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There was also a plan to upgrade the Scharnhorsts from 9x11" to 6x15" guns.

Gneisenau was actually taken in hand to that rearming, but it was never finished. But weren't these ships intended to have their guns replaced from the start? Same as with Japanese cruisers Môgami, though in Môgami's case the rearming was actually done. Both were given the smaller guns for political reasons, AFAIK. Ie. to not piss of the future "Allies".

Bit further on this subject, I don't think it's *really* neccesary in vanilla game to make rearming possible. The best approxamation would be;

Old Italian dreadnoughts: modernization well under way by '36, treat them as what they appeared post modernization in game.

Scharnhorst (and the other one): Rearming never done, treat as 11" gunned.

Môgami: Rearming done ASAP, treat as 8" gunned (unlike in HoI2). Japanese never had slightest interest in 6" gunned big cruisers anyway.

Furutaka/Kako: Work did not start until, mid '36 and early '37 respectively. However, I'd group them with Aoba class in the start anyways. As this is only a case of 6x7,9" becoming 3x2x8".

Hmm, those are about the only uparming cases that come to mind.


Someone mentioned rebarreling, but considering that some of the higer velocity guns were in need of that after couple of hours of constant fireing, that relatively standard refit job.

(Edit) Just out of interest, if we mod the rearming possibility in, will it be a significant and time consuming upgrade to make (and a one that puts the ship out of action)?
 
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As usual, I don't really think "what was done IRL" is the important question here. Following the usual Paradox system, it ought to be "what could have been done IRL". And it certainly was perfectly possible to re-arm a capital ship with new main turrets in the game's time frame, no matter how expensive or rarely used possibility that was. So we should be able to do so. Just like we are able to build super-heavy tanks (never used IRL) and division with brigades of cavalry, paratroopers and militia.

With the slight difference that switching main guns could be actually wise in some situations, unlike in the previous example. :D
 
Oh freaking sweetness :D

I love the reserve idea, it is so annoying in HOI2 to micromanage damaged subs while conducting Barbarossa.

Plus having the main fleet in port while the smaller (and more more fuel efficient) ships go out and find the enemy instead of sending my 30 ship fleet to find them. Though carriers are going to be even more important now.
 
will there be some fleet management buttons such as "detach damaged ships", "detach escorts", ...etc? i don't like the click fest when trying to sort out my damaged ships.
Good suggestion.
 
I just wonder how ship characteristics are determined. Do you choose the size of the guns, armour, speed, etc or does the game have predetermined classes?

Edit: By the way, does that mean that carriers are more realistic in the fact that the amount of planes they hold changes for each class instead of WW1 carriers holding as many planes as the best one.
 
This is sounding great!
 
Looks promising...

So how about speed? Will it affect combat in any way instead of just the speed you can travel from zone to zone? it would seem that speed would have to play a big part in this new system of stalking ships. It wouldn't make any sense for a 20 knots ship to be able to stalk a 27 knots ship for example. Perhaps finally the higher speed of BC compared to BB will be of some use ^^
 
Thanks for the update :cool:
HoI3 looks more and more better. The reserve and unlimited mission concept will certainly be a must have.
I wonder if we'll see unit in the max zoom-out level we can see in the 2nd screen shot ?
 
I just wonder how ship characteristics are determined. Do you choose the size of the guns, armour, speed, etc or does the game have predetermined classes?

Edit: By the way, does that mean that carriers are more realistic in the fact that the amount of planes they hold changes for each class instead of WW1 carriers holding as many planes as the best one.
Hopefully, the designers will let you put whatever components on, but with a corresponding cost. The very common balance is the triangle between survivability, manueverability, and firepower. If you lean too heavily towards one or two, another suffers. Great examples are the M4 and King Tiger. The M4 had great manueverability, but had low survivability and firepower, whereas the King Tiger had great firepower and survivability, but low manueverability. Yes, I know these are land examples in a naval thread, sue me, but the concept holds.

On this note, a user interface that neatly worked this particular problem showed up in the Mechwarrior 4, mercenaries, edition. There, you could add engines (speed) but at a cost to weapons or armor. You could load up on weapons and heavy armor, but you would be slow as all get out. Just a thought. It's hard to describe if you haven't played that game though, but I hope ya'll get the idea.
 
May I just say that I really fell in love with this new naval system?

The naval detection and interception mission thingies are just great, gives a lot more meaning for a fleet-in-being styled tactic when you actually trace the Bismarck with many smaller ships and then hunt it down with Home Fleet... Awesome, truly awesome.
 
Looks good!