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General Technology Overhaul #4

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Greatexperiment opened this issue Jun 15, 2018 · 3 comments
Open

General Technology Overhaul #4

Greatexperiment opened this issue Jun 15, 2018 · 3 comments
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topic A discussion point usually

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@Greatexperiment
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Put all thoughts and discussions about tech that don't already have a topic issue open in this section. If it's a large enough issue, please consider opening a separate topic on it.

@Greatexperiment Greatexperiment added the topic A discussion point usually label Jun 15, 2018
@SpicyAlfredo
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We don't need to add much more tech other then more support companies would be fine.
With that said here are some tech's I'd like to see added to the extend tech mod.
-Great War Motorized. Getting this tech would give you access the motorized support companies. Allowing poor countries to access support companies that benefit them the most. e.a field hospitals faster. Trade off being cost more to produce, slower speed, and -5% hardness
-Seaplane tender. One off ship tech, Stats of 1922 light cruiser but worse in ever area by 10%. Holds 5 planes though. Branches into first light carrier.
-Foward recon company. acts as a recon company but instead takes armor cars, and gives small boost to breakthrough with a small decrease in recon

@Greatexperiment
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I'm open to doing really big scale changes for the reboot. We don't have to be tame about it. Now is the time to basically go to town on the mod.

@Greatexperiment
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Notes:

  1. It would be good to extend our techs into the early 60s.

  2. There should be a LOT more tech dependencies. I mean, one tech needed other techs to go forward - rather than just the previous one in line. I think this will solve the "running ahead" tech issue where people just blast their way through on computers, for example. If we made computers dependent on resource or industry advances, it would slow it down. Also, this will allow us to have more advanced techs but still manage the pace.

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