expanded techtree
Hi,
I liked mod34 very much from the beginning. And because I had a little spare-time this summer I did a Austrian-Hungarian mod based on your mod. It was fun and I couldn't resist to try expanding your fascinating techtree even a bit more. So I added PAR and SAM for infantry. I don't know if this fits well into your concept but in case you would like to use it for the next version here's tha core data added to your infantry techtree:
#####################################################
# added by nGueRRe
label = {
tag = ARM_TECN_ABRE_COMBSOL
position = { x = 5 y = 178 }
}
label = {
tag = APP_TECH_SW_33_NAME # Mis.tierra-aire
position = { x = 42 y = 178 }
}
#####################################################
# PAR added by nGueRRe
application = { # PAR/RPG basico
id = 1810
Name = APP_TECH_INFANTRY_PAR1_NAME
Desc = APP_TECH_INFANTRY_PAR1_DESC
position = { x = 16 y = 124 }
### Year = 1936
component = { #
id = 1811
Name = CMP_TECH_INFANTRY_PAR1_1_NAME
type = mathematics
difficulty = 4
}
component = { #
id = 1812
Name = CMP_TECH_INFANTRY_PAR1_2_NAME
type = rocketry
difficulty = 4
}
component = { #
id = 1813
Name = CMP_TECH_INFANTRY_PAR1_3_NAME
type = mechanics
difficulty = 4
}
component = { #
id = 1814
Name = CMP_TECH_INFANTRY_PAR1_4_NAME
type = chemistry
difficulty = 4
}
component = { #
id = 1815
Name = CMP_TECH_INFANTRY_PAR1_5_NAME
type = training
difficulty = 4
}
required = { 5150 } # Materials
required = { 5260 } # Army
effects = {
command = { type = urban_defense which = militia value = 1 }
command = { type = urban_defense which = infantry value = 1 }
command = { type = urban_defense which = motorized value = 1 }
command = { type = urban_defense which = mechanized value = 1 }
command = { type = urban_defense which = paratrooper value = 1 }
command = { type = hard_attack which = militia value = 1 }
command = { type = hard_attack which = infantry value = 2 when = on_upgrade }
command = { type = defensiveness which = infantry value = 1 when = on_upgrade }
command = { type = hard_attack which = garrison value = 1 when = on_upgrade }
command = { type = defensiveness which = garrison value = 1 when = on_upgrade }
command = { type = hard_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = hard_attack which = marine value = 1 when = on_upgrade }
command = { type = hard_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = hard_attack which = motorized value = 1 when = on_upgrade }
command = { type = hard_attack which = mechanized value = 1 when = on_upgrade }
command = { type = research_mod value = 1 }
}
}
application = { # PAR mejorado
id = 1820
Name = APP_TECH_INFANTRY_PAR2_NAME
Desc = APP_TECH_INFANTRY_PAR2_DESC
position = { x = 16 y = 140 } # x = 8 y = 140
### Year = 1936
component = { #
id = 1821
Name = CMP_TECH_INFANTRY_PAR2_1_NAME
type = mechanics
difficulty = 6
}
component = { #
id = 1822
Name = CMP_TECH_INFANTRY_PAR2_2_NAME
type = mechanics
difficulty = 6
}
component = { #
id = 1823
Name = CMP_TECH_INFANTRY_PAR2_3_NAME
type = rocketry
difficulty = 6
}
component = { #
id = 1824
Name = CMP_TECH_INFANTRY_PAR2_4_NAME
type = rocketry
difficulty = 6
}
component = { #
id = 1825
Name = CMP_TECH_INFANTRY_PAR2_5_NAME
type = technical_efficiency
difficulty = 6
##double_time = yes
}
required = { 1810 } # basic PAR
required = { 4490 5070 } # Sol.Prod (aircraft tech)/ Piezas avanzadas (adv pieces - industry)
effects = {
command = { type = urban_attack which = infantry value = 1 }
command = { type = urban_defense which = infantry value = 1 }
command = { type = urban_attack which = motorized value = 1 }
command = { type = urban_defense which = motorized value = 1 }
command = { type = urban_attack which = mechanized value = 1 }
command = { type = urban_defense which = mechanized value = 1 }
command = { type = urban_attack which = paratrooper value = 1 }
command = { type = urban_defense which = paratrooper value = 1 }
command = { type = hard_attack which = infantry value = 1 when = on_upgrade }
command = { type = defensiveness which = infantry value = 1 when = on_upgrade }
command = { type = hard_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = defensiveness which = bergsjaeger value = 1 when = on_upgrade }
command = { type = hard_attack which = garrison value = 1 when = on_upgrade }
command = { type = defensiveness which = garrison value = 1 when = on_upgrade }
command = { type = hard_attack which = marine value = 1 when = on_upgrade }
command = { type = defensiveness which = marine value = 1 when = on_upgrade }
command = { type = hard_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = defensiveness which = paratrooper value = 1 when = on_upgrade }
command = { type = hard_attack which = motorized value = 1 when = on_upgrade }
command = { type = defensiveness which = motorized value = 1 when = on_upgrade }
command = { type = hard_attack which = mechanized value = 1 when = on_upgrade }
command = { type = defensiveness which = mechanized value = 1 when = on_upgrade }
command = { type = research_mod value = 0.7 }
}
}
application = { # Panzergrenadiere
id = 1830
Name = APP_TECH_INFANTRY_PAR3_NAME
Desc = APP_TECH_INFANTRY_PAR3_DESC
position = { x = 28 y = 159 }
### Year = 1936
component = { #
id = 1831
Name = CMP_TECH_INFANTRY_PAR3_1_NAME
type = mechanics
difficulty = 10
}
component = { #
id = 1832
Name = CMP_TECH_INFANTRY_PAR3_2_NAME
type = mechanics
difficulty = 10
}
component = { #
id = 1833
Name = CMP_TECH_INFANTRY_PAR3_3_NAME
type = rocketry
difficulty = 10
}
component = { #
id = 1834
Name = CMP_TECH_INFANTRY_PAR3_4_NAME
type = rocketry
difficulty = 10
}
component = { #
id = 1835
Name = CMP_TECH_INFANTRY_PAR3_5_NAME
type = technical_efficiency
difficulty = 10
##double_time = yes
}
required = { 1820 } # adv. PAR
required = { 1450 } # Media Mech
effects = {
command = { type = urban_attack which = mechanized value = 1 }
command = { type = urban_defense which = mechanized value = 2 }
command = { type = hard_attack which = mechanized value = 4 when = on_upgrade }
command = { type = defensiveness which = mechanized value = 2 when = on_upgrade }
command = { type = research_mod value = 0.7 }
}
}
#####################################################
# SAM added by nGueRRe
application = { # SAM basico
id = 1910
Name = APP_TECH_INFANTRY_SAM1_NAME
Desc = APP_TECH_INFANTRY_SAM1_DESC
position = { x = 168 y = 150 }
### Year = 1936
component = { #
id = 1911
Name = CMP_TECH_INFANTRY_SAM1_1_NAME
type = mathematics
difficulty = 8
}
component = { #
id = 1912
Name = CMP_TECH_INFANTRY_SAM1_2_NAME
type = rocketry
difficulty = 8
}
component = { #
id = 1913
Name = CMP_TECH_INFANTRY_SAM1_3_NAME
type = mechanics
difficulty = 8
}
component = { #
id = 1914
Name = CMP_TECH_INFANTRY_SAM1_4_NAME
type = chemistry
difficulty = 8
}
component = { #
id = 1915
Name = CMP_TECH_INFANTRY_SAM1_5_NAME
type = training
difficulty = 8
}
required = { 1140 } # Modern Army
required = { 7330 } # Mis.tierra-aire
effects = {
command = { type = air_attack which = infantry value = 1 when = on_upgrade }
command = { type = air_defense which = infantry value = 2 when = on_upgrade }
command = { type = air_attack which = garrison value = 1 when = on_upgrade }
command = { type = air_defense which = garrison value = 2 when = on_upgrade }
command = { type = air_attack which = hq value = 1 when = on_upgrade }
command = { type = air_defense which = hq value = 2 when = on_upgrade }
command = { type = air_attack which = militia value = 1 when = on_upgrade }
command = { type = air_defense which = militia value = 1 when = on_upgrade }
command = { type = air_attack which = motorized value = 1 when = on_upgrade }
command = { type = air_defense which = motorized value = 1 when = on_upgrade }
command = { type = air_attack which = mechanized value = 1 when = on_upgrade }
command = { type = air_defense which = mechanized value = 1 when = on_upgrade }
#command = { type = air_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = air_defense which = paratrooper value = 1 when = on_upgrade }
#command = { type = air_attack which = marine value = 1 when = on_upgrade }
command = { type = air_defense which = marine value = 1 when = on_upgrade }
#command = { type = air_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = air_defense which = bergsjaeger value = 1 when = on_upgrade }
command = { type = research_mod value = 2 }
}
}
application = { # SAM mejorado
id = 1920
Name = APP_TECH_INFANTRY_SAM2_NAME
Desc = APP_TECH_INFANTRY_SAM2_DESC
position = { x = 168 y = 166 }
### Year = 1936
component = { #
id = 1921
Name = CMP_TECH_INFANTRY_SAM2_1_NAME
type = mechanics
difficulty = 12
}
component = { #
id = 1922
Name = CMP_TECH_INFANTRY_SAM2_2_NAME
type = mechanics
difficulty = 12
}
component = { #
id = 1923
Name = CMP_TECH_INFANTRY_SAM2_3_NAME
type = rocketry
difficulty = 12
}
component = { #
id = 1924
Name = CMP_TECH_INFANTRY_SAM2_4_NAME
type = rocketry
difficulty = 12
}
component = { #
id = 1925
Name = CMP_TECH_INFANTRY_SAM2_5_NAME
type = technical_efficiency
difficulty = 12
##double_time = yes
}
required = { 1910 4490 }
effects = {
command = { type = air_attack which = infantry value = 1 when = on_upgrade }
command = { type = air_defense which = infantry value = 2 when = on_upgrade }
command = { type = air_attack which = garrison value = 2 when = on_upgrade }
command = { type = air_defense which = garrison value = 2 when = on_upgrade }
command = { type = air_attack which = hq value = 1 when = on_upgrade }
command = { type = air_defense which = hq value = 2 when = on_upgrade }
#command = { type = air_attack which = militia value = 1 when = on_upgrade }
command = { type = air_defense which = militia value = 1 when = on_upgrade }
command = { type = air_attack which = motorized value = 1 when = on_upgrade }
command = { type = air_defense which = motorized value = 2 when = on_upgrade }
command = { type = air_attack which = mechanized value = 1 when = on_upgrade }
command = { type = air_defense which = mechanized value = 2 when = on_upgrade }
command = { type = air_attack which = paratrooper value = 1 when = on_upgrade }
command = { type = air_defense which = paratrooper value = 1 when = on_upgrade }
command = { type = air_attack which = marine value = 1 when = on_upgrade }
command = { type = air_defense which = marine value = 1 when = on_upgrade }
command = { type = air_attack which = bergsjaeger value = 1 when = on_upgrade }
command = { type = air_defense which = bergsjaeger value = 1 when = on_upgrade }
command = { type = research_mod value = 0.7 }
}
}
####################################################
Just tell me if you want the rest of the data including the new background picture and I'll send it to you.
Thanks for this great mod
