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Kenny, could you look through the link Mr. Chair posted above and see if there is anything of use?

My knowledge of sciences and industry is comparable with that of a six year old.
 
I cant find anything at the link, Allenby, but I may be blind, though.

It seems that there is not much 'Important inventions of history' things there, more like:

Are you a woman engineer or scientist? Post your story here or read others.
Comments about the latest space shuttle tragedy here.

And so on...
 
Six extra industry levels are needed. The highest one we have at the moment is 'War industrialisation' - perhaps other levels should go along the lines of 'Advanced War Industrialisation' etc?
 
How about a "Transportation Networks" level? Could contain some techs about railways and road transport. Then there could be another level about "Mass Logistics", or some such pompous sounding name, about the carrying of all the supplies to the frontlines.
 
What, you expect me to come up with these great ideas and develop them too?! :)

Anyway, it could include lots of stuff. Lorries, road ruilding, Decauville railroads (and rail handling and laying techniques), construction equipment (like engineering vehicles), caterpillar tracks (oops, this one's already in...)...

The first "Transport" level would go fairly near the base, after "Basic Industrilization", or thereabouts, and the other would probably be tacked somewhere near "War Industrialization".
 
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Can anyone verify whether the 'Manpower versus Firepower' and 'Firepower versus Manpower' techs actually have any effect? I've had a report that the effects of this tech advance are nonexistant, even it does say that manpower and building costs are altered.

Might these effects have been removed in a previous patch?
 
Wasn't there some sort of bug that prevented changing some unit stats by tech?
 
Although I do believe that the Autobahns wheren't really constructed until the mid-20's, and even then, most of them wheren't finished due to economic problems. If included, these should be a last level tech, and shouldn't be called Autobahn, as this name didn't show up until 1929.

/Johan
 
The concept of the 'Autobahn' (i.e. the concept of on/off ramps, inclined ramps, two lanes for fast and slow traffic with the same on the other side for opposite traffic, a median, etc.) was first devoped my civil engineers in Germany circa 1913.
 
Yes, but as shown in real life, concepts do rarely give birth to anything until many years later. Do I have to tell you all stuff Leonardo da Vinci had drawings and plans (concepts) for? ;)

[edit]

This is unbelievable! You won't believe me if I told you that the above is written before I checked the OT forum and found a Leonardo thread about concepts, and with a post by you in that thread! I did not know about that thread when writing the above. :eek:

/Johan
 
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I have a productive mind maybe ;) so several ideas came to me.

1st)The motor HQ techs gives nothing right now so why not make it in a way that will increase speed for infantry and guard units?

2)The signal brigade has a max. movement of 3,whouldnt it be better if this increase a little with the cavalry tech?I mean when you make trucks techs give a little bonus to this brigades's speed(maybe 1 or 2 :) ).

3)I bought the MAA Osprey's series about WW1 german army and have some info about unit types,region rising,mobilization.Anybody interested?

4)In1915 German army made a new type of 1st line division(because of need for more units but short ManPower).These divisions evolved with 1 brigade of 2 regiments of 3 battalion each(6 battalions as a whole),but much more machine guns(12 per MG company when before war was 4 only,plus more comanies for every division),plus more HQ units(including eng. assault units,mortars),plus 2 batteries of H. Artillery.
So with less manpower they achived almost same firepower.Therefor since the 2 doctrines of firepower versus manpower are not working i suggest to make them create this new type of unit that will recuire 2/3 of MP but will cost 1/3 more IC.BTW all German divisions(even the pre war ones)eventually were trasformed in the 1915 type including Guards and Jager.Also trench divisions are worst than militia ones in stats(Trench 3SA while militia 4SA with finished tech tree).

Oh i also saw that it is easier to build the advanced DD instead of imroved DD because of the requirement for some torpedo type for imp. DD so how about adding this torpedo staff to the advanced as well?
 
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ancient mar,

you have some good ideas, but if you could edit your post to take advantage of paragraph and indenting it would be a great help. As of right now it is really hard to read, and might get passed over by other team members.

[Thanks gzav]
 
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Some Industry tech descriptions for you all to share and enjoy :)

BASIC INDUSTRIALISATION (spelled with a -z- in 1.04b)
The advent of the Industrial Revolution brings major changes to all aspects of society - including how wars are waged.

MODERN RAW MATERIAL KNOWLEDGE
The requirements of inductrialisation have spurred research into the characteristics of raw materials, such as metals and hydrocarbons, in order to find new and better ways to process them.

CHEMICAL-INDUSTRIAL-TECHNOLOGICAL BASICS
The study of chemistry provides new insights into the interaction of many substances, making possible a large number of new industrial processes.

IGNITION SYSTEM
A simple but reliable way to ignite petroleum vapour using an electric spark, this is an essential prerequisite in the development of the internal combustion engine.

CATERPILLAR TRACK
Wheeled vehicles have always struggled on soft ground. The caterpillar track lays down a roadway on a continuous loop beneath the wheels, spreading out the weight of the vehicle and so reducing its ground pressure. This innovation makes it possible to develop vehicles that will not be restricted to paved roads.

CONVEYOR BELT
A conveyor belt runs in a continuous loop, powered by a motor at a constant speed. Its introduction will revolutionise many industrial processes.

BASIC AGRICULTURAL TRACTOR
The use of powered vehicles to replace the labour of horses and oxen in the fields promises to revolutionise agriculture, as well as leading to spin-off benefits elsewhere.

BASIC ASSEMBLY LINE
In traditional manufacturing, a single craftsman worked on all stages of production. The principle of the assembly line, pioneered by Henry Ford, has each worker specialising on a single repetitive action as a conveyor belt brings the products past them. This will lead to far higher productivity and speed of production, with less need for skilled workers.

MODERN INDUSTRIAL THEORETICS
Experience gained during the first stages of the Industrial Revolution can now lead engineers, scientists and entrepreneurs to further breakthroughs.

CHEMOTHERAPY
Early medicine was little more than first aid and crude surgery. However, the study of chemistry and biology has shown that certain substances seem to have a positive effect on the health of sick people. This observation lays the groundwork for the development of the modern pharmaceutical industry.

THERMOSETTING PLASTICS
Researchers into the properties of different chemical compounds have discovered many new materials with remarkable properties. Thermosetting plastics can be moulded into any shape desired, but then set hard and do not soften under heat.

GASOLINE MASS PRODUCTION
Although crude oil contains a huge amount of potential energy, it must first be distilled into a usable form. The increasing demand for fuel now calls for the setting up of oil refineries on an industrial scale.

BLASTING GELATIN
Discovered by Alfred Noble, blasting gelatin is produced by combining guncotton with nitroglycerine. It is a stable yet extremely powerful explosive, capable of blasting holes through solid rock. However, the blast produced is too violent for this explosive to be used as a propellant in guns without further work.

BAKELITE PLASTICS
Hendrik Baekland invented Bakelite, the first mass-produced thermosetting plastic. It is an excellent electrical insulator, solvent-resistant, hard yet easily machined. There is no wonder it will become known as 'the material of a thousand uses.'

CELLOPHANE
Jacques Brandenberger was inspired to invent Cellophane after an accident with a spilled wineglass, but the product will have many other practical uses. Cellophane is made from a very thin, waterproof and transparent sheet of treated cellulose fibres, obtained from cotton or woodpulp.

DREADNOUGHT SHIPBUILDING BERTHS
Dreadnoughts are far larger than any previous warships, and only those countries who invest in the expensive infrastructure needed for their construction will be able to produce them. The facilities needed include dry docks, heavy cranes, and similar equipment.
 
Shadow Knight said:
Sorry ZgB, but sadly those functions while they exist are broken and do not work properly. That's why we are going to need to have a new infantry sub-type for those techs to be of any use.
did you guys try to add the word 'now' before value?

application = { # Manpower vs. Firepower Tactics
id = 11106
name = TECH_APP_LAND_DOC_2_6_NAME
desc = TECH_APP_LAND_DOC_2_6_DESC

required = { 11101 }
chance = 90
cost = 14
time = 140
neg_offset = 40
pos_offset = 80

effects = {
command = { type = deactivate which = 11107 }
command = { type = manpower which = infantry now value = 2 }
command = { type = build_cost which = infantry now value = -1 }
command = { type = build_time which = infantry when = now value = -14 }
command = { type = max_organization which = infantry now value = -2 }
command = { type = manpower which = motorized now value = 2 }
command = { type = build_cost which = motorized now value = -1 }
command = { type = build_time which = motorized when = now value = -14 }
command = { type = max_organization which = motorized now value = -2 }
}
}
application = { # Firepower vs. Manpower Tactics
id = 11107
name = TECH_APP_LAND_DOC_2_7_NAME
desc = TECH_APP_LAND_DOC_2_7_DESC

required = { 11101 }
chance = 90
cost = 14
time = 140
neg_offset = 40
pos_offset = 80

effects = {
command = { type = deactivate which = 11106 }
command = { type = manpower which = infantry now value = -2 }
command = { type = build_cost which = infantry now value = 1 }
command = { type = build_time which = infantry when = now value = 14 }
command = { type = max_organization which = infantry now value = 2 }
command = { type = manpower which = motorized now value = -2 }
command = { type = build_cost which = motorized now value = 1 }
command = { type = build_time which = motorized when = now value = 14 }
command = { type = max_organization which = motorized now value = 2}
}
}

Descriptions in text file:
Manpower vs. Firepower Tactics
With artillery units becoming increasingly deadly and the proliferation of the machine-gun, some Generals felt it reasonable to compensate for the expected increase in casualties with more men per division. This would theoretically allow for a greater concentration of force at the point of contact, but made for unweildy command and control. Useful when the quantity of troops were desired over their quality. Historically this would be the huge American Divisions.

Firepower vs. Manpower Tactics
The theory that superior firepower can overcome superior numbers. This is acheived with better training and equipment, especially with the latest rifles, machine-guns, and artillery. Historicaly this would be the British Regular Army of 1914.
 
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