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But to answer your original question. Most of the techs will just be active once you finish 'researching' them
maybe some of the secret stuff like The Bell rumored anti gravity device, flying saucers, and maybe some jet research bonus that get the me262 varients in 1942
@dethtrooper, Interesting idea, I will look into it. I have heard of the Ice Carriers before, the issue is they "theoretically" only work in certain regions and you cant restrict which area they work in; but it is something i will think about.RE Goliath, They are absolutely something I have in mind, thinking to also combine them with the soviet anti tank dogs; having them as a support company is a interesting idea
@difo8426 - the H-45 is just the super heavy battleship, they are already in the game
Heck that could lead into a whole field of "Remote Vehicle Technology"
I was also going to suggest a couple things like the Ice Aircraft Carriers: google Project Habakkuk if your unfamiliar. Basically you get really cheap carriers that are functional but really low armored and would probably go down super easily in an actual fight
also if you can find a way to mess with the stats of Railway guns: "Make them Bigger" increase the IC on them but increase the combat bonuses too.
after we do the decision for it
@depiestderp - the landbattleship doesnt work with the new update, i am working on it at the moment and have hashed out that option
I have some plans for Super Solider and other supernatural divisions (like actual werewolf werewolf divisions) and a Peace Ray (Read: Death Ray) which was a pretty big thing at the time (i may make it a more powerful version of the new Railway guns). I want to include some reference in this category to Ettore Majorana as his disappearance is ripe for alt-history weird conspiracies.
I do include a text document in the mod file with the planned and implemented ideas for reference
Any ideas on how I can fix this?