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unmerged(53556)

Recruit
Feb 2, 2006
8
0
1020 # Corps-centric Army - DeAct 1030 1040 1050
1030 # Division-centric Army - DeAct 1020 1040 1050
1040 # Brigade-centric Army - DeAct 1020 1030 1050
1050 # Traditional Army - DeAct 1020 1030 1040

1060 # 1920 Corps Command and Communications and Supply - Req (1020 or 1030 or 1040) - DeAct 1070
1070 # 1920 Army Command and Communications and Supply - Req (1040 or 1050) - DeAct 1060
1100 # 1932 Corps Command and Communications and Supply - Req 1060 1090 - DeAct 1110
1110 # 1932 Army Command and Communications and Supply - Req 1070 1090 - DeAct 1100
1140 # 1936 Corps Command and Communications and Supply - Req 1100 1130 - DeAct 1150
1150 # 1936 Army Command and Communications and Supply - Req 1110 1130 - DeAct 1140
1180 # 1939 Corps Command and Communications and Supply - Req 1140 1170 - DeAct 1190
1190 # 1939 Army Command and Communications and Supply - Req 1150 1170 - DeAct 1180
1220 # 1942 Corps Command and Communications and Supply - Req 1180 1210 - DeAct 1230
1230 # 1942 Army Command and Communications and Supply - Req 1190 :confused: 1220 :confused: - DeAct 1220
** Requires 1220 # 1942 Corps Command and Communications and Supply **
** Should require 1210 # 1941 Infantry Divisional Organization **
1260 # 1945 Corps Command and Communications and Supply - Req 1220 1250 - DeAct 1270
1270 # 1945 Army Command and Communications and Supply - Req 1230 1250 - DeAct 1260

1080 # 1925 Infantry Equipment - Req (1060 or 1070)
1090 # 1930 Infantry Divisional Organization - Req 1080
1120 # 1934 Infantry Equipment - Req (1100 or 1110)
1130 # 1935 Infantry Divisional Organization - Req 1120
1160 # 1937 Infantry Equipment - Req (1140 or 1150)
1170 # 1938 Infantry Divisional Organization - Req 1160
1200 # 1940 Infantry Equipment - Req (1180 or 1190)
1210 # 1941 Infantry Divisional Organization - Req 1200
1240 # 1943 Infantry Equipment - Req (1220 or 1230)
1250 # 1944 Infantry Divisional Organization - 1240

1280 # 1930 Mountain Equipment and Organization and Training - Req 1090
1290 # 1935 Mountain Equipment and Organization and Training - Req 1130 1280
1300 # 1938 Mountain Equipment and Organization and Training - Req 1170 1290
1310 # 1941 Mountain Equipment and Organization and Training - Req 1210 1300
1320 # 1944 Mountain Equipment and Organization and Training - Req 1250 1310

1330 # 1930 Motorized Infantry Theory and Experimentation - Gain 2220 2360
** Perhaps should require 1090 # 1930 Infantry Divisional Organization **
** Perhaps 2220 # 1936 Light Armoured Division Organization **
** And 2360 # 1936 Armoured Division Organization **
** should be gained from 1340 # 1935 Semi-Motorized Division Equipment and Organization instead **
1340 # 1935 Semi-Motorized Division Equipment and Organization - Req 1130 1330 1350
1350 # 1935 Tankette
** Could perhaps require 5220 # Semi-Industrialized Economy **
** or 5230 # Fully Industrialized Economy **
** That would keep 5210 # Agriculturally-based Economy from researching it **
** But then they could have purchased foreign ones **
1360 # 1938 Semi-Motorized Division Equipment and Organization - Req 1170 1340 1370 - Gain 2230 2370
1370 # 1938 Armoured Car - Req 1350
1380 # 1941 Motorized Division Equipment and Organization - Req 1210 1360 - Gain 2240 2380
** Perhaps should gain 1420 #1941 Mechanized Division Equipment and Organization **
1390 # 1944 Motorized Division Equipment and Organization - Req 1250 1380 - Gain 1420
** Perhaps should gain 2400 # 1944 Armoured Division Organization **
** Instead of 1420 #1941 Mechanized Division Equipment and Organization **

1410 # 1940 Light Recon Tank
** Could perhaps require 1350 # 1935 Tankette **
** Also see notes on 1350 # 1935 Tankette concerning minor nations **
1420 # 1941 Mechanized Division Equipment and Organization - Req 1380 1410 - Gain 2390
1430 # 1944 Mechanized Division Equipment and Organization - Req 1390 1420 - Gain 2400
#1440 # 1945 Mechanized Division Equipment and Organization - Req 1430

1450 # 1920s Marine Theory and Experimentation
** Could perhaps require 5220 # Semi-Industrialized Economy **
** or 5230 # Fully Industrialized Economy **
** That would keep 5210 # Agriculturally-based Economy from researching it **
1460 # 1930s Marine Theory and Experimentation - Req 1450
1470 # 1935 Marine Regiment Equipment and Organization and Training - Req 1130 1460
1480 # 1938 Marine Regiment Equipment and Organization and Training - Req 1170 1470
1490 # 1941 Marine Division Equipment and Organization and Training - Req 1210 1480
1500 # 1944 Marine Division Equipment and Organization and Training - Req 1250 1490
1510 # 1945 Marine Division Equipment and Organization and Training - Req 1560 and (1260 or 1270)

1520 # 1920s Airborne Theory and Experimentation
** Perhaps should require # 4400 = Transports **
** I don't believe minor nations should research this and that may stop it **
1530 # 1930s Airborne Theory and Experimentation
1540 # 1935 Airborne Regiment Equipment and Experimentation and Training - Req 1130 1530
1550 # 1938 Airborne Regiment Equipment and Experimentation and Training - Req 1170 1540
1560 # 1941 Airborne Division Equipment and Experimentation and Training - Req 1210 1550
1570 # 1944 Airborne Regiment Equipment and Experimentation and Training - Req 1250 1560
1580 # 1945 Airborne Regiment Equipment and Experimentation and Training - Req 1570 and (1260 or 1270)
 
Well, this tree has completely changed from 0.11 for 0.2, so a lot of stuff here, frankly all of it, is unapplicable.

Also, I refuse to have off-screen requirements for techs. There will be complete confusion if players try to research 1920s Airborne Theory and Experimentation and not have a clue as to what is required to research it (as it is on a different screen). The only requirements you will see for Infantry, Armour, and Land Doctrines are on the screen.
 
I should note, while on the subject, that I'm seriously considering dropping the off-screen requirements for the aircraft techs (which are radar techs). I believe they are historical and serve a purpose, but the way the game indicates this (or rather, does not) makes it problematic (especially since only a small fraction of people will actually read an FAQ and remember it's contents - been there myself).
 
baylox said:
I should note, while on the subject, that I'm seriously considering dropping the off-screen requirements for the aircraft techs (which are radar techs). I believe they are historical and serve a purpose, but the way the game indicates this (or rather, does not) makes it problematic (especially since only a small fraction of people will actually read an FAQ and remember it's contents - been there myself).

What I perfer to do is to have blueprints offered by other techs, outside of the tech area, representing speeding up development.

What you might want to do, is to provide blueprints in the radar techs, and increase the aircraft tech levels to a greater level, meaning that in order to research these new aircraft types you would benefit by having researched the radar technologies first (while not being a requirement).
 
The only problem is that radar is a comparatively small component of the aircraft, so giving an entire blueprint is just too much. Oh well, I'll mull it over and see if I can come up with something. I've mentioned elsewhere that perhaps using small icons on the tech screens can be an idea to indicate off-screen requirements (such as a small radar site for radar techs in general). If that turns out well I'll go with that.
 
baylox said:
The only problem is that radar is a comparatively small component of the aircraft, so giving an entire blueprint is just too much. Oh well, I'll mull it over and see if I can come up with something. I've mentioned elsewhere that perhaps using small icons on the tech screens can be an idea to indicate off-screen requirements (such as a small radar site for radar techs in general). If that turns out well I'll go with that.

You could leave it so only the Night Fighters got blueprints from radar. They were really nothing but a normal plane (a ME-110 or JU-88) crammed with radar gear, and as the basic frame would have already been developed, the only thing that would have to be worked on is the radar suite, hence a blueprint from a radar tech would be appropriate, IMHO.
 
baylox said:
The only problem is that radar is a comparatively small component of the aircraft, so giving an entire blueprint is just too much. Oh well, I'll mull it over and see if I can come up with something. I've mentioned elsewhere that perhaps using small icons on the tech screens can be an idea to indicate off-screen requirements (such as a small radar site for radar techs in general). If that turns out well I'll go with that.


A event thats only tell you about off-screen requirements might work,an example would have it triggered by a tech,telling you that you will need to also research small radar tech to get the next set of air planes would be simple,not only to make be to help people that are not used to the new tech trees play... :rofl: :rofl:
 
event = {
id = xxxx
random = no
trigger = {
technology = xxxx
NOT = {
technology = xxxx
}
}

name = "xxxxx"
desc = "futhers reseach is needed into radar "
picture = "scientist"
style = 0


action_a = {
name = "If you wish to develope Basic Turbojet Interceptor you will need to also research improved small radar...blah blah blah" #

command = { }
}
}
 
No, those events won't work. They will clutter your screen, annoy players, and will be overlooked by many.

Simple solution, make the trees contingent ONLY upon technologies you can see. What you can do, if you desperately want connections, is to create an aircraft radar technology, required for certain units, which can be researched on its own, but, gets blueprints from industrial radar techs. This way, you won't have the entire aircraft get a blueprint (just the tech for air radar), have a technology required for aircraft radar, and not have a connection from any other technology tree.

Simple is best.