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CORE for Armageddon Manual


C.O.R.E. for Hearts of Iron 2: Armageddon Manual

This is C.O.R.E. ............................................................................ 2 Tech trees................................................................................... 4 Tech teams .............................................................................. 15 Units ........................................................................................... 16 Events ........................................................................................ 18 Economy .................................................................................. 27 Graphics ................................................................................... 28 Recent additions .................................................................... 29 Credits ....................................................................................... 29 End Note .................................................................................. 29 Appendix A: Results of Naval Construction events ........ 31 Appendix B: technology prerequisites .............................. 33

www.terranova.dk

This is C.O.R.E.
C.O.R.E. for Hearts of Iron 2 is a modification to the game by Swedish developer and publisher Paradox. CORE stands for the Community Open Resource Exchange and is a team that has existed since the first days of the original Hearts of Iron game. When Hearts of Iron 2 was released work was also begun on a mod for that game, which has now been updated to work with and take full advantage of the Armageddon booster pack. The Community Open Resource exchange is not an Open Source project, and shouldn’t be confused as such, but it is a meeting ground for ideas based on a common philosophy of what the game should be. The Development team decides on all inclusions in the game, but the community is welcome (nay, encouraged) to submit their ideas – but shouldn’t expect to have them included by default. We are always interested in hearing new ideas, though. Currently C.O.R.E. (or CORE for easier writing) is especially designed for the Armageddon booster pack. We primarily support the PC version of the game, but make the game files we distribute available in a zip-format for MAC users (though without little or no support).
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The CORE distribution (or ‘CORE mod’) aims to make Hearts of Iron 2: Armageddon a more historicallyaccurate and involving game, through expanded and more detailed tech trees, corresponding units and a large number of events, reflecting both historical actions and possibilities. At the same time, we look to have as few ‘gamey’ mechanics as possible and aim to adhere as close as possible to design philosophy and game limitations set down by Paradox themselves for the original game. Examples of this includes not making changes to the game’s executable, not using more than 10 models per model type and staying away from controversial subjects such as concentration camps and swastika. The idea is that CORE should be viable wherever Armageddon itself is and not risk problems by implementing changes that Paradox has not intended the game engine to support. One idea of the CORE mod is to not simply be a 'mod', but to function as a base just like the original game, which in turn can be modded by a third-party. Despite this goal we use the mod-dir function provided by Paradox to keep from overwriting original

game files (or those of other mods), though changes in Armageddon (compared to the original Hearts of Iron 2) has necessitated some files to be copied to the original Armageddon folders, rather than the CORE mod-dir (the installer makes sure, however, that no files in ‘vanilla’ folders are overwritten). The CORE development team consists of about 10 people with real lives beside the mod and so availability goes up and down all the time. Many of the longerstanding members are also Paradox Betas for Hearts of Iron 2/Doomsday and were also involved in CORE for the original Hearts of Iron. Over 2006 several new development team members were recruited to handle various aspects of the mod and expand what’s being done and cope with the team’s vision of what CORE should be. The original development team member that is still active, from CORE for the original Hearts of Iron (or CORE1), is (using forum names) Ghost_dk, with baylox having joined soon after development of CORE for Hearts of Iron 2 started. During 2006 dec152000, Historyman, ArmdChair and Hagar joined the CORE Development Team. Release 0.4.0 also saw active contributions from MateDow and M@drox, but they have since then left the team.

On top of this we have a Beta program open for everyone to apply to (though with a limited number of slots), that provides invaluable help in testing each release before it is made available to the public, and many forum members that contribute ideas and even solutions to the mod – and of course players who, hopefully, appreciate the game and the work done to make it happen. It is for the players’ enjoyment the mod exists, after all, but it must be acknowledged that it isn’t for everyone. There’s only one way to find out – download, if you haven’t already, install and play! In the mod’s current version (0.4) there are few things from the original (or ‘vanilla’) Hearts of Iron 2: Armageddon still left untouched, with the tech trees and associated models being the most obvious (and difficult-to-grasp) changes. Many, many events have also been added and we’ve looked at redistributing both Industrial Capacity (‘IC’) and resources for the entire game to better reflect reality in the late 1930s. One thing to definitely remember when playing the CORE mod is that everything is much more connected than in vanilla – from tech trees to events, in between the various tech trees and between tech trees and events. Seemingly small choices can have big impact
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– regardless if it is a choice in which techs to pursue to choices in events. Not all decisions are in the hands of the player either.

General layout and progression The general progression for the Infantry tree is from left to right, for each type of unit – with cavalry at the top and general level of motorization just below, followed by organizational techs (command, communications and supply). Below these are research for the 6battalion per division units for regular infantry, mountain troops and motorized infantry. Similarly organized, and just below, is research for units with 9 battalions per division. On the lower half are Marine and Paratrooper research, followed on the rest of the screen by research for various climate-related techs – some of which are researchable, some of which are not. The split between 6- and 9battalion divisions is based on the actual organization of any particular country, with most majors favoring the 9-battalion setup, and most minors favoring the 6-battalion setup. Note that this is predetermined and cannot be changed during the game. Off-screen requirements The only infantry-related techs that have requirements from other trees are the Motorized Infantry techs that require a certain level of industrialization (Pre-, Semi- or Full Industrialization).

Tech trees
This chapter details the nine tech trees found in the game and how they appear in CORE. Each section below contains a section called Off-screen requirements. This section describes, if not in detail then at least in broad terms, if techs within that tech tree has requirements (techs that must be researched) in other tech trees. This section shouldn’t be considered exhaustive, but should at least indicate the most important off-screen requirements for techs within the tree. For example: The Secret Weapon 1943 Electronics requires the tech called 1941 Electronics, which is located in the Industry tech tree, to be researched.

Infantry Tree
The Infantry tech tree holds techs for various kinds of infantry – from regular infantry to reserve units (the vanilla militia unit renamed and drastically changed – do not let your knowledge of Militia units carry over to CORE) to motorized and cavalry units and specialized units, such as marines and paratroopers.

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Armor and Artillery Tree
As the heading implies, this tree holds developments of armored units and divisions, as well as various artillery; regular, anti-tank, anti-air and so on; as well as specialized armored units, such as tank destroyers. With development of armored divisions being reserved for highly industrialized nations, it still allows for minor nations to develop and deploy tanks in smaller numbers. General layout and progression The main focus of the Armor tree is the center section, which deals with the development of tanks and armored divisions, going from the top down. Flanking this section are development of various attachments; heavy tanks and antitank guns to the right with light tanks and armored cars to the left. Please note that gun-development (along the right side) is required for research of tank divisions. Below the main section are techs for the development of artillery, rocket artillery and anti-aircraft guns, as well as complete air defense solutions. Off-screen requirements Foreign purchase and domestic tank production techs require a certain level of industrialization (Semi or Full for domestic production), to prevents minors that simply do not have the industrial
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capacity or know-how to build and – perhaps more importantly support armored units from building them. Anti-tank, heavy artillery and antiaircraft techs likewise require some industrialization (Pre-, Semi- or Full Industrialization).

Naval Tree
The various types of ships – surface as well as submarines – can be researched in the Naval tech tree. General layout and progression The Naval tree is organized by ship type, with lighter and smaller vessels to the left and larger, heavier to the right. Development of each type of ship progresses from top to bottom. Off-screen requirements There are a few connections to the Naval Doctrines, with some submarines and transports (for example) requiring relevant Doctrines to be researched first (note that some of these doctrines in turn require a country to be mobilized or even at war to research). The Guided Missile ships require the Naval SAM and Guided Missile Secret Weapon to research.

Aircraft Tree
The Aircraft tech tree holds two distinct kinds of research – the regular research of airplanes and the development of Air Missions. These Air Missions simulates how nations without domestic aircraft industry acquired aircraft of their own. The units they use are called Minor Nation Air groups and are described in more detail in the Units chapter. General layout and progression The Aircraft tech tree is divided into three main sections: Policies, 1920s aviation industry and 1930s aviation industry (which is the foundation for aircraft that stretch into the 1940s and the early 1950s, though Jet aircraft are found in Secret Weapons) and progression is generally made for aircraft from left (oldest) to right (newest). Policies deal with the three levels of aircraft production policy: Foreign Purchases, License-building of foreign aircraft (or continuous reuse of existing platforms, instead of introducing new models) and dedicated Military Designs. Most major nations start with at least License-building, or even Military Designs, but those countries that cannot support their own Aviation Industry must rely on Foreign Purchases and Air Missions. However, Air Missions lead to both License-building and Military
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Designs, if developed enough, and thus the rest of the tech tree. Events for major arms deals can also serve to open up early transition from Foreign Purchases to a Licensebuilding Policy. A diligent and capable minor nation can thus advance into more advance aircraft manufacture given enough time. Air Missions activate Minor Nations Air Group (which technically uses the CAS model) and represent a group consisting of light and medium bombers, as well as fighter aircraft. 1920s Aviation Industry, to the right of the Policies, represents an old, but functioning domestic aviation industry capable of building aircraft that were used after the Great War, through the 1920s and into the very early years of the 1930s. Having this tech allows access to 1930s Aviation Industry as soon as you also have 1934 Light Industry (and either License-building or Military Design Policy, but you should already have one of them if you have 1920s Aviation Industry). Note that 1920s Aviation Industry is either a “start with” or “can’t research at all” type of technology. If you start with Foreign Purchase Policy and work your way through the Air Missions you will go straight to 1930s Aviation Industry, rather than to the obsolete 1920s Aviation Industry.

Occupying the largest section of the tech screen is where you find the techs related to 1930s Aviation Industry – with all kinds of conventional (piston-engine mounted) aircraft from 1937 and onwards. There are no particular surprises here, except perhaps the requirements for the Intercontinental Strategic Bomber, for the Escort Fighters and the way Carrier Air Groups are handled. The Escort Fighter requirements are mentioned below in the Off-screen requirements section and hold the mouse over the box with the question mark to the left of the Intercontinental Strategic Bomber to see the specific requirements. There are two paths available for Carrier Air Groups (CAGs). The first reflect land-based aircraft converted for carrier duty; such as was done in the United Kingdom and Italy. These are quick to research, but require CAS of same generation as well as at least one fighter type (either Interceptor or Multi-role). The second requires a special Policy (that in turn requires the Military Design Policy) and reflects CAGs designed specifically for carrier duty from the ground up; such as was done in the US and Japan. These take longer to research, but do not require any existing CAS or fighter research. Additionally, each tech is available

a year earlier than the ones for converted aircraft are. Off-screen requirements The most important (but also perhaps the one most difficult to grasp) off-screen requirement regards the Escort model. This is explained in detail in an event triggering at the beginning of the game, but suffice to say that certain conditions must happen for an Air Doctrine to be activated. This doctrine (Fighter Escorts) must then be researched before the actual Escort models can be researched. 1930s Aviation Industry requires 1934 Light Industry – a technology available to most countries (those of an Agricultural economic base or better), but also 1930 Electronics. Many advanced aircraft (mid-war and late-war models) require advanced Radar and/or Electronics from the Secret Weapons tree to allow research. Most Carrier Air Groups (CAGs) require certain carrier research to access.

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Industrial Tree
The Industry tech tree contains a number of different types of research – industrial development, electronics research and agricultural advancements. The Industrial tech tree is often the foundation of the others. It does not depend on other trees, but several rely on it. The Industry, in the game at least, is also the very foundation of a country and industrial capacity perhaps the single most important factor in deciding the possibilities of a country in question. But industry is not the same everywhere. CORE has decided to model not just the capacity of a nation (through IC), but also the quality and spread of industrialization throughout a country, as well as a national focus, called Industrial proficiencies. The focus is handled through three non-researchable techs: Quality Priority, Quantity Priority and Reliability Priority. Each nation possesses no more than one (except the United States) and most none at all. These three techs do not influence the rest of the tech tree in any manner, but instead give significant one-time advantages. Note! These techs are hidden and are only described here to inform on differences between certain countries.

Quality increases Max Organization of all land, sea and air units, while also increasing the cost required to build every single unit in the game. Germany is a good example of a Quality country. Quantity, on the other hand, reduces the time required to build units while lowering Max Organization. The Soviet Union is a typical Quantity country. The Reliability Priority works a little differently than the two above, opposed, techs. It increases the cost of all units, but instead improves Supply distance and Repair abilities, as well as lowering the Supply consumption of all units. The United States is a good example of a country with Reliability (though the US also has Quantity). General layout and progression The Industry tech tree consists of five major sections, outside of the hidden industrial proficiency techs. The first, located at the top of the screen, is the Economic Base section, which is the second aspect of industrial quality. It is also divided into five distinct techs: Subsistence Economy, Agriculturally-based Economy, Pre-Industrial Economy, Semi-Industrialized Economy and Fully Industrialized Economy. A Fully Industrialized Economy is a country that has a large degree of industrialization compared to its agriculture. They are given
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unrestricted access to the Industry tech tree and represent most of the major nations (such as Germany, the UK and the US) and several minors as well (for example Czechoslovakia and the Netherlands). A Semi-Industrialized Economy is a country that has a large industrial base, but one that is perhaps not spread very well throughout the country or consisting mostly of old equipment. They are slightly limited in their access to the Industry tech tree and often need more advanced techs to open up research into Electronics and Radar. This group consists of several majors (the Soviet Union, Italy and Japan) and a host of minors (such as Poland and Spain). A Pre-Industrial Economy is an agrarian society that has begun industrializing; they use machines for some agricultural development and they have some factories – often devoted to refining their raw materials and little or no heavy industry. They only have slightly more (or earlier) access to the Industry tech tree than an Agricultural nation and can access certain other advanced trees to some extent. Electronics, and related techs, are all but beyond the reach of a Pre-Industrial Economy. This group consists of countries such as Greece, Mexico and Argentina.
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An Agriculturally-based Economy is the bulk of the world that has only very limited industrial spread or even none at all. They are blocked from much of the tech tree (in particular most Heavy Industry and all Electronics and related techs) to reflect their limited capabilities. The group consists of many countries – from Brazil and Panama to China. A Subsistence Economy, finally, include those nations that can barely support their population, even through agriculture. As a result of this they are incapable of any actual expansion – a sort of industrial Catch-22. In other words, the only technology they can research from the Industrial tech tree is Turn of the Century Agricultural Techniques. A typical Subsistence nation is somewhere like Ethiopia or Siam. It is important to note, if you play a nation with an Agriculturallybased or Subsistence Economy (including China), that you will never be able to access any kind of Electronics (and related techs) and therefore, no Secret Weapon techs. Within the timeframe such advances are just too complicated for an Agricultural or Subsistence country to master - even one as large as China. It is not possible for a nation to advance in Industrial tech level within the time period of the game.

To the right of these five Economic Base techs are five Agricultural techs. The more advanced of these are restricted based on the Economic Base, as noted with the lines (a Fully Industrialized country can of course access all Agricultural techs, while SemiIndustrialized ones cannot access 1940s or 1950s Agriculture). Below this section, in the middle, a tech labeled Great Depression is located, with two sets of recovery techs. The Great Depression is nonresearchable and a country either starts with it or it never gets it – some nations were simply not as hard hit as others. Which path of Recovery a particular country is on is pre-determined (and if a country hasn’t suffered the Great Depression then it won’t have access to the Recovery techs at all) and all that can be done is progress down the chosen path. There are differences, however. The Military path offer greater benefits early on, while the Economic path offers more in the long run. The differences aren’t huge by any means, but they’re there. Related to the Great Depression are Labor Reform and Labor Rationalization techs, signifying advances in labor organization during the time period, by various means. To the left of the Great Depression are techs for the Manufacturing
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Industry located, with Light and Heavy Industry every two years to represent industrial developments and refinements. Access to Heavy Industry is limited to the Economic Base of the country you’re playing. To the right of this and below the Great Depression there are techs for the Armament Industry specifically, divided into four categories: Small Arms, Heavy Arms, Automotive and Aviation as well as Shipbuilding. These also occur every two years, but note that they do not require a previous version of themselves to be researched (1943 Small Arms can be researched without 1941 Small Arms) and that each version provides a blueprint for the next tech two years later – once you've started these efficiency measures they're easier to continue. On the right-hand side of the tech tree are Electronics and Radar located. Fully Industrialized countries have full and immediate access to these techs, while SemiIndustrialized ones need certain Light Industry techs to gain access higher up the tree. Pre-Industrial nations can research the most basic of Electronics, but no further. Less advanced countries never receive access to these techs. These techs are relatively straightforward and are combined in Secret Weapons for post-1941

research. See that section for more information. Progression through the Industry tech tree is linear in a top-tobottom order with the Armament Industry tech branching out to the side from the Manufacturing Industry techs. Off-screen requirements There are no techs in the Industry tech tree that have requirements located in any other tech tree.

The Heavy and Balanced Armor doctrines each require either Production Rights or domestic production of tanks from the Armor tree.

Land Doctrine Tree
Separated from the organization and equipment of the infantry and armored units, the land doctrines determine the efficiency of your forces. General layout and progression The Land Doctrines are divided into several focus areas: Operational, Traditional, Offensive, Defensive, Maneuver, Firepower and Mechanization. On top of this exists a number of ‘auxiliary’ doctrines; for reserves, officers’ class and combat mindset. Each of these blocks progress generally downwards. Off-screen requirements Doctrines for Mechanization have requirements from the Armor tree (specifically either the Production Rights or domestic production techs), as well as Cavalry Support Unit Motorization.

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Secret Weapon Tree
Secret Weapons are those ultramodern and futuristic techs that can give a country the edge. This tech tree is perhaps the one that has seen the greatest change in functionality – instead of having a number of only loosely connected techs based on requirements from other tech trees it is now a tech tree on its own, similar to the others, that branches out and can be progressed through from the start of the game. Granted, many of the techs are made available later in the game, but note that all Nuclear and Rocket research has been moved here. General layout and progression Just about everything in this tech tree starts from the tech Special Projects at the top left of the screen. Down the left-hand side and across the bottom half of the screen is rocket and turbojet techs, as well as Turbojet Aircraft. Above the Turbojet Aircraft are a collection of missile-related techs. Along the top and down on the right, instead, is Nuclear research and related techs (such as Nuclear Bombs and Reactors) – or Atomic research, in the jargon of the times. At the bottom right of the screen you’ll find advanced Electronics and (for the Japanese player) the Kamikaze tech. Both of these last two sections are unrelated to the rest of the Secret Weapons tech
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tree, though the Electronics techs are often required by other Secret Weapon techs – such as aircraft. Off-screen requirements The initial Special Projects tech requires 1930 Electronics from the Industry tech tree as well as either the Semi- or Fully Industrialized techs. Note that this prevents any nations that have an Agriculturally-based Economy (and even Pre-Industrial ones) from ever accessing Secret Weapons – including China (but in the timeframe that would’ve been nigh impossible even under favorable circumstances). These nations just do not have the sort of research facilities that these projects require. 1943 Electronics naturally requires 1941 Electronics from the Industry tech tree. The Rocket Assembly Line tech has been moved here from the Industry tech tree (along with much else), but it does require 1941 Heavy Industry to research. First-generation Turbojet aircraft all require their regular mid-war versions (circa 1943) and just like most regular CAGs, the first Turbojet CAG requires an advanced carrier to research. The Kamikaze tech is only available to Japan and only under special conditions, mirroring the real ones.

Naval Doctrine Tree
Perhaps the most important of the doctrine trees, the Naval doctrines greatly influence the fighting and survivability of your naval forces. General layout and progression Naval doctrines are divided into several sections, each progressing downwards. There is one section for each type of mission; such as carrier operations, ASW operations and anti-commerce warfare. At the bottom of the screen are a number of country-specific and other generalized techs regarding the type of ships nations built and what they used them for. These doctrines are included to add some historical weight to a country’s naval forces that can't be disregarded and the regions they were most often used (coastal or blue water operations, for example). Off-screen requirements There are a number of off-screen requirements and most of them are tied to the Naval tech tree, but not all. ASW Aircraft requires 1938 naval aircraft, from the aircraft tech tree, and Specialized Tasks, from the Air Doctrines. Aircraft-Destroyer Coordination requires Rudimentary Air Recon, from Air Doctrines.

The Standoff Attacks tech requires Rudimentary Rocket and Turbojet Engine, from Secret Weapons.

Air Doctrine Tree
This doctrine tree is slightly different from the others as it very much focuses on the development of an air force organization, rather than specific applications of tactics. General layout and progression Air Doctrines govern the organization of the countries Air Force and is split at first into two major sections: an Army-directed Air Arm and an Independent Air Arm. The Army-directed Air Arm is an Air Force that may actually be an independent one, but exists primarily to support the Army and is thus mostly at its beck and call (such as in Germany). It does mean, however, that this type of Air Force is weaker in a strategic role than an Independent one. The Independent Air Arm is an Air Force that may actually be a branch of the Army, but operates on its own accord with its own agenda (such as in the US). This type of Air Force is better at strategic operations, but less so in directly supporting the Army – at least initially. An Army-directed Air Arm can be ‘upgraded’ to an Independent one, but not vice versa. Once an
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Air Force operates on its own it won’t go back to being controlled by the Army. You probably notice that the Army path is much shorter than the Independent one. This is intentional as the more restrictive nature of Army control prevents an Air Force from developing fully. At some point in time all nations must change to fully realize their potential – but this change isn’t a quick process, but rather a natural evolution as the organization seeks to meet new demands. With the completion of the Preliminary Strategic Bombing Operations doctrine the Army-organization realizes it limits and thus opens up access to researching the Independent Air Arm Formation doctrine – which can be a long and costly process to complete. Apart from these two main sections and their associated doctrines exists a few others: Specialized Tasks, Carrier Air Group doctrines, Jet Age doctrines and the special Fighter Escort doctrine. Specialized Tasks is a catch-all category for operations that doesn’t belong specifically with either Army or Independent Air Arms. Para-dropping, Night Operations and Air Recon are all included here, most with some progression possible during the game. It is located along the righthand side of the tech tree.
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Carrier Air Group doctrines are a set of four doctrines that improve the operations of the CAG brigade’s operations (but not carrier operations – the distinction is fine, but carrier doctrines are found in the Naval Doctrines section). You can find these doctrines at the bottom left of the tech tree. Jet Age doctrines are not exclusively tied to Army or Independent Air Arm doctrines, but to progress fully you will need to have a well-developed Independent Air Arm. As there are no differences in doctrines between piston-engine and jetpropelled aircraft the effects of Jet doctrines are generic and hence their name Jet Age. On the other hand, these doctrines do require research into turbojet propulsion and jet aircraft are usually much better than their piston-engine forebears. There is one very special doctrine part of the Air Doctrine tree and that is the Fighter Escort doctrine, located at the bottom right of the screen. This one requires certain conditions to be met to allow research, but all it does is to allow research of the Escort fighter unit. The reason for limiting access to the Escort fighter in the early game this way is explained in an early event in the game – read it carefully.

Progression through the Air Doctrine tree is both from left to right and top to bottom and can be somewhat complicated, as there are cross-requirements both inside the tech tree and from other trees (see below). There are also sections that are more or less stand-alone from the rest of the tree, such as the Carrier Air Group doctrines and Specialized Tasks. Off-screen requirements Plotting and Filter Room requires certain Radar research (from the Industry tech tree) to research. Specialized Tasks Aviation Industry. requires 1930s

Rocket engine research from the Secret Weapons tech tree, but also Electronics and possibly other Secret Weapons.

Tech teams
This chapter discusses the changes made to the concept of tech teams and how specializations have been modified. You will probably note that the tech teams have been arranged by the tech tree they are primarily used for in the selection list for easier access.

Specializations
Some Specializations (the ‘skills’ of the tech teams) have been changed from previous versions of CORE and ‘vanilla’ Armageddon; specifically the Nuclear Physics and Large Unit Focus Specializations. The former is now a more generic Science Specialization and Large Unit Focus (which is unused in vanilla and represented Fighter Weaponry in previous versions of CORE) is now called Logistics. Science is used for general (mostly theoretical) research and Logistics is primarily used in Doctrines. Also, many specializations (especially doctrinal ones) are reused in the development of actual units. This is done so that we can have teams that are specialized in a particular arena and sets them apart from the rest.
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Certain Central Command techs require advanced Electronics (from the Secret Weapons tech tree) and/or Radar research. Night Operations techs often require Radar research, from the Industry tech tree. Carrier Air Group (CAG) doctrines require, just like the CAGs themselves, certain carrier research. Air Recon techs require Naval Aircraft techs, but often also advanced Electronics from the Secret Weapons tech tree. Most Jet doctrines require (at least initially) some kind of Turbojet and

For example, Fighter Tactics is used as a component for the three kinds of fighter aircraft and Submarine Tactics is likewise used for the development of submarines. We’ve had similar solutions before, such as Aeronautics used to develop carriers, but after a more thorough review some of these have been replaced by others (in the carrier example, Aeronautics has been replaced by Carrier Tactics). This is now more thoroughly implemented.

Units
Just as techs and tech teams have been changed for CORE, so have the units – both in 'stats' and what they are supposed to represent.

Land
Land units are the group of units that have been changed the most from vanilla and all are detailed below. Common for all these units is the division between 9-battalion and 6-battalion units, which has already been discussed in the Infantry tech tree section and will not be discussed further here.

Special Activation
CORE has expanded the number of tech teams significantly for version 0.3 (and some old ones have been removed or replaced), but we do not just throw them all at you. Instead, many are activated through events that trigger on specific research (often Doctrine research) or other in-game conditions – such as political and diplomatic happenings, including mobilization.

Infantry
Infantry represents the best trained and equipped ‘soldier’ forces available. They are better than Reserve units, but also more expensive to build and maintain. Certain nations are not capable of building Infantry at the start of the game. They’ll have to wait until war looms before these become available for research.

Light Armor
Light Armor should not be viewed as light tanks, but rather light divisions (compare 6-battalion to 9battalion infantry divisions). Mechanized While Mechanized units are not different from their vanilla counterparts, it should be noted that they are not activated by their
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own techs. Instead they are researched at the same time as Motorized units, but require special doctrinal activation for the unit type.

cost less than regular units, which should allow minors to build up at least a small Air Force. Escort Fighters As in vanilla, Escort fighters are brigades that can be attached to bombers. The types of bombers they can be attached to in CORE are Strategic Bombers, Tactical Bombers and Transport Aircraft. As noted elsewhere, Escort Fighters require special conditions before they can be researched and built. See the Aircraft tech tree info, above, for more details. Naval Aircraft Naval Aircraft primarily represents patrol and reconnaissance aircraft that are lightly armed and operate in very small groups (they are modeled to be 25 aircraft per ‘unit’ rather than the normal 100 aircraft per ‘unit’). As such their stats can look very low, but this is compensated by an equally low cost. Transport Aircraft Unlike most other units, the transport aircraft actually get cheaper with every new model, reflecting increased capacity and specialization without added cost. Transport units also consist of far more aircraft that the standard unit (as many as 1000 planes), which is one reason they cost so much more than a unit of Tactical Bombers, for example.

Reserve
CORE has decided to reuse the Militia unit of vanilla as Reserve units, which are more capable than their vanilla counterparts and should thus not be dismissed immediately. The main difference from regular Infantry is the amount of heavy weapons (such as artillery) is assumed part of the unit. These units form the mainstay of the armies of the minor (and some major) countries.

Aircraft
There haven't been any radical changes to the setup or use of air units compared to vanilla, but the changes that have been made are detailed in this section. Close Air Support Close Air Support (CAS) models work pretty much like in vanilla, but note that the first three models are reserved for Minor Nation Air Groups, which are activated with the Air Mission techs. These “MNAs” are groups that are as large as those of ‘normal’ units, but they are a mix of light and medium bombers, as well as fighters. This has the effect that they have values for a little bit of everything, without excelling in any one area. They also

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Naval
Like aircraft, there haven’t been any radical changes in what a certain ship type represents, except that there are no ‘squadrons’ in CORE – each ship is represented on its own – and that a higher model number does not automatically equate to a “better” unit. Check out which techs activate a certain unit and compare stats to find the one most suitable to your needs for any particular task force. We’ve removed the Nuclear Submarine unit, since we do not believe that they were feasible units during the time period. Instead the Nuclear Submarine slot is reused for Auxiliary vessels. Escorts Convoy escorts are only buildable if you have the initial ASW technology. Otherwise you’ll have to wait until your country mobilizes.

Events
A large number of events have been added to CORE and several original event chains (such as Rhineland, the Munich Crisis and many other) have been rewritten and expanded significantly. The first and most important thing to remember is that the first (top) choice in any event is the historical choice and is often a requirement for a historical conclusion to the event chain. This is true not only with CORE, but with the original Hearts of Iron 2: Armageddon y as well. The second important thing to remember is that you, as a player, do not have full control over most event chains – not even the most critical ones - no matter which nation you play. As Germany you can’t dictate the outcome of the Munich Crisis, for example – everyone has a say. And results are often influenced by earlier actions of you or the artificial intelligence governing the other countries (the ‘AI’). This means that even if you always select the historical choice, the AI doesn't necessarily. A third important thing, which is related to the second point, is that an ‘event chain’ often doesn’t trigger at one specific time, but is instead drawn out to mirror real-life negotiations and events.
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Major Event Chains
The following list contains the largest and most important event chains found in the CORE mod (i.e. CORE original events or significantly altered vanilla events) and also lists the active participants. The entries below start with a short historical description followed by some event-specific information and concluded by listing participants of the event chain. Mobilization Timeframe: Throughout the game. CORE uses several stages of Mobilization events (Rearmament Initiative, Partial Mobilization, Full Mobilization, Total Mobilization and Desperate Measures) for all nations in the game. Mobilization offers many benefits, some apparent (like additional IC) and some less obvious (such as tech teams and techs activating down the road). An increasing number of things have been tied to Mobilization compared to previous versions of CORE so keep your eyes peeled. The Mobilization events trigger on a number of circumstances – most of which are out of your own control, but also note that stationing troops on a potential enemy’s border might cause them to mobilize… Note that some nations already start with Rearmament Initiative or
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Partial Mobilization and can thus not look forward to those benefits. Naval Construction Timeframe: From the start of the game and lasts up to several years, depending on the country played. All naval construction and upgrading in the works around the world at the game’s start date have been included for all relevant nations through a set of events for each nation. First is a general policy event just as the game starts, followed by individual events that activate each individual ship (in some instances, when two or more ships are completed together, there is one event for those ships). These ships aren’t “freebies”, however – you will note that they are associated by a significant (daily, off-map) cost in Supplies, to represent the industrial weight this construction represents. You will have to balance your need of these ships to both the cost of building them and the cost of not building them: scrapping these plans (and often partially completed ships) are not popular in all circles. See Appendix A for more detailed information on what each nation can expect to build as part of these programs.

Synthetic Oil and Rubber Timeframe: Throughout the game. One of the biggest problems for modern industrial economies is that some of the most essential items are just not available anywhere close to the location of the nation in question. The main examples of this are Oil and Rubber, the latter being almost exclusively located in South-East Asia. After the First World War, German scientists had been working to try and avoid the results of the British naval blockade that had cut them off from these natural rubber supplies. By the late 1920’s their work had produced a technologically practicable product, known as “Buna” rubber. Work was well under way on the first of the German plants to manufacture this on an industrial scale by the time the scenario begins in 1936. Using an alternative method, the Soviet Union had already produced a factory that could turn out thousands of tons of synthetic rubber in the early 1930’s. The German technology was shared with US firms under a commercial deal pre-war, and so, when the sources of natural rubber in South-East Asia fell under Japanese control in 1941/42, the USA was able to construct her own synthetic rubber plants, eventually becoming the world’s largest
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producer by a large margin. Canada built one plant, just across the border from some of the US plants near Detroit later in the war. Similarly, German scientists had also been working on a way to manufacture the other essential ingredient for modern warfare – Oil. Germany had plenty of coal, especially lignite (soft or brown coal), but little in the way of oilfields. Using various techniques, some more advanced than others, coal could be converted to Oil and other useful products (lubricants, waxes, etc) – though such success came at a significant cost: large plants devoted solely to such conversion, occupying many thousands of workers, millions of tons of steel and much effort. Virtually no other nation developed any significant Synthetic Oil production in this period, although small amounts were produced in the United Kingdom, France and other major powers. Japan looked into adopting this technology as the tide of war turned against it, but the timescale was too long for any useful results to occur. In game, all of these factors are handled via event. There is no automatic conversion of Energy to Oil or of Oil to Rare Materials.

The Rhineland Crisis Timeframe: Early 1936. In March 1936, Germany reoccupied the Rhineland, which had been demilitarized as part of the peace treaty after the Great War, the Versailles treaty, and the Locarno Treaties of 1925. The purpose was to provide a buffer zone between Germany and France, Luxembourg and Belgium (and to a lesser extent the Netherlands), while Germany could still use the resources and production of the Rhineland – which were of vital importance to pay off the damages to the Allies agreed on in the Versailles treaty. To Nazi Germany this demilitarization (which did not necessarily include the Allies) represented the humiliation and injustice suffered under the Versailles treaty and was Hitler's first foreign policy gambit after beginning rearmament. In CORE, the expanded Rhineland Crisis event chain offers the Allies, notably France, a chance to stand up against Hitler’s Germany, to perhaps even force them out of the Rhineland. The two main participants are Germany and France, with the United Kingdom only slightly involved. The outcome of the chain

involves events for Belgium and the Netherlands. The outcome may result in war between Germany and France. Please note that from version 0.3.2, the German player will need to manually move troops into the Rheinland (Saarbrücken, Cologne or Aachen) for the reoccupation to trigger. The Three Power Pact and related Timeframe: The European pre-war period. The Three Power Pact event chain deals with the diplomatic discussions between the Rome Protocol States - Italy, Austria and Hungary - to act as a balance to the resurgent Germany, something that became more acute after German reoccupation of the Rhineland. The Rome Protocol served as a mutual cooperation and protection pact for Central Europe, where Italy hoped to play a significant role at the expense of a then weakened Germany. Increased misfortunes for Italy and Germany's resurgence under Hitler, which more and more brought Italy under Germany's influence, continually, lessened the importance of the Rome Protocol and subsequent agreements though it lived on even after the Rome-Berlin Axis of Revisionist Powers was established in late 1936.

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The first event chain (called the Three Power Pact) is followed by further event chains as the game progresses. The outcome of the chains influences many other events, such as the formation of the Axis and eventually the Anschluss. The main participants are Italy, Austria and Hungary, with Germany being involved slightly on the side – often as the recipient of information events regarding the outcome of the particular events. Ethiopia and the Italian sanctions Timeframe: Normally early to mid 1936. After Mussolini assumed power in Italy in 1922, he looked abroad to bolster national identity and to expand (or reinvent) the Roman Empire of old. Of the territories not under the control or influence of major Imperialist countries such as the United Kingdom and France, only Ethiopia was available and in the fall of 1935 more than 100,000 Italian troops moved into Ethiopia from Eritrea and Italian Somaliland without a formal declaration of war. The League of Nations condemned Italy for this and prepared sanctions after deciding that Italy is the aggressor, but these do not include important resources such as steel or oil and have very little effect.
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During the war, Italy ends up using chemical weapons, but sanctions are not strengthened. In May 1936 Italy formally annex Ethiopia, but the country remains unruly, with uprisings from local warlords - rases. This is a set of events that deal with the Italian war in Ethiopia and the resulting world opinion following Ethiopia’s conquest, where the UK can choose what to do with the existing sanctions against Italy (depending on Italian behavior in Ethiopia). The outcome of these events influences Italy with regard to the Three Power Pact and their relation to Germany (which becomes important as talk of the ‘Axis of Revisionist Powers’ gets into gear). The main participants are Italy and the United Kingdom primarily, with other nations possibly being involved as a result of British actions (such as France). The Great Purges Timeframe: The first couple of years of the game. Though there is disagreement both in reason, purpose and effect of the Great Purges, they were ordered to secure Stalin's position within Communist Party and, ostensibly, to weed out the incompetent to make room for

more accepting officers and leaders. The Purges consisted, apart from mass-arrests, a number of trials where the defendants were accused of conspiring with Western powers to assassinate Stalin (and others) as well as restoring capitalism. The Purges grew as they went on, to include a significant number of experienced officers and then also a lot of Party members. In the West, the Purges were seen as great weakening of the Soviet Union (be it true or not) and may have influence both German and British political decisions from then on. The Great Purges chain is a significant rewriting of the influential events in the Soviet Union, to give better accuracy and choice and consequence to Soviet actions, with far-reaching effects. The main and only participant is the Soviet Union. The Spanish Civil War Timeframe: Mid either side wins. 1936 and until

Though there were several revolts and civil wars along the way, none were as decisive as the one that started in 1936, following the election of the Popular Front (a coalition of leftist parties). In July 1936 high-ranking military officers, having been exiled from mainland Spain because of suspicions of conspiracy, revolted and soon all of Spain was engulfed in war. Seen elsewhere in Europe as a war between Fascism and Communism, it is not surprising that the proponents of those ideologies supported their respective sides. Though a Non-intervention Agreement was signed (through the League of Nations), it did not prevent Italy, Germany and the Soviet Union from sending both military equipment and soldiers (under the guise of 'volunteers') to fight for their respective causes. The events for intervention in and progression of the Spanish Civil War has been expanded greatly to allow nations a more historical influence over events on the Iberian Peninsula through their choice to either support either side or to stay out. The main participants are - apart from Nationalist and Republican Spain – Italy, Germany, the Soviet Union, the United Kingdom and France.

The Civil War was long in coming, tracing its roots to those that wanted to preserve Spain's tradition of absolutism and Catholicism against reformists who wanted to see liberalism and (later) republicanism implemented.
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Anschluss Timeframe: Early 1938. The largest body of Germans outside of Germany itself at that time was in Austria, a remnant of the Austro-Hungarian Empire that was defeated in the Great War, and thus a long-desired target of the Austrian-born Hitler. The German Chancellor meant to unite all Germans into Greater Germany and put pressure on Austria early on, diplomatically, through negotiations, and socially, by funding and training Austrian Nazis. The situation culminated in March 1938 with the Anschluss. The revised Anschluss chain presents a historical flow of events, while also taking into account the results of the Three Power Pact, which can result in Italian military support for Austria. Will it be enough to secure Austrian independence – and if so at what price? The possible outcomes include, apart from the actual Anschluss, an alliance between Germany and Austria, but also war between the two countries (with Italy involved, or not). The participants are Germany and Austria and in some cases also Italy (depending on previous actions).

The Sudetenland Crisis and the Munich Conference Timeframe: Late 1938. After Austria, the largest concentration of Germans could be found in the Sudetenland, a region belonging to Czechoslovakia that in some areas were populated by close to 100% ethnic Germans. As with Austria, Hitler wanted this region to be a part of Greater Germany and used local nationalists (that became, if they weren't from the beginning, more and more a Nazi party), but the Czechoslovak government was not interested in letting the heavily fortified region go. The crisis escalated and the threat of war loomed, until a conference was decided to be held in Munich to resolve it. This resulted in the Munich Agreement, which fully met Hitler's demands without even consulting the Czechoslovak government. Left without allies, the Czechs had no choice but to accept it. The largest event chain currently included in CORE, containing a total of around 200 individual events with many related events occurring before, around and after the Munich Conference. Don’t worry though – you won’t actually be bombarded by 200 events. The great number of events is in there to provide alternative outcomes

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and to reflect previous choices made by the participants. The Munich Conference chain is designed to mirror the negotiations and the confusion surrounding the Sudetenland Crisis and includes many alternative paths. The outcome of this chain is very important to pre-war Europe, but the historic end results are not much different from the vanilla chain (only very different in how they are handled and executed). There is a possibility of war between Germany and Czechoslovakia at the end of the chain, as well as an alliance between the two countries (unlikely as it is). The main participants are Germany, the United Kingdom, France and Italy, with Czechoslovakia and the Soviet Union only involved along the fringes (much to their dismay) – at least in the historical version of the Conference... Fate of Czecho-Slovakia Timeframe: Early 1939. As part of the Munich Agreement, Hitler had said that he was only interested in bringing the German people into Germany, and would thus leave the rest of CzechoSlovakia well enough alone. Hitler may have been believed in September 1938, but after March

1939 any and all such trust had been used up. Using Slovak desire for independence, Hitler presented the Czechs with a fait accompli as German bombers flew over Prague. Deprived of the fortifications in the Sudetenland, the Czechs knew they had nothing to really resist Germany with and wanting to spare their people of destruction, they again caved in. If the Munich Conference ends reasonably historically it will be followed up by the Fate of CzechoSlovakia, where it is decided what will happen to the rest of the country. The main participants are Germany and Czecho-Slovakia, with France and the United Kingdom possibly becoming involved depending on the outcome of the proceedings. There is a possibility of war between Germany and Czecho-Slovakia as the outcome of the event chain (which in turn may involve the British and the rest of the Allies). The Empire Air Training Scheme (EATS) Timeframe: From the start of war between Germany and the United Kingdom and potentially throughout the war. At the outbreak of general war in Europe, the leaders of the UK realized that they were desperately
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short on pilots. Knowing that their resources would be stretched to combat Germany and also the proximity to Germany they asked the Dominions to train air crews. Each Commonwealth nation that signs on provides long-term benefits (and costs) to both that nation and to the UK. It will be up for renewal every now and then. The main participants are the United Kingdom, Canada, Australia and New Zealand. The American Volunteer Group (the ‘Flying Tigers’) Timeframe: The American pre-war period. Similar in concept to European nonintervention is the Spanish Civil War, the United States allowed volunteers to go to China, flying American aircraft, to fight against the Japanese. This American Volunteer Group was led by Claire Chennault, a former USAAC Chief of Pursuit Training, that retired because of poor health and disputes with superiors (Chennault believed the fighter aircraft needed to receive increased importance). This chain of events allows for the AVG to form in various incarnations – the historical commitment, a larger commitment and refusing to let the unit form at all.
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The main participants are Nationalist China and the United States, though the actions of Japan may influence the triggering of these events.

Economy
You will see some quite different things from the vanilla game. For example, many heavily populated/ industrialized provinces will now show a negative production of Energy or Oil, to represent the consumption of these items for cars, homes, railways, factories and the like. On the other hand, poor nations with little industry will seem to have additional resources, which are actually representing the re-use of existing materials and the substitution of human or animal power for the mechanical power used by the more developed nations. Very few nations start off in the happy position of being independent from outside sources for their needs – even the mighty USA needs to import Rare Materials to let her economy function fully. Starting trades should allow pretty much all nations to power their immediate economic needs, but as the economy recovers from the Great Depression of 1929, and new technologies are researched to unlock industrial advances, resource demands will grow. So will resource production, but that isn’t always enough to power the new industrial capacity that is now available, so you will almost certainly have to trade excess resources of one kind (whether that be Money, Supplies or a natural
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resource) to make up the shortfall in another kind of resource. Some economies are special cases. Most economies will eventually grow to use their full capacity (or more, if they develop all the available technologies), by recovering from the Depression and then Mobilizing the nation in stages as war moves ever closer. Having been the most successful and most energy and oil hungry of all nations, the USA was harder hit than anywhere else by the Crash of 1929. It will take longer to recover than other nations, and, unless it is directly invaded, will continue to devote significant industrial capacity to the Domestic needs of her citizens, even when at war. The Soviet Union, on the other hand, by virtue of its’ isolation from the world economy, does not suffer from the effects of the Great Depression – it does, however, have its’ own internal problems. Japan, similarly, was cushioned from the effects of the depression by its’ relative isolation. When trading, be aware that the resources are not all of equal value: Energy is the “cheapest” resource, whilst Metal and Oil are both worth about double the value of Energy. Rare Materials are worth approximately double that again (or about four times what Energy trades for). Supplies are worth more still (approximately ten times the

value of Energy), whilst Money is the most valuable resource of all (Cold hard cash is worth about 25 times what Energy is).

Graphics
The basic installer includes graphics for tech teams, leaders, ministers and generic models that have been updated to fit the latest release. Due to size issues the full CORE graphics package is only available as a separate installer. Two versions of the graphics installer are available: one in black & white, and one in color (in part, at least). The latter is specifically designed to be used together with the Graphics Improvement Project mod (GIP in short). The CORE graphics packs contain GIP imagery, made possible through a cooperation agreement with the GIP team. Furthermore we incorporate part of Randwyck’s Japanese Graphics Project (with permission). The CORE graphics packs come in the form of an installer as well as in RAR format (the latter mainly for non-MS Windows users). When using the installer just select the regular Hearts of Iron 2 Armageddon directory. All the CORE graphics will be installed in our moddir directory. Unfortunately the game engine requires us to install dummy
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graphics in the regular graphics directory as well, in order to load our CORE imagery. Therefore it is advised to make a backup of your graphics directory prior to installing the CORE graphics pack. Obviously we won’t overwrite existing files, but as we already have to install 1500+ dummy images we can’t fully prevent affecting the original game setup. When using our graphics pack in combination with GIP the GIP imagery has to be installed in the regular game graphics folders. If one of the CORE graphics installers is used there’s no preset order for installation: either install GIP before or after installing the CORE graphics pack. When using the RAR version instead some manual tinkering is required. More information on the GIP mod can be found at their website: http://giphoi.wordpress.com/

Recent additions
2007-07-24 ? Added information that gun development is required for tank research 2007-07-25 ? Added Appendix A 2007-08-06 ? Corrected off-screen requirements for 1930s Aviation Industry 2007-08-15 ? Expanded and revised several sections of the document 2007-08-21 ? Removed info about increased capacity for latemodel transport aircraft as that has been removed. 2007-10-02 ? Rewrote section regarding how Rhineland chain triggers in 0.3.2. ? Added info about M@drox joining the team 2008-03-06 ? Rewrote the Graphics section 2008-03-21 ? Added Appendix B ? Updated sections for 0.40 version, where needed 2008-05-11 ? Updated Industry section and linked areas for 0.40 revisions.

Credits
A major part of this manual has been written by baylox. The Economy section was written by Historyman, the Graphics section by Hagar and the technology requisites appendix by dec152000. Additional credit for the manual goes to the rest of the Development team for general input. Special thanks go out to: ? The Beta testers for input and suggestions on what to improve and expand upon in the manual, to make it as accessible as possible; ? The GIP team and Randwyck, for their willingness to share source imagery and preformatted game files.

End Note
For more information about the CORE mod and to participate in further development, please visit our website at www.terranova.dk. This site also serves as the discussion forum for a number of other mods to Paradox games: a Falloutinspired mod based on Doomsday, VIP for Victoria and Magna Mundi for Europa Universalis III. Bugs found in CORE can be reported to our Mantis bug-tracking system at mantis.terranova.dk.

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Enjoy the game!

Sincerely, The CORE Development Team

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Appendix A: Results of Naval Construction events
The following table lists all the ships that are constructed via the Naval Construction Events for all nations. While it doesn’t list date of completion, it gives you a fair idea of what to expect from these events. Country Type Model ARG Build 7 x DD AST Build 2 x DE CHI Build 1 x CE (sloop) ENG Recommission 2 x BB 1 x BC 2 x CV 1 x CA ENG Build 1 x CV 7 x CL 1 x DE 6 x SS 1 x TP EST Build 2 x SS FRA Build 1 x BB 2 x BC 6 x CL 4 x DD 1 x SS GER Build 2 x BC 2 x CA 4 x MTB 9 x DE 16 x DD 22 x SS HOL Build 2 x CL 1 x SS ITA Recommission 2 x BB ITA Build 2 x BB 3 x CL 1 x CE (sloop) 14 x DE 4 x DD 3 x SS JAP Recommission 1 x BC 1 x CV

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JAP

Build

NOR POL

Build Build

POR SIA SOV

Build Build Build

SPR

Build

SWE USA

Build Build

YUG

Build

2 x CA 2 x CL 1 x CE (minelayer) 13 x DD 6 x SS 2 x DE 1 x CE (minelayer) 2 x DD 1 x DE 2 x CL 4 x DD 2 x CA 10 x DD 53 x SS 2 x CA 4 x CE (minelayer) 2 x DD 2 x CV 3 x CA 7 x CL 2 x CE (sloop) 38 x DD 9 x SS 1 x DD

CE = Cruiser Escort – either patrol vessels/sloops or minelayers, basically, usually about 2000 tons and more akin to a destroyer. DE = Destroyer Escort – small or short range destroyer class vessels.

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Appendix B: technology prerequisites
The following table lists all the prerequisites for the various techs within the CORE tech tree. AD: Air Doctrine tech ARM: Armor tech IND: Industry tech LD: Land Doctrine tech NAV: Naval tech ND: Naval doctrine tech SW: Secret weapon tech

1. Infantry techs
Alpine-Combat Specialization Activated Requires Winter-Combat Specialization Activated Requires 1940 Breakthrough 1940 Exploitation 1935 Marine Division 1939 Marine Division 1943 Marine Division 1947 Marine Division 1938 Initial Airdrop Testing 1939 Tropical Equipment 1943 Tropical Equipment 1939 Winter Equipment 1943 Winter Equipment 1943 Urban Assault Equipment Requires Requires Requires Requires Requires Requires Requires Requires Mountain Civilian Experience OR Hill Civilian Experience 1939 Small Mountain Division OR 1939 Large Mountain Division Temperate Climate Civilian Experience OR Arctic Climate Civilian Experience 1939 Small Mountain Division OR 1939 Large Mountain Division 1939 Small Motorized Division OR 1939 Large Motorized Division 1939 Small Motorized Division OR 1939 Large Motorized Division Marine Division Organization (ND) Basic Landing Craft (ND) Improved Landing Craft (ND) Advanced Landing Craft (ND) Specialized Tasks (AD) Desert Civilian Experience OR Jungle Civilian Experience OR 1938 Infantry Equipment Desert Civilian Experience OR Jungle Civilian Experience OR 1942 Infantry Equipment Arctic Climate Civilian Experience OR 1938 Infantry Equipment Arctic Climate Civilian Experience OR 1942 Infantry Equipment Urban Civilian Experience OR 1942 Infantry Equipment

Requires

Requires Requires Requires

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2. Armor techs
Tank Production Rights 1930 Postwar Tank Design 1934 Light Gun Armed Tank Design & Development 1934 Light MG Armed Tank Design & Development 1935 Light Tank Production Model 1938 Light Tank Production Model 1941 Light Tank D&D Requires Requires Deactivated Requires Deactivated Requires Requires Semi-Industrial Economy (IND) OR Industrial Economy (IND) Semi-Industrial Economy (IND) OR Industrial Economy (IND) Tank Production Rights '35 Anti-Tank Gun Tank Production Rights '30 Anti-Aircraft Tank Production Rights OR 1934 Light Gun Armed Tank D&D OR 1934 Light MG Armed Tank D&D Tank Production Rights OR 1934 Light Gun Armed Tank D&D OR 1934 Light MG Armed Tank D&D Tank Production Rights 1934 Light Gun Armed Tank D&D OR 1934 Light MG Armed Tank D&D Tank Production Rights OR 1941 Light Tank Design & Development '35 Anti-Tank Gun Tank Production Rights OR 1941 Light Tank Design & Development '40 Anti-Tank Gun Tank Production Rights Tank Production Rights OR 1935 Medium Tank Design & Development '35 Anti-Tank Gun Tank Production Rights OR 1935 Medium Tank Design & Development '40 Anti-Tank Gun Tank Production Rights Tank Production Rights OR 1942 Medium Tank Design & Development '42 Anti-Tank Gun Tank Production Rights OR 1942 Medium Tank Design & Development '43 Anti-Tank Gun

Requires

Deactivated Requires Requires Requires Requires Requires Deactivated Requires Requires Requires Requires Deactivated Requires Requires Requires Requires

1942 Light Tank Production Model 1945 Light Tank

1935 Medium Tank D&D 1938 Medium Tank Production Model 1941 Medium Tank Production Model 1942 Medium Tank D&D 1943 Medium Tank Production Model 1944 Medium Tank Production Model

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1946 MBT Design & Development 1947 MBT Production Model 1948 MBT Production Model 1938 Infantry Tank Production Model

Deactivated Requires Requires Requires Requires Requires Deactivated

Requires Requires Deactivated

1941 Infantry Tank Production Model

Requires Requires Deactivated

1944 Infantry Tank Production Model

Requires Requires Deactivated

1947 Infantry Tank Production Model

Requires Requires Requires

1930 Anti-Aircraft Artillery

Tank Production Rights '42 Medium Tank D&D OR '43 Heavy Tank D&D Tank Production Rights OR 1946 MBT Design & Development '45 Anti-Tank Gun Tank Production Rights OR 1946 MBT Design & Development '45 Anti-Tank Gun 1940 Assault Gun OR 1942 Assault Gun OR 1944 Assault Gun OR 1946 Assault Gun OR 1948 Assault Gun Tank Production Rights OR '37 Heavy Tank Design & Development '35 Anti-Tank Gun 1940 Assault Gun OR 1942 Assault Gun OR 1944 Assault Gun OR 1946 Assault Gun OR 1948 Assault Gun Tank Production Rights OR '40 Heavy Tank Design & Development '40 Anti-Tank Gun 1940 Assault Gun OR 1942 Assault Gun OR 1944 Assault Gun OR 1946 Assault Gun OR 1948 Assault Gun Tank Production Rights OR '43 Heavy Tank Design & Development '42 Anti-Tank Gun 1940 Assault Gun OR 1942 Assault Gun OR 1944 Assault Gun OR 1946 Assault Gun OR 1948 Assault Gun Tank Production Rights OR '46 Heavy Tank Design & Development '43 Anti-Tank Gun Industrial Economy (IND) OR Semi-Industrial Economy (IND) OR Pre-Industrial Economy (IND)

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1940 Assault Gun

Deactivated

Activated Requires Requires Deactivated Activated Requires Requires Deactivated Activated Requires Requires Deactivated Activated Requires Requires Deactivated Activated Requires Requires Deactivated Deactivated Requires Deactivated Deactivated Requires Deactivated Deactivated Requires Deactivated Deactivated Requires

1942 Assault Gun

1944 Assault Gun

1946 Assault Gun

1948 Assault Gun

1937 Heavy Tank D&D 1939 Heavy Tank Production Model 1940 Heavy Tank D&D 1942 Heavy Tank Production Model 1943 Heavy Tank D&D 1945 Heavy Tank Production Model 1946 Heavy Tank D&D 1948 Heavy Tank Production Model

1941 Infantry Tank Production Model OR 1944 Infantry Tank Production Model OR 1947 Infantry Tank Production Model 1938 Firepower: Mobile (LD) Tank Production Rights OR '38 Medium Tank Production Model '38 Artillery 1944 Infantry Tank Production Model OR 1947 Infantry Tank Production Model 1938 Firepower: Mobile (LD) Tank Production Rights OR '41 Medium Tank Production Model '41 Artillery 1944 Infantry Tank Production Model OR 1947 Infantry Tank Production Model 1938 Firepower: Mobile (LD) Tank Production Rights OR '43 Medium Tank Production Model '42 Anti-Tank Gun 1947 Infantry Tank Production Model 1938 Firepower: Mobile (LD) Tank Production Rights OR '44 Medium Tank Production Model '43 Anti-Tank Gun 1947 Infantry Tank Production Model 1938 Firepower: Mobile (LD) Tank Production Rights OR '47 MBT Production Model '45 Anti-Tank Gun Tank Production Rights Tank Production Rights '35 Anti-Tank Gun Tank Production Rights Tank Production Rights '42 Anti-Tank Gun Tank Production Rights Tank Production Rights '43 Anti-Tank Gun Tank Production Rights Tank Production Rights '45 Anti-Tank Gun

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1942 Light Tank Based Self Propelled Artillery 1944 Medium Tank Based Self Propelled Artillery 1946 Medium Tank Based Self Propelled Artillery 1948 MBT Based Self Propelled Artillery 1940 Light Tank Based Conversion Tank Destroyer 1942 Light Tank Based Conversion Tank Destroyer 1943 Medium Tank Based Tank Destroyer 1945 Medium Tank Based Tank Destroyer 1947 MBT Based Tank Destroyer 1936 Tank Division (6 Bn) 1939 Tank Division (6 Bn) 1941 Armored Division (6 Bn) 1943 Armored Division (6 Bn) 1945 Armored Division (6 Bn) 1947 Armored Division (6 Bn)

Requires Requires Requires Requires Requires

Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Activated Requires Activated Requires Activated Activated Requires Activated Activated Requires

'35 Light Tank Production Model OR '38 Light Tank Production Model '38 Artillery '38 Medium Tank Production Model OR '41 Medium Tank Production Model '41 Artillery '42 Heavy Tank Production Model OR '45 Heavy Tank Production Model OR '47 Battle Tank Production Model '44 Artillery '47 Battle Tank Production Model OR '48 Battle Tank Production Model '47 Artillery '35 Light Tank Production Model OR '38 Light Tank Production Model '35 Anti-Tank Gun '38 Light Tank Production Model OR '38 Medium Tank Production Model '42 Anti-Tank Gun '38 Medium Tank Production Model OR '41 Medium Tank Production Model '43 Anti-Tank Gun '43 Medium Tank Production Model OR '44 Medium Tank Production Model '43 Anti-Tank Gun '47 Battle Tank Production Model OR '48 Battle Tank Production Model '43 Anti-Tank Gun 1935 Light Armor Brigade (LD) '35 Light Tank Production Model OR '38 Light Tank Production Model 1935 Light Armor Brigade (LD) '38 Medium Tank Production Model OR '41 MediumTank Production Model 1935 Light Armor Brigade (LD) 1935 Light Armor Brigade (LD) '43 Medium Tank Production Model OR '44 MediumTank Production Model 1935 Light Armor Brigade (LD) 1935 Light Armor Brigade (LD) '47 Battle Tank Production Model OR '48 Battle Tank Production Model

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1949 Armored Division (6 Bn) 1936 Tank Division (9 Bn) 1939 Tank Division (9 Bn) 1941 Armored Division (9 Bn) 1943 Armored Division (9 Bn) 1945 Armored Division (9 Bn) 1947 Armored Division (9 Bn) 1949 Armored Division (9 Bn) 1937 Armored Scout Car 1941 Armored Car (6 Wheel) 1944 Armored Car (8 Wheel) 1947 Light Armored Vehicle 1935 Anti-Tank Artillery

Activated Activated Requires Activated Requires Activated Activated Requires Activated Activated Requires Activated Requires Requires Requires Requires Requires Requires Requires Requires

1935 Armor Brigade (LD) 1935 Armor Brigade (LD) '35 Light Tank Production Model OR '38 Light Tank Production Model 1935 Armor Brigade (LD) '38 Medium Tank Production Model OR '41 MediumTank Production Model 1935 Armor Brigade (LD) 1935 Armor Brigade (LD) '43 Medium Tank Production Model OR '44 MediumTank Production Model 1935 Armor Brigade (LD) 1935 Armor Brigade (LD) '47 Battle Tank Production Model OR '48 Battle Tank Production Model 1935 Armor Brigade (LD) Production Rights OR '30 Postwar Tanks Production Rights OR '37 Armoured Car '30 Anti-Aircraft Production Rights OR '41 Armoured Car '35 Anti-Tank Gun Production Rights OR '44 Armoured Car '40 Anti-Tank Gun Industrial Economy (IND) OR Semi-Industrial Economy (IND) OR Pre-Industrial Economy (IND) '30 Anti-Aircraft Industrial Economy (IND) OR Semi-Industrial Economy (IND) OR Pre-Industrial Economy (IND) 1940 Firepower: Traditional (LD) '36 Rocket Test (IND) 1940 Firepower: Traditional (LD) 1940 Firepower: Traditional (LD) 1940 Firepower: Traditional (LD)

1930 Medium and Heavy Artillery 1940 Rocket Artillery 1943 Rocket Artillery 1946 Rocket Artillery 1949 Rocket Artillery

Requires Requires

Activated Requires Activated Activated Activated

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3. Land Doctrine techs
1939 Operational: Mechanized 1943 Operational: Mechanized 1947 Operational: Mechanized 1951 Operational: Mechanized 1939 Offensive: Mechanized 1943 Offensive: Mechanized 1947 Offensive: Mechanized 1951 Offensive: Mechanized 1935 Maneuver Focus 1937 Maneuver: Tactical 1939 Maneuver: Strategic 1941 Maneuver: Tactical 1943 Maneuver: Strategic 1945 Maneuver: Tactical 1947 Maneuver: Strategic 1949 Maneuver: Tactical 1951 Maneuver: Strategic '36 Cavalry Mechanization '35 Tank Heavy Armor Doctrine Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Activated Requires Requires Activated Deactivated Requires 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade 1935 Small Armor Brigade OR 1935 Large Armor Brigade Tank Production Rights (ARM) OR 1930 Postwar Tank Design (ARM) Limited Cavalry Motorization (INF) Tank Production Rights (ARM) OR 1930 Postwar Tank Design (ARM) '35 Balanced Armor Doctrine Tank Production Rights (ARM) OR 1930 Postwar Tank Design (ARM)

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'35 Balanced Armor Doctrine

Activated Deactivated Requires

1935 Small Armor Brigade 1935 Large Armor Brigade 1944 Mechanized Role: Assault

Requires Requires Deactivated Requires

1944 Mechanized Role: Tactical Withdrawal 1938 Experienced Reserves 1938 Infantry Division

Deactivated Requires Activated Activated

Tank Production Rights (ARM) OR 1930 Postwar Tank Design (ARM) '35 Tank Heavy Armor Doctrine Tank Production Rights (ARM) OR 1930 Postwar Tank Design (ARM) '35 Tank Heavy Armor Doctrine OR '35 Balanced Armor Doctrine '35 Tank Heavy Armor Doctrine OR'35 Balanced Armor Doctrine 1944 Mechanized Role: Tactical Withdrawal 1943 Armored Division: 6 Bn (ARM) OR 1943 Armored Division: 9 Bn (ARM) 1944 Mechanized Role: Assault 1943 Armored Division: 6 Bn (ARM) OR 1943 Armored Division: 9 Bn (ARM) Mobilization Mobilization

40

4. Naval techs
Patrol Gunboat Unprotected Cruiser Guided Missile Light Cruiser Small Armored Cruiser Post-Treaty Heavy Cruiser Super Cruiser Pocket Battleship Coast Defense Battleship Large Armored Cruiser Dreadnaught Battlecruiser Super Battlecruiser Guided Missile Battlecruiser Conversion Carriers Coast Defense Submarine Basic Submarines Converted Merchant Vessel Auxiliary Cruisers Large Passenger Liners Attack Transport Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Requires Activated Requires Requires Requires Domestic Construction (ND) Domestic Naval Tech (ND) 500 Ton Destroyer Naval SAM and Guided Missile (SW) Protected Cruiser Late Treaty Heavy Cruiser OR Large Heavy Cruiser Post Treaty Heavy Cruiser OR Large Heavy Cruiser Capital Ship Raiding (ND) Protected Cruiser Small Armored Cruiser Pre-Dreadnaught Battleship Dreadnaught Battleship Treaty Battlecruiser Naval SAM and Guided Missile (SW) Small Armored Cruiser Domestic Construction (ND) Basic Submarine Tactics (ND) Domestic Naval Construction (ND) Merchant Raider Tactics (ND) Mobilization Passenger Liners Auxiliary Cruisers Basic Landing Craft (ND)

41

5. Naval Doctrine techs
Fleet Escort Destroyer Doctrine Independent Cruiser Doctrine Battleline Cruiser Doctrine Night Fighting Doctrine Radar Fighting Doctrine Battlecruiser Tactical Doctrine Basic Carrier Ops Battleline Support Doctrine Independent Carrier Doctrine Port Strike Tactics Combat Air Patrol Carrier Task Force Central Fighter Direction Control Sea Zone Control Requires Requires Requires Requires Requires Requires Requires Requires Deactivated Deactivated Requires Requires Requires Deactivated Requires Requires Deactivated Requires Requires Deactivated Requires Activated Activated Requires Requires Requires Requires Requires Anti-Submarine Warfare Protected Cruiser (NAV) Light Cruiser (NAV) OR Small Armored Cruiser (NAV) Line of Battle Doctrine OR Maneuver Battle Doctrine Domestic Naval Technology Low-end Centimetric Radar (IND) Super-Dreadnaught Battlecruiser (NAV) Conversion Carriers (NAV) Independent Carrier Doctrine Battleline Support Doctrine Fleet Carrier(NAV) Battleline Support Doctrine OR Independent Carrier Doctrine Battleline Support Doctrine OR Independent Carrier Doctrine Battleline Support Doctrine Independent Carrier Doctrine Combat Air Patrol Battleline Support Doctrine Carrier Task Force Underway Replenishment Battleline Support Doctrine Carrier Task Force Mobilization Mobilization Maritime Administration 1938 Era Naval Aircraft (AIR) Specialized Tasks (AD) Rudimentary Air Recon (AD) Rudimentary Rocket and Turbojet Engine

Force Projection Convoy Creation Coastal Convoy Defense ASW Aircraft Aircraft-Destroyer Coordination Standoff Attacks

42

Specialized Escort Design

Activated Requires Requires Activated Requires Activated Requires Requires Requires Requires

Mobilization 1000 Ton Destroyer (NAV) Escort Sloop (NAV) Mobilization 1000 Ton Destroyer (NAV) Mobilization Domestic Naval Technology Fleet Maneuvers Convoy Creation Coastal Convoy Defense Not Researchable

Current DD Design Unlimited Submarine Warfare Snorkle Use Doctrine Naval Fire Support Improved Freighter Design Mass Produced Freighter Naval Intelligence Service Fleet Train

Requires

Domestic Construction

43


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