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Call me a cynic but I don't see Russia having new carriers till well after 2020, 2030 seems most probable.
United Shipbuilding Corporation launched the first carrier of a new project in 2023. This is the official information, the rest is classified.
And knowing that you love the word "budget", I want to say that Chechnya has cost us more than building a new cruiser "Peter the Great". :p
 
About DLCs. Come on guys. Since when did Paradox ever rip off gamers with tiny DLCs at 20 bucks? Neither we nor Paradox will deliver anything like that. New content that we charge for is going to deliver significant content in every way. Nothing is decided, but we're determined to give good value.

Sokol: We're going to deliver a story with the two campaigns (one for western countries, one for Russia). We're not even remotely close to being able to afford video narration. We hope to tell the story in an exciting way, and some sort of comics style is what we're looking at now.

The lack of Russian large carriers that can host varied aircraft is quite annoying from a balancing point of view as well. We'd not need much of an excuse to include an upgrade, but alas, I don't have any credible information about how it will look like.
 
Jan don't hurt, if anything, we'll buy. I am even ready to buy a collector's edition:wub: really:)
And to be honest, I had to pay 20 to normally worked Hoi3. PI let shit, which was run after 2 addons and 7 patches.
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And no need carriers to Russia, only Petr, only Kuznetsov, only hardcore:happy:
 
In Soviet Russia, aircraft carries you!

On the more serious side, you could just rip-off the Ulyanovsk carrier which began construction in Soviet times. Most Russian sources says that the next carrier will be based on the Admiral Kuz and the Ulyanovsk so it might not be too far from the future reality.

Remove the Granits, replace Kinzhal with perhaps the Redut-Poliment 9m96e based system, replace Kashtan with naval Pantsir, base 24 Mig-29K and 24 PAK FA (one regiment of each) and some Ka-27/31 on it, rename it to Putinovsk and you are good to go.

Still a lot of Guesstimating so you shouldnt use it but i´m just saying.:rolleyes:

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The other alternative to balance things out would be to include the SSGN Typhoon in the game:cool:
 
About DLCs. Come on guys. Since when did Paradox ever rip off gamers with tiny DLCs at 20 bucks? Neither we nor Paradox will deliver anything like that. New content that we charge for is going to deliver significant content in every way. Nothing is decided, but we're determined to give good value.

Sorry Jan, I was genuinely just messing about. I was having a dig at the publishers who do indeed charge a significant amount for tiny amounts of DLC. Paradox are in fact one of my favourite organisations in this field and I'm sure you guys and Paradox don't want to rip anyone off. I hope I didn't offend you.
 
Sorry Jan, I was genuinely just messing about. I was having a dig at the publishers who do indeed charge a significant amount for tiny amounts of DLC. Paradox are in fact one of my favourite organisations in this field and I'm sure you guys and Paradox don't want to rip anyone off. I hope I didn't offend you.

I'll happily second this. You have my apologies if we offended you.
 
I have a few thoughts after reading this. Saying that any submarine can outrun a torpedo is a misnomer at best. The situation would have to be perfect and it would have to be an older design torpedo. Otherwise the range of the torpedo, speed differential between torpedo and target, and the firing conditions make it almost impossible to do anything other than spoof the torpedo. A submarine is not going to fire and give away their position when the chances of hitting the target are low. Additionally the torpedo is guided by wire and walked silently out of the tube to give the element of surprise in most cases. The mk48 torpedo has an advertised range of 23 miles(38 km) at 55 kn(102 km/h). That could turn into a very long chase at nearly double the speed of the target. Additionally the faster the target goes, the easier it is to track it and harder it is for them to hear what is around them.

Additionally, why is the Virginia class submarine the fast attack submarine of choice for the game? Los Angeles (43 active), Seawolf (3 active), Virginia (7 active, 3 building, 30 planned but likely to be cancelled). As sad as it makes me to admit it, we can forget the Seawolf class but Los Angeles needs to be thought about more. The majority of the US fleet is the aging, slower, and older technology design of the Los Angeles class.

Being that this is a game about the arctic circle, thought should be given to inclusion of SSBN. I know that the developer diary says that they would not be put in harm's way, but this is simply NOT true. The location in the game title says that Ohio class SSBN as well as SSGN should be included. The whole fleet of them is likely to be in the northern pacific, northern atlantic, arctic, or tied to a pier at all times as far as the game is concerned. The value of hiding strategic deterrence assets as pointed out by the developer diary, use of nuclear surface blast/nuclear depth charge in naval combat, and positioning for first strike capability on land targets are all major factors in the SSBN field.
 
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Thanks for your comments, James.

It was a bit of a clumsy choice of words, I admit, as obviously a torpedo is faster than a submarine. What I meant is that if a torpedo is fired at close to max range, the sub will outrun it if it detects it in time, so the attacker will want to close the distance first.

As for choice of US attack sub, we simply wanted to pick the newest and most modern sub for all sides.

When we are having this discussion about what to include and not, it simply underscores the point that we don't really want to include a unit that is not particularly useful for the player in the game. An SSBN serves as a great part of a storyline for a good scenario, and it's absolutely possible we'll include some of them later, but as it is, if we included two SSBNs we'd have to drop two other units, for budget reasons. The choices we've made can surely be debated (and are!) but on the whole, I think they make for a very exciting game with a lot of variety.
 
What exactly is the Wasp class for, if there are no amphibious landings in the game?
It's essentially a helicopter and V/STOL carrier, so it is a great ship for missions like sea control, not only landings. We can have scenarios where your mission is to safely escort such a vessel to within range of a landing zone, or on the other side, prevent an enemy amphibious assault ship from getting there.
 
Which submarine are you basing it on. There is a big difference between Vepr and Gepard?
(Doesnt matter to me, just curious)