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unmerged(16983)

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May 14, 2003
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Oy. I just downloaded and installed CORE onto a freshly installed and patched version of Hoi2:DD (leaving my other version with SMEP and DAIM alone) and fired up a new game as Japan to take a look and I have to say this tech tree is confusing as hell. Could anyone possibly explain how everything works?

A general explanation of everything would be great, if possible, but here are a few specific questions I have:

A lot of techs seem to be inexplicably crossed out and impossible for me to research. I'm used to this only happening in the doctrine trees and I can understand the motivation in some areas (ie 6bn infantry being crossed out when 9bn infantry has been researched) but other places I can't see why. For example, I have '35 marine but '39 marine and up are all crossed out. I have a few "experience" techs but the rest are crossed out. The "Large Liner" naval tech (I even started the game with a blueprint for that one) and a whole bunch of aircraft and armor techs are also crossed out. What's going on here?

I've noticed a couple of techs I seem to have the prerequisites for and aren't crossed out but I still can't research them, for example, "Pocket BB".

In "Industrial", as Japan I have semi-industrialized researched which means I can't research industrialized and hence don't have access to any of the heavy industry or most of the assembly line techs or any of the electronics techs. This seems like a huge handicap, considering virtually all western countries (especially the US) will likely have access to those. Will I ever get the chance via event or something to switch to industrialized? I hope this isn't permanent (for any country).

There seem to be a lot of blue arrows going all over the place. Can anyone tell me what these are for?

Are there penalties for researching ahead of time just like in vanilla DD, or have they been changed at all?

I guess what would help most would be if someone could just explain the general, over-arching philosophy behind this tech tree so that I can better understand the motivation for why it is the way it is, and the way it's meant to work.

Thanks for the help.
 
You have read the CORE manual, right? ;)

But apart from the manual, which will explain things I reckon, I can give you a few hints straight away:
1- You will be able to research heavy industry techs after having researched the '39 base industry (being a semi-industrialized nation);
2- You can't upgrade to full-industrial. On the upside that implies that reserve units are relatively cheap compared to 'full' infantry divisions, so things aren't as bad as they seem. Techs like electronics will become available, albeit rather late, so you will be trailing in that area compared to full industrialized nations;
3- The large liner will become available when the war starts, not before;
4- Yes, the penalties for early research are still there.

For the rest the best advice is that the tech tree takes some getting used to, if only to find out which are the key areas you want to focus on, and which aren't. So read the manual, and feel free to ask any question you like afterwards, but just try to get the hang of it in the mean time. :)
 
Hagar said:
You have read the CORE manual, right? ;)

But apart from the manual, which will explain things I reckon, I can give you a few hints straight away:
1- You will be able to research heavy industry techs after having researched the '39 base industry (being a semi-industrialized nation);
2- You can't upgrade to full-industrial. On the upside that implies that reserve units are relatively cheap compared to 'full' infantry divisions, so things aren't as bad as they seem. Techs like electronics will become available, albeit rather late, so you will be trailing in that area compared to full industrialized nations;
3- The large liner will become available when the war starts, not before;
4- Yes, the penalties for early research are still there.

For the rest the best advice is that the tech tree takes some getting used to, if only to find out which are the key areas you want to focus on, and which aren't. So read the manual, and feel free to ask any question you like afterwards, but just try to get the hang of it in the mean time. :)

It's funny, I had opened the manual right after installing the game but then was distracted by something else and ended up forgetting about it until just after I made this post when I noticed it down there and reopened it. I decided to leave the post up though as although my "general" questions were answered by the manual, the specific ones weren't (at least not *really*)
 
Melondar said:
It's funny, I had opened the manual right after installing the game but then was distracted by something else and ended up forgetting about it until just after I made this post when I noticed it down there and reopened it. I decided to leave the post up though as although my "general" questions were answered by the manual, the specific ones weren't (at least not *really*)
Well, just feel free to ask. But the best answer usually is trying out a game or two. :)
 
Hi,

A lot of the deactivated techs can be activated by researching other techs. This is generally associated with requirements that are in other tech trees. So for example, the various Marine Division techs are activated by Landing Craft research in the Naval Doctrine tree. The Experience techs are simply non-researchable. These represent basic skills associated with the nations geography and climate and they won't be changed over the game timeframe.

The blue arrows generally indicate that there are prereqs on the tree that are not directly connected to the tech.

mm