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Czaristan

Major
35 Badges
Mar 14, 2010
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60gOPi2.png

Thanks to MrNazar for the fantastic load screen edit

Hello Everybody,

I'd like to announce a mod I've been working on for some time to improve the tech tree and teams within the game. Right now, it's geared toward improving my Kaiserreich experience, but can be easily modified to work with the base game. Currently, I've done a complete tech tree rework, especially the land doctrines, added lots of new teams and new tech components, two new brigades and a new division. Also I've tweaked experience gain, unit stats, and all sorts of other things to give the game a better flow.

This started off as being heavily borrowed from Cold War Tech Tree mod but I've done enough alterations and bug fixes that I feel like it's my own at this point.

Thanks to: shepard2 for lots of testing and model graphics, DanielShannon for letting me use some of his Space Race tech icons, Der Kriegsherr for Japanese tech teams, BootonFace for PSA tech teams, EPICCCP for loading screen graphics.

I'm looking for someone to help with graphics, especially for tech icons and event pictures

UPDATE: Now compatible with KR 1.8

Asterisk* denotes currently finished feature
Completely overhauled tech tree
Fleshed out tech tree post-war until 1970*
Balanced land doctrines around KR scenario. No more overpowered maneuver doctrine Russia!
Removed equipment decisions and reworked them into land doctrine tree*
Added more unique inventions that can benefit countries who invest into them like night vision, proximity fuses, and infantry body armor.*
All countries use the new tech components*
New Custom teams for GER, USA, SOV, JAP so far...
New Events
Added domestic events for USSR including language and education policy*
Added colonial administration events for Germany which can potentially lead to war against Mittelafrika*
Improved Russian civil war events to potentially draw in surrounding countries, to have units switch sides, and have negotiated settlements
Redone Russia/USSR IC and tech team gain tied to more robust industrialization and five-year-plan events*
A series of oil field events for post-1945 which sees the major fields discovered in the Persian Gulf, Russia, China, Norway, and the Gulf of Mexico appear in game*
Unit Balance Overhaul
Re-balanced unit build time and power, terrain and weather modifiers to better scale and mesh with the new land doctrines
New division type: Air Assault Division*
New Brigade types: special forces and army aviation*
Possible future brigades of ship-to-ship missiles, nuclear artillery

Obligatory Screenshots

New/modded Soviet teams, showing off new tech components (many of these are linked to existing events like integration of Ukraine for KmDB)
qodl14j.png


Land Doctrine tree in progress. I'm setting up a system where countries can specialize in certain environments over time with a top tier that is exclusive
NdEnWEH.png


Some new events as well. This particular one will dictate how fast certain areas integrate into the USSR
5xTeFW7.png


Beta Version 4.5 - Includes KR version 1.8

Download link: Mediafire

Still lots of missing pictures but making progress (looking for people to do some graphics!)
1956 scenario is not done. It is a placeholder.

Simply unzip the folder into your mod directory. Includes KR version 1.8 and a bunch of skiff stuff.

As always, post bug reports!
 
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Hello Everybody,

I'd like to announce a mod I've been working on for some time to improve the tech tree and teams within the game. Right now, it's geared toward improving my Kaiserreich experience, but can be easily modified to work with the base game. Currently, I've done a complete tech tree rework, especially the land doctrines, added lots of new teams and new tech components, two new brigades and a new division. Also I've tweaked experience gain, unit stats, and all sorts of other things to give the game a better flow.

This started off as being heavily borrowed from Cold War Tech Tree mod but I've done enough alterations and bug fixes that I feel like it's my own at this point.

Thanks to DanielShannon for letting me use some of his Space Race tech icons.

New/modded Soviet teams, showing off new tech components
ll5ZzMx.png


Land Doctrine tree in progress
NzUvXRP.png


Looks Great! You did a great job there.
 
It looks amazing !!
I would love to try them out !:D
 
I hope this will be added to 1.8. It would be great to play with something new in Kaiserreich. I played the mod countless times, and I eagerly await anything new.
 
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Really like to see No 183. It should be a 10. Damn impressive. Russia is my favorite nation to play in Kasiereich. It's a intense rewarding challenge It'll be good to see some added flavor that the SU is missing.

I'd like to see work done for Communist Soviets versus the Internationalily. I dislike the internationally and find myself constantly in conflict with them with any game as Russia. So I'd hope to see Communist versus Syndicalist.

Edit: Personally I'd but Zhukov at 9. He did a ton of grunt work in the World War 2..I think he sufficiently showed himself as a mastermind.
 
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Not bad! Not bad at all! I'd ask if you need some help with Japan, but you look like you have things well in hand.

If you want to do research on improving their teams and filling them in to better fit with the new tech tree, sure I'd love the help, especially with new teams for a space program and newer military teams into the 1950s and 60s

I hope this will be added to 1.8. It would be great to play with something new in Kaiserreich. I played the mod countless times, and I eagerly await anything new.

If the KR people want it, I'd be more than happy to give it to them.

I'd like to see work done for Communist Soviets versus the Internationalily. I dislike the internationally and find myself constantly in conflict with them with any game as Russia. So I'd hope to see Communist versus Syndicalist.

Edit: Personally I'd but Zhukov at 9. He did a ton of grunt work in the World War 2..I think he sufficiently showed himself as a mastermind.

You should check out my aar. It has events for a Franco-Soviet split and the ensuing war. Zhukov won't be improved because the tech team skill reflects innovation and ability as far as military theory. He was a great general for sure, but not a theorist on the level of say, a Tukhachevsky (8) or a Guderian (9).
 
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You should check out my aar. It has events for a Franco-Soviet split and the ensuing war. Zhukov won't be improved because the tech team skill reflects innovation and ability as far as military theory. He was a great general for sure, but not a theorist on the level of say, a Tukhachevsky or a Guderian.
That's a fair point. I wasn't thinking of it like that. Secondly defiantly will. My Soviet game just wrapped up with being sent a Ultimatum by the US who's got a gigantic army and navy. Cold War.
 
I'm also looking for anyone that can do a couple custom tech icons that will mesh well with the base set. I've managed a bit myself but if this mod gets published I'd like then done more professionally. PM me if you think you can help.
 
Nice, what about two ways to research nuclear technology? It can work this way:

The first one would be following the damocles project, If france and UoB accept to start the project, they could open the first way to research nuclear technology, it would unlock the "Offensive nuclear" way in the secret weapons tab, this would allow them to research atomic bombs faster and to open the nuke by 1941 (The OTL manhattan project started in 1942 and got two functional nukes by 1945, the KR damocles project can start in 1937, so i believe that 1941 is a good date to be ready) these bombs would be weaker than they were OTL because they are being produced for tactical use (expect for the later versions, that would be as strong as OTL). If the damocles project do not starts, then a new tech would be liberated, the "civilian nuclear use", I took inspiration from The crown atomic AAR, it would work like cookfl did:

YlL9354.png


And then another event would fire just like in the crown atomic:

ELHwc6X.png


What do you think?
 
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Again, define interesting. Lay out some ideas if you'd like, but keep in mind this remains primarily a tech tree and unit balancing mod. I'm just throwing in a lot of SU stuff because it's already made for my aar.