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New Naval Tech Tree (Chapter 4)

Ever noticed how the chapter numbers don't match up with the chapter numbers? :)

Code:
	} # Level 5
	
	level = { # Improved Shipbuilding
		id = 6500
		name = TECH_LEVEL_NAVAL_6_NAME 
		desc = TECH_LEVEL_NAVAL_6_DESC 
				
		cost = 20
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Weight Saving Technology
			id = 6501
			name = TECH_APP_NAVAL_6_1_NAME
			desc = TECH_APP_NAVAL_6_1_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		
		application = { # Secondary Battery Turrets
			id = 6502
			name = TECH_APP_NAVAL_6_2_NAME
			desc = TECH_APP_NAVAL_6_2_DESC
			
			required = { 6501 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Sloped Belt Armor
			id = 6503
			name = TECH_APP_NAVAL_6_3_NAME
			desc = TECH_APP_NAVAL_6_3_DESC
			
			required = { 6501 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Small Tube Boilers
			id = 6504
			name = TECH_APP_NAVAL_6_4_NAME
			desc = TECH_APP_NAVAL_6_4_DESC
			
			required = { 6401 6302 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Aluminum Structures
			id = 6505
			name = TECH_APP_NAVAL_6_5_NAME
			desc = TECH_APP_NAVAL_6_5_DESC
			
			required = { 6501 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Transom Stern
			id = 6506
			name = TECH_APP_NAVAL_6_6_NAME
			desc = TECH_APP_NAVAL_6_6_DESC
			
			required = { 6501 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # High Speed Diesel Engines
			id = 6507
			name = TECH_APP_NAVAL_6_7_NAME
			desc = TECH_APP_NAVAL_6_7_DESC
			
			required = { 6022 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Refined Weapons Development
			id = 6508
			name = TECH_APP_NAVAL_6_8_NAME
			desc = TECH_APP_NAVAL_6_8_DESC
			
			required = { }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Dual Purpose Guns
			id = 6509
			name = TECH_APP_NAVAL_6_9_NAME
			desc = TECH_APP_NAVAL_6_9_DESC
			
			required = { 6508 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Dual Speed Torpedos
			id = 6510
			name = TECH_APP_NAVAL_6_10_NAME
			desc = TECH_APP_NAVAL_6_10_DESC
			
			required = { 6508 6023 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = naval_attack which = destroyer when = now value = 1 }
				command = { type = naval_attack which = submarine when = now value = 1 }
			}
		}
		application = { # Basic ASW Weapons
			id = 6511
			name = TECH_APP_NAVAL_6_11_NAME
			desc = TECH_APP_NAVAL_6_11_DESC
			
			required = { 6509 6305 }
			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 = { # AA Machine Guns
			id = 6512
			name = TECH_APP_NAVAL_6_12_NAME
			desc = TECH_APP_NAVAL_6_12_DESC
			
			required = { }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Oxygen Powered Torpedo
			id = 6513
			name = TECH_APP_NAVAL_6_13_NAME
			desc = TECH_APP_NAVAL_6_13_DESC
			
			required = { 6510 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Long Range Torpedo
			id = 6514
			name = TECH_APP_NAVAL_6_14_NAME
			desc = TECH_APP_NAVAL_6_14_DESC
			
			required = { 6513 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Large Torpedo Warheads
			id = 6515
			name = TECH_APP_NAVAL_6_15_NAME
			desc = TECH_APP_NAVAL_6_15_DESC
			
			required = { 6513}
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Fire Control
			id = 6516
			name = TECH_APP_NAVAL_6_16_NAME
			desc = TECH_APP_NAVAL_6_16_DESC
			
			required = { 6024 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Advanced Turret Optics
			id = 6517
			name = TECH_APP_NAVAL_6_17_NAME
			desc = TECH_APP_NAVAL_6_17_DESC
			
			required = { 6516 6025 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}		
		application = { # Improved Main Battery Directors
			id = 6518
			name = TECH_APP_NAVAL_6_18_NAME
			desc = TECH_APP_NAVAL_6_18_DESC
			
			required = { 6516 6027 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Basic Secondary Battery
			id = 6519
			name = TECH_APP_NAVAL_6_19_NAME
			desc = TECH_APP_NAVAL_6_19_DESC
			
			required = { 6516 6027 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Spotting Aircraft
			id = 6520
			name = TECH_APP_NAVAL_6_20_NAME
			desc = TECH_APP_NAVAL_6_20_DESC
			
			required = { 6406 6026 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = surface_detection which = cruiser when = on_upgrade value = 1 }
				command = { type = surface_detection which = battlehsip when = on_upgrade value = 1 }
				command = { type = naval_attack which = cruiser when = on_upgrade value = 1 }
				command = { type = naval_attack which = battleship when = on_upgrade value = 1 }
			}
		}
 
New Naval Tech Tree (Chapter 5)

I ran out of witty things to say this time. MDow

Code:
	} # Level 6
	
	level = { # Washington Treaty Designs
		id = 6600
		name = TECH_LEVEL_NAVAL_7_NAME 
		desc = TECH_LEVEL_NAVAL_7_DESC 
				
		cost = 20
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Medium Steamer
			id = 6601
			name = TECH_APP_NAVAL_7_1_NAME
			desc = TECH_APP_NAVAL_7_1_DESC
			
			required = { 6101 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = transport value = 2 }
			}
		}
		application = { # Medium Frieghter
			id = 6602
			name = TECH_APP_NAVAL_7_2_NAME
			desc = TECH_APP_NAVAL_7_2_DESC
			
			required = { 6601 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = transport value = 3 }
			}
		}
		application = { # 1500 Ton Destroyer
			id = 6603
			name = TECH_APP_NAVAL_7_3_NAME
			desc = TECH_APP_NAVAL_7_3_DESC
			
			required = { 6103 6502 6504 6506 6509 6519 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = destroyer value = 1 }
			}
		}
		application = { # Treaty Light Cruiser
			id = 6604
			name = TECH_APP_NAVAL_7_4_NAME
			desc = TECH_APP_NAVAL_7_4_DESC
			
			required = { 6104 6502 6504 6506 6509 6517 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {				
				command = { type = new_model which = cruiser value = 3 }
			}
		}
		application = { # Treaty Heavy Cruiser
			id = 6605
			name = TECH_APP_NAVAL_7_5_NAME
			desc = TECH_APP_NAVAL_7_5_DESC
			
			required = { 6104 6502 6504 6506 6509 6517 6518 14017 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = cruiser value = 4 }
			}
		}
		application = { # Pocket Battleship
			id = 6606
			name = TECH_APP_NAVAL_7_6_NAME
			desc = TECH_APP_NAVAL_7_6_DESC
			
			required = { 6605 6505 6507 14018}
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = cruiser value = 5 }
			}
		}
		application = { # Treaty Battleship
			id = 6607
			name = TECH_APP_NAVAL_7_7_NAME
			desc = TECH_APP_NAVAL_7_7_DESC
			
			required = { 6204 6303 6502 6503 6504 6509 6517 6518 6519 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = battlehship value = 5 }
			}
		}
		application = { # Aviation Cruiser
			id = 6608
			name = TECH_APP_NAVAL_7_8_NAME
			desc = TECH_APP_NAVAL_7_8_DESC
			
			required = { 6604 6403 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = carrier value = 4 }
			}
		}
		application = { # Fleet Carrier
			id = 6609
			name = TECH_APP_NAVAL_7_9_NAME
			desc = TECH_APP_NAVAL_7_9_DESC
			
			required = { 6405 6504 6509 6519 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = new_model which = carrier value = 3 }			
			}
		}
 
New Naval Tech Tree (Chapter 6)

This will be all for today. I think that I gave y'all enough to read for one day. MDow

Code:
} # Level 7
	
	level = { # Advanced Shipbuilding
		id = 6700
		name = TECH_LEVEL_NAVAL_8_NAME 
		desc = TECH_LEVEL_NAVAL_8_DESC 
				
		cost = 20
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Basic Marine Electronics
			id = 6701
			name = TECH_APP_NAVAL_8_1_NAME
			desc = TECH_APP_NAVAL_8_1_DESC
			
			required = {  }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { }
			}
		}
		application = { # Basic Decimetric Air Detection Radar
			id = 6702
			name = TECH_APP_NAVAL_8_2_NAME
			desc = TECH_APP_NAVAL_8_2_DESC
			
			required = { 3004 3102 6701 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = air_detection which = cruiser value = 1 }
				command = { type = air_detection which = battleship value = 1 }
				command = { type = air_detection which = carrier value = 1 }
			}
		}
		application = { # Basic Decimetric Surface Detection Radar
			id = 6703
			name = TECH_APP_NAVAL_8_3_NAME
			desc = TECH_APP_NAVAL_8_3_DESC
			
			required = { 6703 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {				
				command = { type = surface_detection which = destroyer when = on_upgrade value = 1 }
				command = { type = surface_detection which = cruiser when = on_upgrade value = 1 }
				command = { type = surface_detection which = battleship when = on_upgrade value = 1 }
				command = { type = surface_detection which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Basic Sonar/ASDIC
			id = 6704
			name = TECH_APP_NAVAL_8_4_NAME
			desc = TECH_APP_NAVAL_8_4_DESC
			
			required = { 3003 6701 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = sub_detection which = destroyer when = on_upgrade value = 1 }
			}
		}
		application = { # Improved MF/HF Radios
			id = 6705
			name = TECH_APP_NAVAL_8_5_NAME
			desc = TECH_APP_NAVAL_8_5_DESC
			
			required = { 3007 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = surface_detection which = cruiser when = now value = 1 }
				command = { type = max_orginization which = destroyer when = now value = 2 }
				command = { type = max_orginization which = cruiser when = now value = 2 }
				command = { type = max_orginization whcih = battleship when = now value = 2 }
				command = { type = max_orginization which = carrier when = now value = 2 }
			}
		}
		application = { # VHF Tactical Radios
			id = 6706
			name = TECH_APP_NAVAL_8_6_NAME
			desc = TECH_APP_NAVAL_8_6_DESC
			
			required = { 3006 6705 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = max_orginization which = destroyer when = now value = 5 }
				command = { type = max_orginization which = cruiser when = now value = 5 }
				command = { type = max_orginization which = battleship when = now value = 5 }
				command = { type = max_orginization which = carrier when = now value = 5 }
			}
		}
		application = { # Improved Marine Engineering
			id = 6707
			name = TECH_APP_NAVAL_8_7_NAME
			desc = TECH_APP_NAVAL_8_7_DESC
			
			required = { 6018 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Steam Plant
			id = 6708
			name = TECH_APP_NAVAL_8_8_NAME
			desc = TECH_APP_NAVAL_8_8_DESC
			
			required = { 6707 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Diesel Fire Pumps
			id = 6709
			name = TECH_APP_NAVAL_8_9_NAME
			desc = TECH_APP_NAVAL_8_9_DESC
			
			required = { 6507 6707 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = naval_defense which = destroyer when = on_upgrade value = 1 }
				command = { type = naval_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = naval_defence which = battleship when = on_upgrade value = 1 }
				command = { type = naval_defence which = carrier when = on_upgrade value = 1 }
				command = { type = air_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = air_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defence which = battleship when = on_upgrade value = 1 }
				command = { type = air_defence which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Diesel Generators
			id = 6710
			name = TECH_APP_NAVAL_8_10_NAME
			desc = TECH_APP_NAVAL_8_10_DESC
			
			required = { 6709 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = naval_defense which = destroyer when = on_upgrade value = 1 }
				command = { type = naval_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = naval_defence which = battleship when = on_upgrade value = 1 }
				command = { type = naval_defence which = carrier when = on_upgrade value = 1 }
				command = { type = air_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = air_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defence which = battleship when = on_upgrade value = 1 }
				command = { type = air_defence which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Improved Naval Aviation
			id = 6711
			name = TECH_APP_NAVAL_8_11_NAME
			desc = TECH_APP_NAVAL_8_11_DESC
			
			required = { 6703 6706 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Merchant Vessel Conversions
			id = 6712
			name = TECH_APP_NAVAL_8_12_NAME
			desc = TECH_APP_NAVAL_8_12_DESC
			
			required = { 6402 6601 6711 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Light Cruiser Conversions
			id = 6713
			name = TECH_APP_NAVAL_8_13_NAME
			desc = TECH_APP_NAVAL_8_13_DESC
			
			required = { 6402 6604 6711 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Aviation Fueling Systems
			id = 6714
			name = TECH_APP_NAVAL_8_14_NAME
			desc = TECH_APP_NAVAL_8_14_DESC
			
			required = { 6711 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Directional Homing Beacons
			id = 6715
			name = TECH_APP_NAVAL_8_15_NAME
			desc = TECH_APP_NAVAL_8_15_DESC
			
			required = { 6711 3504 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = cruiser value = 6 }
			}
		}
		application = { # Improved Aircraft Handling Systems
			id = 6716
			name = TECH_APP_NAVAL_8_16_NAME
			desc = TECH_APP_NAVAL_8_16_DESC
			
			required = { 6711 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Arrestor Wires
			id = 6717
			name = TECH_APP_NAVAL_8_17_NAME
			desc = TECH_APP_NAVAL_8_17_DESC
			
			required = { 6711 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}

Let me know what you think. Is there anything I have missed up to this point? Is the pricing of advances reasonable for developing nations? Am I making units too powerful through technology? MDow
 
It looks really good, but did you consider time to develop all the tech tree for mayor countries? We will have to be carefull with starting tech OOB of all the countries - otherwise it is possible that USA won't be able to develop it all until the end of game. :D

I see that usually you put standard times and costs of technology - maybe early techs should be easier (thanks to popular use of it by neighbouring coutries)?

All at all, it looks really impressive. :)
 
CAGs/Carriers?

Joining the fray for the first time...

I am not experienced enough with the coding for the game to really follow the work displayed above, but I am referring back to the posts on page one of the forum in relation to CAGs and Carriers.

I very much liked what I was reading about turning the Torpedo Bomber or Naval Bombers into a composite CAG idea. I just can't tell whatever was decided by the community here. Though it may be too late I had a couple of comments to make.

I like the idea of making escort carriers into a bonus tech for destroyers, rather than a unit in the game. The tangible effect of a small CVE isn't great, but the cumulative effects of them working together with other units were indeed great.

As for CVLs vs. "full-sized" CVs, I think the CVL should represent a CVL, and not two of them. But we should tie the CAG technology to the ability to build a proper CV. So a basic or pre-war tech CAG represents 40 planes instead of 90. By extension to develop the full-size CAG you must first develop the pre-req tech of the full-size CV.

Finally, on the topic of torpedo and naval bombers. We could use torpedo bombers to represent the true composite CAGs, kinda good at everything. Then we could use naval bombers to represent the medium bombers (and heavies I suppose) that were used for naval bombardment... The German Dornier sea-planes and PBYs come to mind. These could be good at bombing ships, decent at bombing tactically and strategically, with long range, and excellent spotting capabilities.

This post could have been already outrun by previous efforts, but would like to know everyone's thoughts.
 
Timing of Techs

I confess, I haven't taken the time to figure up how long it would take to research the entire naval tech tree. I have been focusing on getting to typed in and figuring out all of the interconnections inside of this tech tree. For some reason my boss expects me to work on the stuff that he pays me for (silly man). The advantage that the US would have in this is that they would start really high in the levels (as would any other established naval power). That would reduce the amount of research that they would have to do. Many of the lower levels are there for countries that traditionally didn't have navies or didn't build their own ships. This was an effort to make the minors have to work harder for their fleet. I confess I have gotten tired of naval defeats at the hands of the Dominican Republic while participating in a war of aggression as the US (not a political statement, just my playing style). As for carriers and their air groups, I am perfectly willing to let someone else figure out how to solve that problem. I put the platforms in for models and research, but didn't make any assumptions as to how they would be used. I do like having escort carriers in there as a unit to build. They do enhance other units, but they should still be independent in terms of construction and combat power. MDow
 
New Naval Tech Tree (Chapter 7)

Here is some more of what I have accomplished. There are some changes as to what is included. The description is now included, hopefully this won't make it really too wide to fit on the page. Enjoy. MDow

Code:
	} # Level 8
	
	level = { # Specialized Amphibious Warfare Equipment
		id = 6800
		name = "Specialized Amphibious Warfare Equipment"
		desc = "As navies had to contemplate attacks against enemy shores, they had to develop specialized equipment to support those landings."
				
		cost = 20
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Naval Special Forces
			id = 6801
			name = "Naval Special Forces"
			desc = "These troops are trained to go ashore into enemy held territory, destroy some equipment or infrastructure and then withdraw before superior forces can brought to bear against them.  The are strong on the attack, but weak on the defence."
			
			required = { 6029 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = marine value = 1 }
			}
		}
		application = { # Coordinated Naval Fire Support
			id = 6802
			name = "Coordinated Naval Fire Support"
			desc = "Coordinated Naval Gunfire was made posible by detailed fire support plans and communications with spotters with the troops ashore.  Gunfire could be directed against targets known before the landing and against targets of opportunity."
			
			required = { 6706 6520 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = shorebombardment which = cruiser when = now value = 2 }
				command = { type = shorebombardment which = battleship when = now value = 2 }
			}
		}
		application = { # Specialized Infantry Landing Craft
			id = 6803
			name = "Specialized Infantry Landing Craft"
			desc = "These craft allow troops to come ashore behind some sort of armor and avoid having to wade though the surf to get ashore.  They also allow limited amounts of supplys to cross the beach."
			
			required = { 6029 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = shore_attack which = marine when = now value = 20 }
				command = { type = shore_attack which = infantry when = now value = 20 }
				command = { type = shore_attack which = bergsjaeger when = now value = 20 }
				command = { type = shore_attack which = paratrooper when = now value = 20 }
			}
		}
		application = { # Specialized Vehicle Landing Craft
			id = 6804
			name = "Specialized Vehicle Landing Craft"
			desc = "These craft allow vehicles to be landed directly onto an unprepared shore.  These vehicles also allow cavalry to be landed with their horses and advance directly into combat."
			
			required = { 6803 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = shore_attack which = armor when = now value = 20 }
				command = { type = shore_attack which = motorized when = now value = 20 }
				command = { type = shore_attack which = mechanized when = now value = 20 }
				command = { type = shore_attack which = cavalry when = now value = 20 }
			}
		}
		application = { # Specialized Fire Support Craft
			id = 6805
			name = "Specialized Fire Support Craft"
			desc = "These craft are able to move in close to shore to provide fire support to the troops ashore."
			
			required = { 6802 6804 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = shore_attack which = marine when = now value = 20 }
				command = { type = shore_attack which = infantry when = now value = 20 }
				command = { type = shore_attack which = cavalry when = now value = 20 }
				command = { type = shore_attack which = armor when = now value = 20 }
				command = { type = shore_attack which = motorized when = now value = 20 }
				command = { type = shore_attack which = mechanized when = now value = 20 }
				command = { type = shore_attack which = bergsjaeger when = now value = 20 }
				command = { type = shore_attack which = paratrooper when = now value = 20 }
			}
		}
		application = { # Specialized Amphibious Command Ships
			id = 6806
			name = "Specialized Amphibious Command Ships"
			desc = "These are merchant vessels that were converted specifically to provide a command center for amphibious operations.  They have extensive communications equipment and can monitor events both ashore and at sea."
			
			required = { 6705 6706 6712 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = max_orginisation which = marine when = now value = 30 }
				command = { type = shorebombardment which = cruiser when = now value = 1 }
				command = { type = shorebombardment which = battleship when = now value = 1 }
			}
		}
		application = { # Amphibious Supply Vehicles
			id = 6807
			name = "Amphibious Supply Vehicles"
			desc = "These vehicles allow supplys to be brought quickly over the beach to resupply troops as they advance with out having to wait for beaches to be prepared."
			
			required = { 6803 6804 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = supply_consuption which = marine when = now value = -0.25 }
			}
		}
 
New Naval Tech Tree (Chapter 8)

Still trying to keep these in together by level... MDow

Code:
	} # Level 9
	
	level = { # Refined Marine Technology
		id = 6900
		name = "Refined Marine Technology"
		desc = "Electronics became a more neccisary part of naval technology allowing combat to happen at longer range and in a greater variety of conditions."
				
		cost = 20
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Refined ASW Tactics
			id = 6901
			name = "Refined ASW Tactics"
			desc = "Wartime experience allowed fleets to come up with better tactics for combating submarines and also inspired technological advances."
			
			required = {  }
			chance = 90
			cost =12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
				command = { }
			}
		}
		application = { # Basic Long Range ASW Aircraft
			id = 6902
			name = "Basic Long Range ASW Aircraft"
			desc = "Flying Boats were converted to make anti-submarine patrols.  They were fitted with racks for depth charges and flares for attacking at night."
			
			required = { 9106 6901 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Coordinated ASW Tactics
			id = 6903
			name = "Coordinated ASW Tactics"
			desc = "Using multiple destroyers to attack a submarine.  One destroyer would acquire the submarine using sonar/ASDIC and give directions to a second destroyer that would make the attack.  This would prevent the loss of a track when a destroyer made its attack."
			
			required = { 6901 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = sub_detection which = destroyer when = now value = 1 }
				command = { type = sub_attack which = destroyer when = now value = 1 }
			}
		}
		application = { # HF Direction Finder
			id = 6904
			name = "HF Direction Finder"
			desc = "HF Dirction Finders, or HuffDuff, allowed a vessel to get a bearing on a radio transmission made by a submarine.  Multiple vessels getting a bearing would give them the position of the transmitting submarine."
			
			required = { 6901 6705 3102 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = sub_detection which = destroyer when = now value = 1 }
			}
		}
		application = { # Basic Depth Charge Mortar
			id = 6905
			name = "Basic Depth Charge Mortar"
			desc = "A system that would fire contact fused, small depth charges ahead of the vessel.  The contact fusing removed the question as to whether or not an attack was effective.  No explosion, no damage.  The attack ahead allowed the destoryer to attack while still tracking the target."
			
			required = { 6901 }
			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 = { # Advanced Fire Control Systems
			id = 6906
			name = "Advanced Fire Control Systems"
			desc = "Improvements in electronics allowed for directors and fire control equipment to work more effectively."
			
			required = { 6516 6701 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Superior Turret Optics
			id = 6907
			name = "Superior Turret Optics"
			desc = "Improvments in optics allowed for better sighting under worse conditions.  It allowed gunfire to be controled at night or in conditions of reduced visibility."
			
			required = { 6906 6517 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Advanced Main Battery Directors
			id = 6908
			name = "Advanced Main Battery Directors"
			desc = "Directors mounted high on towers allowed gunfire to be directed at targets that were further away.  Accurate optics allowed for spotting shell splashes out to the maximum range of the main battery guns."
			
			required = { 6518 6907 3103 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Secondary Battery Directors
			id = 6909
			name = "Improved Secondary Battery Directors"
			desc = "These directors were effective against both surface targets and air targets.  They were able to concentrate the fire of multiple mounts at a single target."
			
			required = { 6519 6906 3103 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Basic AA Battery Director
			id = 6910
			name = "Basic AA Director"
			desc = "This was a smaller director that could be mounted in the numbers required to control the large number of AA guns that were required with the more powerful aircraft entering production."
			
			required = { 6519 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = air_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = air_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defence which = battleship when = on_upgrade value = 1 }
				command = { type = air_defence which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Basic Fire Control Computer
			id = 6911
			name = "Basic Fire Control Computer"
			desc = "This was a simple mechanical computer that could figure out the target movement allowing for more accurate fire at long ranges."
			
			required = { 3302 6906 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Marine Electronics
			id = 6912
			name = "Improved Marine Electronics"
			desc = "Improvements in electronics in general carried  over into the field of marine electronics."
			
			required = { 6701 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Basic Centimetric Air Search Radar
			id = 6913
			name = "Basic Centimetric Air Search Radar"
			desc = "Centimetric Radar air search sets allowed for air search radar to be mounted on smaller vessels.  The smaller wavelength associated with centimetric radar allowed the operator to distinguish indiviual aircraft and get accurate raid counts."
			
			required = { 6702 6912 3501  }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = air_detection which = destroyer when = on_upgrade value = 1 }
				command = { type = air_detection which = cruiser when = on_upgrade value = 1 }
				command = { type = air_detection which = battleship when = on_upgrade value = 1 }
				command = { type = air_detection which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Basic Centimetric Surface Search Radar
			id = 6914
			name = "Basic Centimetric Surface Search Radar"
			desc = "Centimetric radar was able to cut through surface clutter better than decimetric radar.  The antenna was smaller than the decimetric set and improvements in the plotting technology allowed better utilization of radar in combat and navigation."
			
			required = { 6703 6913 3501 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = surface_detection which = destroyer when = on_upgrade value = 1 }
				command = { type = surface_detection which = cruiser when = on_upgrade value = 1 }
				command = { type = surface_detection which = battleship when = on_upgrade value = 1 }
				command = { type = surface_detection which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Improved Sonar/ASDIC
			id = 6915
			name = "Improved Sonar/ASDIC"
			desc = "The use of multiple transducers allowed the sonar/ASDIC to be more accurate.  That also allowed the sonar/ASDIC to be 'steered' on target without having to physically turn a piece of equipment."
			
			required = { 6912 3302 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = sub_detection which = destroyer when = on_upgrade value = 1 }
			}
		}
		application = { # Towed Hydrophone
			id = 6916
			name = "Towed Hydrophone"
			desc = "This is a bundle of underwater microphones that is towed at the end of a long cable behind the vessel.  This allowed passive detectors to be used while the vessels was making way without overwelming the hydrophones with excessive noise."
			
			required = { 6903 6915 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = sub_detection which = destroyer when = on_upgrade value = 1 }
			}
		}
		application = { # Sonobouys
			id = 6917
			name = "Sonobouys"
			desc = "These are small, disposable sonar transducers that are dropped over the side.  This allows a surface ship to dectect targets below the thermocline."
			
			required = { 6902 6916 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type sub_detection which = destroyer when = now value = 1 }
			}
		}
		application = { # Air Dropped Sonobouys
			id = 6918
			name = "Air Dropped Sonobouys"
			desc = "These are small, disposable sonar transponders that can be dropped by an aircraft into the area where a submarine is suspected to be.  A small radio transmits the signal to the aircraft and the plane can attack the submarine."
			
			required = { 6902 6917 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = sub_detection which = carrier when = now value = 1 }
			}
		}
		application = { # Basic Decimetric Surface Fire Control Radar
			id = 6919
			name = "Basic Decimetric Surface Fir Control Radar"
			desc = "THis is the first generation of fire control radar.  The radar attaches to the fromt of the director and allows the ship to get an accurate range to a target even if the target is obscured by haze or smoke.  The radar is not accurate enough to get a bearing to the target so truely blind fire is not posible.  The antenna is heavy enough that it is only able to be mounted on battleships."
			
			required = { 6914 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = naval_attack which = battleship when = on_upgrade value = 2 }
			}
		}
		application = { # Basic Centimetric Surface Fire Control Radar
			id = 6920
			name = "Basic Centimetric Surface Fire COntrol Radar"
			desc = "This is a further development of fire control radar.  This radar is accurate enough to get a bearing on a target allowing blind fire.  This radar antenna is small enough to mount on cruisers as well as battleships."
			
			required = { 6919 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = naval_attack which = cruiser when = on_upgrade value = 2 }
				command = { type = naval_attack which = battleship when = on_upgrade value = 2 }
			}
		}
		application = { # Basic Centimetric AA Radar
			id = 6921
			name = "Basic Centimetric AA Radar"
			desc = "This radar allows the vessel to accurately track inbound aircraft; giving both range and altitude.  This allows for accurate setting of AA shell fuses.  This radar is also used as fire control radars on smaller vessels such as destroyers."
			
			required = { 6920 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = naval_attack which = destroyer when = on_upgrade value = 1 }
				command = { type = air_attack which = destroyer when = on_upgrade value = 2 }
				command = { type = air_attack which = cruiser when = on_upgrade value = 2 }
				command = { type = air_attack which = battleship when = on_upgrade value = 2 }
				command = { type = naval_attack which = carrier when = on_upgrade value = 1 }
				command = { type = air_attack which = carrier when = on_upgrade value = 2 }
			}
		}
 
New Naval Tech Tree (Chapter 9)

Yet some more (only three more after this). MDow

Code:
} # Level 10
	
	level = { # Advanced Naval Designs
		id = 6922
		name = "Advanced Naval Designs"
		desc = "The ending of naval restrictions caused a growth in vessel size and combat power."
				
		cost = 20
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Fast Steamer
			id = 6923
			name = "Fast Steamer"
			desc = "The need to move cargoes quickly from point to point spurred the development of a fast steamer.  These ships used high pressure steam plants and geared turbines to create their relatively high speed."
			
			required = { 6504 6601 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = transport value = 4 }
			}
		}
		application = { # Mass Produced Steamer
			id = 6924
			name = "Mass Produced Steamer"
			desc = "The development of welding and modular construction techniques allowed for simple mass produced cargo vessels.  They were powered by simple power plants and were not able to sustain much damage.  Typical of US Liberty-class."
			
			required = { 6504 4802 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = transport value = 5 }
			}
		}
		application = { # Attack Transport
			id = 6925
			name = "Attack Transport"
			desc = "This is a specialized vessel designed for carrying troops into a combat zone.  They have limited means for defending themselves and can absorb a little bit of damage.  Typical of US Henderson-class."
			
			required = { 6808 6923 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = transport value = 6 }
			}
		}
		application = { # Corvette
			id = 6926
			name = "Corvette"
			desc = "This is a small, easily produced escort vessel.  They are typically armed with two or three small guns, and an extensive ASW weapon fit.  Typical of UK River-class and Japanese Momi-class."
			
			required = { 4802 6603 6901 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = destroyer value = 3 }
			}
		}
		application = { # 2000 Ton Destroyer
			id = 6927
			name = "2000 Ton Destroyer"
			desc = "this is further development of the destroyer.  They added one or two more guns, more AA defences and improved the survivability.  Tyipical of US Fletcher-class."
			
			required = { 6603 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = destroyer value = 2 }
			}
		}
		application = { # Post Treaty Light Cruiser
			id = 6928
			name = "Post Treaty Light Cruiser"
			desc = "With the removal of the limitations imposed by the Washington Treaty, designers could improve the protection in their cruiser designs.  Typical of UK Fiji-class and US Cleveland-class.
			
			required = { 6604 6708 6908 6909 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = cruiser value = 6 }
			}
		}
		application = { # AA Light Cruiser
			id = 6929
			name = "AA Light Cruiser"
			desc = "This is a cruiser designed to escort capital ships from air attack.  Armed with mulitple 127mm mounts they had limited effectivness against other cruisers.  Typical of US Atlanta-class and UK Dido-class.
			
			required = { 6604 6708 6909 6910 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = cruiser value = 8 }
			}
		}
		application = { # Post Treaty Heavy Cruiser
			id = 6930
			name = "Post Treaty Heavy Cruiser"
			desc = "With the removal of the limitations imposed by the Washington Treaty, designers could improve the level of protection in heavy cruisers to allow them to withstand the fire of other vessels armed with 203mm guns.  Typical of US Baltimore-class and USSR Kirov-class."
			
			required = { 6604 6708 6908 6909 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = cruiser value = 7 }
			}
		}
		application = { # Super Cruiser
			id = 6931
			name = "Super Cruiser"
			desc = "The removal of the limitations imposed by the Washington Treaty removed the limitation of 203mm guns as main armament.  These cruisers used new lightweight 305mm to improve the striking power.  They are designed to cruiser standards with single rudders and mixed engine rooms.  Typical of US Alaska-class."
			
			required = { 6606 6708 6930 6911 6907 14605 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = cruiser value = 9 }
			}
		}
		application = { # Post Treaty Battleship
			id = 6932
			name = "Post-Treaty Battleship"
			desc = "The removal of limitations imposed by the Washington Treaty allowed designers to increase the speed of the battleships with the same main armament.  Typical of UK King George V-vlass and French Richelieu-class.
			
			required = { 6607 6708 6907 6908 6909 6911 6930 14403 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = battleship value = 6 }
			}
		}
		application = { # Super Battleship
			id = 6933
			name = "Super Battleship"
			desc = "These designs started out as studies to determine what the maximum battleship would look like.  As technology improved the construction of these behemoths became posible.  Typical of Japanese Yamato-class and German H-class.
			
			required = { 6932 14604 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = battleship value = 7 }
			}
		}
		application = { # Escort Carrier
			id = 6934
			name = "Escort Carrier"
			desc = "These are converted merchant vessels designed to operate limited air wings to provide air cover for convoys and amphibious assaults.  Typical of US Casablanca-class and UK Ruler-class."
			
			required = { 6923 4802 6714 6715 6716 6717 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = carrier value = 6 }
			}
		}
		application = { # Light Carrier
			id = 6935
			name = "Light Carrier"
			desc = "These are light cruiser hulls taken over for conversion into an aircraft carrier.  These are designed to be brought into service quickly.  Typical of US Independence-class and Japanese Chitose-class."
			
			required = { 6928 6714 6715 6716 6717 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = carrier value = 5 }
			}
		}
		application = { # Large Carrier 
			id = 6936
			name = "Large Carrier"
			desc = "A development of the standard fleet carrier to give more survivability.  They have armored flight decks and more AA batteries.  Typical of US Midway-class and Japanese Shinano-class."
			
			required = { 6609 6714 6715 6716 6717 6909 6910 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = carrier value = 7 }
			}
		}
 
Transport Models

As always, let me know what y'all think. MDow

Code:
# 0 - Small Tramp Steamer
model = {
	cost				= 2
	buildtime 			= 90
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 12
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 1
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 40
	aircraftcapacity		= 0
	range				= 10000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 1 - Small Tramp Freighter
model = {
	cost				= 2
	buildtime 			= 90
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 11
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 1
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 40
	aircraftcapacity		= 0
	range				= 12000
	supplyconsumption		= 1
	fuelconsumption			= 0.8
}
# 2 - Medium Steamer
model = {
	cost				= 4
	buildtime 			= 90
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 14
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 1
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 80
	aircraftcapacity		= 0
	range				= 10000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 3 - Medium Freighter
model = {
	cost				= 4
	buildtime 			= 90
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 14
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 1
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 80
	aircraftcapacity		= 0
	range				= 12000
	supplyconsumption		= 1
	fuelconsumption			= 0.8
}
# 4 - Fast Steamer
model = {
	cost				= 5
	buildtime 			= 100
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 22
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 1
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 80
	aircraftcapacity		= 0
	range				= 10000
	supplyconsumption		= 1
	fuelconsumption			= 2
}
# 5 - Mass Produced Steamer
model = {
	cost				= 2
	buildtime 			= 75
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 14
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 1
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 80
	aircraftcapacity		= 0
	range				= 10000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 6 - Attack Transport
model = {
	cost				= 6
	buildtime 			= 90
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 18
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 2
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 80
	aircraftcapacity		= 0
	range				= 10000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 7 - Large Steamer
model = {
	cost				= 5
	buildtime 			= 90
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 14
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 1
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 120
	aircraftcapacity		= 0
	range				= 12000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 8 - Nuclear Merchant Vessel
model = {
	cost				= 8
	buildtime 			= 120
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 20
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 0
	visibility			= 90
	seadefence			= 2
	airdefence			= 1
	seaattack			= 0
	airattack			= 0
	subattack			= 0
	shorebombardment		= 0
	transportcapability		= 150
	aircraftcapacity		= 0
	range			= 200000
	supplyconsumption		= 1
	fuelconsumption			= 0
}
 
Destroyer Models

Code:
# 0 - 1000 Ton Destroyer
model = {
	cost				= 2
	buildtime 			= 140
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 32
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 5
	visibility			= 30
	seadefence			= 1
	airdefence			= 1
	seaattack			= 1
	subattack			= 2
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 2500
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 1 - Corvette
model = {
	cost				= 2
	buildtime 			= 120
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 24
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 7
	visibility			= 30
	seadefence			= 1
	airdefence			= 1
	seaattack			= 2
	subattack			= 3
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 5000
	supplyconsumption		= 1
	fuelconsumption			= 0.8
}
# 2 - Frigate
model = {
	cost				= 3
	buildtime 			= 120
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 28
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 8
	visibility			= 35
	seadefence			= 1
	airdefence			= 2
	seaattack			= 3
	subattack			= 5
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 5000
	supplyconsumption		= 1
	fuelconsumption			= 1.5
}
# 3 - 1500 Ton Destroyer
model = {
	cost				= 3
	buildtime 			= 150
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 34
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 6
	visibility			= 35
	seadefence			= 2
	airdefence			= 1
	seaattack			= 2
	subattack			= 3
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 3000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 4 - 2000 Ton Destroyer
model = {
	cost				= 4
	buildtime 			= 150
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 34
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 7
	visibility			= 40
	seadefence			= 2
	airdefence			= 1
	seaattack			= 3
	subattack			= 4
	airattack			= 2
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 4000
	supplyconsumption		= 1
	fuelconsumption			= 1
}

# 5 - 2500 Ton Destroyer
model = {
	cost				= 4
	buildtime 			= 160
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 36
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 8
	visibility			= 40
	seadefence			= 3
	airdefence			= 1
	seaattack			= 4
	subattack			= 5
	airattack			= 2
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 4500
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 6 - 3000 Ton Destroyer
model = {
	cost				= 4
	buildtime 			= 170
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 40
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 8
	visibility			= 40
	seadefence			= 4
	airdefence			= 2
	seaattack			= 4
	subattack			= 4
	airattack			= 2
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 5500
	supplyconsumption		= 1
	fuelconsumption			= 1.5
}
# 7 - Guided Missile Destroyer
model = {
	cost				= 5
	buildtime 			= 170
	defaultorganisation 		= 30
	manpower			= 1
	maxspeed			= 40
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 7
	visibility			= 40
	seadefence			= 4
	airdefence			= 3
	seaattack			= 3
	subattack			= 4
	airattack			= 4
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 5500
	supplyconsumption		= 1
	fuelconsumption			= 1.5
}
 
Cruiser Stats

Lots of stuff in this one to choose from. I tried to make it as detailed as possible to keep OOBs as easy as possible (without having to change things). It also gives human players lots of options in terms of quality vs quantity.

Code:
# 0 - Protected Cruiser
model = {
	cost						= 2
	buildtime 					= 250
	defaultorganisation 		= 30
	manpower					= 1
	maxspeed					= 26
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 60
	seadefence					= 2
	airdefence					= 1
	seaattack					= 4
	subattack					= 1
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 4000
	supplyconsumption			= 1
	fuelconsumption				= 1
}
# 1 - Armored Cruiser
model = {
	cost						= 6
	buildtime 					= 400
	defaultorganisation 		= 30
	manpower					= 2
	maxspeed					= 22
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 80
	seadefence					= 8
	airdefence					= 1
	seaattack					= 8
	subattack					= 1
	airattack					= 1
	shorebombardment			= 1
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 6000
	supplyconsumption			= 1
	fuelconsumption				= 1
}
# 2 - Light Cruiser
model = {
	cost						= 4
	buildtime 					= 280
	defaultorganisation 		= 30
	manpower					= 1
	maxspeed					= 30
	surfacedetectioncapability	= 3
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 65
	seadefence					= 3
	airdefence					= 1
	seaattack					= 5
	subattack					= 1
	airattack					= 1
	shorebombardment			= 1
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 13000
	supplyconsumption			= 1
	fuelconsumption				= 1
}
# 3 - Treaty Light Cruiser
model = {
	cost						= 6
	buildtime 					= 325
	defaultorganisation 		= 30
	manpower					= 2
	maxspeed					= 32
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 4
	airdefence					= 1
	seaattack					= 6
	subattack					= 1
	airattack					= 1
	shorebombardment			= 1
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 8000
	supplyconsumption			= 1
	fuelconsumption				= 1
}
# 4 - Treaty Heavy Cruiser
model = {
	cost						= 6
	buildtime 					= 350
	defaultorganisation 		= 30
	manpower					= 2
	maxspeed					= 32
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 4
	airdefence					= 1
	seaattack					= 8
	subattack					= 1
	airattack					= 1
	shorebombardment			= 2
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 8000
	supplyconsumption			= 1
	fuelconsumption				= 1
}
# 5 - Pocket Battleship
model = {
	cost						= 7
	buildtime 					= 425
	defaultorganisation 		= 30
	manpower					= 3
	maxspeed					= 28
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 80
	seadefence					= 10
	airdefence					= 1
	seaattack					= 10
	subattack					= 1
	airattack					= 1
	shorebombardment			= 2
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 12000
	supplyconsumption			= 1
	fuelconsumption				= 0.8
}
# 6 - AA Light Cruiser
model = {
	cost						= 6
	buildtime 					= 300
	defaultorganisation 		= 30
	manpower					= 1
	maxspeed					= 34
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility					= 65
	seadefence					= 4
	airdefence					= 1
	seaattack					= 5
	subattack					= 1
	airattack					= 3
	shorebombardment			= 0
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 8000
	supplyconsumption			= 1
	fuelconsumption				= 1
}
# 7 - Post-Treaty Light Cruiser
model = {
	cost						= 7
	buildtime 					= 340
	defaultorganisation 		= 30
	manpower					= 2
	maxspeed					= 34
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 6
	airdefence					= 1
	seaattack					= 6
	subattack					= 1
	airattack					= 2
	shorebombardment			= 1
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 10000
	supplyconsumption			= 1
	fuelconsumption				= 1
}
# 8 - Post-Treaty Heavy Cruiser
model = {
	cost						= 8
	buildtime 					= 360
	defaultorganisation 		= 30
	manpower					= 2
	maxspeed					= 34
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 6
	airdefence					= 1
	seaattack					= 8
	subattack					= 1
	airattack					= 2
	shorebombardment			= 2
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 10000
	supplyconsumption			= 1
	fuelconsumption				= 1
}

# 9 - Super Cruiser
model = {
	cost						= 10
	buildtime 					= 500
	defaultorganisation 		= 30
	manpower					= 2
	maxspeed					= 32
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 80
	seadefence					= 10
	airdefence					= 2
	seaattack					= 12
	subattack					= 1
	airattack					= 2
	shorebombardment			= 3
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 12000
	supplyconsumption			= 1
	fuelconsumption				= 1.5
}
# 10 - Nuclear Light Cruiser
model = {
	cost						= 8
	buildtime 					= 360
	defaultorganisation 		= 30
	manpower					= 3
	maxspeed					= 34
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 6
	airdefence					= 1
	seaattack					= 6
	subattack					= 1
	airattack					= 2
	shorebombardment			= 1
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 200000
	supplyconsumption			= 1
	fuelconsumption				= 0
}
# 11 - Nuclear Heavy Cruiser
model = {
	cost						= 9
	buildtime 					= 380
	defaultorganisation 		= 30
	manpower					= 3
	maxspeed					= 34
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 6
	airdefence					= 1
	seaattack					= 8
	subattack					= 1
	airattack					= 2
	shorebombardment			= 2
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 200000
	supplyconsumption			= 1
	fuelconsumption				= 0
}
# 12 - Nuclear Super Cruiser
model = {
	cost						= 11
	buildtime 					= 520
	defaultorganisation 		= 30
	manpower					= 3
	maxspeed					= 32
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 80
	seadefence					= 10
	airdefence					= 2
	seaattack					= 12
	subattack					= 1
	airattack					= 2
	shorebombardment			= 3
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 200000
	supplyconsumption			= 1
	fuelconsumption				= 0
}
# 13 - Guided Missile Cruiser
model = {
	cost						= 9
	buildtime 					= 340
	defaultorganisation 		= 30
	manpower					= 1
	maxspeed					= 34
	surfacedetectioncapability	= 3
	airdetectioncapability		= 3
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 5
	airdefence					= 2
	seaattack					= 6
	subattack					= 1
	airattack					= 4
	shorebombardment			= 0
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 12000
	supplyconsumption			= 2
	fuelconsumption				= 1
}
# 14 - Nuclear Guided Missile Cruiser
model = {
	cost						= 11
	buildtime 					= 480
	defaultorganisation 		= 30
	manpower					= 3
	maxspeed					= 34
	surfacedetectioncapability	= 3
	airdetectioncapability		= 3
	subdetectioncapability		= 1
	visibility					= 70
	seadefence					= 7
	airdefence					= 2
	seaattack					= 6
	subattack					= 1
	airattack					= 4
	shorebombardment			= 0
	transportcapability			= 0
	aircraftcapacity			= 0
	range						= 200000
	supplyconsumption			= 2
	fuelconsumption				= 0
}
 
Battleship Models

There was a post awhile ago asking for more hypothetical later models to choose from, so I added some in. MDow

Code:
# 0 - Pre-Dreadnaught Battleship
model = {
	cost				= 8
	buildtime 			= 600
	defaultorganisation 		= 30
	manpower			= 2
	maxspeed			= 16
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 80
	seadefence			= 12
	airdefence			= 2
	seaattack			= 12
	airattack			= 1
	subattack			= 1
	shorebombardment		= 2
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 8000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 1 - Dreadnaught Battleship
model = {
	cost				= 9
	buildtime 			= 640
	defaultorganisation 		= 30
	manpower			= 3
	maxspeed			= 20
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 85
	seadefence			= 16
	airdefence			= 3
	seaattack			= 16
	airattack			= 1
	subattack			= 1
	shorebombardment		= 3
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 10000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 2 - Battlecruiser
model = {
	cost				= 10
	buildtime 			= 670
	defaultorganisation 		= 30
	manpower			= 3
	maxspeed			= 28
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 90
	seadefence			= 12
	airdefence			= 3
	seaattack			= 16
	airattack			= 1
	subattack			= 1
	shorebombardment		= 3
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 8000
	supplyconsumption		= 1
	fuelconsumption			= 2
}
# 3 - Super-Dreadnaught Battleship
model = {
	cost				= 12
	buildtime 			= 670
	defaultorganisation 		= 30
	manpower			= 3
	maxspeed			= 20
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 85
	seadefence			= 18
	airdefence			= 3
	seaattack			= 18
	airattack			= 1
	subattack			= 1
	shorebombardment		= 4
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 10000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 4 - Large Battlecruiser
model = {
	cost				= 14
	buildtime 			= 710
	defaultorganisation 		= 30
	manpower			= 4
	maxspeed			= 34
	surfacedetectioncapability	= 2
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 90
	seadefence			= 14
	airdefence			= 2
	seaattack			= 18
	airattack			= 2
	subattack			= 1
	shorebombardment		= 4
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 8000
	supplyconsumption		= 1
	fuelconsumption			= 2
}
# 5 - Treaty Battleship
model = {
	cost				= 16
	buildtime 			= 710
	defaultorganisation 		= 30
	manpower			= 3
	maxspeed			= 28
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 90
	seadefence			= 20
	airdefence			= 4
	seaattack			= 20
	airattack			= 2
	subattack			= 1
	shorebombardment		= 5
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 12000
	supplyconsumption		= 1
	fuelconsumption			= 1
}
# 6 - Post-Treaty Battleship
model = 
	cost				= 18
	buildtime 			= 750
	defaultorganisation 		= 30
	manpower			= 4
	maxspeed			= 32
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 90
	seadefence			= 20
	airdefence			= 4
	seaattack			= 20
	airattack			= 2
	subattack			= 1
	shorebombardment		= 5
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 14000
	supplyconsumption		= 1
	fuelconsumption			= 2
}
# 7 - Super Battleship
model = {
	cost				= 20
	buildtime 			= 820
	defaultorganisation 		= 30
	manpower			= 5
	maxspeed			= 30
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 100
	seadefence			= 25
	airdefence			= 5
	seaattack			= 25
	airattack			= 2
	subattack			= 1
	shorebombardment		= 6
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 14000
	supplyconsumption		= 1
	fuelconsumption			= 2
}
# 8 - Guided Missile Battleship
model = {
	cost				= 19
	buildtime 			= 790
	defaultorganisation 		= 30
	manpower			= 3
	maxspeed			= 34
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility			= 100
	seadefence			= 25
	airdefence			= 8
	seaattack			= 20
	airattack			= 4
	subattack			= 1
	shorebombardment		= 4
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 14000
	supplyconsumption		= 1
	fuelconsumption			= 2
}
# 9 - Nuclear Guided Missile Battleship
model = {
	cost				= 19
	buildtime 			= 820
	defaultorganisation 		= 30
	manpower			= 5
	maxspeed			= 30
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility			= 100
	seadefence			= 25
	airdefence			= 5
	seaattack			= 20
	airattack			= 2
	subattack			= 1
	shorebombardment		= 6
	transportcapability		= 0
	aircraftcapacity		= 0
	range				= 200000
	supplyconsumption		= 1
	fuelconsumption			= 0
}
 
Carrier Models

Here are a lot of peoples favorites. Hopefully they fit in with what people are looking at when they are modifing carrier air wings. MDow

Code:
# 0 - Conversions
model = {
	cost				= 6
	buildtime 			= 290
	defaultorganisation 		= 30
	manpower			= 2
	maxspeed			= 24
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 70
	seadefence			= 5
	airdefence			= 1
	seaattack			= 0
	subattack			= 0
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 1
	range				= 8000
	supplyconsumption		= 2
	fuelconsumption			= 1
}
# 1 - Escort Carrier
model = {
	cost				= 6
	buildtime 			= 240
	defaultorganisation 		= 30
	manpower			= 2
	maxspeed			= 18
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 2
	visibility			= 70
	seadefence			= 3
	airdefence			= 1
	seaattack			= 0
	subattack			= 3
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 1
	range				= 10000
	supplyconsumption		= 2
	fuelconsumption			= 1
}
# 2 - Helicopter Carrier
model = {
	cost				= 11
	buildtime 			= 350
	defaultorganisation 		= 30
	manpower			= 2
	maxspeed			= 30
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 2
	visibility			= 70
	seadefence			= 4
	airdefence			= 2
	seaattack			= 0
	subattack			= 3
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 1
	range				= 10000
	supplyconsumption		= 2
	fuelconsumption			= 1
}
# 3 - Small Carriers
model = {
	cost				= 10
	buildtime 			= 330
	defaultorganisation 		= 30
	manpower			= 2
	maxspeed			= 30
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility			= 70
	seadefence			= 4
	airdefence			= 2
	seaattack			= 0
	subattack			= 1
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 2
	range				= 9000
	supplyconsumption		= 2
	fuelconsumption			= 1
}
# 4 - Aviation Cruiser
model = {
	cost				= 8
	buildtime 			= 350
	defaultorganisation 		= 30
	manpower			= 2
	maxspeed			= 34
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility			= 70
	seadefence			= 4
	airdefence			= 2
	seaattack			= 4
	subattack			= 1
	airattack			= 1
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 1
	range				= 8000
	supplyconsumption		= 2
	fuelconsumption			= 1
}
# 5 - Light Carrier
model = {
	cost				= 8
	buildtime 			= 330
	defaultorganisation 		= 30
	manpower			= 3
	maxspeed			= 32
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility			= 90
	seadefence			= 4
	airdefence			= 2
	seaattack			= 0
	subattack			= 1
	airattack			= 2
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 2
	range				= 8000
	supplyconsumption		= 2
	fuelconsumption			= 1
}
# 6 - Cruiser Conversions
model = {
	cost				= 12
	buildtime 			= 300
	defaultorganisation 		= 30
	manpower			= 3
	maxspeed			= 30
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility			= 90
	seadefence			= 8
	airdefence			= 3
	seaattack			= 1
	subattack			= 0
	airattack			= 2
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 3
	range				= 10000
	supplyconsumption		= 3
	fuelconsumption			= 1
}
# 7 - Fleet Carriers
model = {
	cost				= 13
	buildtime 			= 330
	defaultorganisation 		= 30
	manpower			= 4
	maxspeed			= 34
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility			= 80
	seadefence			= 8
	airdefence			= 3
	seaattack			= 0
	subattack			= 1
	airattack			= 3
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 3
	range				= 12000
	supplyconsumption		= 2
	fuelconsumption			= 1
}
# 8 - Large Carrier
model = {
	cost				= 15
	buildtime 			= 450
	defaultorganisation 		= 30
	manpower			= 4
	maxspeed			= 34
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 1
	visibility			= 100
	seadefence			= 10
	airdefence			= 4
	seaattack			= 0
	subattack			= 1
	airattack			= 2
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 4
	range				= 12000
	supplyconsumption		= 3
	fuelconsumption			= 2
}
# 9 - Super Carrier
model = {
	cost				= 18
	buildtime 			= 750
	defaultorganisation 		= 30
	manpower			= 5
	maxspeed			= 34
	surfacedetectioncapability	= 1
	airdetectioncapability		= 3
	subdetectioncapability		= 1
	visibility			= 100
	seadefence			= 15
	airdefence			= 4
	seaattack			= 1
	subattack			= 1
	airattack			= 3
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 5
	range				= 15000
	supplyconsumption		= 4
	fuelconsumption			= 2
}

# 10 - Nuclear Super Carrier
model = {
	cost				= 20
	buildtime 			= 800
	defaultorganisation 		= 30
	manpower			= 5
	maxspeed			= 35
	surfacedetectioncapability	= 1
	airdetectioncapability		= 3
	subdetectioncapability		= 1
	visibility			= 100
	seadefence			= 15
	airdefence			= 4
	seaattack			= 1
	subattack			= 1
	airattack			= 2
	shorebombardment		= 0
	transportcapability		= 0
	aircraftcapacity		= 5
	range				= 200000
	supplyconsumption		= 4
	fuelconsumption			= 0
}
 
OOBs

I am almost finished with the new naval tech tree. If you want a copy for review and/or editing, drop me a PM and I can send it to you in an e-mail.

Are there people out there that would be interesting in figuring out 1936 naval OOBs? Let me know which countries you have an interst in, and hopefully we can get this out in time for 0.2. MDow
 
New Naval Tech Tree (Chapter 10)

Code:
	} # Level 11
	
	level = { # Semi-Modern Naval Technology
		id = 6937
		name = "Semi-Modern Naval Technology"
		desc = "Further development in electronics and engineering allowed for better designs."
				
		cost = 40
		time = 180
		neg_offset = 45
		pos_offset = 90
		
		application = { # Advanced Marine Electronics
			id = 6938
			name = "Advanced Marine Electronics"
			desc = "The use of computers and more efficient antennas allowed for better radars and counter-measures."
			
			required = { 6912 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Advanced Centimetric Air Search Radar
			id = 6939
			name = "Advanced Centimetric Air Search Radar"
			desc = "Improvements in radar technology allowed for more effective raid detection.  Improved antenna sensitivity allowed for longer ranges and a radar that could determine altitude at long ranges.  This allowed for better fighter control."
			
			required = { 6938 3506 3702 3703 3704 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = air_detection which = destroyer when = on_upgrade value = 1 }
				command = { type = air_detection which = cruiser when = on_upgrade value = 1 }
				command = { type = air_detection which = battleship when = on_upgrade value = 1 }
				command = { type = air_detection which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Advanced Centimetric Surface Search Radar
			id = 6940
			name = "Advanced Centimetric Surface Search Radar"
			desc = "Improvements in radar technology allowed surface search radar to be more effective in rough weather.  This was made posible through the use of electronic filters and controls."
			
			required = { 6939 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = naval_detection which = destroyer when = on_upgrade value = 1 }
				command = { type = naval_detection which = cruiser when = on_upgrade value = 1 }
				command = { type = naval_detection which = battleship when = on_upgrade value = 1 }
				command = { type = naval_detection which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Advanced Sonar/ASDIC
			id = 6941
			name = "Advanced Sonar/ASDIC"
			desc = "Improvements allowed the use of lower frequency sound which would give longer ranges in deep water.  The use of lower sound also allowed for limted penatration of the thermocline, eliminating one more hiding place for enemy submarines."
			
			required = { 6915 6938 3506 3702 3703 3704 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = sub_detection which = destroyer when = on_upgrade value = 1 }
			}
		}
		application = { # Basic Marine Jammer
			id = 6942
			name = "Basic Marine Jammer"
			desc = "Denying the enemy the use of his radars and guidence systems became just as important as having your own electronics for use.  These jammers send out white noise which blanks out the real signal being sent being received by the enemy transceiver."
			
			required = { 6938 6940 3506 3702 3703 3704 3803 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = surface_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = air_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = surface_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = surface_defence which = battleship when = on_upgrade value = 1 }
				command = { type = air_defence which = battleship when = on_upgrade value = 1 }
				command = { type = surface_defence which = carrier when = on_upgrade value = 1 }
				command = { type = air_defence which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Semi-Modern Fire COntrol
			id = 6943
			name = "Semi-Modern Fire Control"
			desc = "The combination of smaller computers with advanced optics allowed for more accurate control of the vessels weapons.  It also allowed for the control of guided missiles."
			
			required = { 6906 3803 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Advanced Secondary Battery Directors
			id = 6944
			name = "Advanced Secondary Battery Directors"
			desc = "These small, lightly armored directors were more effective than their predessesors because of the use of basic mechanical target trackers and better optics."
			
			required = { 6943 6909 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Improved AA Battery Directors
			id = 6945
			name = "Improved AA Battery Directors"
			desc = "These small, lightweight directors had the ability to control more mounts, more accurately."
			
			required = { 6944 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Fire Control Computer
			id = 6946
			name = "Improved Fire Control Computer"
			desc = "Mounted deep within the vessel; these computers allowed the accurate prediction of ranges to an enemy vessel.  This combined with ranges and bearings from external directors, allowed for accurate long range shooting."
			
			required = { 6943 6911 3803 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Anti-Ship Guided Missile Illuminator
			id = 6947
			name = "Anti-Ship Guided Missile Illuminator"
			desc = "This is the control station for anti-ship guided missiles.  The illuminator sends out a radar signal which relects off the target allowing the missile to home in on the target."
			
			required = { 6942 6943 6946 7103 7404 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Surface to Air Guided Missile Illuminator
			id = 6948
			name = "Surface to Air Guided Missile Illuminator"
			desc = "This is the control station for surface to air (SAM) guided missiles.  The illuminator sends out a radar beam which 'illuminates' the target allowing the missile to home in on the target."
			
			required = { 6947 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Improved AA Machine Guns
			id = 6949
			name = "Improved AA Machine Guns"
			desc = "This is a new class of multi-barrel anti-aircraft guns.  They are lightweight and can be brought onto a target quickly.  Useful against the new generation of high speed aircraft and missiles."
			
			required = { 6512 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = air_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = air_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defence which = battleship when = on_upgrade value = 1 }
				command = { type = air_defence which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Shipboard Anti-Ship Guided Missile
			id = 6950
			name = "Shipboard Anti-Ship Guided Missile"
			desc = "This is the basic anti-ship guided missile.  It has a large warhead for destroying enemy warships.  It has a range that is limited to the radar horizon due to the neccesity of having to illuminate the target for the missile to hit."
			
			required = { 6947 7404 7703 7704 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = naval_attack which = cruiser when = on_upgrade value = 1 }
				command = { type = naval_attack which = battleship when = on_upgrade value = 1 }
			}
		}
		application = { # Shipboard Surface to Air Guided Missile
			id = 6951
			name = "Shipboard Surface to Air Guided Missile"
			desc = "This is a basic surface to air missile (SAM) that allows aircraft to be engaged while they are still great distances away from the vessel.  A rocket motor accelerates the missile and gets the speed high enough that a ramjet engine can take over.  Typical of US Talos or USSR SA-1-N missiles."
			
			required = { 6950 }
			chance = 90
			cost = 12
			time = 150
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Homing Surface Torpedo
			id = 6952
			name = "Homing Surface Torpedo"
			desc = "This system allows torpedoes to use sound signal to sent out and recieved allowing the torpedo to track the target with out input from an operator."
			
			required = { 6718 6941 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Shaped Charge Warhead
			id = 6953
			name = "Shaped Charge Warhead"
			desc = "A shaped warhead sends a jet of superheated plasma through the targets hull.  This allows the warhead to cause more damage to the inside of the vessel."
			
			required = { 6952 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Semi-Modern Surface Torpedo
			id = 6954
			name = "Semi-Modern Surface Torpedo"
			desc = "This torpedo combines the torpedo homing system with a shaped warhead to get a powerful torpedo.  These torpedoes can also be used against a submarine if the targets location is known."
			
			required = { 6953 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = naval_attack which = destroyer when = on_upgrade value = 2 }
				command = { type = sub_attack which = destroyer when = on_upgrade value = 1 }
			}
		}
		application = { # Anti-Submarine Rocket Launched Torpedo
			id = 6955
			name = "Anti-Submarine Rocket Launched Torpedo"
			desc = "A torpedo is propelled out from the vessel toward the target submarine and dropped on top of the submarine's location.  This makes it more difficult for the submarine to evade the torpedo."
			
			required = { 6950 6953 6947 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = sub_attack which = destroyer when = on_upgrade value = 2 }
			}
		}
		application = { # Advanced Marine Engineering
			id = 6956
			name = "Advanced Marine Engineering"
			desc = "Advances in metalurgy and control systems allowed for engines with more power and reliability."
			
			required = { 6707 6938 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Automated Steam Plant
			id = 6957
			name = "Automated Steam Plant"
			desc = "By automating the flow of air and fuel to the boilers, it allowed the reduction of the engineering crew on many vessels."
			
			required = { 6956 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = man_power which = destroyer when = on_upgrade value = -1 }
				command = { type = man_power which = cruiser when = on_upgrade value = -1 }
				command = { type = man_power which = battleship when = on_upgrade value = -2 }
				command = { type = man_power which = carrier when = on_upgrade value = -2 }
			}
		}
		application = { # Gas Turbine Engines
			id = 6958
			name = "Gas Turbine Engines"
			desc = "This is an aircraft turbojet modified to provide propulsion for a naval vessel.  This type of engine requires a great amount of air to operate.  They also require a tremendous amount of fuel.  The advantages are that they provide great amounts of power and start quickly allowing a vessel to get underway quickly in case of emergency."
			
			required = { 6957 7701 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Shipboard Nuclear Power Plant
			id = 6959
			name = "Shipboard Nuclear Power Plant"
			desc = "The development of nuclear power plants ashore was quickly converted for use aboard vessels.  The reactor is used as a steam generator to provide steam for a conventional geared turbine.  The reactor itself is heavy due to the amount of shieding required to protect the crew.  THe reactor can provide nearly unlimited amounts of power.  The reactor heats water at high pressures which is run through a steam generator.  The steam from the steam generator is kept seperate from the highly iradiated reactor coolant."
			
			required = { 6957 8971 }
			chance = 90
			cost = 8
			time = 180
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Engine Control Room
			id = 6960
			name = "Engine Control Room"
			desc = "This provides a seperate compartment where are all of the engine room functions can be controlled from a single point.  This allows the engineering crew to work in climate controlled conditions making for better workk conditions.  It also allows for the more efficient control of large power plants like nuclear or gas turbine plants."
			
			required = { 6957 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Improved Diesel Fire Pump
			id = 6961
			name = "Improved Diesel Fire Pump"
			desc = "Improvements in the power of diesel engines also allowed for more powerful pumps for use in fighting fires.  This allows for more effective damage control in the event that the engine room has been disabled."
			
			required = { 6709 6956 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = naval_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = air_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = naval_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = naval_defence which = battleship when = on_upgrade value = 1 }
				command = { type = air_defence which = battleship when = on_upgrade value = 1 }
				command = { type = naval_defence which = carrier when = on_upgrade value = 1 }
				command = { type = air_defence which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Improved Diesel Generators
			id = 6962
			name = "Improved Diesel Generators"
			desc = "Improvements in the power of diesel engines also allowed for more powerful generators for use as main and back-up systems.  This allows for more effective damage control in the event that the engine room has been disabled.  It also allowed for the replacement of the steam turbine generators in smaller ships allowing the engine spaces to be made smaller."
			
			required = { 6961 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = naval_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = air_defence which = destroyer when = on_upgrade value = 1 }
				command = { type = naval_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = air_defence which = cruiser when = on_upgrade value = 1 }
				command = { type = naval_defence which = battleship when = on_upgrade value = 1 }
				command = { type = air_defence which = battleship when = on_upgrade value = 1 }
				command = { type = naval_defence which = carrier when = on_upgrade value = 1 }
				command = { type = air_defence which = carrier when = on_upgrade value = 1 }
			}
		}
		application = { # Advanced ASW Tactics
			id = 6963
			name = "Advanced ASW Tactics"
			desc = "New tactics had to be developed to take advantage of new developments in ASW weapons technology."
			
			required = { 6941 6903 6904 6905 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Standoff Tactics
			id = 6964
			name = "Standoff Tactics"
			desc = "New weapons had longer ranges.  New tactics had to be developed that would keep naval forces away from the submarines that they were hunting."
			
			required = { 6963 6955 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Surface to Aircraft Coordination
			id = 6965
			name = "Surface and Aircraft Coordination"
			desc = "The use of aircraft for hunting submarines was not a new tactic.  The use of aircraft in coordination with surface vessels was new concept.  Both platforms would use their sonars/ASDIC to track the target submarine and share the information.  This would make it more difficult for a submarine to escape.  Once the position of the submarine was determined, it could be attacked with weapons dropped by the aircraft or by standoff weapons."
			
			required = { 6964 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # ASW Helicopters
			id = 6966
			name = "ASW Helicopters"
			desc = "The use of helicopters allows a small warship such as a destroyer to carry an aircraft that can detect and attack enemy submarines at a distance from the destroyer or convoy."
			
			required = { 6965 6969 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = sub_attack which = destroyer when = on_upgrade value = 2 }
				command = { type = sub_attack which = carrier when = now value = 2 }
			}
		}
		application = { # Advanced Naval Aviation Technology
			id = 6967
			name = "Advanced Naval Aviation Technology"
			desc = "The use of jets and other technologies resulted in improvements in the way that naval aviation worked as well."
			
			required = { 6965 6714 }
			chance = 90
			cost = 12
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Angled Flight Deck
			id = 6969
			name = "Angled Flight Deck"
			desc = "As aircraft speeds got faster it became more difficult to operate aircraft from a straight flight deck.  This problem was solved by angling the flight deck towards the port side of the carrier.  This allowed aircraft that missed their approach to continue on without stopping (or bolter as it is known) and circle around for another attempt.  Prior to this, the aircraft would have ended up in the barrier that stretched across the flight deck to protect the rest of the aircraft spotted forward."
			
			required = { 6968 }
			chance = 90
			cost = 
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Ship Based Helicopters
			id = 6969
			name = "Ship Based Helicopters"
			desc = "The ability to have a vertical take off and landing was seen as an advantage for smaller vessels that didn't have the room for heavy, space consuming catapults.  This allowed destroyers to carry aircraft that could hunt down and destroy enemy submarines.  It also allowed the carriers to carry a small, lightwieght ASW aircraft that wouldn't take up space needed for stike aircraft and fighters.  Landbased helicopters had to be modified to withstand the stresses of operating from a moving vessel and not be effected by the salt in the air at sea."
			
			required = { 6968 10974 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Advanced Aircraft Handling
			id = 6970
			name = "Advanced Aircraft Handling"
			desc = "With the introduction of the angled flight deck, new equipment had to be developed to move aircraft around the deck and rearm them over a wider area.  This resulted in the development of specialized tractor vehicles for moving the aircraft quickly and specialized rearming vehicles that could load the newer high tech weapons aboard the aircraft."
			
			required = { 6968  }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Steam Catapult
			id = 6971
			name = "Steam Catapult"
			desc = "The use of high pressure steam diverted from the ships boilers resulted in heavier aircraft being able to be used aboard carriers.  The catapult worked by having a shuttle mounted in a track on the deck.  The aircraft was attached to the shuttle which was propelled forward by the pressure of the steam."
			
			required = { 6967 6957 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Advanced Arrestor Wires
			id = 6972
			name = "Advanced Arrestor Wires"
			desc = "As aircraft weights continued to increase, the velocity that aircraft were landing at also increased.  This was a result of the use of jet propulsion on naval aircraft and the adoption of the angled flight deck which encouraged pilots to keep their speed up in case of a blown approach.  All of this resulted in heavier arrestor systems having to be developed."
			
			required = { 6967 6717 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
		application = { # Landing Signalling Device
			id = 6973
			name = "Landing Signalling Device"
			desc = "As aircraft landing speeds increased, the ability of a landing officer standing on the stern of the vessel to judge the approach and signal that to the pilot decreased.  The solution was to set up a device which consisted of mirrors and lenses to signal the corrections to the pilot automatically.  The pilot sees a 'ball' which lets him know if he is above or below the proper path and speed for landing."
			
			required = { 6967 6907 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { }
			}
		}
 
New Naval Tech Tree (Chapter 11)

It's done!!!!

Let me know what you think. MDow

Code:
	} # Level 12
	
	level = { # Semi-Modern Naval Designs
		id = 6975
		name = "Semi-Modern Naval Designs"
		desc = "Further development in electronics and engineering allowed for better designs of equipment.  This allowed designers to design more capability into their designs.  Guided missiles and nuclear propulsion gave these new designs tremendous advantages over previous designs."
				
		cost = 40
		time = 180
		neg_offset = 45
		pos_offset = 90

		application = { # Nuclear Powered Merchant Vessel
			id = 6976
			name = "Nuclear Powered Merchant Vessel"
			desc = "This was though to be the ultimate development of the merchant ship.  No longer would the owner be required to by fuel.  She would be able to steam around the world practically non-stop doing nothing but earning money.  But after the first one entered service it was discovered that keeping the nuclear power plant operational required the employment of an expensive crew.  That spelled the end of the use of nuclear merchant vessels.  The concept is still viable for use when it is necesary to have a vessel that can be steamed for long distances without stoping.  Typical of US N/V Savannah."
			
			required = { 6959 6923 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = transport value = 8 }
			}
		}
		application = { # Frigate
			id = 6977
			name = "Frigate"
			desc = "This is a development of the corvette.  The higher speed of new submarines required a vessels that could accellerate quickly and stop quickly.  A single screw connected to a gas turbine gave the frigate this ability.  They are optimized to hunt and kill enemy submarines but are also able to engage surface vessels in a limited manner."
			
			required = { 6958 6926 6963 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = destroyer value = 5 }
			}
		}
		application = { # 3000 Ton Destroyer
			id = 6978
			name = "3000 Ton Destroyer"
			desc = "Further design work on the basic destroyer design resulted in a ship that was better at combat.  The new destroyer was bigger than its predisessors, and was faster due to the use of gas turbines for main propulsion.  The use of gas turbines resulted in the use of more fuel, but more of the volume of the vessel was taken up with fuel storage in order ro maintain the range of the vessel."
			
			required = { 6958 6927 6944 6945 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = destroyer value = 6 }
			}
		}
		application = { # Guided Missile Destroyer
			id = 6979
			name = "Guided Missile Destroyer"
			desc = "This is a destroyer with a limited guided missile capability.  The missile system mounted on this size vessel wasn't good much more than limited area defence.  This was an improvment over the small main battery guns that were mounted on previous destroyers.  This type of destroyer was also equipped with gas turbine engines to give them the advantages of quick acceleration and high speed."
			
			required = { 6978 6950 6951 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = destroyer value = 7 }
			}
		}
		application = { # Nuclear Light Cruiser
			id = 6980
			name = "Nuclear Light Cruiser"
			desc = "This is a post-treaty light cruiser with a nuclear power plant.  This gives the vessel the advantage of nearly unlimited range without refueling.  The vessel is armed with 152mm guns for a main battery."
			
			required = { 6959 6928 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = cruiser value = 10 }
			}
		}
		application = { # Nuclear Heavy Cruiser
			id = 6981
			name = "Nuclear Heavy Cruiser"
			desc = "This is a post-treaty heavy cruiser with a nuclear power plant.  This gives the vessel the advantage of nearly unlimited range without refueling.  The vessel is armed with 203mm guns for a main battery."
			
			required = { 6975 6959 6923 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = cruiser value = 11 }
			}
		}
		application = { # Nuclear Super Cruiser
			id = 6982
			name = "Nuclear Super Cruiser"
			desc = "This is a super cruiser with a nuclear power plant.  This gives the vessel the advantage of nearly unlimited range without requiring refueling.  The vessel is armed with 305mm guns for a main battery."
			
			required = { 6975 6959 6931 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = cruiser value = 12 }
			}
		}
		application = { # Guided Missile Cruiser
			id = 6983
			name = "Guided Missile Cruiser"
			desc = "This is a cruiser with guided missiles as the main battery.  The cruiser uses gas turbines for propulsion.  This gives the vessel the advantage of high speed and good acceleration.  This has the adverse effect of reducing the range and increasing the fuel consumption."
			
			required = { 6928 6958 6950 5951 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = cruiser value = 13 }
			}
		}
		application = { # Nuclear Guided Missile Cruiser
			id = 6984
			name = "Nuclear Guided Missile Cruiser"
			desc = "This is a cruiser with guided missiles as the main battery.  The cruiser has a nuclear power plant giving it the advantage of nearly unlimited range without refueling."
			
			required = { 6983 6959 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = cruiser value = 14 }
			}
		}
		application = { # Nuclear Battleship
			id = 6985
			name = "Nuclear Battleship"
			desc = "This is a post-treaty battleship with a nuclear power plant.  This gives the vessel the advantage of nearly unlimited range without refueling.  The battleship has 406mm guns for its main battery."
			
			required = { 6959 6932 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = battleship value = 8 }
			}
		}
		application = { # Guided Missile Battleship
			id = 6986
			name = "Guided Missile Battleship"
			desc = "This is a battleship with its main battery supplemented with guided missiles.  It is armed with multiple anti-ship and surface to air missile batteries.  It still retains 406mm guns for use against surface and shore targets."
			
			required = { 6932 6950 6951 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = battleship value = 9 }
			}
		}
		application = { # Nuclear Guided Missile Battleship
			id = 6987
			name = "Nuclear Guided Missile Battleship"
			desc = "This is a guided missile battleship with a nuclear power plant.  This gives it the advantage of nearly unlimited range without refueling.  It is armed with mulitple anti-ship and surface to air missile batteries.  It also retains 406mm guns for use against surface and shore targets."
			
			required = { 6986 6959 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = battleship value = 10 }
			}
		}
		application = { # Helicopter Carrier
			id = 6988
			name = "Helicopter Carrier"
			desc = "This is a carrier designed to operate helicopters and VTOL aircraft.  It operates a small airwing of aircraft and a small contingent of helicopters for anti-submarine operations."
			
			required = { 6934 6970 6969 10976 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = carrier value = 7 }
			}
		}
		application = { # Super Carrier
			id = 6989
			name = "Super Carrier"
			desc = "This is the first class of carriers designed specifically to operate jet aircraft.  An angled flight deck allows aircraft to be launched and landed simultaneously and the use of a steam catapult allows for heavier aircraft to be operated."
			
			required = { 6936 6968 6970 6971 6972 6973 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = carrier value = 9 }
			}
		}
		application = { # Nuclear Super Carrier
			id = 6990
			name = "Nuclear Super Carrier"
			desc = "This is a super carrier powered by a nuclear power plant.  This gives it the avantage of nearly unlimited range without refueling."
			
			required = { 6989 6959 }
			chance = 90
			cost = 8
			time = 90
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = carrier value = 10 }
			}
		}
}}
 
Wow! It all looks great, but it's an awful lot to read in one time; but everything I've read so far lookss great. Just one question: do these guided missile battleships have to ability to carry long range anti-ship (new model) rockets (wich would be great; allowing these battleships to attack fleets in nearby provinces). if not maybe you could do this to strenghten them a bit??? It would require the creation of a new type of rocket with huge naval attack but with a short range wich could be carried by these rocket battleships. Maybe it's just a silly idea but then again who knows what would have happened if the battleship would further have been developed...
 
This is in response to ideas from LightFantastic and Semper Fi, and of course open to anyone else who happens to be reading.

With CAGs could we try to address the philosophical differences taken by nations in the construction of their CAGs the same way the game handles tanks? Like, if you design a basic light tank with a MG on it, you can no longer develop a basic light tank with a 40mm cannon. So, could we, when designing research for CAGs have a section where you have different mixes of fighters, torpedo bombers and dive bombers, that excludes the other mixes when you research one? Just an idea.
 
Long Range ASuW Missiles

I like the idea of a large anti-surface missile. The question is how to pull it off. Last time that I knew, putting nuclear missiles on submarines wasn't working as it should. That is a posibility for the battleships if it is working. There were plans to mount Regulus, V2 style missiles, and Polaris ICBMs on US Battleships post-war, and if they had been developed during the war would have been utilized if they could be fielded quickly enough. Would long range anti-ship missiles be a new model of the ICBM? Would that work? MDow