CORE Newbie Questions & Comments: Understanding the Research Tree etc

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I have got the 9Bn armoured div in production thanks. Still have a problem with CAG.

Trying to research 39CAG, this seems to require 39 Escort Fighter.



But I cant find how to get 39 Escort Fighter. There is a really long reseach chain under Air Doctrines that starts with 36 Army Directed Air Army Organisation that I could follow to get to 35 Fighter Escort Doctrine that allows 37 Fighter Escort. But I cant find the 37 Fighter Escort model.

Any ideas on what I need to do ?

The last time I send carriers into the pacific, an even contest with JAP got all my carriers sunk for no JAP carrier losses.
 
Yes, that´s two separate paths. Either you go designed or conversion CAG.
 
Thanks, 2nd game, after first terminated, still havent noticed this subtly. If I select either path (still dont know how I got to the path I ended up on, but I should be able to track it down), will my existing CAG groups on my carriers still automatically upgrade? (provided I fund this). You state that one of the paths is "conversion". Does this mean that only the conversion CAG path auto upgrades? (conversion to newer CAG model when available?)

I would have liked to have Escort Fighters, presumably to aid strategic bombing, but it looks like I have somehow locked myself out of that one too.
 
Thanks, 2nd game, after first terminated, still havent noticed this subtly. If I select either path (still dont know how I got to the path I ended up on, but I should be able to track it down), will my existing CAG groups on my carriers still automatically upgrade? (provided I fund this). You state that one of the paths is "conversion". Does this mean that only the conversion CAG path auto upgrades? (conversion to newer CAG model when available?)

I would have liked to have Escort Fighters, presumably to aid strategic bombing, but it looks like I have somehow locked myself out of that one too.

"Conversion" and "designed" refers to the aircraft used on carriers - either adapted from normal, land-based aircraft designs (as the British mainly did, historically) or specifically designed for use on carriers (as the US did). In CORE, they each have advantages and disadvantages. I think designed are better, but more costly to research (?). Of course, it depends on whether or not your research teams suit your choices too. They'll all get upgraded properly. I'm not sure what effects these two paths have outside of carriers specifically (if any).

For my current AAR (which I haven't forgotten, but sorry about the derth of recent updates!) I'm playing the UK but going down the designed route, just as a change.
 
I would have liked to have Escort Fighters, presumably to aid strategic bombing, but it looks like I have somehow locked myself out of that one too.
Escorting strategic bombers took some time to be properly appreciated (or feasible due to range limitations). The CORE tech tree reflects this, so depending on the air doctrine path (and pre-war experience, where appropriate) the fighter escort will become available sooner or later. Probably later, certainly for the US.
 
Useful comments thanks. So I'm learning something about WWII carrier aircraft. Fighter Escort techs did indeed become available for me (USA) later on.

An area for improvement could be with the pull down menu for brigades. There are too many brigade types for one menu, so it would be good to have army, navy capitals, navy screens, and AF brigades in their own menu. Would help reduce the learning curve for newbies. May be impossible to do without vanilla game hard core programming change? Appears that ships should always be constructed with reqd brigades, rather than brigades built separately, yes ? Since ship brigades can also take a very long time to build, and older brigades dont provide combat benefits when attached to newer ships, and then I dont have to find the right brigade in the very long menu.

Biggest difference from vanilla is the aggressive destruction of naval ships. The AI sinks my ships real fast. CORE seems to favour large fleets over small? But if I set up a large transport fleet, as I have just done, my initial impression, is that it moves more slowly (is this true?).

I prefer vanilla command limits; CORE's rear A only commands 3 ships, vice A 10 ships. Seems one needs to train up rear admirals in small ship fleets, which leads to sacrificing ships, before promoting leaders to lead larger fleets.

What is the ideal transport fleet composition ? I tried vice admiral with 10 ship fleet of 3 HC, 3 LC or Dest screens, and 4 transports. But JAP AI finds these fleets and sinks the entire transport fleet in one naval engagement. Unescorted transport fleets have just as bad an outcome.
 
Well such a fleet doesn't stand a chance against a competent enemy fleet. Battleships and carriers are the real fighting power of the navy, cruisers are only there to soak up damage really. But if the enemy can catch your transport fleets you're doing something wrong.
 
Well such a fleet doesn't stand a chance against a competent enemy fleet. Battleships and carriers are the real fighting power of the navy, cruisers are only there to soak up damage really. But if the enemy can catch your transport fleets you're doing something wrong.

Ok, sounds like another game restart is in order. Get myself ready for CORE game #3. In game #2, things went well in army & AF, only navy a serious disaster. I need some new ideas for my naval strategy.
 
you can choose from a range of attachments if you build them separately. selecting them together with the ships you're building will only allow you to select the one with the highest designnumber. i only learned this recently so i wouldnt be surprised if you missed it
 
I think you need to think in terms of zone control for the navy. I build a complete security belt around the seazones I want to control, including airbases with spotter planes, long-range fighters and torpedo-equipped bombers, lots of specialized ASW destroyer/escort carrier groups, land troop garrisons, anti-aircraft artillery, and my naval battlegroups stationed in the rear in well-equipped ports. They only leave the harbour if an enemy fleet has been spotted and identified(by intelligence network, spotter planes or submarines). Then there is a generalized air strike and only then the desorganized fleet is engaged by my own fleet. If the enemy manages to flee, the fleet returns to the base and waits for another occasion. Transport fleets are only defended against submarines and at no occasion do they leave the securized perimeter(except for a well-planned amphibious operation with the escort of the main fleet).

I maybe should add that maybe in vanilla full cruiser fleets are viable, but in CORE you need carriers and battleships to do real damage. Submarines are also a very good investment, they can very easily bring convoys down and sometimes a lucky shot puts a capital ship to rest, but this is too random to build a strategy on. All ships have very long building times and can be lost extremely easily so cautious planning is mandatory for every engagement. Land-based aviation is very good against naval targets and CORE has special anti-ship brigades for CAS and TAC but this is not really new.
 
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So based on your excellent responses, and my own experience in game #2, a simple troop transport mission cannot be treated in a casual manner.
I lost transport fleets when:
First troop transport into the Med to Marseille, caught by ITA navy. Previous casual transports across the Atlantic to France were all successful.
Troop transport from Pearl to Guam, caught by IJN. Should have gone from Pearl to Wake first.

I planned island invasions much better. Troop transport fleet and Carrier fleet leave port at same time. Carrier fleet reaches invasion sea zone first and its only job is to intercept enemy naval fleets. Shore bombardment fleet leaves port a little later. It overtakes troop transport fleet to arrive in the invasion sea zone just before the troop transport fleet. Also had AF involved in various complimentary missions. Using this approach the IJN did not make an appearance.
 
I'm under the impression that they do this automatically and send you all resources in excess of a specified reserve once that's been accumulated.
...which threshold should be 1000, if I'm not mistaken (at least in vanilla, but I guess CORE didn't touch that).
 
what's about this litter white lines/marker on the green organisation bar?
i've searched around the froum, but can't find anything about them.
greetz
Take a look at my sig ;) (CORE team has taken some elements from my mod)

They help the player see at a glance at which level the ORG/STR of a unit is, being marked at 33% and 66%.
 
thanks for answering,
i have some other strange graphical thing i asked for in the
CORE 0.61 official release version thread (last post). maybe you can also answer to it.
until now nobody seems to have an answer. :unsure: