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I never understood ship refurbishments. It seems like it is more expensive than just building a superior ship from the ground up, and just scraping the old one. There certainly would be a lot less headache in trying to engineer everything to fit an already existing ship, plus you have anything not upgraded obsolete. You can only add so much armor to an already built ship.

The main reason was, without a doubt, the Naval Treaties. New construction was limited to virtually zero.

This also meant that shipyards which pre-1914 could count on a steady stream of battleship orders built none for decades. The only country which seemed to avoid a real slump in capital ship building capacity was the USA.

The upgrades also, of course, were cheaper than building equivalent new ships. If you want an end product like 'upgraded Warspite' then the cheapest way to get it is to upgrade QE class ships - not to build new ships; and while building new 35,000-ton battleships with modern characteristics would likely have been more efficient it would also have been more expensive.

Bear in mind also that generally speaking 35,000-ton treaty battleships were regarded as unexceptional - something had too give in the design requirements. One could only really combine firepower, protection and speed in the desired quantities on 45,000 tons. Perhaps it was also easier to go for upgrades vs new ships given that it was a choice between mediocrities.
 
The main reason was, without a doubt, the Naval Treaties. New construction was limited to virtually zero.

This also meant that shipyards which pre-1914 could count on a steady stream of battleship orders built none for decades. The only country which seemed to avoid a real slump in capital ship building capacity was the USA.

The upgrades also, of course, were cheaper than building equivalent new ships. If you want an end product like 'upgraded Warspite' then the cheapest way to get it is to upgrade QE class ships - not to build new ships; and while building new 35,000-ton battleships with modern characteristics would likely have been more efficient it would also have been more expensive.

Bear in mind also that generally speaking 35,000-ton treaty battleships were regarded as unexceptional - something had too give in the design requirements. One could only really combine firepower, protection and speed in the desired quantities on 45,000 tons. Perhaps it was also easier to go for upgrades vs new ships given that it was a choice between mediocrities.

World War Two would have been so much more different had that treaty not been signed. I wouldn't be suprised if without there would have a been a whole lot less carriers and more super battleships (except for Japan).
 
World War Two would have been so much more different had that treaty not been signed. I wouldn't be suprised if without there would have a been a whole lot less carriers and more super battleships (except for Japan).

It's a very difficult counterfactual.

If not for the treaties, there would have been a bit of a naval arms race between the UK, US and Japan. But there was really no energy on any side for spending massive money on navies... so it is very difficult to wok out what woudl have happened.
 
Indeed, weren't defense budgets slashed across the board in the 1920's? Would make it difficult to have a naval race.
 
Even though the budgets were slashed, a lot of ships that were laid down and too heavy for their class were made into carriers and they were better able to see what potential they had.
 
Italy was not a signatory to the Second London treaty, and Japan withdrew from all treaties in 1936. Germany wasn't limited by them to begin with, and was in a position to openly ignore its obligations by 1936. So please tell, what role exactly would these semi-defunct treaties actually play?

They would be relevant in a game that covered the period of 1930-1936.

OK

Undr the Anglo-German Naval Agreement (AGNA) Germany was limited to thirty five per cent of RN tonnage in all classes except subs where it was 100%. Germany stuck to this scrupulously.

In terms of 2nd London; France, UK and US did sign it. Options should be for Jap and Italy to sign it or not.

Implications? 6" cruisers like Mogami and Southampton classes, KGV class with 14" guns rather than Lions with 16", US nearly built North Carolinas with 14" until Japs started building new capital ships with 18" guns, allowing the 'escalator' to take effect.

So very much alive, not semi-defunct....

K
 
Bear in mind also that generally speaking 35,000-ton treaty battleships were regarded as unexceptional - something had too give in the design requirements. One could only really combine firepower, protection and speed in the desired quantities on 45,000 tons. Perhaps it was also easier to go for upgrades vs new ships given that it was a choice between mediocrities.

Nelson and Rodney are a good case in point.

K
 
OK

Undr the Anglo-German Naval Agreement (AGNA) Germany was limited to thirty five per cent of RN tonnage in all classes except subs where it was 100%. Germany stuck to this scrupulously.

In terms of 2nd London; France, UK and US did sign it. Options should be for Jap and Italy to sign it or not.

Implications? 6" cruisers like Mogami and Southampton classes, KGV class with 14" guns rather than Lions with 16", US nearly built North Carolinas with 14" until Japs started building new capital ships with 18" guns, allowing the 'escalator' to take effect.
So very much alive, not semi-defunct....
K
All five powers were violating the London treaty as of 1938. Some(Japan most notably) were earlier.
IMHO they would be worth including if game would start by 1934, but not in 1936. Of course I would be extremely happy if the game starts by 1930, having the naval treaties or not ;-)
 
All five powers were violating the London treaty as of 1938. Some(Japan most notably) were earlier.
IMHO they would be worth including if game would start by 1934, but not in 1936. Of course I would be extremely happy if the game starts by 1930, having the naval treaties or not ;-)

How were the UK, France and US violating London II? In major terms, not just fiddling displacement.


K
 
How were the UK, France and US violating London II? In major terms, not just fiddling displacement.


K
Maybe the guy forgot about the escalation clauses.
 
The ability for the UK player to combine UK/Aust/NZ and Canadian units into integrated Commonwealth fleets/armies/etc is crucial to the credibility of HOI3 MP. The UK/CW player currently has a huge ahistorical penalty for the ridiculous inability of the game engine to cope with the reality of the Commonwealth in the period 1936-55.

That naval units cant form into integrated fleets is beyond laughable. This is a key fix for the naval org code.

I have always wondered if the coders being northern european just dont understand how the defence of the British empire and Commonwealth really worked. There should at least be an option for all base date UK allies to be treated as common nation units for organisational purposes
 
I have always wondered if the coders being northern european just dont understand how the defence of the British empire and Commonwealth really worked. There should at least be an option for all base date UK allies to be treated as common nation units for organisational purposes

I have come to a similar conclusion...

K
 
How come displacement breach being not major violation?

Because evryone did it apart from the UK in a small way from Washington, but it still limited numbers of ships, their armament and general size. If we are going to be designing our own ships as players a 1000 grt here or there is not that important, but numbers of ships and calibre of guns is both important and easily programmable.

K
 
abstract vs detailed design

It's very important to recognize that the designers of those historical ships (like Yamato) didn't set out to design an inferior ship - but rather that they had a very different set of priorities than what you probably will have. So?

The discussion about the Iowa vs the NC class ships was a very good point - the NC were close performance wise to the Iowas, but were smaller and far cheaper to produce - that is the classic trade off. You can have the be-all end all battlewagon, as long as you are willing to pay for it.

I suspect that on one hand, you can have all the 'best' options for a ship - heavy AA, giant guns, thick armor, and high speed, BUT that you will have to pay through the nose to have everything at the 'best' level available. So, you will actually have to make a choice on what *kind* of combat power is important to your strategy.

The problem is that you are stuck thinking in terms of HoI2 - where is was never a good idea (IC wise) (excluding carriers and their busted CAGs) to start a new production run of an old model unit. The newest designs were always more efficient IC wise to the older models - you always got more combat power per IC for building a 'new' design.

Now, I think that HoI3 will continue that - I doubt that newer models will give you LESS bang for the buck - however - now you have the choice of specializing your ships for the role you see them in. Assuming an even level of tech, for a given dollar (IC), I suspect that you will either be able to get a ship that is very powerful for a given role, or a 'worse' generalist ship - however the generalist will at least be useful for alot of things. It will all depend on the strategy you are pursuing.

If you are playing the Germans, and want to go surface convoy raiding - and are aware of the threat that aircraft represent. I suspect that you would probably spend your IC on fast ships, with excellent AA, but would pay for it with a relatively weak main battery - and probably indifferent armor - you aren't out looking for the RN to get into a fight with it.

And lets say the RN is going the route of building a 'generalist' fleet - where you get BBs and BCs that have a well-rounded set of guns-AA-speed-armor - their 'heavy' ships can probably never get into range of those fast running surface raiders - but - they would also have very little to FEAR from those raiders. So the RN fleet would exist to exercise a deterrent effect - as long as some old, slow, but powerful BB/BC/CA were tagging along with a convoy - that convoy would be relatively safe from a weak gunned convoy raider.

This system is far better than the HoI2 style - in a system where you can control exactly what your ships DO you can control the effect they have - the only serious deciding factor in naval combat in HoI2 was who had the mostest, biggestest ships - which *really* favors the IC powers (USA).

And the huge delays involven ship contruction add a very interesting dynamic to the whole affair. Naval construction priorities during the war and interwar era were very much an act-react affair, with a huge aspect to monitoring and spying on your competitors. In HoI2 you didn't really need to pay attention to *exactly* what your opponent was building - a battleship was a battleship, so who cares if the US has 10 of them or 12 of them. With 'specific' design - you will certainly care if germany lays down a super fast convoy raider - if you don't get to work on a ship capable of countering it right away (or unless you are building your navy to counter every threat...) you will have some sort of 'lag' where that raider can operate with impunity - potentially letting a couple lone ships cause huge amounts of damage.

-Doc

Several people said that they are skeptical about the new, detailed ship design system. Honestly, I don't really understand why.

The argumentation seems to be that the generic classes of HoI2 let you assume that there are different ships, but they fall all into a few model categories, because no detailed stats were specified, whereas in the new system, everyone will build the best possible, and thus often unhistorical, build.

First of all, in HoI2 you did research five tech components for every ship design, usually containing main armament size etc., so that the models weren't in fact that unspecific than people say they were.

Second, enough people have posted stats in this thread of ships falling in one HoI2 model category, showing that there were sometimes big differences in armament, armor, etc. Despite that, in HoI2 all these ships were absolutely the same. Do you really think this is the better choice?

Finally, you also assume that
a) the AI will always build the best possible ship system, ignoring historical ship types, despite the fact that we already know that for land units the AI will build different, historical divisions. What makes you assume that this will NOT be true for naval units?
b) there IS something like one best build. Johan said several times now that they spend quite some work on the naval system, and assuming that there is only one best build implies that Paradox fails to implement good trade-offs between armor-speed, armor-armament, etc., allowing for more than one feasible build.

I understand that as long as we don't know all the details we can't exclude all these points. I also understand that some of you are very excited about the naval side of the game, and hope for significant improvements (me too). Still, it seems that you are describing the worst case scenario, that for all that we know, is probably very unlikely.

It just seems funny (no, not really funny, maybe just strange) that people complain about generic models in HoI2 for years, and now that Paradox announces that they will implement more details, allowing different ship builds in HoI3, people start to complain about that.
 
Naval combat algorithms

This was touched on by some others, but...

I would just like to see that battles with aircraft carriers in them don't drag out infinitely with the carriers being the only ships able to fire. Fast ships should be able to close on them. Each ship in a naval stack might be given a different fighting distance so that they can position themselves appropriately.

If you've got two carriers in a massive naval battle and they are the only ones in range, great. If they are supported by a Fuso-class battleship, though, you certainly are going to want that to close in range and fire as well. Your enemies, however, will try to close that range as quickly as possible with smaller ships and let their carriers sit, firing at range in the meantime.

Best of all would be if you had the option to control what individual ships are doing in a battle. It may be in your best interest to let your battleship sit way out with your carrier and only have the carrier fire, trying to stay out of enemy range as long as possible.

Any way, the most important part is that carriers cant just dominate a battle regardless of whether other ships are involved or not.
 
So, like Midway then...or rather not...

Other than Glorious (which had no aircraft) was any other Fleet carrier sunk by surface action?

K
 
Not as far as I can recall; sinking via surface action has always been the realm of your poor Light/Escort Carriers.
 
The way I see it, the naval model can be improved in the following ways:

Independent ship movement -

The reason why zerg fleets exist is because all ships stay at the exact same distance. Even though a picket line doesn't really exist if it is right next to whatever it is protecting. It also means that battleships have a chance if they meet a carrier halfway, instead of instantly being destroyed without firing a shot.

Armor -

The Defense stat isn't enough to model naval combat in any meaningful matter. The main forms of armor for a ship are the deck and belt armors. This allows ships to have an appropriate defense against shelling/bombing and torpedoes. Which means...

Torpedo bombers -

Why NAVs are in the game, and torpedo bombers are presumably not, I have no idea. Torpedo bombers actually exist, and were extremely important in taking out ships. The reason why NAVs are so hard to balance is because they cover huge areas of ocean and do incredible damage for no particular reason. Not to mention that because carriers can't carry planes, ships have no defense other than land-based air. Torpedo bombers would allow for more direct, hull damage, as opposed to shelling and bombs having a relatively higher affect on org (damaged guns, flight deck, fires, and general mayhem). And that leads to...

Torpedoes -

Screening vessels should have more to do than simply get shot at. During the first hour of combat, they should unleash a torpedo salvo. They should be extremely inaccurate, but you should still have a chance to get a lucky hit. Torpedo tubes can be an upgradable part of the ship, having the ability to launch more at a time, and have greater range. It also allows modeling of Japanese ships, which generally had many more torpedo tubes than others of their class.

Accuracy -

Having a 100% chance to hit is boring. It also doesn't make any sense. Perhaps having 100,000 men shoot at eachother means you have a general idea of their accuracy, but for ships, maneuverability is everything. Accuracy can be based on radar and rangefinder techs vs. range, speed and visibility. This means that as long as ships aren't totally surprised and attempt to retreat, they will probably survive for awhile. It also means that speed can do more than just make sure your fleets can move around strategically. Dive and torpedo bombers can also be much more accurate than level bombers, which allows level bombers to have good attack values without replacing other aircraft.

I can't think of much else at the moment, but all of these would be major improvements to the naval combat model as it is now.