty Light Cruiser (Brooklyn)
4- Treaty Heavy Cruiser (Northampton)
5- Pocket Battleship (Graf Spee)
6- Post-Treaty Light Cruiser (Fiji)
7- Post-Treaty Heavy Cruiser (Baltimore)
8- AA Light Cruiser (Atlanta & Dido)
9- Super Cruiser (Alaska)
10- Guided Missile Cruiser (Boston)
11- Nuclear Guided Missile Cruiser (Long Beach)

I will post the stats (or code) for each of those when I have a little more time. MDow
 
Historically there was no newer models of battleships than the dakota class of WW2, but that is not to say that there could not have been newer models.... maybe more could be included for fantasy? :)
 
Re: New Models

Originally posted by MateDow

9- Super Cruiser (Alaska)
Shouldn't Alaska/Guam be battlecruisers? If they are cruisers then so are Scharnhorst/Gneisenau. Alaska has bigger guns, less armor, and similar displacement.
 
Alaska Class Large Cruisers

Historically the Alaska class were out growths of cruiser design as opposed to battleship designs. They have the single rudder and amidships catapult that was common to cruisers designed at the beginning of the war (Baltimore class). The Scharnhorst was a closer design to the Repulse or Dunkerque in terms of arrangement and armor arrangement. MDow
 
Capital Ship Stats

Here are the stats that I have worked out for cruisers and battleships...

Model Cost Build Time Speed SeaDef SeaAttack

0 Pre-Dreadnaught 8 600 16 12 12
1 Dreadnaught 9 640 20 16 16
2 Battlecruiser 10 670 28 12 12
3 Super-Dread. 12 670 20 18 18
4 Large Battlecruiser 14 710 34 14 18
5 Treaty Battleship 16 710 28 20 20
6 Post-Treaty BB 18 750 32 20 20
7 Super Battleship 20 820 30 25 25


0 Protected Cruiser 3 250 26 2 4
1 Armored Cruiser 6 400 22 8 8
2 Light Cruiser 4 280 30 3 5
3 Treaty CL 6 325 32 4 6
4 Treaty CA 6 350 32 4 8
5 Pocket BB 7 425 28 10 10
6 Post-Treaty CL 7 340 34 6 6
7 Post-Treaty CA 8 360 34 6 8
8 AA Light Cruiser 6 300 34 4 5
9 Super Cruiser 10 500 32 12 12
10 Guided Miss. Cr. 9 340 34 6 6
11 CGN 11 480 34 7 6

The only problem with making Scharnhorst a battlecruiser is the speed issue, but to research Super Cruisers would make them too late in the war. Hopefully this answers your question. MDow
 
There are a few problems with your unit tree MateDow, and it mainly runs with the AI. The AI is only going to build the latest available model, it doesnt care what the units numbers are, so by having later models as Light Cruisers, the AI will upgrade or build that latest unit, ignoring early classes. Also in terms of game play, why have so many cruiser models? I believe that everything for this game needs to be dumbed down a bit, and that more units is not the answer. Its too difficult to incorporate into the tech tree and make it fully utilized by players or the AI. Why would you create a Pocket Battleship class?? Only 3 were ever built, all before 36' and can be modified in the OOB as I had shown in a previous post so that they can be included in the set-up.

The route I have taken is now this....

(0)Dreadnaught ms-15 sdt-1 adt-1 udt-0 sd-9 ad-1 sa-10 aa-1 ua-0 sb-4 r-6000
(1)35000 BC ms-25 sdt-1 adt-1 udt-1 sd-7 ad-1 sa-9 aa-1 ua-0 sb-4 r-8000
(2)35000 BS 14 ms-20 sdt-1 adt-1 udt-1 sd-12 ad-2 sa-12 aa-2 ua-0 sb-4 r-8000
(3)35000 BS 16 ms-18 sdt-1 adt-1 udt-1 sd-13 ad-2 sa-14 aa-2 ua-0 sb-8 r-9000
(4)45000 BS 14 ms-24 sdt-2 adt-2 udt-2 sd-16 ad-3 sa-14 aa-3 ua-1 sb-10 r-10000
(5)45000 BS 16 ms-22 sdt-2 adt-2 udt-2 sd-18 ad-3 sa-16 aa-3 ua-1 sb-10 r-10000
(6)65000 BS 16 ms-28 sdt-2 adt-2 udt-2 sd-20 ad-4 sa-18 aa-4 ua-1 sb-10 r-13000
(7)65000 16 Nuc ms-32 sdt-2 adt-2 udt-2 sd-21 ad-4 sa-21 aa-4 ua-1 sb-10 r-800000

I have eliminated the later version of the BC, since only 2 were ever built, and it was shown that a heavy gunned, low armoured Battleship was not worth building, since the later classes of Battleships were fast enough to escort the fleet carriers.


CA
(0)Light ms-25 sdt-1 adt-1 udt-6 sd-3 ad-1 sa-3 aa-1 ua-2 sb-0 r-6000
(1)8000 ms-24 sdt-1 adt-1 udt-2 sd-5 ad-2 sa-4 aa-1 ua-0 sb-0 r-7000
(2)10000 ms-26 sdt-1 adt-1 udt-3 sd-6 ad-2 sa-5 aa-2 ua-1 sb-1 r-9000
(3)14000 ms-28 sdt-1 adt-1 udt-4 sd-8 ad-2 sa-6 aa-2 ua-1 sb-1 r-10000
(4)20000 ms-32 sdt-1 adt-2 udt-5 sd-10 ad-3 sa-9 aa-3 ua-2 sb-4 r-12000
(5)Nuc ms-35 sdt-2 adt-3 udt-6 sd-11 ad-4 sa-9 aa-3 ua-3 sb-4 r-800000


I do like the inclusion of the Super Dreadnaught in your BB units, but the difference between that and the 35000 ton 14 or 16 inch gunned Washington treaty battleships is not really measurable in game terms. Also since all were already built before 36', once again you can adjust these units in the OOBs. As for speeds, all my speeds are lower then the actual unit class could go, this better represents the operational range of these units. If they could steam at full speed all the time, their ranges would be about a 1/3. Also the build times for the ships are all way to low in the game, except for the USA, but should everyone get this benefit>? A tech has to be worked out that allows the US to get much better production numbers, that doesnt help everyone else.

As for the Carriers, Im waiting for LightFantastics and SemperFi to release the final version of their mod before I move onwards, wishing to see the route they have taken with CAGs.

Finally, the 36' naval OOBs have been finished in accordance with my unit stats. I just wish to wait to have a few other mods to come out before I post them.

Largus
 
Re: Alaska Class Large Cruisers

Originally posted by MateDow
Historically the Alaska class were out growths of cruiser design as opposed to battleship designs. They have the single rudder and amidships catapult that was common to cruisers designed at the beginning of the war (Baltimore class). The Scharnhorst was a closer design to the Repulse or Dunkerque in terms of arrangement and armor arrangement. MDow
The real question is which tech upgrades should they get, BB or CA? Should they require Large Naval Shipyards to build (BBs do, CAs don't)? If they were used as large cruisers that would lean towards CA for doctrine improvements at least but I think for other techs they should probably be treated as BB. Unfortunately you can't separate the two.
 
My Thoughts

Here is my thought process as I was coming up with both classes and technology...

The main reason that I have so many different classes of cruisers is the vast number of designs that were out there. I do confess that I vastly increased the number of designs, but that was more for human players than the computer AI. A real player will take advantage of things like cheaper units to get numbers and take the the effectiveness hit (see posts about the all cavalry army). Another aspect that I was trying to model was the design evolution that led to the designs that were prevelent in WW2, and allow for the fact that developing nations couldn't (or wouldn't) build the biggest best design. Sweeden was building Coast Defence Battleships (pre-dreadnaught like) through WW2. As for pocket battleships; that was mainly for historical flavor. Although there were only three of them built, a player might want to see what would have happened if more pocket battleships were built instead of full size battleships and battlecruisers. My thoughts about simplifying things are a little mixed. The type of player that is going to be using the CORE Mod. is going to be the type of player that is going to want the most detail available and the most options for changing history realisticaly. I was planning on revamping the tech tree anyway to more realisticaly model the steps that a developing nation would need to go through to build their own warships. No more Turkish battlefleets roaming the world's oceans. I will look at sorting the models by combat strength rather than time of introduction to "encourage" the AI to use heavier models when available, but still think it is a good idea to have all of the options available for human players enjoyment. MDow
 
New Naval Tech Tree (Chapter 1.5)

Here is my first attempt at writing code and a tech tree. Let me know what y'all think and inprovments that can be made. MDow


# The Naval Technology Group
#

#
#
#
#

technology = {
id = 6
category = naval
name = TECH_NAVAL_NAME #Localized name
desc = TECH_NAVAL_DESC #Localized description

level = { # Basic Naval Armament and Armour
id = 6000
name = TECH_LEVEL_NAVAL_1_NAME
desc = TECH_LEVEL_NAVAL_1_DESC

cost = 25
time = 180
neg_offset = 45
pos_offset = 90

application = { # Naval Shipbulding
id = 6001
name = TECH_APP_NAVAL_1_1_NAME
desc = TECH_APP_NAVAL_1_1_DESC

required = { }
chance = 100
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Commercial Shipbulding
id = 6002
name = TECH_APP_NAVAL_1_2_NAME
desc = TECH_APP_NAVAL_1_2_DESC

required = { }
chance = 100
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Small Naval Guns
id = 6003
name = TECH_APP_NAVAL_1_3_NAME
desc = TECH_APP_NAVAL_1_3_DESC

required = { }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Medium Naval Guns
id = 6004
name = TECH_APP_NAVAL_1_4_NAME
desc = TECH_APP_NAVAL_1_4_DESC

required = { 6003 }
chance = 90
cost = 8
time = 120
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Heavy Naval Guns
id = 6005
name = TECH_APP_NAVAL_1_5_NAME
desc = TECH_APP_NAVAL_1_5_DESC

required = { 6004 }
chance = 90
cost = 8
time = 120
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Light Armor
id = 6006
name = TECH_APP_NAVAL_1_6_NAME
desc = TECH_APP_NAVAL_1_6_DESC

required = { }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Heavy Armor
id = 6007
name = TECH_APP_NAVAL_1_7_NAME
desc = TECH_APP_NAVAL_1_7_DESC

required = { 6006 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Naval Logistics
id = 6008
name = TECH_APP_NAVAL_1_8_NAME
desc = TECH_APP_NAVAL_1_8_DESC

required = { }
chance = 90
cost = 12
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Shoreside Infrastructure
id = 6009
name = TECH_APP_NAVAL_1_9_NAME
desc = TECH_APP_NAVAL_1_9_DESC

required = { 6008 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Naval Supply Vessel
id = 6010
name = TECH_APP_NAVAL_1_10_NAME
desc = TECH_APP_NAVAL_1_10_DESC

required = { 6009 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Naval Ammunition Supply Vessel
id = 6011
name = TECH_APP_NAVAL_1_11_NAME
desc = TECH_APP_NAVAL_1_11_DESC

required = { 6009 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}

application = { # Naval Refueling Vessel
id = 6012
name = TECH_APP_NAVAL_1_12_NAME
desc = TECH_APP_NAVAL_1_12_DESC
required = { 6009 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Naval Architecture
id = 6013
name = TECH_APP_NAVAL_1_13_NAME
desc = TECH_APP_NAVAL_1_13_DESC
required = { 6001 6002 }
chance = 90
cost = 12
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Transport Design
id = 6014
name = TECH_APP_NAVAL_1_14_NAME
desc = TECH_APP_NAVAL_1_14_DESC
required = { 6013 }
chance = 90
cost =
time =
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Destroyer Design
id = 6015
name = TECH_APP_NAVAL_1_15_NAME
desc = TECH_APP_NAVAL_1_15_DESC
required = { 6013 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Cruiser Design
id = 6016
name = TECH_APP_NAVAL_1_16_NAME
desc = TECH_APP_NAVAL_1_16_DESC
required = { 6013 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Battleship Design
id = 6017
name = TECH_APP_NAVAL_1_17_NAME
desc = TECH_APP_NAVAL_1_17_DESC
required = { 6016 }
chance = 90
cost = 12
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Basic Marine Engineering
id = 6018
name = TECH_APP_NAVAL_1_18_NAME
desc = TECH_APP_NAVAL_1_18_DESC
required = { 6000 }
chance = 90
cost = 12
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Basic Steam Plant
id = 6019
name = TECH_APP_NAVAL_1_19_NAME
desc = TECH_APP_NAVAL_1_19_DESC
required = { 6018 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Recipricating Engine
id = 6020
name = TECH_APP_NAVAL_1_20_NAME
desc = TECH_APP_NAVAL_1_20_DESC
required = { 6018 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Steam Turbine Engine
id = 6021
name = TECH_APP_NAVAL_1_21_NAME
desc = TECH_APP_NAVAL_1_21_DESC
required = { 6019 6020 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Large Diesel Engines
id = 6022
name = TECH_APP_NAVAL_1_22_NAME
desc = TECH_APP_NAVAL_1_22_DESC
required = { 6021 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Basic Surface Torpedo
id = 6023
name = TECH_APP_NAVAL_1_23_NAME
desc = TECH_APP_NAVAL_1_23_DESC
required = { 6018 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Basic Fire Control
id = 6024
name = TECH_APP_NAVAL_1_24_NAME
desc = TECH_APP_NAVAL_1_24_DESC
required = { }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Basic Turret Optics
id = 6025
name = TECH_APP_NAVAL_1_25_NAME
desc = TECH_APP_NAVAL_1_25_DESC
required = { }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Central Plotting
id = 6026
name = TECH_APP_NAVAL_1_26_NAME
desc = TECH_APP_NAVAL_1_26_DESC
required = { 6024 6025 }
chance = 90
cost = 35
time = 720
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
application = { # Basic Main Battery Director
id = 6027
name = TECH_APP_NAVAL_1_27_NAME
desc = TECH_APP_NAVAL_1_27_DESC
required = { 6026 }
chance = 90
cost = 12
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { }
}
}
} # Level 1

level = { # Basic Vessel Designs
id = 6100
name = TECH_LEVEL_NAVAL_2_NAME
desc = TECH_LEVEL_NAVAL_2_DESC

cost = 20
time = 180
neg_offset = 45
pos_offset = 90

application = { # Small Tramp Steamer
id = 6101
name = TECH_APP_NAVAL_2_1_NAME
desc = TECH_APP_NAVAL_2_1_DESC

required = { 6100 6014 6019 6020 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = activate_unit_type which = transport }
}
}
application = { # Small Tramp Freighter
id = 6102
name = TECH_APP_NAVAL_2_2_NAME
desc = TECH_APP_NAVAL_2_2_DESC

required = { 6101 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = new_model which = transport value = 1 }
}
}
application = { # 1000 Ton Destroyer
id = 6103
name = TECH_APP_NAVAL_2_3_NAME
desc = TECH_APP_NAVAL_2_3_DESC

required = { 6100 6015 6019 6020 6023 14014}
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = activate_unit_type which = destroyer }
}
}
application = { # Protected Cruiser
id = 6104
name = TECH_APP_NAVAL_2_4_NAME
desc = TECH_APP_NAVAL_2_4_DESC

required = { 6100 6016 6019 6020 14014}
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = activate_unit_type which = cruiser}
}
}
application = { # Armored Cruiser
id = 6105
name = TECH_APP_NAVAL_2_5_NAME
desc = TECH_APP_NAVAL_2_5_DESC

required = { 6016 6006 6024 14018}
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60

effects = {
command = { type = new_model which = cruiser value = 1 }
}
}
application = { # Pre-Dreadnaught Battleship
id = 6106
name = TECH_APP_NAVAL_2_6_NAME
desc = TECH_APP_NAVAL_2_6_DESC

required = { 6007 6017 6019 6020 6025 6024 }
chance = 90
cost = 12
time = 150
neg_offset = 30
pos_offset = 60

effects = {
command = { type = activate_unit_type which = battleship }
}
}


} # Level 2

level = { # Great War Designs
id = 6200
name = TECH_LEVEL_NAVAL_3_NAME
desc = TECH_LEVEL_NAVAL_3_DESC

cost = 20
time = 180
neg_offset = 45
pos_offset = 90

application = { # Light Cruiser
id = 6201
name = TECH_APP_NAVAL_3_1_NAME
desc = TECH_APP_NAVAL_3_1_DESC

required = { 6104 14016 6021 6024 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = new_model which = cruiser value = 2 }
}
}
application = { # Dreadnaught Battleship
id = 6202
name = TECH_APP_NAVAL_3_2_NAME
desc = TECH_APP_NAVAL_3_2_DESC

required = { 6106 6021 6026 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = new_model which = battleship value = 1 }
}
}
application = { # Battlecruiser
id = 6203
name = TECH_APP_NAVAL_3_3_NAME
desc = TECH_APP_NAVAL_3_3_DESC

required = { 6202 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = new_model
which = battleship
value = 2 }
}
}
application = { # Super-Dreadnaught Battleship
id = 6204
name = TECH_APP_NAVAL_3_4_NAME
desc = TECH_APP_NAVAL_3_4_DESC

required = { 6202 14402 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = new_model
which = battleship
value = 3 }
}
}
application = { # Large Battlecruiser
id = 6205
name = TECH_APP_NAVAL_3_5_NAME
desc = TECH_APP_NAVAL_3_5_DESC

required = { 6204 }
chance = 90
cost = 8
time = 90
neg_offset = 20
pos_offset = 40

effects = {
command = { type = new_model
which = battleship
value = 4 }
}
}

Sorry that I did this cut and paste... haven't figured out how to do that insert code command on here yet. MDow
 
Re: New Naval Tech Tree (Chapter 1.5)

Originally posted by MateDow

Sorry that I did this cut and paste... haven't figured out how to do that insert code command on here yet. MDow
I think you need to add the tag manually: (CODE)text(/CODE) replacing the parens with brackets.
 
Re: Re: New Naval Tech Tree (Chapter 1.5)

Originally posted by jdrou
I think you need to add the tag manually: (CODE)text(/CODE) replacing the parens with brackets.

??!?

I saw that, but it doesn't make any sense to me. Does that mean that I type the code in that little window, in that case it will be easier to just cut and paste from the notepad file. MDow
 
Fire Control Concepts

Here are my thoughts as I am organizing them prior to writing some more. My thought is that more advanced forms of Fire control are going to give you more advanced forms of ships rather than a damage modifier. Hence, you will need to research basic secondary battery directors and improved main battery directors before being able to build a Treaty Battleship. The added damage is in the whole package rather than an improvement. Let me know if y'all prefer it that way or if you like the idea of +1 for a basic director, and so on. MDow
 
Re: Re: Re: New Naval Tech Tree (Chapter 1.5)

Originally posted by MateDow
??!?

I saw that, but it doesn't make any sense to me. Does that mean that I type the code in that little window, in that case it will be easier to just cut and paste from the notepad file. MDow
If you post something that needs to keep its formatting you use the tag "code". You end it with [/code] and start it with
Code:
.
 
Upgrade vs Inherent Ability

As I sit here typing out the tech tree I realize that my opinion might not be the most practical, so I figured I would ask all of your opinions.

For technologies like ASW weapons and SONAR/ASDIC and other ASW weapons, would you prefer to have it as upgrades or just a requirement for larger, better destroyers?

I have made things like directors and increased fire control a requirement for improved designs because I didn't see many examples of countries upgrading the base fire control systems of exsistant ships; other than adding radar.

Let me know what you think. MDow
 
Ive read that you´re going to dramatically increase buildtimes to make the more reatlistic, that´s ok for me... but maybe this increase, added to the increase of casualties in naval battles introduced in 1.03 patch can lead to a fast decreasing in the number of ships in service of the beligerant countries...

Ive said, maybe, i dont know, but i thing this should be tested, because trying to make builtimes more realistic can lead to make the naval OOB less realistic after a few years because of a rate of losses\replacements much higher that historical. :( :confused:
 
New Naval Tech Tree (Chapter 2)

Here is another installment of the new naval tech tree. As always feedback is apprieciated. MDow

Code:
		application = { # Naval Infantry Training
			id = 6028
			name = TECH_APP_NAVAL_1_28_NAME
			desc = TECH_APP_NAVAL_1_28_DESC
			
			required = { 6008 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				# Non-Marine infantry may now invade with a -70% Modifier
				command = { type = shore_attack which = infantry when = now value = 30 }
				command = { type = shore_attack which = bergsjaeger when = now value = 30 }
				command = { type = shore_attack which = paratrooper when = now value = 30 }
			}
		}
		application = { # Marines
			id = 6029
			name = TECH_APP_NAVAL_1_29_NAME
			desc = TECH_APP_NAVAL_1_29_DESC
			
			required = { 6028 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = activate_unit_type which = marine }
			}
		}

That is a change from the first version that I sent out. I felt that by putting Marine farther down the list was not realistic. Most countries that had navies had some sort of naval infantry or marines from the time of Napoleon.

Code:
	} # Level 3
	
	level = { # Great War Experience
		id = 6300
		name = TECH_LEVEL_NAVAL_4_NAME 
		desc = TECH_LEVEL_NAVAL_4_DESC 
				
		cost = 20
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Compartmentalization
			id = 6301
			name = TECH_APP_NAVAL_4_1_NAME
			desc = TECH_APP_NAVAL_4_1_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Forced Air Boilers
			id = 6302
			name = TECH_APP_NAVAL_4_2_NAME
			desc = TECH_APP_NAVAL_4_2_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { 6019 }
			}
		}
		application = { # Geared Steam Turbines
			id = 6303
			name = TECH_APP_NAVAL_4_3_NAME
			desc = TECH_APP_NAVAL_4_3_DESC
			
			required = { 6021 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Convoy Operations
			id = 6306
			name = TECH_APP_NAVAL_4_6_NAME
			desc = TECH_APP_NAVAL_4_6_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Basic Anti-Submarine Operations
			id = 6307
			name = TECH_APP_NAVAL_4_7_NAME
			desc = TECH_APP_NAVAL_4_7_DESC
			
			required = { 6306 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = 
				command = { type = sub_attack which = destroyer when = on_upgrade value = 1  }
			}
		}
		application = { # Seaplane Operations
			id = 6308
			name = TECH_APP_NAVAL_4_8_NAME
			desc = TECH_APP_NAVAL_4_8_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}

More to come. MDow
 
New Naval Tech Tree (Chapter 3)

Here is some more. I am trying to keep this in managable bites so it easier to follow. MDow

Code:
	} # Level 4
	
	level = { # Carrier Experimentation
		id = 6400
		name = TECH_LEVEL_NAVAL_5_NAME 
		desc = TECH_LEVEL_NAVAL_5_DESC 
				
		cost = 30
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Basic Conversions
			id = 6401
			name = TECH_APP_NAVAL_5_1_NAME
			desc = TECH_APP_NAVAL_5_1_DESC
			
			required = { 6308 6016 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = activate_unit_type which = carrier}
			}
		}
		application = { # Hydraulic Catapult
			id = 6402
			name = TECH_APP_NAVAL_5_2_NAME
			desc = TECH_APP_NAVAL_5_2_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Arrestor Wires
			id = 6403
			name = TECH_APP_NAVAL_5_3_NAME
			desc = TECH_APP_NAVAL_5_3_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Large Cruiser Conversions
			id = 6404
			name = TECH_APP_NAVAL_5_4_NAME
			desc = TECH_APP_NAVAL_5_4_DESC
			
			required = { 6401 6203 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Carrier Deisgns
			id = 6405
			name = TECH_APP_NAVAL_5_5_NAME
			desc = TECH_APP_NAVAL_5_5_DESC
			
			required = { 6404 6403 6402 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		
		application = { # Black Powder Catapults
			id = 6406
			name = TECH_APP_NAVAL_5_6_NAME
			desc = TECH_APP_NAVAL_5_6_DESC
			
			required = { 6402 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}