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unmerged(359305)

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Aug 5, 2011
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  • Darkest Hour
Hello!

In real life, the first few nuclear weapons were essentially one-of-a-kind laboratory devices. Very quickly, however, production was standardized and the weapons (starting with the US Mark 4 device) became mass production items. The US arsenal, for example, went from 3 or 4 bombs in 1945 to a few hundred weapons by the late 40's.

How would I go about modding this effect into Darkest Hour? I'm aware that the last few nuke techs (miniaturization, for example) double production rate, but if I wanted to mod more realistic nuke production times, and enjoy the resulting game dynamic of flying-off-the-shelf nuke production, how would I go about that?
 
I just looked at the techs and the command is "double nuke production." What you would have to do is simply C&P the command loads.

mods > Darkest Hour Full > db > tech > secret_weapons_tech

Techs either 16010 or 16020 have the following:
command = { type = double_nuke_prod }

So sadly there's no value (50, 100 etc.) However, simply repeating the command might work...

application =
{ id = 16010
name = TECH_APP_SW_101_NAME

position = { x = 24 y = 216 }
picture = "16010"
year = 1948
component = { id = 16011 name = TECH_CMP_SW_101_1_NAME type = nuclear_physics difficulty = 10 }
component = { id = 16012 name = TECH_CMP_SW_101_2_NAME type = mathematics difficulty = 8 }
component = { id = 16013 name = TECH_CMP_SW_101_3_NAME type = chemistry difficulty = 10 }
component = { id = 16014 name = TECH_CMP_SW_101_4_NAME type = nuclear_physics difficulty = 10 }
component = { id = 16015 name = TECH_CMP_SW_101_5_NAME type = nuclear_engineering double_time = yes difficulty = 10 }
required = { 7190 }
effects =
{ command = { type = max_reactor_size value = 9 }
command = { type = nuclear_carrier which = flying_bomb }
command = { type = nuclear_carrier which = flying_rocket }
command = { type = double_nuke_prod }
command = { type = double_nuke_prod }
command = { type = double_nuke_prod }
command = { type = double_nuke_prod }
command = { type = double_nuke_prod }
command = { type = double_nuke_prod }
command = { type = double_nuke_prod }

}
}

Or that might just crash your game. I don't know whether that can be an event command or not, unfortunately.
 
Well, maybe adding this command once to all nuclear researches of the secret weapon area may simulate the exponential nukes production. But in this way you may have in a few years enough nukes to strike any single province of the world.
 
Thanks a lot for the useful feedback! So I just add

command = { type = double_nuke_prod }

to, say, ALL the nuke or reactor build techs, not just miniaturization and hydrogen bomb? It seems like it should work.

It's totally gonna break the game balance, but I see no plausible reason that countries shouldn't have arsenals of dozens/low hundreds of weapons by the mid '50's.