Hearts of Iron IV

Hearts of Iron IV

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Extended Tech Tree 1960
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585.454 MB
22 Jun, 2019 @ 5:20pm
9 Jul @ 11:19am
136 Change Notes ( view )
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Extended Tech Tree 1960

Description
Welcome to the Extented Tech Tree 1960 mod


This is a role-play focused mod. I aim to extend the tech tree to the 1960's keeping the game as faithful to Paradox’s original vision as possible while adding new technologies vertically, extending the time period you can play.

This mod most likely incompatible with other mods. I edited A LOT of files to reach this stage.



This mod currently includes:
  • Extended all tech trees to 1960.
  • End date set to EOY 1965 so you can play with the 1960’s techs.
  • Integrated the AI shackles mod to ensure smoother late game play.
  • Separated the regular armored cars and the anti-tank armored car into two different support companies and battalions.
  • Added Anti-Air armored train unit to replace the early armored train mid-war.
  • New train techs that improve supply range.
  • Added Armored Recovery Vehicles and the Armored Maintenance Company.
  • Added MANPADs support company.
  • Reworked tank designer, with more module options, and some historical adaptations:
    • Customizable airborne light tanks, SPGs, SPAA and TD.
    • Heavy amphibious tanks don’t exist anymore.
    • Heavy AA tanks don’t exist anymore.
    • Super heavy AA tanks don’t exist anymore.
    • Heavy and super heavy chassis cannot use medium or small guns.
    • Dedicated slot for turret type (open top or oscillating turret).
    • Dedicated slot for ammo type, rangefinder and stabilizer.
  • Reworked ship designer with more module options, and some historical adaptations:
    • Added Fleet Oiler units to extend fleet range.
    • Added Tanker Submarine unit to extended (sub) fleet range.
    • Made specialist naval units available to research (midget submarines, panzerschiff, etc).
    • Heavy guns should now be “one module = one turret”.
    • Heavy guns now split between dual, triple and quadruple turrets.
    • Aircraft facilities (spotter catapult and later helicopter hangars) have a dedicated slot.
    • Engine type (diesel, gas turbine, steam, etc) is now a separate slot to engine power.
    • Dedicated slots for submarine sails, ship masts or carrier islands.
    • Dedicated slots for torpedo protection, radars and sonars.
    • Submarines now have access to anti-air, sonar, radar and firing computers.
    • Added a Helicopter Carrier unit, with built in helicopter or VTOL-plane decks.
    • Added a Missile Destroyer unit and a converted hull, so you can convert some older destroyers to missile destroyers.
    • Added a Missile Submarine unit, capable of dealing heavy damage and do shore bombardment.
    • Reworked torpedo techs.
  • Reworked plane designer with more module options, and some historical adaptations:
    • Added small scout plane (carrier version too).
    • Added medium plane naval bomber.
    • Added medium scout plane.
    • Added VTOL Fighter Airframe.
    • Dedicated slot for Auxiliary Propulsion (for aircraft with mixed engine types), wing shape, engine modifications, optics, air-air radar and fuel type.
    • Rebalanced MGs and Cannons.
  • Added Helicopter techs: Scout, ASW, Utility and Cargo Helicopters, with their respective units: Helicopter Recon company, Airmobile battalion and Aviation Support Company.
  • Added Tactical Missiles as a stronger Railway Gun.
  • Reworked Guided Missiles’ ranges to be historically accurate.
  • Added additional levels of Radar, as well as reduced their initial effective range to make it more reasonable and scalable.
  • Added SAM sites as a separate and stronger state AA building.
  • Added nuclear reactors for ships.
  • Added several decisions to explore natural resources worldwide, leading to more resource to become available naturally as gameplay progresses.
  • Added modern MIOs for major countries.
  • New tech and unit icons, integrated with LAMP’s and Denxson’s Gun Graphics mods, as well as ETT60’s own art.
  • Extended land doctrines with four paths:
    • Maneuver Warfare Doctrine, as a modern blitzkrieg path, based of armored warfare.
    • Full Spectrum Operations Doctrine, as a NATO doctrine path, based of mechanized warfare.
    • Defensive Posture Warfare, as a global defensive path for non-majors.
    • Operational Depth Warfare, as a Warsaw Pact path, based of mechanized warfare.
  • Extended naval doctrines with two optional paths, one where carriers take a central role in the fleet, and one where carriers take a support role.
  • Extended air doctrines with one path dedicated to jet fighters, and two mutually exclusive paths dedicated to either tactical or strategic bombing.
  • Extended Special Forces doctrines:
    • The mountaineers path focuses on making either mobile or helico units more efficient in mountain warfare.
    • The marines path provides the Marine Airmobile battalion and bonuses to helicopter operations.
    • The paratroopers path provide the Airborne Pathfinders specialist recon company and bonuses to helicopter operations.
  • Added multiple new combat tactics, including a dedicated battle phase for urban warfare that should make taking cities bloodier.
  • Added AI equipment templates, so the AI should be able to field modern units.
  • Added two special medals for the USA and SOV.
  • And easter eggs here and there.


  • Why [insert some obvious and glaring issue] doesn't work?
Because you're using an incompatible mod on top of this one or you lack a required DLC. Notice that I don't waste my time responding to absurd questions about obvious issues in the mod, because the fault is on you for using incompatible mods or not having the DLC listed as required. If you do actually find some small issue or oversight, I'll probably take the time to respond and fix it.
  • Please make it compatible with mod X.
No.
  • Can I help you?
Possibly. Just get in touch (comments are not the best way to do it tbh) and let's discuss if and how you could help me improve this mod.



[discord.gg]

[ko-fi.com]



You can also check the standalone version of the AI Shackles mod to improve late game performace: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2215712540

Tech descriptions by PvtPlug.
Some inspiration from Tanx Designer by ETAIPOS.
Uses assets and art kindly provided by Denxson's Gun Graphics, Kaiserreich, LAMP's Equipment Icons, Airborne Expansion Pack and the Iron Curtain mod.
We share assets (art and tech) with the friends at Equestria at War.
Uses 3D models kindly borrowed from Kakheti and the Iron Curtain mod.

Tradução para Português Brasileiro incluída.

Korean Translation by FFG-654.

Simplified Chinese Translation by Wige.
Popular Discussions View All (35)
2
2 Jan @ 6:48pm
plane bugs
Fire Whisperer
5
3 Jan @ 9:09pm
Can't produce Heavy Anti Air vehicles
AcidicHarp
1
18 Mar @ 12:59am
Not all techs showing up and crashes on doctine
shifatrrahman23
1,501 Comments
bthgordon 11 hours ago 
Are there any extended timeline-focus tree mods that work with this?
why are the jet engines broken? after i research them i cant add them to any plane and after i researched engines iii it doesnt lemme research the upgraded jet engines
Ryan404000 11 Jul @ 6:52pm 
Need a RT56 version for this, I absolutely love this mod and what you've made
Bismarck 8 Jul @ 1:08am 
fleet sub broken
Soul_XP 7 Jul @ 9:02pm 
The UK doesn't have there new puppets, they're independent for some reason. France does have there new puppets though.

My game crashed when I tried to make a variant with the heavy airframe.
tullio25 7 Jul @ 3:33pm 
Henschel mio bugged, still not fix....
Killswitch 5 Jul @ 6:17pm 
My game crashed when i went to modify the tanker sub
kainesun 5 Jul @ 5:56pm 
thanks man
Ringwraith  [author] 5 Jul @ 11:50am 
New version uploaded. Should have fixed incompats with the new DLC focus trees. Please report other bugs on the #bug-reports channel on Discord (even if you have reported them before) so I can keep track of areas I need to work on.

I don't read all comments here, so make sure to report things on Discord.
RúbenParanormal 3 Jul @ 10:12am 
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