Special Projects Expanded – Technologies
Special Projects Expanded – Technologies :specifically equipment techs
Allows the researching of equipment technology through special projects, making facilities behave as a pseudo tech slot for related techs, works with and without MTG NSB BBA DLCs, NOT dependent on Gotterdammerung (I made this mod cause I didn’t buy that DLC [yet]).
Tech trees included in research: Infantry trees (guns, motorized, mechanized, amphibious, and cars) Train techs (Base and NSB) Artillery trees (Full equipment and upgrades), Tank Trees Chassis (NSB and base), Navy Hulls (MTG and base), Aircraft Airframes (BBA and base), Industry synthetics, plus oil refining.
These Special Projects do NOT cost breakthrough points as they are normal technologies.
Infantry, Trains/Railway Gun, Artillery, and Tanks techs are in Land warfare facilities
Navy hulls are in Naval Engineering facilities
Aircraft are in Aerodynamic and Avionics facilities
Industry are in Nuclear Research facilities
For Balance, projects can’t be started earlier than 3 months before their normal year (example- 1939 tech can start as a SP in 1938 on September 1st) Projects can give military XP awards and scientist awards, have normal major progress or testing failures, this allows the project time to have some variety and additional awards in each iteration
Projects can with a good scientist and major progress rolls complete faster than base tech research time, or take normal to a bit longer, I set it this way for variety and balance.
AI has vanilla radar weights to do these special projects too.
Don’t worry, if you/ the AI have a project but research the tech itself first, the project will continue without issue, letting you get the iteration bonuses as normal or you can cancel the project to have the facility do something else, testing shows no error or crashing from this situation.
Special Projects modding test release – current state- complete– current release is full release (trains may be added to this core mod) — trains and railway guns added Jan 3 —
I did not do the base game sell-propelled guns/ SP tanks– I did not add all the support and sub equipment for air- I most certainly am not going to double the size of the mod JUST to add like 70+ navy support and SP guns techs, you still have normal research slots, and the clutter in special projects at that point would be absurd. Dec-19- May add these techs but as separate stand alone mods, MTG naval support/modules mod, BBA plane modules mod, SP guns, support company techs, and infantry support upgrades as the 3rd mod
Mod should be compatible with other mods as it is an additive mod using separate files, not altering any base game files. Mod functionality may only be lost if another mod changes the tech ID of HOI4’s tech, basically mods that remove the game’s vanilla (and DLC) techs.
-mod test- includes functionality both with and without Man the Guns, No Step Back, and By Blood Alone- all equipment techs in limited testing appear when appropriate- both when DLCs are enabled or disabled in various combinations, La Resistance scout planes/armored cars also enabled — reference file from SP test included for example and tips on custom special projects
-all icons are sourced from HOI4 base game files, resized to fit the special project icon window
Future functionality plans : add minor techs (Man the Guns /by Blood Alone designer modules) will be put into separate mods since those techs are exclusively DLC dependent
development update Dec-7 – special project icon issue has been resolved, and projects will now have a relevant icon with them, radar icon can take a break finally. -cont.- update 1.2 released
development update Dec-19 – patched amphibious tank MTG check, added infantry, motor/mech/amphib mech, and armored cars, finally, will probably add the various upgrade techs (support weapons engine/armor upgrades, train stuff) as sub module mods, separate and none-dependent on this one of course, maybe trains to this one- considering this mod the core SP
development update Jan-3 – patch date availability for armored cars, changed the motorized, mechanized, and armored cars to be tagged for "tank" bonus instead of "artillery" bonus (scientist traits), adding trains as a SP research option. cont. 1.4 released, patch notes above, trains and railway artillery added (trains set as overall artillery for SP bonus speed just cause of railway artillery and consistency)
PS you can even research greatwar infantry equipment now, omg wow, idk what you are doing with a land warfare facility while having no (vanilla game start) infantry equipment tech somehow, but if you wanna do some sort of challenge run or free for all mod, there you go (or mod that begins before the normal tech tree, well there it is)
Special thanks to Kaarlo and Amine Alkaline of the Better Mechanics series for providing support and advise on fixing GFX icon issue via Better Mechanics discord server.
Special thanks to kova for their Walkers Special Project mod which I studied to solve project icon issue. Through breaking down their mod I found I needed to have an interface folder and .gfx file for my icons to assign sprite names to the image files to be called properly .
Check out Kova’s Walkers mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=3365668018
Thanks to the Better Mechanics series for inspiring me to make non-personal mod(s), they have an excellent series of mods and a design priority on compatibility. Without that, this mod would’ve only been a private personal one that would likely never have been shared, along dozens others I’ve made in the past. Check out the Better Mechanics Series here: https://steamcommunity.com/workshop/filedetails/?id=2994645469