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Finally got this done. What do you think?

I added a couple (the anti-air guns), and renamed a couple.

*6000 - Early Century Naval Innovations
desc: At the turn of the century, Britain, as Queen of the Seas, was desperate to keep her position, and so introduced many new innovations in the school of naval warfare.
bonus: none
pre-req:none

6001 - Naval Expansion Engine
desc: A more modern, specialized, version of the old steam engine.
bonus: BB/DD/CA/CV/TP speed +1, range + 350
pre-req: 6000, (industrial tech?)

6002 - Naval Steel Armor
desc: Replacing the venerable iron armor, steel is lighter and stronger, allowing increased protection for less weight.
bonus: none
pre-req: 6000

6003 - Naval Breech-Loader Turret
desc: A marked improvement over old muzzle-loading guns, the breech-loader allows increased rates of fire.
bonus: BB/DD/CA sea attack +1, shore attack +1
pre-req: 6000

6004 - Barbette Turret
desc: Instead of mounting guns on pedestals, a barbette places the gun in a semi-enclosed position, allowing greater protection for the gun crews, and

heavier guns to be mounted.
bonus: New Naval Gun Techs in Artillery tree?, BB/DD/CA sea attack +1, shore attack +1
pre-req: 6003, 6000

6005 - Naval Steam Torpedo
desc: Taking the old torpedo and mounting a steam engine and a propellor to it increased its utility as a weapon, and allowed it to be fired in combat situations.
bonus: DD sea attack +1
pre-req: 6001, 6000

6006 - Torpedo Boat Destroyer Hull
desc: A small, sleek, and swift hull allows good speed, for use as an escort vessel.
bonus: none
pre-req: 6002, 6000

6007 - Torpedo Boat Destroyer
desc: A small ship, not suited for combat against anything larger than itself, ideal for escorting merchant vessels, and scouting out early submarines.
bonus: act: destroyer1
pre-req: 6005, 6006, 6000

6008 - Transport
desc: An average merchantman, the carriage for an overseas army, slow, helpless, and weak.
bonus: act: transport1
pre-req: 6000

*6100 - Early Century Warship Design
desc: Ships began to grow in size and displacement, as one nation's ships were studied, and designs to beat them were drawn up.
bonus: none
pre-req: 6000

6101 - Naval Multiple Expansion Engine
desc: An improvement over the previous generation of steam engine, this one allows much greater power to be generated, by having multiple expansion chambers for the steam.
bonus: BB/DD/CA/CV/TP speed +1, range +350
pre-req: 6001, 6100, (industrial tech?)

6102 - Naval Krupp Armor
desc: Steel plate armor made using the Krupp 'gustafahlbrik' process. Very strong and durable.
bonus: none
pre-req: 4203, 6002, 6100

6103 - Shell Hoist
desc: A powered shell hoist greatly decreased the difficulty and danger inherent in moving heavy artillery shells around, as well as increasing the potential rate of fire.
bonus: BB/CA/DD attack +1
pre-req: (electric engine?), 6100

6104 - Battleship Belt Armor 175mm+
desc: The armored belt of a battleship is supposed to be able to protect the ship from its own guns.
bonus: none
pre-req: 6102, 6100

6105 - Battleship Deck Armor 50mm+
desc: The deck of a battleship isn't as heavily armored as the belt, but it must
be able to deflect most incoming shells.
bonus: none
pre-req: 6102, 6100

6106 - Cruiser Deck Armor 20mm+
desc: A cruiser's armor isn't nearly as strong as the armor on a battleship, but
it must still afford protection from large-calibre guns.
bonus: none
pre-req: 6102, 6100

6107 - Pre-Dreadnought Hull
desc: The hull of a pre-dreadnought battleship was designed to hold the slow yet
massive ships.
bonus: none
pre-req: 6104, 6105, 6100

6108 - Protected Cruiser Hull (changed from Old Cruiser Hull)
desc: The hull of a protected cruiser was designed for somewhat speedy steaming
and to provide a stable gun platform.
bonus: none
pre-req: 6106, 6100

6109 - Pre-Dreadnought Battleship
desc: The Pre-Dreadnouht Battleship was a truly powerful gun platform. Capable
of 18 knots, and carrying 4 main battery guns and 14 secondary guns, she was a

frightening force for an enemy fleet to behold.
bonus: act battleship0
pre-req: 6101, 6107, 14309, 6100

6110 - Protected Cruiser (changed from Old Cruiser)
desc: The little sister of the Pre-Dreadnought, the Protected Cruiser was
capable of 21 knots, and carried 2 main guns, as well as 12 smaller guns.
bonus: act cruiser0
pre-req: 6101, 6108, 14206, 6100

*6200 - Basic Naval Armor and Armament
desc: As the Twentieth century developed, navies realized that they would have
to adapt to keep up with changing strategies and technologies.
bonus: none
pre-req: 6100

6201 - Basic Naval Petrol Torpedo
desc: The petrol-powered torpedo was an improvement over the steam-powered
torpedo in terms of speed and endurance.
bonus: CA/DD sea attack +1
pre-req: 6005, 6200

6202 - Basic Fire-Control System
desc: Having a basic fire-control system meant that ships could coordinate the
fire from their batteries on a single target.
bonus: BB/CA/DD sea attack +1, shore attack +1
pre-req: 6200

6203 - Torpedo Net
desc: Installed underwater, torpedo nets gave adequate protection against
torpedoes by detonating them away from the hull.
bonus: BB/CA/CV/DD sea defense +1
pre-req: 6200

6204 - Naval Harvey Steel
desc: Steel plate armor made using the Harvey tempering process. Very strong and
durable, and an improvement over the Krupp process.
bonus: none
pre-req: 4303, 6102, 6200

6205 - Battleship Belt Armor 250mm+
desc: Increasing the thickness of the armored belt greatly increased the ability
of the ship to absord punishment.
bonus: none
pre-req: 6104, 6204, 6200

6206 - Cruiser Belt Armor 75mm+
desc: Increasing the thickness of the armored belt greatly increased the ability
of the ship to absord punishment.
bonus: none
pre-req: 6204, 6200

6207 - Battleship Deck Armor 75mm+
desc: Increasing the thickness of the ship's deck armor provided greater
protection from incoming shell fire.
bonus: none
pre-req: 6105, 6204, 6200

6208 - Cruiser Deck Armor 30mm+
desc: Increasing the thickness of the ship's deck armor provided greater
protection from incoming shell fire.
bonus: none
pre-req: 6106, 6204, 6200

6209 - Closed Turret
desc: An improvement over the barbette, the closed turret provided greater
protection to the gun crews, and allowed greater rates of fire.
bonus: BB/CA/DD sea attack +1, shore attack +1
pre-req: 6004, 6200

*6300 - Basic Warship Design
desc: Further improvements in naval technology and arms and armor led to the
need for new tactical uses for these ships, which in turn led to new technical

developments.
bonus: none
pre-req: 6200

6301 - Basic Naval Turbine Engine
desc: A further improvement over the multiple-expansion engine, the turbine
increased ship speeds even further.
bonus: BB/CA/CV/DD/TP speed +1, range +500
pre-req: 6101, 6300, (industrial tech?)

6302 - Basic Dreadnought Hull
desc: The hull of a Dreadnought battleship is very different from the hull of a
Pre-Dreadnought. The lines are smoother, and the ship is designed for greater

speeds as well as greater stability.
bonus: none
pre-req: 6107, 6205, 6207, 6209, 6300

6303 - Light Cruiser Hull
desc: A light cruiser, the new incarnation of the old protected cruiser, is a
more modern ship, capable of faster speeds and with greater potential.
bonus: none
pre-req: 6108, 6208, 6209, 6300

6304 - Basic Destroyer Hull
desc: An improvement over the hull of the torpedo boats, the new destroyer hull
is sleek and fast.
bonus: none
pre-req: 6006, 6204, 6300

6305 - Basic Dreadnought
desc: The launching os HMS Dreadnought in February of 1906 changed the face of
sea power forever. The big-gun era had finally arrived.
bonus: act battleship1
pre-req: 6301, 6302, 14309, (NAVAL DOCTRINE TECH?), 6300

6306 - Light Cruiser
desc: Light cruisers are more powerful, faster, and more dangerous than their
older cousins.
bonus: act cruiser1
pre-req: 6301, 6303, 14102, 6300

6307 - Basic Destroyer
desc: The basic destroyer, designed for both escort duty, as well as joining the
battleline with their torpedoes, was a formidable fighting vessel.
bonus: act destroyer2
pre-req: 6201, 6301, 6304, 6300

*6400 - Specialized Warship Development
desc: As warships grew ever larger, they began to need more specialized
technology to keep functioning. Faster engines, better optics, and radios became
the

new toys of naval ministries all over the world.
bonus: none
pre-req: 6300

6401 - Improved Naval Turbine Engine
desc: Improving the turbine engine squeezed more power out of the same amount of
fuel, increasing speed even further.
bonus: BB/CA/CV/DD/TP speed +1, range +500
pre-req: 6301, 6400, (industrial tech?)

6402 - Basic Naval Wireless Services
desc: Bringing the wireless to sea was an important milestone in sea power.
Ships could now communicate with each other well beyond visual range.
bonus: decrease weather and night penalties -10% each
pre-req: 3404, 6400

6403 - Cruiser Belt Armor 150mm+
desc: Increasing the thickness of the armored belt greatly increased the ability
of the ship to absord punishment.
bonus: none
pre-req: 6206, 6400

6404 - Battlecruiser Hull
desc: The Battlecruiser was an attempt to put the guns of a battleship on a very
fast, poorly armored hull.
bonus: none
pre-req: 6207, 6209, 6302, 6401

6405 - Armored Cruiser Hull
desc: An armored cruiser was a step up from the light cruiser, in terms of size,
power, and capabilities.
bonus: none
pre-req: 6208, 6209, 6303, 6403, 6400

6406 - Battlecruiser
desc: Known as 'Fisher's Follies,' the ships were an innovation of Admiral Jacky
Fisher of the Royal Navy.
bonus: act battleship2
pre-req: 6401, 6404, 14309, 6400

6407 - Armored Cruiser
desc: Smaller than the battleship, but larger and more powerful than the light
cruisers, the armored cruiser fills a hole in the naval orders of battle.
bonus: act cruiser2
pre-req: 6401, 6405, 14207, 6400

6408 - Armored Transport
desc: A purpose-built, military transport ship, designed to replace the
merchantmen conscripted out of civilian service by the war.
bonus: act transport2
pre-req: 6008, 6400

*6500 - Improved Naval Armor and Armament
desc: In efforts to keep up with the other navies of the world, improvements in
arms and armor began to cost more and more, while leading to bigger and

better ships.
bonus: none
pre-req: 6400

6501 - Improved Naval Petrol Torpedo
desc: Increasing the available power of the engine in a torpedo greatly
increased the range and speed of the weapon, as well as the size of its warhead.
bonus: DD/CA sea attack +1
pre-req: 6201, 6500

6502 - Basic Hydrophone
desc: The hydrophone, a device to listen underwater, was designed to search for
enemy submarines, before they could close and fire torpedoes.
bonus: DD/CA detection +3
pre-req: 6500, (industrial tech?)

6503 - Split Compartment Hull
desc: Breaking the hull of a ship into seperate watertight compartments allowed
greater survivability in the case of a hull breach.
bonus: BB/CA/CV/DD sea defense +2, air defense +1
pre-req: 6500

6504 - Centerline Armament
desc: Aligning the main armament of a ship along the centerline allowed for a
smaller number of guns to deliver the same effectiveness in combat.
bonus: BB/CA sea atack +1
pre-req: 6209, 6500

6505 - Improved Fire-Control System
desc: Improving the early fire-control systems allowed coordinated fire at
moving targets, even while the ship itself was moving.
bonus: BB/CA/DD sea attack +1, shore attack +1
pre-req: 6202, 6500

6506 - Battleship Belt Armor 300mm+
desc: Increasing the thickness of the armored belt greatly increased the ability
of the ship to absord punishment.
bonus: none
pre-req: 6205, 6500

6507 - Battleship Deck Armor 100mm+
desc: Increasing the thickness of the ship's deck armor provided greater
protection from incoming shell fire.
bonus: none
pre-req: 6207, 6500

6508 - Cruiser Deck Armor 40mm+
desc: Increasing the thickness of the ship's deck armor provided greater
protection from incoming shell fire.
bonus: none
pre-req: 6208, 6500

*6600 - Improved Warship Design
desc: The very latest in modern warship technology becomes bigger and better
still, then the previous generations of technology.
bonus: none
pre-req: 6500

6601 - Advanced Naval Turbine Engine
desc: The fastest and most powerful engined ever mounted afloat.
bonus: BB/CA/CV/DD/TP/ speed +1, range +500
pre-req: 6401, 6600

6602 - Improved Dreadnought Hull
desc: Strengthening and smoothing out the hull of the Dreadnought led to more
improvements, increasing the displacement of the ship, and increasing its

effectiveness as a gun platform.
bonus: none
pre-req: 6302, 6503, 6506, 6507, 6600

6603 - Improved Cruiser and Carrier Hull
desc: The hulls of the newest cruisers are stronger and have smoother lines than
the previous ones.
bonus: none
pre-req: 6206, 6405, 6503, 6508, 6600

6604 - Improved Destroyer Hull
desc: The newest destroyer hulls are designed for maximum speed and
manueverability, increasing the destroyer's effectiveness as an escort vessel.
bonus: none
pre-req: 6304, 6503, 6600

6605 - Improved Dreadnought
desc: The newest Dreadnought battleships are more powerful than anything else
ever afloat.
bonus: act battleship3
pre-req: 6601, 6602, 14405, 6600

6606 - Improved Cruiser
desc: The newest cruisers are more than a match for older battleships.
bonus: act cruiser3
pre-req: 6601, 6603, 14206, 6600

6607 - Improved Destroyer
desc: The newest destroyers are almost the perfect escort veseel, capable of
long cruising range, high speeds, and equipped with hydrophones for hunting

submarines.
bonus: act destroyer3
pre-req: 6501, 6601, 6604, 6600

6608 - Seaplane Carrier
desc: The seaplane carrier is a new design, a ship which carries seaplanes, and
is capable of launching them from a catapult. The planes must land on the

water, and be recovered by a crane.
bonus: act carrier0
pre-req: 6601, 6603, AIR TECH?, 6600

*6700 - Advanced Naval Armor and Armament
desc: The next generation of naval equipment will feature more of the same
improvements in design and function.
bonus: none
pre-req: 6600

6701 - Improved Hydrophone
desc: A more modern version of the hydrophone, this allows detection at greater
ranges, and more precise locations.
bonus: DD/CA detection +1
pre-req: 6502, 6700

6702 - SONAR System
desc: The ultimate refinement of the hydrophone, Sub-Oceanographic Navigation
And Ranging is an electronic system which uses multiple hydrophones to figure

out the precise location of enemy submarines.
bonus: DD/CA detection +1
pre-req: 6701, ELECTRONICS/INDUSTRY TECH?, 6700

6703 - Advanced Fire-Control System
desc: The most advanced fire control systems allow concentrated fire on multiple
targets, all moving independently of each other.
bonus: BB/CA/DD sea attack +1, air attack +1
pre-req: 6505, 6700

6704 - Improved Naval Wireless Services
desc: An improvement of the wireless, specifically designed for use onboard
ships, this allows greater coordination between ships, at long ranges, and in
any

weather condition.
bonus: decrease weather and night penalties -15% each
pre-req: 3605, 6402, 6700

6705 - Battleship Belt Armor 350mm+
desc: Increasing the thickness of the armored belt greatly increased the ability
of the ship to absord punishment.
bonus:
pre-req: 6506, 6700

6706 - Battleship Deck Armor 150mm+
desc: Increasing the thickness of the ship's deck armor provided greater
protection from incoming shell fire.
bonus:
pre-req: 6507, 6700

6707 - Cruiser Deck Armor 50mm+
desc: Increasing the thickness of the ship's deck armor provided greater
protection from incoming shell fire.
bonus:
pre-req: 6508, 6700

6708 - Basic Anti-aircraft Guns
desc: Light, quick-firing guns, with new mounts so they can be fired skyward to provide a semblance of protection from enemy aeroplanes.
bonus: BB/CV/CA/DD air attack +2, air defense +2
pre-req: 6700, (arty/air techs?)

*6800 - Advanced Warship Design
desc: As the designs of today become obselescent, the designs of tomorrow must take their places.
bonus: none
pre-req: 6700

6801 - Magazine Explosion Prevention
desc: Putting seawater in tanks around the ammunition magazine helped to reduce the chance of an explosion, greatly increasing the ships' longevity in combat.
bonus: BB/CA/CV/DD sea defense +1, air defense +1
pre-req: 6503, 6800, 6800

6802 - Advanced Dreadnought Hull
desc: This hull is designed to carry the most powerful of ships, the Super-Dreadnought.
bonus: none
pre-req: 6602, 6705, 6706, 6801, 6800

6803 - Advanced Cruiser and Carrier Hull
desc: Smaller and sleeker than the battleships, these hulls are faster and more powerful than their predecessors.
bonus: none
pre-req: 6603, 6706, 6801, 6800

6804 - Advanced Destroyer Hull
desc: The fastest hulls yet designed, these are faster and quieter than any other destroyer.
bonus:
pre-req: 6604, 6801, 6800

6805 - Super Dreadnought (Changed form Advanced Dreadnought)
desc: The newest incarnation of the 'Queen of the Seas,' this ship is fast, well-protected, and carries a powerful main armament.
bonus: act battleship4
pre-req: 6601, 6802, 14603, 6800

6806 - Advanced Cruiser
desc: The power of a battleship in a smalller, faster package, the modern cruisers are quick and deadly.
bonus: act cruiser4
pre-req: 6601, 6803, 14027, 6800

6807 - Advanced Destroyer
desc: More than a match for any submarine, these ships are the ideal escort vessels.
bonus: act destroyer4
pre-req: 6601, 6702, 6804, 6800

6808 - Aircraft Carrier (changed from Basic Carrier)
desc: The era of the battleship may be at a close. Who knows what the future will bring?
bonus: act carrier1
pre-req: 6601, 6803 (AIR TECH?), 6800

6809 - Advanced Antiaircraft Guns
desc: An improvement over the older AA guns, these can put out a hgreater volume of fire at higher angles and with greater accuracy.
bonus: BB/CV/CA/DD air attack +2, air defense +2
pre-req: 6800, 6708 (air/arty techs?)

Steele
 
Sorry about the abysmal formatting in that tree...

I'm not sure how it happened.

Well, any suggestions?

Steele
 
Good, the tech trees are coming along fine, I'm working with formatting the trees and scripting them at the moment (all trees are "done but not ready", they have all levels and techs, just not all pre-reqs and benefits), and you guys have some good ideas that I surely will implement!

This means that we hopefully have a complete working beta-tree for next weekend, thus letting us fool around a little with the trees, balance units and add techs to countries for at least two weeks before the release.

/Johan
 
Regarding all the tech trees, I think that playtesting will probably be needed to establish if the techs are in the right order and give the right benefits at the right time!

Some suggestions for Steele's descriptions:

6007 - Torpedo Boat Destroyer
desc: A small ship, not suited for combat against anything larger than itself, but ideal for defending the fleet against enemy torpedo boats and early submarines.

6110 - Protected Cruiser (changed from Old Cruiser)
desc: The eyes of the fleet and guardian of the sea-lanes, the Protected Cruiser was capable of 21 knots, and carried 2 main guns, as well as 12 smaller guns.

6201 - Basic Naval Compressed Air Torpedo
desc: The compressed air powered torpedo was an improvement over the steam-powered torpedo in terms of speed and endurance.
(same change to 6501)

6304 - Basic Destroyer Hull
desc: An improvement over the hull of the torpedo boats, the new destroyer hull is sleek, fast and far more seaworthy.

6404 - Battlecruiser Hull
desc: The Battlecruiser was an attempt to put the guns of a battleship on a very fast but lightly armoured hull.

6406 - Battlecruiser
desc: Fast enough to catch any cruiser afloat, and powerful enough to sink it, the battlecruiser's weakness was its poor protection when set against comparable battleships.

6703 - Advanced Fire-Control System
desc: The most advanced fire control systems allow precise observation of the fall of shot and accurate ranging, allowing fire to be adjusted and concentrated rapidly.
(ships of this era never engaged multiple targets simultaneously, if they could possibly help it)

6805 - Super Dreadnought (Changed from Advanced Dreadnought). I'd change it back if I were you. :) "Superdreadnought" is an actual historical term used for the ships that were already launched and in service by 1911...

6808 - Aircraft Carrier (changed from Basic Carrier)
desc: For the first time, aircraft can accompany the fleet, scout out the enemy from beyond the horizon, direct the fall of shot, combat enemy aircraft and - who knows? maybe one day even advance to the point where they can successfully attack the enemy directly with bombs and torpedoes.

6809 - Advanced Antiaircraft Guns - change to Shipboard Aircraft
desc: All major ships in the fleet can now be equipped with fighter aircraft, launched from platforms atop the turrets. These brave pilots can defend the fleet from air attack, although they must then ditch in the sea alongside their parent vessel or, if possible, fly back to the nearest friendly shore to land.
(Effects - same as you had before)
 
StephenT: I am of course open to changes... but some of your ideas I want to reject or modify.

6201: As far as I know, there haven;t been any truly compressed air powered torpedoes. They get spat out of tubes by compressed air, but they usually have a motor of some kind for propulsion.

6703: I think that ships did indeed fire on multiple targets. They certainly had the ability to do so. This isn't really important either way.

6809: I think this is better as anti-aircraft guns, rather than shipboard aircraft. There were such guns, and ditching the planes in the sea seems rather wasteful. Besides, ships often did carry seaplanes, but they were usually unarmed.

Other than those, I think your suggestions are good ones.

Steele
 
Torpedoes - just about every source I've read refers to the standard Whitehead torpedo as powered by compressed air. (The Japanese Long Lance torpedo of WW2 fame used pure oxygen instead; some countries experimented with hydrogen peroxide, and electric torpedoes were also developed after WW1).

Fire Control - the big fire-control innovation of this era was to have a single person up in the rigging directing the fire of all the guns onto a single target using an intercom system and advanced optics (telescopes and range-finders). Before that, each gun had chosen and engaged its own target individually. Standard naval fire doctrine in WW1 was for each of your ships to be allocated a separate target in the enemy line, to try and knock it out as quickly as possible then shift fire to a second target.

Aircraft - the Royal Navy not only didn't consider this wasteful, they adopted it as their standard practice. Here's a photo of a Sopwith Pup carried on board the battlecruiser HMS Repulse:
pup.jpg

(all the RN's battlecruisers, and most of her light cruisers, were similarly equipped).

And as a variation on the theme, here's a picture of a Sopwith Camel ready to be launched from a platform towed behind a destroyer:
camel.jpg

(The destroyer steamed so fast, and the take-off speed of a WW1 biplane was so low, that this was practical. In August 1918 Lt Culley shot down Zeppelin L53 after taking off from such a device)
 
Most torpedoes, as far as I know, used a wet-heater type engine, either powered by kerosene or some kind of petrol. The 21" Mk VII, and the 24" Mk 1 (British) both used compressed air.

I realize that many ships carried land-based aircraft. It just strikes me as not right, somehow. I personally would rather have the AA guns then aircraft. What I said about floatplanes was that most capital ships carried them, they were for observation and reconnaisance, not attack or defense.

As for fire control, that makes sense, I suppose.

Steele
 
I'll give way on the torpedoes, but I'm going to fight for the shipboard aircraft. :)

Originally you had two AA gun techs. One of these can remain as AA guns, but the other should be the aircraft.

Some more background:

This advance was a brainchild of Admiral Beatty when he became C-in-C Grand Fleet in December 1916. His initial requirement was that the Grand Fleet should have 20 first-line fighter aircraft (Sopwith Pups or 1 1/2 Strutters) and 20 reconnaissance aircraft. By June 1917 HMS Yarmouth (a light cruiser) had successfully launched a Pup, and it was ordered that one cruiser from each squadron be equipped. In August, Yarmouth's fighter shot down a Zeppelin. In October, a revolving platform was fitted on HMS Repulse's turret; when it proved successful the Admiralty ordered that all battlecruisers and cruisers of the Fleet should be so equipped.

Against the two Zeppelins shot down by shipboard/towed fighters, should be set the number of Zeppelins shot down by anti-aircraft guns: one. :p
 
Or we can just use the anti-air guns for naval air defense like I have in the artillery field (although I really need to correct it, Submarines should only get AA defense from the machine gun air defense tech.), and then Stephen could have his shipboard airplanes in the naval tech.
 
The differences between the first AA guns (old QF guns on new mounts) and the later AA guns (faster rates of fire, hifher elevations, quicker training rates) are fairly important, in my opinion more important than the relatively few usef of shipboard aircraft.

Therefore, I propose a compromise. We keep my original 2 AA gun techs, and add another tech for the ship-launched aircraft.

Steele
 
I hoped for a "complete" tech tree this week. It ended up in a tech tree "complete" only for land combat (except for that there are no org bonuses added yet), without bonuses added for naval, air or gas. This will have to be done later. But with land techs complete, we can hopefully have a game that functions pretty well (naval and air battles are much less important, IMO).

» text.zip to go into the config dir
» tech.zip to go into the db/tech dir

Right click on the link and choose "save target as..." to download the files.

/Johan
 
Originally posted by Allenby
How late is 'later'? Presumably it's well before 14th December! :eek:

:( Sorry. The army wants me next weekend. :mad: Beta-testing these two last weeks will have to be done without me and the rest of the techs, although I might be able to finish them December 12th/13th. There won't be much beta-testing on them then, but as said, air and naval aspects aren't really that important for the outcome. Yes, it is said not to have them, but the first little step towards version 1.0 will have to do without them, I am afraid.

The skeleton (that is, all techs, and pre-reqs) for all tech trees are finished, just not the bonuses.

/Johan
 
The idea that we still have an entire two weeks until release, yet can't complete the naval and air techs within that time seems to me, to be utterly preposterous. No doubt your time will be taken up with the army, but that does not mean that the rest of the team cannot put the effort in to complete it.

I have envisaged the first version to have a workable tech tree, and I'm sure that the rest of the team will be willing to endeavour towards completing it, by whatever means.
 
[shudder]wha... whatever means?[/shudder]

I'm sure we can finish the tech up by more plebian means than the above implies. ;)

Steele
 
We shall need some assiduous people to complete the naval and air tech tree, and then to assign various attributes. Otherwise, people will look at the first version and wonder why, after so much effort, we couldn't even implement a fully working tech tree.

SK and Steele, you gentlemen have worked most on this area of late - could you possibly do the honours?
 
If the tech tree is almost complete but without any bonuses....people will think wtf we waited this long and it ain't complete?

We do need to get it done.

PS this is not meant to be offensive to Johan, we realise he doesnt have time to finish it before the 14th, but hopefully someone familiar with tech can take up the baton.
 
Originally posted by Allenby
We shall need some assiduous people to complete the naval and air tech tree, and then to assign various attributes. Otherwise, people will look at the first version and wonder why, after so much effort, we couldn't even implement a fully working tech tree.

SK and Steele, you gentlemen have worked most on this area of late - could you possibly do the honours?

I'll see what I can get done for the air tech tree (descriptions and bonuses), but someone way more knowledgeable than myself will need to finish the naval techs. Does the Air Doctrinces also need to be done?
 
Originally posted by Shadow Knight
I'll see what I can get done for the air tech tree (descriptions and bonuses), but someone way more knowledgeable than myself will need to finish the naval techs. Does the Air Doctrinces also need to be done?

I'd suggest looking at the download that Johan posted and make your assumptions upon that. From what I saw there were still a few brief gaps.

The important part lies in linking them together and giving them attributes - if you do the air techs, then I'm sure Steele will complete the naval tech tree. If there are still gaps then don't be afraid to fill them with a few techs with 'advanced' as a prefix.

I estimate that the tech trees should be complete within one week, and then made available to the rest of the team so that we can all test them, to ensure that the attributes haven't been designated in an uneven manner (we wouldn't want basic bi-planes being able to wipe out an infantry division, for example).