hi there,
just wondering if the research guide by Mr.Sorge (made for Mod 34) needs updating by the changes made in the process of developing Iron Cross?
all the best
just wondering if the research guide by Mr.Sorge (made for Mod 34) needs updating by the changes made in the process of developing Iron Cross?
Some general points to consider ( for all mods and plain Hoi2 vanilla) :
Well first of all research depends on the nation you play.
-> GER / USSR / ITA should focus primarily on infantry, tanks, one kind of anti-air (FTR or INT) and one bomber model (CAS or TAC).
UK / JPN / USA should otherwise focus more on naval (all three), more on air ( UK and USA) and less on tanks (JPN).
more here:
- research @ hoi wiki
- country guides @ hoi wiki
Then some Mod34 specific stuff:
- Requirements
load "Tecnoflechas.exe" from your mod34 directory, change the language to english in the upper left corner then load the techtree.
With this little helper you can view all the required techs for one specific tech and so on. Plan your research accordingly.
- Research Speed
techs have no set year and therefore your research speed is only limited by
the tech team and your overall research speed.
Use this to get ahead in some critical research fields for you country (tanks/infantry as GER, naval as USA ...)
- Overall research speed
almost all industry techs (besides the electronic ones) provide some hefty research malus. Production (infantry, armor-arty, naval, air), doctrine (land, air and sea) and ofc secret weapon techs on the other side boost the research (from +.3 up to around +.7 on average). Only the actual infantry tech from basic infantry on give +2.0, rockets and jet engines techs > +1.0 and electronics, study center and further techs there (some with +3.0 to overall research) provide you a significant bonus.
However quantity has a qualitiy of its own!
Right from start you should as a major power dedicate one research slot to the "electronic warfare theory" subtree in the infantry tab and the "electronic" subtree in the industrial tab and try to keep both of them up-to-date.
Another two alternating for land, air and sea doctrines.
All the other should be used for industry techs in general and your building priorities (land, air and sea units).
- "Choice" techs:
like Prioritize Quality or Quantity Infantry, depends on playstile and country.
will edit in some guidelines here tomorrow
- Free Slider movement techs:
some industrial techs ( Wartime or Peacetime Industry / Lib. or Milit. or Marx. Econmy / Keyn. or Self. Subst.) provide some free slider movements, try to include them in your plan for overall slider settings.
- Milestone techs (techs to focus on from the start) :
Special Materials:
-> Improved SMG -> Improved Infantry
-> 20mm light tank
-> Greater Absorption -> Special Alloys -> Basic Vehicles (improved AC brigade)
-> 47 / 88 mm cannons -> 75mm light arty
-> Average Interceptor
-> Average Fighter
-> Average Bomber
-> Average CAS
-> Medium Range Subs
Refinded Fuel:
-> Basic Motorized
-> naval techs
Advanced Parts:
further advancements in air, tank&arty and naval techs
20mm Armor:
for Blitzkrieg land doctrine tree
(land doctrines for UK/USA/USSR/JPN need research in further infantry techs first)
Training Instutites:
req. for Production Planning and Heavy Industry
- Blueprints:
important!
Wait for specific events to get blueprints for some research fields.
For example GER get some for all basic aircrafts from the "creation of the luftwaffe" event on 26 february 1935.
Numerous naval tech are provided for UK / USA / JPN from the "end of naval limitations" event on 1 january 1936.
USSR also gets many naval tech blueprints till 1941 (however until GER is out of the game you shouldn't research any of it).
At the 28 april 1939 GER gets some naval techs too.
These should be all important blueprint events I think...
just ask if you need further help or an example basic research plan for a specific country
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all the best