Tanks - evacuation vehicle
New idea for late war tech in tank tree...
application = { # Heavy evacuation vehicle
id = XXXX
name = "Heavy evacuation vehicle"
desc = "After the first period of war it became obvious, that traditional methods of repairs not suit new, fast style of warfare. In battles most of the tanks were not destroyed, but damaged. Vehicles that were knocked off or recieved damage beyond their own ability to repair had to wait for repair teams, thus slowing the advance. The answer for that problem was the heavy evacuation vehicle, able to remove damaged tank right from the battlefield even uder enemy fire and repair it right on the front line. Historically those vehicles were modifications of standard medium and heavy tanks, like M4 Sherman, Cromwell or Churchill."
required = { 1305 2407 11400 } # Bulldozer, Imp. Medium prot., Late War Experience
chance = 90
cost = 12
time = 90
neg_offset = 20
pos_offset = 40
effects = {
command = { type = max_organization which = armor when = on_upgrade value = 3 }
command = { type = air_defense which = armor when = on_upgrade value = 1 }
command = { type = ground_defense which = armor when = on_upgrade value = 1 }
}
}
New idea for late war tech in tank tree...
application = { # Heavy evacuation vehicle
id = XXXX
name = "Heavy evacuation vehicle"
desc = "After the first period of war it became obvious, that traditional methods of repairs not suit new, fast style of warfare. In battles most of the tanks were not destroyed, but damaged. Vehicles that were knocked off or recieved damage beyond their own ability to repair had to wait for repair teams, thus slowing the advance. The answer for that problem was the heavy evacuation vehicle, able to remove damaged tank right from the battlefield even uder enemy fire and repair it right on the front line. Historically those vehicles were modifications of standard medium and heavy tanks, like M4 Sherman, Cromwell or Churchill."
required = { 1305 2407 11400 } # Bulldozer, Imp. Medium prot., Late War Experience
chance = 90
cost = 12
time = 90
neg_offset = 20
pos_offset = 40
effects = {
command = { type = max_organization which = armor when = on_upgrade value = 3 }
command = { type = air_defense which = armor when = on_upgrade value = 1 }
command = { type = ground_defense which = armor when = on_upgrade value = 1 }
}
}