18/11 Minor update: http://egslim.nl/tech-DD061b.rar
Changelog 0.61b:
Minor fixes
11/11 New version available:
Changelog 0.61:
Added manpower cost for building IC
More realistic assembly line tech effects: Increased buildtime, decreased buildcost, decreased overall IC*days
Until the 1940-1942 Land doctrine techs all paths except Blitzkrieg now have lower MaxOrg for Arm divisions than for Inf and other types. So until then only the German player can effectively use Armoured divisions.
08/07 New version available
Changelog 0.60:
Added compatibility for '41 scenario.
Some minor balance tweaks
Changed Allied naval AI to be much more aggressive.
DD-SMEP4.5d is also available, and fairly low on bugs.
26/06 Minor version update:
Changelog 0.51
Some minor bugfixes and issues solved
Alpha release of unofficial SMEP for DD: http://egslim.nl/DD-SMEP4.5d.rar
I'm in no way affiliated with either the original SMEP or the "unofficial SMEP for Doomsday" project.
More info in the other thread, since this is really a completely separate project from tech-DD.
09/06 New version:
Changelog for 0.50
Adjusted CAG research difficulty
Progressively increased IC cost for all late unit models - '51 Infantry costs twice as much IC compared to '36 Infantry
(Hopefully) improved AI's counter-intelligence
Tweaked research AI
Reduced sub org/increased morale and naval attack (C.O.R.E - system)
Removed "Long Range Gun" tech
Added "Napalm" and a "Ballistic Missile" techs
01/06 Minor version update:
Changelog for 0.41
Decreased Nav cost
Increased Nav naval detection
Renamed Nav "Naval Patrol"
Modified AI files to reflect these changes
Copied HOI2 Esc-F country specific names to DD Esc-F brigades
Works with 39 scenario
Added country specific names and pictures for Canadian Navy
30/05 Version for Doomsday 1.2:
Changelog for 0.40
Works with DD 1.2
Works with 38 scenario
Added several country specific model names and pictures
Changed SSM effects
Fixed Stealth stats
Removed Weserübung flottilas
Increased research difficulty for CAGs
Gave Navs stats more suitable for a maritime patrol bomber instead of a shipkiller
Lowered range for jetaircraft compared to their propellor driven predecessors
25/05 New version
Changelog for 0.30:
Added 20 new Air Doctrine techs for turbojetaircraft
Added 2 new Secret Weapons (mid-air refuelling)
Added tech-pictures for all techs.
Added country specific model names and pictures for the US Navy.
Fixed unit naming bug (new units would receive country tags).
Changed stealth aircrafts to more realistic dates and stats.
Rearranged SS/SSN models.
Checked/balanced all convoy raiding stats.
Added appropriate CAG techs to US, UK and JAP in '36 scenario.
Added unofficial DD autopromote fix.
18/05 New version:
Changelog for 0.21:
Some minor bugfixes.
Added several tech-pictures.
Changes for 0.20:
Lots and lots of bugfixes.
Changed naval ranges, since the game has trouble with doctrine-driven naval ranges.
Added 4 new models of TP's - you need naval doctrines to unlock them. Base Strike does so quickly, Sealane interdiction slowly.
Added Secret Weapon techs, and new Industrial techs.
About this mod:
This mod aims to do two things:
1) Add new techs to existing branches, to cover the increased timespan offered by DD.
2) Rework both the naval tech system and stats to improve the realism of naval combat.
If you would like to help, I appreciate any of the following:
Feedback on (possible) bugs.
Feedback on the outcome of naval battles, to check balance. AI vs AI seems to work ok, but human play may be different.
Additional unit/country-specific model/minister/leader names, and likewise pictures that can be added to the Paradox-provided ones.
To give an example:
For Infantry, Armor and Aircraft I added mostly one additional model to every branch. Plus an alternative branch to Motorized Infantry: Armored Cavalry. It is weaker, especially on the defensive, but also has higher speed and hardness - makes a nice combination with Armored, like a modern armored cavalry regiment.
New manufacturing techs, each gives a 15% bonus - down from the Vanilla 20% bonus per tech, but these are twice.
Additional radar techs, the early ones increase naval detection too. I gave the Agriculture techs a more gradual flow, with a period of three years.
Each doctrine path has two added techs. No spectacular changes, though. German and US doctrine now both end with 100org/90mor. Mass Assault grants the same bonus Art receives to SP-Art with the second tech.
Major changes. Pocket battleships can only be built by countries with the Sealane Interdiction Doctrine. Specialised ASW ships are like the frigates and sloops of the RN used for the battle of the Atlantic. They are weaker compared to destroyers, but also cheaper and allmost as effective against subs.
Super Heavy Cruisers are like the Alaska class. Not visible here but also added is a pre-Dreanought class of battleships. AA-Cruisers are CL's with their surface armament replaced by AA guns. There are nuclear power ships too - with higher range, but much more expensive.
Stats are completely reworked. Battleships were loaded with AA-guns - a US battleship shot down 26 aircraft in a single day during the Battle of the Solomons, their air-attack now reflects this. Cruisers were used to operate in remote areas, where it was too difficult to send sufficient supplies for larger ships. This is now reflected by their longer range. DD's are the only vessels useful against subs, all other ship types had their sub-attack stats nerfed.
Light carriers now carry CAG's. Newer CV's and CVL's have improved combat stats, so CV1's plus latest model CAGs lost much of their attractiveness.
Researching a BB4 not only gives acces to the BB5 tech, but also to DD3, CA3, etc. And vice versa. So it is no longer necessary to research every branch from scratch, if you have to play catch-up with the naval powers.
Again, major changes. If Germany is succeslful at land the Mahanian techs give Sealane Interdiction the ability to rival the Allied navies. Until then, German CV's and TP's suck - no more amphibious assaults in South Scotland or Canada in '40, the English Channel is enough of a challenge with 200km TP range.
For the landing in Narvik Germany starts out with one more advanced TP with higher range, but won't be able to build more until they research the necessary doctrines.
Schnorkel gives a decrease in visibility, at the cost of lower speed. This only concerns the first 4 sub models, the later ones had higher underwater speed.
After completing a nuclear BB or CV tech the Nuke Escort techs give increased range to CL's and DD's to accompany the Capital Ships.
Finally, the "Efficient Shipyard" techs represent a slight, historical edge for some countries. Japan excelled at night surface combat, USA had the advantage of reading both the German and Japanese code and Britain produced ships at lower cost than anywhere else.
Several new secret weapons! Most of them are based on a suggestions thread I opened a while ago, though I only used the somewhat realistic ideas.
Changelog 0.61b:
Minor fixes
11/11 New version available:
Changelog 0.61:
Added manpower cost for building IC
More realistic assembly line tech effects: Increased buildtime, decreased buildcost, decreased overall IC*days
Until the 1940-1942 Land doctrine techs all paths except Blitzkrieg now have lower MaxOrg for Arm divisions than for Inf and other types. So until then only the German player can effectively use Armoured divisions.
08/07 New version available
Changelog 0.60:
Added compatibility for '41 scenario.
Some minor balance tweaks
Changed Allied naval AI to be much more aggressive.
DD-SMEP4.5d is also available, and fairly low on bugs.
26/06 Minor version update:
Changelog 0.51
Some minor bugfixes and issues solved
Alpha release of unofficial SMEP for DD: http://egslim.nl/DD-SMEP4.5d.rar
I'm in no way affiliated with either the original SMEP or the "unofficial SMEP for Doomsday" project.
More info in the other thread, since this is really a completely separate project from tech-DD.
09/06 New version:
Changelog for 0.50
Adjusted CAG research difficulty
Progressively increased IC cost for all late unit models - '51 Infantry costs twice as much IC compared to '36 Infantry
(Hopefully) improved AI's counter-intelligence
Tweaked research AI
Reduced sub org/increased morale and naval attack (C.O.R.E - system)
Removed "Long Range Gun" tech
Added "Napalm" and a "Ballistic Missile" techs
01/06 Minor version update:
Changelog for 0.41
Decreased Nav cost
Increased Nav naval detection
Renamed Nav "Naval Patrol"
Modified AI files to reflect these changes
Copied HOI2 Esc-F country specific names to DD Esc-F brigades
Works with 39 scenario
Added country specific names and pictures for Canadian Navy
30/05 Version for Doomsday 1.2:
Changelog for 0.40
Works with DD 1.2
Works with 38 scenario
Added several country specific model names and pictures
Changed SSM effects
Fixed Stealth stats
Removed Weserübung flottilas
Increased research difficulty for CAGs
Gave Navs stats more suitable for a maritime patrol bomber instead of a shipkiller
Lowered range for jetaircraft compared to their propellor driven predecessors
25/05 New version
Changelog for 0.30:
Added 20 new Air Doctrine techs for turbojetaircraft
Added 2 new Secret Weapons (mid-air refuelling)
Added tech-pictures for all techs.
Added country specific model names and pictures for the US Navy.
Fixed unit naming bug (new units would receive country tags).
Changed stealth aircrafts to more realistic dates and stats.
Rearranged SS/SSN models.
Checked/balanced all convoy raiding stats.
Added appropriate CAG techs to US, UK and JAP in '36 scenario.
Added unofficial DD autopromote fix.
18/05 New version:
Changelog for 0.21:
Some minor bugfixes.
Added several tech-pictures.
Changes for 0.20:
Lots and lots of bugfixes.
Changed naval ranges, since the game has trouble with doctrine-driven naval ranges.
Added 4 new models of TP's - you need naval doctrines to unlock them. Base Strike does so quickly, Sealane interdiction slowly.
Added Secret Weapon techs, and new Industrial techs.
About this mod:
This mod aims to do two things:
1) Add new techs to existing branches, to cover the increased timespan offered by DD.
2) Rework both the naval tech system and stats to improve the realism of naval combat.
If you would like to help, I appreciate any of the following:
Feedback on (possible) bugs.
Feedback on the outcome of naval battles, to check balance. AI vs AI seems to work ok, but human play may be different.
Additional unit/country-specific model/minister/leader names, and likewise pictures that can be added to the Paradox-provided ones.
To give an example:

For Infantry, Armor and Aircraft I added mostly one additional model to every branch. Plus an alternative branch to Motorized Infantry: Armored Cavalry. It is weaker, especially on the defensive, but also has higher speed and hardness - makes a nice combination with Armored, like a modern armored cavalry regiment.

New manufacturing techs, each gives a 15% bonus - down from the Vanilla 20% bonus per tech, but these are twice.
Additional radar techs, the early ones increase naval detection too. I gave the Agriculture techs a more gradual flow, with a period of three years.

Each doctrine path has two added techs. No spectacular changes, though. German and US doctrine now both end with 100org/90mor. Mass Assault grants the same bonus Art receives to SP-Art with the second tech.

Major changes. Pocket battleships can only be built by countries with the Sealane Interdiction Doctrine. Specialised ASW ships are like the frigates and sloops of the RN used for the battle of the Atlantic. They are weaker compared to destroyers, but also cheaper and allmost as effective against subs.
Super Heavy Cruisers are like the Alaska class. Not visible here but also added is a pre-Dreanought class of battleships. AA-Cruisers are CL's with their surface armament replaced by AA guns. There are nuclear power ships too - with higher range, but much more expensive.
Stats are completely reworked. Battleships were loaded with AA-guns - a US battleship shot down 26 aircraft in a single day during the Battle of the Solomons, their air-attack now reflects this. Cruisers were used to operate in remote areas, where it was too difficult to send sufficient supplies for larger ships. This is now reflected by their longer range. DD's are the only vessels useful against subs, all other ship types had their sub-attack stats nerfed.
Light carriers now carry CAG's. Newer CV's and CVL's have improved combat stats, so CV1's plus latest model CAGs lost much of their attractiveness.
Researching a BB4 not only gives acces to the BB5 tech, but also to DD3, CA3, etc. And vice versa. So it is no longer necessary to research every branch from scratch, if you have to play catch-up with the naval powers.

Again, major changes. If Germany is succeslful at land the Mahanian techs give Sealane Interdiction the ability to rival the Allied navies. Until then, German CV's and TP's suck - no more amphibious assaults in South Scotland or Canada in '40, the English Channel is enough of a challenge with 200km TP range.
Schnorkel gives a decrease in visibility, at the cost of lower speed. This only concerns the first 4 sub models, the later ones had higher underwater speed.
After completing a nuclear BB or CV tech the Nuke Escort techs give increased range to CL's and DD's to accompany the Capital Ships.
Finally, the "Efficient Shipyard" techs represent a slight, historical edge for some countries. Japan excelled at night surface combat, USA had the advantage of reading both the German and Japanese code and Britain produced ships at lower cost than anywhere else.
Several new secret weapons! Most of them are based on a suggestions thread I opened a while ago, though I only used the somewhat realistic ideas.
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