Up to Danzig- Part 2 - Nation related research
Lets start with the four main country related tabs.
Nation:
Here I try to have the newest as possible techs for nearly all of the techs.
Agriculture/Civil Medicine(Gain in MP as some other techs reduce MP gain)
Industry(Gain overall IC as some techs lower the IC bonus)
Education(To gain more LS as some techs lower the LS available)
The Roads/Railway/Harbour/Airport is also giving a nice IC efficiency bonus. You have less overall IC but a way more efficient one.
And that helps in saving ressources as each IC is using less ressources then. Good for hightech nations.
And better supply throughput will maybe help in later wars too.
For an extra buff you can still research the logistic techs below that area(Supply Transportation/Supply Organisation).
The Society techs in the middle are all researched by GER. They help in getting a country developed quicker as they add a big bonus to quite many game areas.
So if small countries try to research those, they can gain a overall better status in many areas(MP/LS/IC..)
It should work that way, that initially "unmodified IC" is more important and you get with later techs more IC efficiency wich represents smarter production capabilities.
Combat Medicin is to reduce casuality trickleback and First Aid to help with province attrition for units. Last tech combines both. Nice in helping to not losse to much MP..
The construction techs are mandantory techs for some others so you need them to be able to reserach others.
Same for the other theorectical engineering techs below. Different tech lvl of them are needed to be able to research other techs in othe areas.
So theorectical techs have not only a light research benefit, but are mandantory for quite some area. It is not that easy to get to Nukes or Jets etc..
Heavy AA guns and rocket interceptors now increase the AA efficiency of AA in provinces.(Rocket Interceptors have been point defense planes anyway, so an easy choice to put that is a short gap solution here.)
Civil Defense is repair capabilities for buildings etc..
And Improved Security Units tech helps GAR and Para-Military units to suppress revolters. You might want to research that one a lot if you go for bad occupy policies..
Production:
In this tab we have all about producing stuff. Some techs need a certain lvl of the engineering techs of the nation tab as a prerequisite.
Needeless to say that you might to want also here be on time with as many techs as possible.
But if you are a ressource rich nation, you might to want to skip some of them. If you have enough IC atm, you might want to focus on other aspects like new units too.
The industry techs raise normal IC output and the other IC efficiency again.
The Assembly line and Segmental building techs on the other side give a direct discount to some units production time and cost. Mass buildng of Subs or CVE countries would like to want this techs..
On the right side we have some theoretical techs again that are prerequisites for some units techs. So Jet engine research is of course needed to finally research jet engines wich are needed for the research of the final jet. So you see that there is a bunch of steps needed before yo can go to that superunits. No way for little countries to like Panama to spam the world with jets easily. With the society techs of the nation tab, they could catch up and field some good units, but will not be able to have super tech that easily, while it is still possible if they spend the amount of time needed.
The resource techs on the left and in the middle are for gaining more of that type of ressource. The ones in the middle are only placeholder unitil I finishg the search events around that. But until then, they will also provide a small buff to your ressources.
Plating and Metallurgy tech gives you a bonus for some units that use steel. So tanks and ships get tougher with this ones.
Diesel is a requirement for overall Diesel engines. Deutschland Class ships. I have this tech for cruisers etc. but not for BB's etc..
Shipyard is a prereqisite for the ability to build ships.
And Lightweight of course important in that way for more advanced planes. No jets without advanced lvl here.
The last three give so far "only" another bonus for prodcution for a cost in other areas.
I spend quite much effort here to keep my industry leading. Also the ressource techs seem obviously very important for a country like GER.
Electronic:
Also here we have a mix of techs that are only prereqisite for others and have some bonus on their own.
As a major you want at least the spy related stuff and improve you RADAR if you are a naval depending nation.
Decryption/Encryption should be self-explanatory, and the coumputing machines also add a bonus to both fields next to give a research bonus.
A speciallity is here, that once you research electronical computing, mechanical will be unavailable. The best time to switch is around 1940 maybe. But electronical gives you a higher bonus, so I decided to research that one right ahead.
The RADAR/SONAR/Nighfight techs will allow to reserach direct unit related techs in other tabs, but also add some bonus already.
Eg. The Air Warning RADAR help in getting your RADAR buildings better already and also the ART RADAR hekps your ART units directly.
For my game I focused on having most as possible as I really want a top notch navy with RADAR and also keep the Allies away from my techs. They should not have an easy time stealing my techs with spionage. "Enigma will be replaced/not decrypted in this game"..
Secret:
Like in Std-HoI, we find here the Rocket and Nuclear stuff.
Here we can finally research jet engines wich enable us to research jet planes later.
Also with early rocket research we can already research bazookas and with much more also early "Stingers", better known as "Fliegerfaust" back then.
http://en.wikipedia.org/wiki/Fliegerfaust
Air to Air missles as also ICBM will be the final end of this area.
Civil nuclear research adds more Energy to your country.
While not much is to say in this tab, the impact can be quite big as this weaponry had in history.
I stay in the historical path here. Historically GER had nuke research, but that topic is discussed controversly as some believe they even had the bombe before the allies.
So maybe I try to make the same move, but don't let the allies "get their hands" ony my bombs with conquering me before I can use them.

Next to that I want of course jets, only earlier and maybe mighty rockets to bomb UK and USA.. We'll see how uch LS I can spend here.
"Fliegerfaust" would be nice to have too for my Infantry, but propaganda wise I might regret it if I degrade the 88 gun in any way?
So thats the first four screens.
Next will be the land units related technologies.
Cheers,
Chromos