Hearts of Iron IV

Hearts of Iron IV

Dynamic Research Slots
20 Comments
AM 24 Dec, 2023 @ 3:54pm 
After 1.13.x update. This mod needs to be updated.
HUTIN PUILO 29 Oct, 2023 @ 1:13am 
Не работает с 1.13.x
Вначале ивент выскакивает,но потом ничего.
LiechtøxKätzchen  [author] 5 Sep, 2023 @ 4:30pm 
no
FraudeGalates 3 Sep, 2023 @ 1:49pm 
So, can there be a setting so that AI cannot use it?
LiechtøxKätzchen  [author] 3 Sep, 2023 @ 3:52am 
yes. ai can use
FraudeGalates 21 Aug, 2023 @ 1:48pm 
AI can use ?
niesie_mol 18 Jan, 2021 @ 11:51am 
(1/2)

Hey!

First off, I love the idea of this mod :D

However, I do find that it's slightly too OP
Is there a way I myself can adjust how many slots I get, and at what points?
Or can I like copy-paste the coding, and create some sort of a second version or something?
(I have 0 experience though)

I'd love a variant that goes like this:
10 = 1 slots
25 = 2 slots
45 = 3 slots
70 = 4 slots
100 = 5 slots
150 = 6 slots
250 = 7 slots
450 = 8 slots
700 = 9 slots
1000 = 10 slots
(for 'normal' games)
niesie_mol 18 Jan, 2021 @ 11:51am 
(2/2)

Or maybe this?
20 = 1 slots
50 = 2 slots
90 = 3 slots
140 = 4 slots
200 = 5 slots
300 = 6 slots
450 = 7 slots
750 = 8 slots
900 = 9 slots
1000 = 10 slots
(for modded games with greatly increased build slots, for example)

I am NOT asking you to change this mod since, like Kmoney_93 said, the way it is right now is perfect when using mods that expand the tech tree ^^
[PTH] Citizen Battle 20 Nov, 2020 @ 7:13pm 
Hello Mod author, I notice this does conflict with Road to 56 - it removes an extra research slot (as Germany for example starts with 5) - it does make a different short-term in the game wise of research I was wondering if this could be rectified or if anything. If you know of this already apologies.
LiechtøxKätzchen  [author] 31 Oct, 2020 @ 9:05pm 
ScootagSR , Thanks for helping me improve the mod!
ScootagSR 31 Oct, 2020 @ 12:21pm 
Great mod, but I find you use MTTH to trigger event dyn_Rschstart. During testing, it can not work on time, sometimes weeks later after game begin. I suggest that you use on_actings event.
create Dynamic_Research_Slots_on_actions.txt under folder on_actions:

on_actions = {
on_startup = {
effect = {
every_country = {
country_event = rschstart.1
}
}
}
}
GorkeMorko 13 Jul, 2020 @ 8:00am 
thx
sacia4 28 May, 2020 @ 4:29pm 
Lastly, i would like to compliment your work, beucase your mod gave a great balance to small countries, compared to the big ones. I was counting the number of factories of some countries, like Australia, China and New Zeland, and i notice that China could start the game with 3 slots. Australia could rapidily get more than 1 too, while NZ would suffer a little, which make sense. It really surprised me in a positive way. I think your mod can bring a lot of balance to the current state of the game. (part 2)
sacia4 28 May, 2020 @ 4:29pm 
I loved the idea, but i have some questions.

Some countries start the game with less than 10 factories, wouldn't be better to everyone start with a single slot, to prevent these countries staying too behind the curve?
Another thing, shouldn't this increase of research slots stop after 5 slots? I mean, some countries gain 1, or 2 extra slots doing focuses (i don't kwon if your mod change that), which would allow them to easely surpass 7 slots (USA, USSR and Germany, to be especific). I think there should be a limit of research slots (6 total), to garantee some balance. (part 1)
{DBD} Kmoney_93 23 Apr, 2020 @ 8:56pm 
You are a god Pussy boy♂ thanks bro!
LiechtøxKätzchen  [author] 23 Apr, 2020 @ 7:34pm 
num of factories > 10 = 1 slots
> 20 = 2 slots
> 30 = 3 slots
> 50 = 4 slots
> 100 = 5 slots
> 150 = 6 slots
> 200 = 7 slots
> 250 = 8 slots
> 300 = 9 slots
> 400 = 10 slots
> 500 = 11 slots
> 600 =12 slots
> 800 = 13 slots
> 1000 = 14 slots
> 1200 = 15 slots
> 1400 = 16 slots
> 1600 = 17 slots
> 2000 = 18 slots
> 2500 = 19 slots
> 3000 = 20 slots
> 3500 = 21 slots
> 4000 = 22 slots
> 5000 = 23 slots
{DBD} Kmoney_93 23 Apr, 2020 @ 10:29am 
Love your mod. It's an excellent companion to the Ultimate Tech Tree mod that adds LOADS of technology because over time you really start falling behind even if you are a superpower. Your mod fixes that. Thank you so much!

Could i please ask that you list out the iterations at which you gain factories please? Thank you so much again!
Heavenly Ashes 20 Apr, 2020 @ 10:19am 
For those who don't understand this mod gives everyone 0 research slots at the start and gives you slots as your economy grows. if it declines (you loose / trade away factories) it declines.
FindFloppies 27 Mar, 2020 @ 11:47am 
Google Translate says "The mod does not conflict with any other existing mod at all, it is relevant for all versions of the game."
LasagnaMan12 26 Mar, 2020 @ 1:05am 
English?