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Shadow Knight

Admiral of the Fleet
55 Badges
Apr 18, 2002
1.988
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We need to discuss and come to a decision on whether naiton specific techs are a good idea, or a bad one. Also if we do decide to use them how are we going to implement them. (Once this thread has served its purpose we shall have it merged back with the tech thread.)

Here is what I propose:

1) There are nation specific tech's, they represent choices and situations that were done before you assumed control (pre-1914). i.e. Cheap Russian forces, etc.

2) A few gold levels later there is a tech (which has a pre-requisite of that national tech) which offsets the advantages and negatives of the national tech (Russia could change its cheap manpower to get the standard.). See it as a correction or battle field experience showing a need for some type of change. If this is chosen then it opens up those techs in 3).

3) Perhaps in the same gold level as 2) Contries can change their strategies which would in essence be the other national tech's. (If there are multiple national tech's then if one is chosen it deactivates the other paths, and it should activate the tech that let's the player get ride of it.)

Example)

I as Russia have the cheap infantry tech, but I see this as a disadvantage to how I want to run my war. So I research the tech that get's rid of this advantage/disadvantage. When that is done being researched several new 'national tech's' open up (the same ones Germany, France, Britain, etc.), examining my options I see that France's 'national tech' suits what I want. So I research it, when it is finished it deactivates the other 'national tech's', but now activates the one tech that can let me get rid of this new national advantage.

/ Example)

The way I see it, as I said before, is that the starting 'national tech' is the compilation of events and decisions that occured before you took power. However not all is lost, with a bit of research and time you can get rid of this if you so choose, and move onto a different strategy or not as you so choose.

The only thing we have to do is make sure no one 'national tech' is so over powering that it is really the only option. And each should have disadvantages that match their advantages (other tech's are that are not 'national tech's' should be the only ones to just give bonuses.).
 
Most of these can be done as in CORE - have them in level 0 of the land doctrines. Deactivation techs will have the original nation specific tech as a prereq, and will be found on level 2.

Since IC and MP reduction techs dont seem to work at all, we'd have two new models of infantry for Russia. Model 1 would be the cheap soldiers, Model 2 exactly the same as Model 0.......bit silly really but it's not our fault that IC and MP reduction in units doesn't work.

application = { # Russian Conscripts
id = 11010
name = "Russian Conscripts"
desc = "Despite its massive pool of manpower, the Russian army was plagued by industrial inefficiency, which often meant that soldiers were poorly equipped."

required = { }
chance = 90
cost = 999
time = 9999
neg_offset = 40
pos_offset = 80

effects = {
command = { type = new_model which = infantry value = 1 }
}
}

application = { # Russian Soldiers
id = 11208
name = "Russian Soldiers"
desc = "Much effort is required to bring the equipment of the Russian soldier up to par with that of his Western counterparts."

required = { 11010 }
chance = 90
cost = 40
time = 360
neg_offset = 40
pos_offset = 80

effects = {
command = { type = new_model which = infantry value = 2 }
}
}

What about this for Germany:
application = { # Prussian Organisation
id = 11008
name = "Prussian Organisation"
desc = "Prussia, the military titan of Germany, had one of the most efficient Army High Commands in the world and utilised state of the art artillery."

required = { }
chance = 90
cost = 999
time = 9999
neg_offset = 40
pos_offset = 80

effects = {
command = { type = max_organization which = bergsjaeger value = 2 }
command = { type = speed which = bergsjaeger value = 1 }
command = { type = max_organization which = cavalry value = 2 }
command = { type = speed which = cavalry value = 1 }
command = { type = max_organization which = infantry value = 2 }
command = { type = speed which = infantry value = 1 }
command = { type = max_organization which = marine value = 2 }
command = { type = speed which = marine value = 1 }
command = { type = max_organization which = militia value = 2 }
command = { type = speed which = militia value = 1 }
command = { type = max_organization which = motorized value = 2 }
command = { type = speed which = motorized value = 1 }
command = { type = max_organization which = paratrooper value = 2 }
command = { type = speed which = paratrooper value = 1 }
command = { type = max_organization which = artillery value = 2 }
command = { type = speed which = artillery value = 1 }
}
}

And these for France:
application = { # French Elan
id = 11009
name = "French Elan"
desc = "Napoleon Bonaparte coined the phrase, 'The moral is to the physical as three to one.' Ever since, the spirit of the offensive 'furia française' has stuck in the minds of French military planners."

required = { }
chance = 90
cost = 999
time = 9999
neg_offset = 40
pos_offset = 80

effects = {
command = { type = soft_attack which = bergsjaeger value = 1 }
command = { type = soft_attack which = infantry value = 1 }
command = { type = soft_attack which = paratrooper value = 1 }
command = { type = soft_attack which = motorized value = 1 }
command = { type = soft_attack which = artillery value = 1 }
command = { type = soft_attack which = cavalry value = 1 }
command = { type = soft_attack which = militia value = 1 }
command = { type = ground_defense which = bergsjaeger value = -1 }
command = { type = ground_defense which = infantry value = -1 }
command = { type = ground_defense which = paratrooper value = -1 }
command = { type = ground_defense which = motorized value = -1 }
command = { type = ground_defense which = artillery value = -1 }
command = { type = ground_defense which = cavalry value = -1 }
command = { type = ground_defense which = militia value = -1 }
}
}

application = { # End of Elan
id = 11011
name = "End of Elan"
desc = "With the onset of trench warfare, barbed wire and machinegun nests, organisation has proved to be a more important deciding factor than morale."

required = { 11009 }
chance = 90
cost = 30
time =270
neg_offset = 40
pos_offset = 80

effects = {
command = { type = soft_attack which = bergsjaeger value = -1 }
command = { type = soft_attack which = infantry value = -1 }
command = { type = soft_attack which = paratrooper value = -1 }
command = { type = soft_attack which = motorized value = -1 }
command = { type = soft_attack which = artillery value = -1 }
command = { type = soft_attack which = cavalry value = -1 }
command = { type = soft_attack which = militia value = -1 }
command = { type = ground_defense which = bergsjaeger value = 1 }
command = { type = ground_defense which = infantry value = 1 }
command = { type = ground_defense which = paratrooper value = 1 }
command = { type = ground_defense which = motorized value = 1 }
command = { type = ground_defense which = artillery value = 1 }
command = { type = ground_defense which = cavalry value = 1 }
command = { type = ground_defense which = militia value = 1 }
}
}