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Hagar

East vs West developer<br>CORE Minister of Propaga
107 Badges
Jan 4, 2006
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CORE, or Community Open Resource Exchange, aims at recreating the period 1936-1952 in the most historically accurate manner possible while still allowing the player as much freedom of choice and direction as is plausible. It contains expanded and more detailed tech trees, corresponding units, tech teams and a large number of events, reflecting both historical actions and possibilities. Both Industrial Capacity („IC‟) and resources for the entire game have been revised to better reflect reality in the late 1930s.
Other features include:
- Reserve divisions instead of militia (a reserve unit is less mobile, and has less heavy weapons - such as artillery. These units form the mainstay of the armies of the minor and semi-industrialized countries);
- Rares scarcity;
- Historical Waffen-SS divisions with varying strength, organization and skill;
- A 1:1 naval ship representation;
- Negative resource production (representing civilian spoilage of energy and oil).

CORE goes into a lot more detail than the vanilla game in terms of technologies, units and events. Nations have techs representing their relative level of development industrially and technologically, tech representing the prevailing military mindset, and so on. There is a representation of both nations producing domestically high technology items like planes and tanks, while also representing nations who had poorly developed or no industry in these areas.
The land, sea and air units have been totally reworked to better fit the actually used units of the era into the model given in HoI2, including such details as differentiation between large and small pattern divisions, first and second class infantry divisions, a substantially expanded and nuanced naval tree and an air tree incorporating not just development of the aircraft themselves but also the underlying industrial base.
Doctrines have also been comprehensively reworked to reflect the changes and again to better fit how the team sees the evolution of doctrine in the period. The land tree, for example, comprises many incremental developments in a wide variety of fairly specialized areas of focus, while the aerial tree charts the development of national air forces from rudimentary air force, incorporating operations focus, into the jet age.
The industrial tree separately charts the nations recovery from the Great Depression, the development over time of heavy and light industry, and the evolution of industrial science, while the secret weapons tree covers the full development history of both nuclear weapons programmes and rocket and jet programmes, plus a few other surprises. The ever-expanding package of events represents major events both within and between nations of the time.

CORE offers a greatly expanded experience, and aims at being the most in-depth representation of the period.

The basic CORE installer, which fully supports moddir, includes generic graphics for techs, tech teams, leaders, ministers and generic models that have been updated to fit the latest release. There are also optional packages to download with an even greater amount of graphics available, such as country-specific model graphics and tech imagery.
 
With all of that, the thing that Hagar least described is the thing that attracts me most to CORE - it's superb and expanding series of events.

The mod works on the premise that the leaders of the time were probably no more stupid than the rest of us, and that their decisions and policies (however misguided they now seem to us) made sense to them at the time. CORE's events try to recreate that 'sense' by presenting the player with choices that bring both costs and benefits, many of which are not apparent in the immediate effects of the event. Instead they develop piecemeal through branching chains of follow-up choices to produce accumulating political and military effects. Few are catastrophic in themselves, but together they can tilt the course of a nation's in-game history. The result is that even after hundreds of games, the player can never be absolutely sure of what's going to come next. Someday, if I ever get over it, I'll tell about the time France declared war on my Germany over the reoccupation of the Rhineland.

No more perfect plans.
 
So.. Basicly C.O.R.E is awesome?
 
I was wondering if there are any good AARs made for CORE?

Much appreciated would also be "Let's Play AoD CORE" on Youtube with a narration by player of the decisions he does. So far I hadn't had any luck finding anyone playing CORE and showing it off on-line.
 
I was wondering if there are any good AARs made for CORE?
What about doing one yourself? It would be very nice, especially for all those people (like me) who know CORE but have only a vague idea of the differences it has with vanilla AoD (and besides, reading a good AAR is always welcome). :)
 
What about doing one yourself?
For that you would have to be a fairly good connoisseur of vanilla and the mod itself which I am not. That's why I would like to see some CORE AAR's or "Let's play CORE" in order to learn better what the hell I'm supposed to the for each country, what realistic goals should I make, what should unit production roughly look like, what tactics to use on the battlefield, etc. Otherwise the game ends with me being annoyed.
 
Ah, ok, sorry :) . I thought you were already at a high level in mastering CORE.

Did you try to scout the AAR section closely? No CORE AARs, really...? That would be a pity. I support the request for one, then :) .