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To be honest I always prefered using the term armoured to describe body armour (such as a knight in shining armour), while using armor to describe a tank or armored vehicle. It kind of seperates the two, but if the UK lobby wants to push this (much like the vaunted Finnish lobby of yesteryear) I won't stop them. :)
 
StephenT said:
3) I'm not convinced about the electronic tech 3601 Vehicle Intercom Set being a prerequisite for later models of tanks. I don't think these had been introduced in the SECOND world war, let alone WW1. This affects tech 2503, Crew Coordination and Training.

Good point. The "intercom" system in the british tanks was, apparently, banging on the engine cover, or some such hi-tech method. Supposedly much superior to other systems because the crewmen didn't need to look away from their tasks to get their messages. :)
 
Code:
##############################
# The Armor Technology Group #
##############################

technology = {
	id = 2
	category = armor
	name = TECH_ARMOR_NAME #Localized name
	desc = TECH_ARMOR_DESC #Localized description
	
	level = { # 1 - Cavalry Innovations
		id = 2000
		name = TECH_LEVEL_ARMOR_1_NAME
		desc = TECH_LEVEL_ARMOR_1_DESC
		
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Bolt-Action Carbine
			id = 2001
			name = TECH_APP_ARMOR_1_1_NAME
			desc = TECH_APP_ARMOR_1_1_DESC
			
			required = { 1101 }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = soft_attack which = cavalry value = 1 }
				command = { type = ground_defense which = cavalry value = 1 }
			}
		}
		application = { # Basic Load-Bearing Saddle
			id = 2002
			name = TECH_APP_ARMOR_1_2_NAME
			desc = TECH_APP_ARMOR_1_2_DESC
			
			required = { }
			chance = 90
			cost = 6
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = ground_defense which = cavalry value = 1 }
			}
		}
		application = { # Modern Load-Bearing Saddle
			id = 2003
			name = TECH_APP_ARMOR_1_3_NAME
			desc = TECH_APP_ARMOR_1_3_DESC
			
			required = { 2002 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = cavalry value = 1 }
			}
		}
	} # Level 1
	
	level = { # 2 - Military Vehicle Innovations
		id = 2100
		name = TECH_LEVEL_ARMOR_2_NAME 
		desc = TECH_LEVEL_ARMOR_2_DESC 
		
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Internal Combustion Engine
			id = 2101
			name = TECH_APP_ARMOR_2_1_NAME
			desc = TECH_APP_ARMOR_2_1_DESC
			
			required = { 4003 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { }
			}
		}
		application = { # Motor Transportation
			id = 2102
			name = TECH_APP_ARMOR_2_2_NAME
			desc = TECH_APP_ARMOR_2_2_DESC
			
			required = { 2101 4103 4602 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = industrial_modifier which = supplies value = 5 }
			}
		}
		application = { # Military Truck and Utility Vehicle
			id = 2103
			name = TECH_APP_ARMOR_2_3_NAME
			desc = TECH_APP_ARMOR_2_3_DESC
			
			required = { 2102 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = speed which = infantry value = 1 }
				command = { type = speed which = motorized value = 1 }
				command = { type = speed which = paratrooper value = 1 }
				command = { type = max_organization which = infantry value = 3 }
				command = { type = max_organization which = motorized value = 3 }
				command = { type = max_organization which = paratrooper value = 3 }
			}
		}
		application = { # Military Unit Transportation
			id = 2104
			name = TECH_APP_ARMOR_2_4_NAME
			desc = TECH_APP_ARMOR_2_4_DESC
			
			required = { 2102 11301 4604 }
			chance = 90
			cost = 12
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
			}
		}
		application = { # Motorcycle Messengers
			id = 2105
			name = TECH_APP_ARMOR_2_5_NAME
			desc = TECH_APP_ARMOR_2_5_DESC
			
			required = { 1206 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_def_eff value = 2 }
				command = { type = max_organization which = armor value = 2 }
				command = { type = max_organization which = bergsjaeger value = 2 }
				command = { type = max_organization which = infantry value = 2 }
				command = { type = max_organization which = motorized value = 2 }
				command = { type = max_organization which = marine value = 2 }
				command = { type = max_organization which = paratrooper value = 2 }
			}
		}
	} # Level 2
	
	level = { # 3 - Early Armored Vehicle
		id = 2200
		name = TECH_LEVEL_ARMOR_3_NAME 
		desc = TECH_LEVEL_ARMOR_3_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Basic Armored Car
			id = 2201
			name = TECH_APP_ARMOR_3_1_NAME
			desc = TECH_APP_ARMOR_3_1_DESC
			
			required = { 2103 1103 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = build_time which = motorized value = 1 }
			}
		}
		application = { # Motorized Earth Mover
			id = 2202
			name = TECH_APP_ARMOR_3_2_NAME
			desc = TECH_APP_ARMOR_3_2_DESC
			
			required = { 2103 4006 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = ground_defense which = engineer value = 1 }
				command = { type = build_time which = engineer value = 2 }
			}
		}
		application = { # Vehicle Maintenance Unit
			id = 2203
			name = TECH_APP_ARMOR_3_3_NAME
			desc = TECH_APP_ARMOR_3_3_DESC
			
			required = { 2103 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = max_organization which = armor value = 2 }
				command = { type = max_organization which = infantry value = 2 }
				command = { type = max_organization which = motorized value = 2 }
			}
		}
		application = { # Intermediate Armored Car
			id = 2204
			name = TECH_APP_ARMOR_3_4_NAME
			desc = TECH_APP_ARMOR_3_4_DESC
			
			required = { 2201 1302 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = soft_attack which = infantry value = 1 }
				command = { type = ground_defense which = infantry value = 1 }
				command = { type = build_time which = infantry value = 3 }
				command = { type = soft_attack which = motorized value = 1 }
				command = { type = ground_defense which = motorized value = 1 }
				command = { type = build_time which = motorized value = 3 }
			}
		}
		application = { # Military Tank Tread
			id = 2205
			name = TECH_APP_ARMOR_3_5_NAME
			desc = TECH_APP_ARMOR_3_5_DESC
			
			required = { 4004 }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { }
			}
		}
	} # Level 3
	
	level = { # 4 - Tank Prototype
		id = 2300
		name = TECH_LEVEL_ARMOR_4_NAME 
		desc = TECH_LEVEL_ARMOR_4_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Tank Gear
			id = 2301
			name = TECH_APP_ARMOR_4_1_NAME
			desc = TECH_APP_ARMOR_4_1_DESC
			
			required = { 2103 2205 }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { }
			}
		}
		application = { # Tank Suspension
			id = 2302
			name = TECH_APP_ARMOR_4_2_NAME
			desc = TECH_APP_ARMOR_4_2_DESC
			
			required = { 2103 2205 }
			chance = 90
			cost = 6
			time = 60
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { }
			}
		}
		application = { # Gasoline Tank Engine
			id = 2303
			name = TECH_APP_ARMOR_4_3_NAME
			desc = TECH_APP_ARMOR_4_3_DESC
			
			required = { 2101 4103 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = supply_consumption which = armor when = now value = -0.1 }
				command = { type = fuel_consumption which = armor when = now value = -0.1 }
			}
		}
		application = { # Riveted Armor
			id = 2304
			name = TECH_APP_ARMOR_4_4_NAME
			desc = TECH_APP_ARMOR_4_4_DESC
			
			required = { 4203 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Tank Prototype Tests
			id = 2305
			name = TECH_APP_ARMOR_4_5_NAME
			desc = TECH_APP_ARMOR_4_5_DESC
			
			required = { 2204 2301 2302 2303 2304 11306 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Tank Production
			id = 2306
			name = TECH_APP_ARMOR_4_6_NAME
			desc = TECH_APP_ARMOR_4_6_DESC
			
			required = { 2305 4306 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
	} # Level 4

	level = { # 10 - Advanced Cavalry Innovations
		id = 2900
		name = "Advanced Cavalry Innovations"
		desc = "Advanced Cavalry Innovations"
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Cavalry-Infantry Coordination
			id = 2901
			name = "Cavalry-Infantry Coordination"
			desc = "Cavalry-Infantry Coordination"
			
			required = { 11006 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = soft_attack which = cavalry when = now value = 1 }
				command = { type = max_organization which = cavalry when = now value = 2 }
			}
		}

		application = { # Cavalry-Air Coordination
			id = 2902
			name = "Cavalry-Air Coordination"
			desc = "Cavalry-Air Coordination"
			
			required = { 12303 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = soft_attack which = cavalry when = now value = 1 }
				command = { type = max_organization which = cavalry when = now value = 2 }
			}
		}

		application = { # Advanced Horsecare
			id = 2903
			name = "Advanced Horsecare"
			desc = "Advanced Horsecare"
			
			required = { 1157 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = speed which = cavalry when = now value = 1 }
			}
		}

		application = { # Advanced Cavalry Equipment
			id = 2904
			name = "Advanced Cavalry Equipment"
			desc = "Advanced Cavalry Equipment"
			
			required = { 2003 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = max_organization which = cavalry when = now value = 2 }
			}
		}

	} # Level 10
	
	level = { # 5 - Basic Tank Development
		id = 2400
		name = TECH_LEVEL_ARMOR_5_NAME 
		desc = TECH_LEVEL_ARMOR_5_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Tank MG Armament
			id = 2401
			name = TECH_APP_ARMOR_5_1_NAME
			desc = TECH_APP_ARMOR_5_1_DESC
			
			required = { 1302 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { }
			}
		}
		application = { # Female Tank Prototype Tests
			id = 2402
			name = TECH_APP_ARMOR_5_2_NAME
			desc = TECH_APP_ARMOR_5_2_DESC
			
			required = { 2306 2401 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { }
			}
		}
		application = { # Female Tank
			id = 2403
			name = TECH_APP_ARMOR_5_3_NAME
			desc = TECH_APP_ARMOR_5_3_DESC
			
			required = { 2402 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = activate_unit_type which = armor }
			}
		}
		application = { # Tank Gun Armament
			id = 2404
			name = TECH_APP_ARMOR_5_4_NAME
			desc = TECH_APP_ARMOR_5_4_DESC
			
			required = { 14601 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Male Tank Prototype Tests
			id = 2405
			name = TECH_APP_ARMOR_5_5_NAME
			desc = TECH_APP_ARMOR_5_5_DESC
			
			required = { 2306 2404 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Male Tank
			id = 2406
			name = TECH_APP_ARMOR_5_6_NAME
			desc = TECH_APP_ARMOR_5_6_DESC
			
			required = { 2405 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = armor value = 1 }
			}
		}
		application = { # Basic Optical Sights
			id = 2407
			name = TECH_APP_ARMOR_5_7_NAME
			desc = TECH_APP_ARMOR_5_7_DESC
			
			required = { 2306 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = soft_attack which = armor value = 1 }
			}
		}

		application = { # Unditching Beams
			id = 2408
			name = "Unditching Beams"
			desc = "Unditching Beams"
			
			required = { }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = muddy_attack which = armor value = 5 }
				command = { type = muddy_defense which = armor value = 5 }
				command = { type = max_organization which = armor value = 6 }
			}
		}

		application = { # Fascines
			id = 2409
			name = "Fascines"
			desc = "Fascines"
			
			required = { }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hard_attack which = armor value = 1 }
				command = { type = fort_attack which = armor value = 5 }
			}
		}
	} # Level 5
	
	level = { # 6 - Basic Tank Innovations
		id = 2500
		name = TECH_LEVEL_ARMOR_6_NAME 
		desc = TECH_LEVEL_ARMOR_6_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Basic Rotating Turret
			id = 2501
			name = TECH_APP_ARMOR_6_1_NAME
			desc = TECH_APP_ARMOR_6_1_DESC
			
			required = { 2306 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = ground_defense which = armor value = 1 }
			}
		}
		application = { # Advanced Armored Car
			id = 2502
			name = TECH_APP_ARMOR_6_2_NAME
			desc = TECH_APP_ARMOR_6_2_DESC
			
			required = { 2204 2304 2407 2501 }
			chance = 90
			cost = 10
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
			}
		}
		application = { # Crew Coordination and Training
			id = 2503
			name = TECH_APP_ARMOR_6_3_NAME
			desc = TECH_APP_ARMOR_6_3_DESC
			
			required = { 2306 }
			chance = 90
			cost = 6
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = armor value = 1 }
				command = { type = supply_consumption which = armor when = now value = -0.1 }
				command = { type = max_organization which = armor value = 2 }
			}
		}
	} # Level 6
	
	level = { # 7 - Improved Tank Development
		id = 2600
		name = TECH_LEVEL_ARMOR_7_NAME 
		desc = TECH_LEVEL_ARMOR_7_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Armored Scout Tactics
			id = 2601
			name = TECH_APP_ARMOR_7_1_NAME
			desc = TECH_APP_ARMOR_7_1_DESC
			
			required = { 2502 11403 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = army_detection which = us value = 5 }
			}
		}
		application = { # Light Tank Prototype Tests
			id = 2602
			name = TECH_APP_ARMOR_7_2_NAME
			desc = TECH_APP_ARMOR_7_2_DESC
			
			required = { 2306 2404 2503 2601 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = deactivate which = 2605 }
				command = { type = deactivate which = 2608 }
			}
		}
		application = { # Light Tank
			id = 2603
			name = TECH_APP_ARMOR_7_3_NAME
			desc = TECH_APP_ARMOR_7_3_DESC
			
			required = { 2407 2501 2602 14704 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = new_model which = armor value = 2 }
			}
		}
		application = { # Armored Exploitation Tactics
			id = 2604
			name = TECH_APP_ARMOR_7_4_NAME
			desc = TECH_APP_ARMOR_7_4_DESC
			
			required = { 2403 11403 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = armor value = 1 }
			}
		}
		application = { # Cruiser Tank Prototype Tests
			id = 2605
			name = TECH_APP_ARMOR_7_5_NAME
			desc = TECH_APP_ARMOR_7_5_DESC
			
			required = { 2306 2404 2503 2604 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = deactivate which = 2602 }
				command = { type = deactivate which = 2608 }

			}
		}
		application = { # Cruiser Tank
			id = 2606
			name = TECH_APP_ARMOR_7_6_NAME
			desc = TECH_APP_ARMOR_7_6_DESC
			
			required = { 2407 2501 2605 14805 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = armor value = 3 }
			}
		}
		application = { # Armored Assault Tactics
			id = 2607
			name = TECH_APP_ARMOR_7_7_NAME
			desc = TECH_APP_ARMOR_7_7_DESC
			
			required = { 2406 11403 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hard_attack which = armor value = 1 }
			}
		}
		application = { # Land Battleship Prototype Tests
			id = 2608
			name = TECH_APP_ARMOR_7_8_NAME
			desc = TECH_APP_ARMOR_7_8_DESC
			
			required = { 2306 2404 2503 2607 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = deactivate which = 2602 }
				command = { type = deactivate which = 2605 }
			}
		}
		application = { # Land Battleship
			id = 2609
			name = TECH_APP_ARMOR_7_9_NAME
			desc = TECH_APP_ARMOR_7_9_DESC
			
			required = { 2407 2501 2608 14806 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = armor value = 4 }
			}
		}
	} # Level 7
	
	level = { # 8 - Advanced Tank Innovations
		id = 2700
		name = TECH_LEVEL_ARMOR_8_NAME 
		desc = TECH_LEVEL_ARMOR_8_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Welded Armor
			id = 2701
			name = TECH_APP_ARMOR_8_1_NAME
			desc = TECH_APP_ARMOR_8_1_DESC
			
			required = { 2304 4303 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = ground_defense which = armor value = 1 }
				command = { type = build_cost which = armor value = -1 }
			}
		}
		application = { # Improved Optical Sights
			id = 2702
			name = TECH_APP_ARMOR_8_2_NAME
			desc = TECH_APP_ARMOR_8_2_DESC
			
			required = { 2407 }
			chance = 90
			cost = 8
			time = 100
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = soft_attack which = armor value = 1 }
				command = { type = hard_attack which = armor value = 1 }
			}
		}
		application = { # Diesel Tank Engine
			id = 2703
			name = TECH_APP_ARMOR_8_3_NAME
			desc = TECH_APP_ARMOR_8_3_DESC
			
			required = { 2303 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { }
			}
		}
		application = { # Sloped Armor
			id = 2704
			name = TECH_APP_ARMOR_8_4_NAME
			desc = TECH_APP_ARMOR_8_4_DESC
			
			required = { 2701 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = ground_defense which = armor value = 1 }
			}
		}
		application = { # Armor Skirts
			id = 2705
			name = TECH_APP_ARMOR_8_5_NAME
			desc = TECH_APP_ARMOR_8_5_DESC
			
			required = { 2701 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = armor value = 1 }
			}
		}
		application = { # Improved Rotating Turret
			id = 2706
			name = TECH_APP_ARMOR_8_6_NAME
			desc = TECH_APP_ARMOR_8_6_DESC
			
			required = { 2501 }
			chance = 90
			cost = 10
			time = 120
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = soft_attack which = armor value = 1 }
				command = { type = hard_attack which = armor value = 1 }
			}
		}
	} # Level 8
	
	level = { # 9 - Advanced Tank Development
		id = 2800
		name = TECH_LEVEL_ARMOR_9_NAME 
		desc = TECH_LEVEL_ARMOR_9_DESC 
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Tank Transportation Units
			id = 2801
			name = TECH_APP_ARMOR_9_1_NAME
			desc = TECH_APP_ARMOR_9_1_DESC
			
			required = { 2202 2203 }
			chance = 90
			cost = 6
			time = 80
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { type = supply_consumption which = armor when = now value = -0.2 }
				command = { type = fuel_consumption which = armor when = now value = -0.1 }
			}
		}
		application = { # Modern Tank Prototype Tests
			id = 2802
			name = TECH_APP_ARMOR_9_2_NAME
			desc = TECH_APP_ARMOR_9_2_DESC
			
			required = { 2601 2604 2607 2701 2702 2703 }
			chance = 90
			cost = 12
			time = 140
			neg_offset = 15
			pos_offset = 30
			
			effects = {
				command = { }
			}
		}
		application = { # Modern Tank 40mm+
			id = 2803
			name = TECH_APP_ARMOR_9_3_NAME
			desc = TECH_APP_ARMOR_9_3_DESC
			
			required = { 2802 14704 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = armor value = 5 }
				#command = { type = deactivate which = 2804 }
				#command = { type = deactivate which = 2805 }
			}
		}
		application = { # Modern Tank 70mm+
			id = 2804
			name = TECH_APP_ARMOR_9_4_NAME
			desc = TECH_APP_ARMOR_9_4_DESC
			
			required = { 2802 14805 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 30
			pos_offset = 60
			
			effects = {
				command = { type = new_model which = armor value = 6 }
				#command = { type = deactivate which = 2803 }
				#command = { type = deactivate which = 2805 }
			}
		}
		application = { # Modern Tank 100mm+
			id = 2805
			name = TECH_APP_ARMOR_9_5_NAME
			desc = TECH_APP_ARMOR_9_5_DESC
			
			required = { 2802 14806 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = new_model which = armor value = 7 }
				#command = { type = deactivate which = 2803 }
				#command = { type = deactivate which = 2804 }
			}
		}
	} # Level 9
	

	
	level = { # 11 - Advanced Tank Innovations
		id = 2940
		name = "Advanced Tank Innovations"
		desc = "Advanced Tank Innovations"
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Advanced Gear
			id = 2941
			name = "Advanced Gear"
			desc = "Advanced Gear"
			
			required = { 2301 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = max_organization which = armor when = now value = 3 }
			}
		}

		application = { # Advanced Suspension
			id = 2942
			name = "Advanced Suspension"
			desc = "Advanced Suspension"
			
			required = { 2302 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = max_organization which = armor when = now value = 3 }
			}
		}

		application = { # Advanced Engine
			id = 2943
			name = "Advanced Engine"
			desc = "Advanced Engine"
			
			required = { 2303 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = speed which = armor when = now value = 2 }
			}
		}

		application = { # Advanced Armour
			id = 2944
			name = "Advanced Armour"
			desc = "Advanced Armour"
			
			required = { 2704 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = ground_defense which = armor when = now value = 2 }
			}
		}

	} # Level 11
	
	level = { # 12 - Modern Tank Developments
		id = 2970
		name = "Modern Tank Developments"
		desc = "Modern Tank Developments"
				
		cost = 20
		time = 150
		neg_offset = 45
		pos_offset = 90

		application = { # Modern Gear
			id = 2971
			name = "Modern Gear"
			desc = "Modern Gear"
			
			required = { 2941 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hill_attack which = armor value = 5 }
				command = { type = hill_defense which = armor value = 5 }
			}
		}

		application = { # Modern Suspension
			id = 2972
			name = "Modern Suspension"
			desc = "Modern Suspension"
			
			required = { 2942 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = hill_move which = armor value = 5 }
				command = { type = forest_move which = armor value = 5 }
			}
		}

		application = { # Modern Engine
			id = 2973
			name = "Modern Engine"
			desc = "Modern Engine"
			
			required = { 2943 }
			chance = 90
			cost = 8
			time = 80
			neg_offset = 20
			pos_offset = 40
			
			effects = {
				command = { type = muddy_attack which = armor value = 5 }
				command = { type = muddy_defense which = armor value = 5 }
				command = { type = frozen_attack which = armor value = 5 }
				command = { type = frozen_defense which = armor value = 5 }
				command = { type = snow_attack which = armor value = 5 }
				command = { type = snow_defense which = armor value = 5 }
			}
		}

	} # Level 12
}
 
Just curious ( this thread is waaaay too long for me to look back on :eek:o ) what exactly do a lot of the techs that have no description and no seemingly results do? Like the animal messenger techs for example.... what do they do? And the home front techs.... what do a majority of them do?

Thank you :(
 
LG, I have been petitioning our friendly dictatoriaql MOD leader Allenby, blessed be his name. For effects to the animals at war level for a long time.

Drew? Can we get some?
 
Yeah I made changes to your animals techs ages and ages and ages ago.

Do you expect the changes to have magically found their way on to other people's computers? I don't.

Stop whingeing. All of you.
 
L G said:
So.... the ones without descriptions.... or shown results dont seem to do anything? :p

Yep. This was pointed out many months ago and I've altered the tech tree accordingly, but I haven't made them available for download, for the reason that I don't want to keep releasing fixes for every minor alteration that I make to the mod.

If you're so keen to see message carrying cyclist giraffes give +1 org to infantry divisions, then you only need to look back a page or so through the Tech thread and find the appropriate coding. :)
 
You know, releasing a 1.05b.2 might not be that bad. Including just the files to be changed. With that, people would then stop reporting the same problems over and over and switch to reporting new ones. :)
 
Gwalcmai said:
You know, releasing a 1.05b.2 might not be that bad. Including just the files to be changed. With that, people would then stop reporting the same problems over and over and switch to reporting new ones. :)
Well. If version 1.0 is supposed to be something pretty solid that would be smart for sure. Unless Allenby & co. are very sure that sure they make no erros and have extensive betatesting. :)
 
Allenby said:
Yep. This was pointed out many months ago and I've altered the tech tree accordingly, but I haven't made them available for download, for the reason that I don't want to keep releasing fixes for every minor alteration that I make to the mod.

If you're so keen to see message carrying cyclist giraffes give +1 org to infantry divisions, then you only need to look back a page or so through the Tech thread and find the appropriate coding. :)


Ill wait for your patch so that i know everything is correct then :)
 
Two land doctrine techs have been added.

Firstly, I thought that the penalty incurred for river crossing was a little steep, especially since the inclusion of the night attack/move penalties. I'd suggest that the best armies be given this tech, except for the Russians.

Code:
		application = { # River Crossing Techniques
			id = 11109
			name = "River Crossing Techniques"
			desc = "River Crossing Techniques"
			
			required = { }
			chance = 90
			cost = 20
			time = 160
			neg_offset = 40
			pos_offset = 80
			
			effects = {
				command = { type = river_attack which = infantry when = now value = 35 }
				command = { type = river_attack which = motorized when = now value = 35 }
				command = { type = river_attack which = bergsjaeger when = now value = 35 }
				command = { type = river_attack which = marine when = now value = 35 }
				command = { type = river_attack which = engineer when = now value = 5 }
			}
		}

I also thought that it was too easy to defend mountains, as I have heard of examples where two divisions can hold off nearly twenty seemingly forever. This should help the attackers a little, if not too much.

Code:
		application = { # Modern Mountain Warfare Experience
			id = 11209
			name = "Modern Mountain Warfare Experience"
			desc = "Modern Mountain Warfare Experience"
			
			required = { }
			chance = 90
			cost = 16
			time = 160
			neg_offset = 45
			pos_offset = 90
			
			effects = {
				command = { type = mountain_attack which = paratrooper when = now value = 15 }
				command = { type = mountain_attack which = infantry when = now value = 20 }
				command = { type = mountain_attack which = motorized when = now value = 25 }
				command = { type = mountain_attack which = bergsjaeger when = now value = 30 }
			}
		}
 
Shouldn´t mountain warfare experience have one of the alpine techs as their prerequisite?

Perferbably alpine equipment, gives a reason for the majors to research it...
 
A question: does the latest version of the mod now include all the tech tree changes Allenby was tantalising us with earlier, or are they still to be done? Because I was having a look through today and noticed lots of glaring omissions...

I also made a list of those infantry techs still without either pictures, descriptions or both. Have these been sorted, or do we need volunteers with literary skills, access to a library and a good scanner?

The following techs have no description:

1150 Medical Advances
1151 Military Field Ambulance
1152 Modern Nursing
1153 Casualty Clearing Station
1154 Advanced Dressing Stations
1155 Advanced Dentistry
1156 Improved Surgery
1157 Veterinary Corps
1158 Triage
1159 Ersatz Medicine and Equipment
1160 Bromide
1175 Animals At War
1176 Messenger Dogs
1177 Messenger Pigeons
1178 Spy Pigeons
1179 Anti-Pigeon Falcons
1350 Modern Army Provisions
1351 Army Accomodation
1353 Army Nutrition
1354 Army Mail Service
1408 Modern Medical Provisions
1409 Basic Body Armour
1705 Specialized Assault Training
1803 Antibiotics
1804 Insulin
1805 Blood Transfusions
1806 Infection Control

The following have no specific picture, just the generic one:

1004 Divisional Telegraph System
1005 Corps Telegraph System
1006 Army Telegraph System
1106 Alpinist Equipment
1150 Medical Advances
1151 Military Field Ambulance
1152 Modern Nursing
1153 Casualty Clearing Station
1154 Advanced Dressing Stations
1155 Advanced Dentistry
1157 Veterinary Corps
1158 Triage
1159 Ersatz Medicine and Equipment
1160 Bromide
1175 Animals At War
1178 Spy Pigeons
1179 Anti-Pigeon Falcons
1200 Basic Signals System
1207 Flare Pistol
1350 Modern Army Provisions
1351 Army Accomodation
1352 Army Leave
1353 Army Nutrition
1354 Army Mail Service
1408 Modern Medical Provisions
1409 Basic Body Armour
1504 Portable Pontoon Bridge
1501 Anti-Tank Mine
1503 Anti-Tank Rifle
1600 Advanced Signals System
1601 Divisional Wireless System
1603 Army Wireless System
1700 Assault Improvements
1705 Specialized Assault Training
1803 Antibiotics
1804 Insulin
1805 Blood Transfusions
1806 Infection Control

Most seriously, the following techs are still useless: they have no effect in the game, nor are they necessary as prerequisites to achieve a better tech later. They're just a waste of time and resources for the AI, since no human player would be silly enough to research them.

1158 Triage (should be a prerequisite for 1408 Modern Medical Provisions and 1802 Medical Station)
1354 Army Mail Service (I suggest a small organisation bonus for infantry-type units)

There are several more techs with no effects in themselves, but at least researching them allows you access to more advanced techs later.

Finally, some quibbles:

1355 Troop Rotation - this gives +1% organisation for a cost of 6 IC. Going by the tech description ("very expensive but provides huge bonuses to morale") I suggest the cost should be much more - say 16 IC - but the bonus should be at least +4%.

1402 Machinegun Air-Cooling System - since this is a prerequisite for Aircraft Machinegun, which should be available by early 1915, I think it should come much earlier in the tech tree. I suggest renumbering it 1309, putting it in with Defensive Innovations (and not forgetting to amend the Light Aircraft tech tree accordingly)

1703 Submachinegun
1704 Specialised Assault Gear
Both of these come after Stormtrooper units in the tech tree, but are prerequisites for that tech advance (no. 1702). I suggest removing them as prerequisites from tech 1702; they should give bonuses to stormtrooper units, not be pre-requisites for developing them.
 
Medical advances:
The carnage and the bloodshred at the front caused major manpower shortages, and it was important to get every man that had a chance of survival back to health so that they could be sent back to the front. New technology is making this possible.

Military field ambulance:
Horse drawn carriages for transporting men from the front were already in place, but these motorized vehicles could go where no horse had ever gone before and did it faster.

Modern nursing:
Florence Nightinggale set a great example of this during the Crimean war, but the technology has become more advanced and the injuries differently. Medical authorities have descided that this is the time for a major overhaul in medical treatment.

Casualty clearing station:
This is a hospital behind the front lines, where much better care can be made then at the front

Advanced dressting station:
When a soldier was wounded, he was taken behind the front to an advanced dressing station where first-aid was given and emergency amputations made. If he was suspected to make it, he was transferred to a casualty clearing station.

Advanced dentistry:
New equipment and better anahestetics has led to less painful and more advanced ways of fixing injured teeth

Improved surgery:
At earlier operations, the 'victim' was often more in the hand of fate then in the hands of the doctor, death rates were high, and it isn´t until now that really good survival rates for surgery are achieved. These advances are necissary if a wounded soldiers life is to be saved.

Veterinary corps:
It is not only men that get´s wounded and falls ill, the same applies to animals. By gathering all the army vets into special units, a much better system of treatment of animals - especially horses could be achieved.

Triage:
Probably one of the more disturbing facts about war is triage - or mercy killing. At the advanced dressing station, the soldiers chance of survival was estimated, if there was no chance that he was to survive, he would just be given some morphine - or a bullet between the eyes.

Ersatz medicine and equipment:
With the immense number of wounded flowing in, the supplies of medical material quickly ran out and unorthodox methods were devized, such as rolled bewspapers to fix broken bones, or crepe paper bandages tied on with string.

Bromide:
This is a subtance that is supposed to hamper the 'sexual apetite' amongst the soldiers. Although its alledged effects are dubious.



Animals at war:
A running soldier offers a high profile, even when running crouched. Dogs had much lower profiles - and a dead dog didn´t matter as much as a dead soldier. Pigeons are also fast flyers, and can swiftly deliver messages to behind the front.

Messenger pigeons:
Pigeons have been used in war since many hundreds of years, but it is on the battlefield of the great war that their true value is appreciated, soldiers without field telephone sets can easily get in contact with HQ, and when low on food, they can always eat the pigeons...

Spy pigeons:
These were pigeons dropped from aircraft over villages occupied by the enemy, freedom fighters would then attach messages of enemy troop movements to the birds leg and set it free, leaving the birt to fly with this intel to HQ.

Anti-pigeon falcons:
To counter Spy pigeons, and to disrupt communications, special falcons were trained to kill enemy pigeons.



Modern army provisions:
With the appaling conditions in the trenches, something had to be done to aid the troops in their misery.

Army accomodation:
Throughout the great war, soldiers would sleep on the ground, with this, at least some of the soldiers had a bunk bed and basic necessities.

Army nutrition:
It was not until the twentieth and ninetenth centuries that scientisist proved that a human had to get a certain amaount of calories each day to stay healthy, this knowledge has now been applied to the army rations, making the soldiers more healthy and alert.

Army mail service:
Sending letters to close ones was a common sight in the great war, now the army took over the mail service, this ment safer deliveries, but also the censoring out of the gruesome reality of war.

Modern medical provisions:
The knowledge lerarned from early in the war has been applied to make the medical care of the soldiers more effective, and new medicines are lurking behind the corners...

Basic body armour:
This was not widely used in the war, but did give the wearer a sense of extra protection.

Specialized assault training:
The early assaults in the war were simply mass-scale attacks on a broad front with vast casualties, now, elite units are popping up, and regular soldiers are getting more effective att assaulting enemy positions.

Antibiotics:
In the 1920-ties, Alexander Fleming discovered that one of his experiments had gone horribly wrong, a fungus had contaminated a petri dish with the bacteria Staphylococcus aureus. But as he studied the petri dish more carefully, he found that the fungust was actually destroying the bacteria! He had discovered the worlds first antibiotics, pnicilin.

Insulin:
Insulin is a hormone produced in the islets of Langerhans that regulates the level of blood sugar and fat metabolism. People with the disease Diabetes mellitus are unable to produce that hormone, and had until now relied on pig insulin to keep them going. But now, synthetic insulin can bee produced, greatly aiding diabethics worldwide.

Blood transfusions:
Blood transfusions was until now one of the more hazardous tasks a doctor could perform on a patient, sometimes the patient died, sometimes he survived. Why this happened was a mystery until the discovery of the four types of blood A, B, AB and 0. Now, mortality rates during blood transfusions are sinking.

Infection control:
One of the more vital things in a hospital, infection control tries to keep bacteria at bay. Inn the years before, hospitals had been rather nasty places, with bacteria everywhere, in fact, more people would die in the hospital than in battle thanks to disease and infaction. With the advent of antibiotics, large scale hospital epidemics are just a memory.
 
StephenT said:
A question: does the latest version of the mod now include all the tech tree changes Allenby was tantalising us with earlier, or are they still to be done? Because I was having a look through today and noticed lots of glaring omissions...

The update that I made available a few days ago includes the newest tech tree. Are these 'omissions' matters that have been raised before and those changes that I have forgotten to include? Because as far as I can remember, I made alterations whenever you suggested them in this thread.


StephenT said:
I also made a list of those infantry techs still without either pictures, descriptions or both. Have these been sorted, or do we need volunteers with literary skills, access to a library and a good scanner?

I did not include any new tech pictures in the recent download - I shall make a list of those techs with and without pictures. :)
 
Zuckergußgebäck said:
Allenby, that is the tech tree, not the tech photos.

Obviously I'm referring to the folder on the GFX/Interface path, not the folder where the tech tree's files are held. :)