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My suggestions for base times.

Infantry ---------------------------------> 270 days (9 months)
NATO/W.P. Mot/Mech brigades -----------> 365 days
Irregullars -------------------------------> 15 days
Marines brigade --------------------------> 270 days
Marines rgt/bn ---------------------------> 210 days
Airborne brigade --------------------------> 270 days
Air assault brigade ------------------------> 365 days
Light infantry brigade ---------------------> 120 days
Armored brigade --------------------------> 540 days (18 months)
 
hellfish6 said:
My suggestions for base times.

Infantry ---------------------------------> 270 days (9 months)
NATO/W.P. Mot/Mech brigades -----------> 365 days
Irregullars -------------------------------> 15 days
Marines brigade --------------------------> 270 days
Marines rgt/bn ---------------------------> 210 days
Airborne brigade --------------------------> 270 days
Air assault brigade ------------------------> 365 days
Light infantry brigade ---------------------> 120 days
Armored brigade --------------------------> 540 days (18 months)
Hmm, 15 days for irregulars? IMHO ~30 days are better. Otherwise good list, me like!
 
I think of irregulars as angry mobs with guns - like nearly any insurgent or paramilitary force in the 3rd world. Shouldn't take much to muster a bunch of pissed off zealots together, whip 'em into a frenzy and say "charge the bastille!" as it were.
 
Ok, here are the infantry Regiments/Brigades statistics, let's hope that they are the definitives:
Code:
allowed_brigades = anti_tank
allowed_brigades = artillery	
allowed_brigades = rocket_artillery	
allowed_brigades = light_armor_brigade	
allowed_brigades = super_heavy_armor	
allowed_brigades = armored_car	
allowed_brigades = anti_air	
allowed_brigades = police	
allowed_brigades = engineer	



# WWII- INfantry Regiment - 0
model = {
	cost 					= 5.0
	buildtime	 			= 270
	manpower 				= 3
	maxspeed 				= 1
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 3
	toughness				= 3
	softness				= 100
	suppression				= 1
	airdefence				= 1
	softattack				= 1
	hardattack				= 1
	airattack				= 0
	transportweight			= 2
	supplyconsumption 		= 0.2
	fuelconsumption			= 0
	speed_cap_art			= 6
	speed_cap_eng			= 6
	speed_cap_at			= 6
	speed_cap_aa			= 6
	upgrade_time_factor = 1.0
	upgrade_cost_factor = 1.0
}
# Post-WW2 Infatry Regiment - 1
model = {
	cost 					= 5.5
	buildtime	 			= 280
	manpower 				= 3
	maxspeed 				= 1
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 4
	toughness				= 3
	softness				= 100
	suppression				= 1
	airdefence				= 1
	softattack				= 10
	hardattack				= 1
	airattack				= 1
	transportweight			= 3
	supplyconsumption 		= 0.25
	fuelconsumption			= 0
	speed_cap_art			= 6
	speed_cap_eng			= 6
	speed_cap_at			= 6
	speed_cap_aa			= 6
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
# 50s Infantry Regiment - 2
model = {
	cost 					= 6.0
	buildtime	 			= 290
	manpower 				= 3
	maxspeed 				= 1
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 5
	toughness				= 4
	softness				= 100
	suppression				= 1
	airdefence				= 1
	softattack				= 3
	hardattack				= 1
	airattack				= 1
	transportweight			= 3
	supplyconsumption 		= 0.25
	fuelconsumption			= 0
	speed_cap_art			= 6
	speed_cap_eng			= 6
	speed_cap_at			= 6
	speed_cap_aa			= 6
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
# 60s Infantry Regiment - 3
model = {
	cost 					= 6.5
	buildtime	 			= 300
	manpower 				= 3
	maxspeed 				= 1.25
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 6
	toughness				= 5
	softness				= 100
	suppression				= 1
	airdefence				= 2
	softattack				= 4
	hardattack				= 1
	airattack				= 1
	transportweight			= 3
	supplyconsumption 		= 0.25
	fuelconsumption			= 0
	speed_cap_art			= 7
	speed_cap_eng			= 7
	speed_cap_at			= 7
	speed_cap_aa			= 7
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
# 70s Infantry Regiment
model = {
	cost 					= 7.0
	buildtime	 			= 310
	manpower 				= 3
	maxspeed 				= 1.25
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 8
	toughness				= 6
	softness				= 100
	suppression				= 1
	airdefence				= 2
	softattack				= 4
	hardattack				= 2
	airattack				= 1
	transportweight			= 3
	supplyconsumption 		= 0.25
	fuelconsumption			= 0
	speed_cap_art			= 7
	speed_cap_eng			= 7
	speed_cap_at			= 7
	speed_cap_aa			= 7
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
# 80s Infantry Regiment
model = {
	cost 					= 7.5
	buildtime	 			= 320
	manpower 				= 3
	maxspeed 				= 1.5
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 9
	toughness				= 8
	softness				= 100
	suppression				= 1
	airdefence				= 2
	softattack				= 5
	hardattack				= 2
	airattack				= 2
	transportweight			= 3
	supplyconsumption 		= 0.30
	fuelconsumption			= 0
	speed_cap_art			= 7
	speed_cap_eng			= 7
	speed_cap_at			= 7
	speed_cap_aa			= 7
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
# 90s Infantry Regiment
model = {
	cost 					= 8.0
	buildtime	 			= 330
	manpower 				= 3
	maxspeed 				= 1.5
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 10
	toughness				= 9
	softness				= 100
	suppression				= 1
	airdefence				= 2
	softattack				= 6
	hardattack				= 2
	airattack				= 2
	transportweight			= 3
	supplyconsumption 		= 0.30
	fuelconsumption			= 0
	speed_cap_art			= 7
	speed_cap_eng			= 7
	speed_cap_at			= 7
	speed_cap_aa			= 7
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}
# Future Infantry Regiment
model = {
	cost 					= 8.5
	buildtime	 			= 340
	manpower 				= 3
	maxspeed 				= 1.5
	defaultorganisation 	= 92.5
	morale					= 100
	defensiveness 			= 11
	toughness				= 10
	softness				= 100
	suppression				= 1
	airdefence				= 2
	softattack				= 9
	hardattack				= 3
	airattack				= 3
	transportweight			= 3
	supplyconsumption 		= 0.30
	fuelconsumption			= 0
	speed_cap_art			= 7
	speed_cap_eng			= 7
	speed_cap_at			= 7
	speed_cap_aa			= 7
	upgrade_time_factor = 0.5
	upgrade_cost_factor = 1.0
}

Do you agree with them?
 
Last edited:
Ok here is the proposal for individual destroyer's statistics:
Code:
allowed_brigades = naval_asw
allowed_brigades = naval_anti_air_s

# 0 - WW2 Destroyer
model = {
	cost						= 1.1
	buildtime 					= 270
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.08
	maxspeed					= 24
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 3
	visibility					= 5
	seadefence					= 1
	airdefence					= 0
	seaattack					= 1
	convoyattack					= 1
	subattack					= 1
	airattack					= 1
	shorebombardment			= 0
	transportcapability			= 0
	range						= 700
	supplyconsumption			= 0.12
	fuelconsumption				= 0.27
	distance					= 0.09
}
# 1 - 50s Destroyer
model = {
	cost						= 1.4
	buildtime 					= 280
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.05
	maxspeed					= 32
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 4
	visibility					= 6
	seadefence					= 1
	airdefence					= 1
	seaattack					= 1
	convoyattack					= 2
	subattack					= 2
	airattack					= 1
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 1200
	supplyconsumption			= 0.14
	fuelconsumption				= 0.33
	distance					= 0.13
}
# 2 - 60s Destroyer
model = {
	cost						= 1.5
	buildtime 					= 290
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.14
	maxspeed					= 35
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 5
	visibility					= 7
	seadefence					= 2
	airdefence					= 1
	seaattack					= 2
	convoyattack					= 2
	subattack					= 3
	airattack					= 2
	shorebombardment			= 1
	transportcapability			= 0
	
	range						= 1500
	supplyconsumption			= 0.16
	fuelconsumption				= 0.33
	distance					= 0.17
}
# 3 - 60s Missile Destroyer
model = {
	cost						= 1.7
	buildtime 					= 300
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.15
	maxspeed					= 32
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 4
	visibility					= 6
	seadefence					= 3
	airdefence					= 3
	seaattack					= 3
	convoyattack					= 3
	subattack					= 3
	airattack					= 3
	shorebombardment			= 2
	transportcapability			= 0
	
	range						= 1700
	supplyconsumption			= 0.18
	fuelconsumption				= 0.33
	distance					= 0.17
}
# 4 - 70s Destroyer
model = {
	cost						= 1.8
	buildtime 					= 310
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.15
	maxspeed					= 37
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 6
	visibility					= 8
	seadefence					= 3
	airdefence					= 2
	seaattack					= 3
	convoyattack					= 3
	subattack					= 4
	airattack					= 3
	shorebombardment			= 2
	transportcapability			= 0
	
	range						= 2200
	supplyconsumption			= 0.16
	fuelconsumption				= 0.33
	distance					= 0.18
}
# 5 - 70s Missile Destroyer
model = {
	cost						= 1.9
	buildtime 					= 320
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.16
	maxspeed					= 35
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 6
	visibility					= 8
	seadefence					= 4
	airdefence					= 4
	seaattack					= 4
	convoyattack					= 4
	subattack					= 4
	airattack					= 3
	shorebombardment			= 3
	transportcapability			= 0
	
	range						= 2200
	supplyconsumption			= 0.22
	fuelconsumption				= 0.33
	distance					= 0.18
}
# 6 - 80s Destroyer
model = {
	cost						= 2.1
	buildtime 					= 340
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.18
	maxspeed					= 40
	surfacedetectioncapability	= 2
	airdetectioncapability		= 2
	subdetectioncapability		= 8
	visibility					= 9
	seadefence					= 5
	airdefence					= 5
	seaattack					= 5
	convoyattack					= 5
	subattack					= 5
	airattack					= 4
	shorebombardment			= 4
	transportcapability			= 0
	
	range						= 2500
	supplyconsumption			= 0.25
	fuelconsumption				= 0.35
	distance					= 0.18
}
# 7 - 90s Destroyer
model = {
	cost						= 2.3
	buildtime 					= 350
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.20
	maxspeed					= 45
	surfacedetectioncapability	= 3
	airdetectioncapability		= 3
	subdetectioncapability		= 9
	visibility					= 10
	seadefence					= 6
	airdefence					= 6
	seaattack					= 6
	convoyattack					= 6
	subattack					= 6
	airattack					= 5
	shorebombardment			= 5
	transportcapability			= 0
	
	range						= 2700
	supplyconsumption			= 0.28
	fuelconsumption				= 0.37
	distance					= 0.20
}
# 8 - Future Destroyer
model = {
	cost						= 2.5
	buildtime 					= 360
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.25
	maxspeed					= 50
	surfacedetectioncapability	= 4
	airdetectioncapability		= 4
	subdetectioncapability		= 10
	visibility					= 11
	seadefence					= 7
	airdefence					= 7
	seaattack					= 7
	convoyattack					= 7
	subattack					= 7
	airattack					= 6
	shorebombardment			= 6
	transportcapability			= 0
	
	range						= 3000
	supplyconsumption			= 0.30
	fuelconsumption				= 0.40
	distance					= 0.25
}

Tell me what do you think.
 
Last edited:
Foxbat said:
IMHO, Missile destroyers air defence should be higher(especially 60's DDG)

Ok, raised Airdefense for 60s Missile, 70 Missile, 80s, 90s and future (because it's supposed that they're "missiled"
 
Kretoxian said:
And here is how the marine regiments (not the the Marine brigade yet)
would be:

Are you, guys, going to have marine regiments along with
marine divisions and brigades ?
 
Terminator said:
Are you, guys, going to have marine regiments along with
marine divisions and brigades ?
We're going to have two types of marine brigades/regiments. One for countries like US/USSR(heavy armed marine brigades with loads of stuff) and other one for minor's like Netherlands(more lightly armed marines). So that makes two types of marines brigades.

Also, I think we should add small fuel consumption for inf brigades.
 
Terminator said:
Are you, guys, going to have marine regiments along with
marine divisions and brigades ?

No, each land unit is going to be a regiment/brigade to simulate that during the cold war the divisional combat was something outdated due to nuclear bombs, that's the reason why the infantry units have low values for some fields.

And about the marines, we probably are going to have Heavy Marine Regiments and Light Marine Regiments.
 
Ok here you have the single diesel submarine statistics:
Code:
# 0 - WW2 Submarine
model = {
	cost						= 0.5
	buildtime					= 300
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.05
	maxspeed					= 10
	surfacedetectioncapability	= 1
	airdetectioncapability		= 0
	subdetectioncapability		= 1
	visibility					= 8
	[B]seadefence					= 3[/B]
	airdefence					= 2
	seaattack					= 8
	convoyattack					= 5
	subattack					= 0
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 3500
	supplyconsumption			= 0.11
	fuelconsumption				= 0.18
	distance					= 0.05
}
# 1 - Post WW2 Diesel Submarine
model = {
	cost						= 0.8
	buildtime					= 310
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.06
	maxspeed					= 14
	surfacedetectioncapability	= 1
	airdetectioncapability		= 0
	subdetectioncapability		= 1
	visibility					= 6
	[B]seadefence					= 5[/B]
	airdefence					= 4
	seaattack					= 12
	convoyattack					= 7
	subattack					= 0
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 3700
	supplyconsumption			= 0.13
	fuelconsumption				= 0.20
	distance					= 0.08
}
# 2 - 50s Diesel Submarine
model = {
	cost						= 1.0
	buildtime					= 320
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.07
	maxspeed					= 18
	surfacedetectioncapability	= 2
	airdetectioncapability		= 0
	subdetectioncapability		= 1
	visibility					= 6
	[B]seadefence					= 6[/B]
	airdefence					= 5
	seaattack					= 14
	convoyattack					= 9
	subattack					= 0
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 4000
	supplyconsumption			= 0.15
	fuelconsumption				= 0.25
	distance					= 0.10
}
# 3 - 60s Diesel Submarine
model = {
	cost						= 1.2
	buildtime					= 330
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.08
	maxspeed					= 22
	surfacedetectioncapability	= 3
	airdetectioncapability		= 0
	subdetectioncapability		= 1
	visibility					= 6
	[B]seadefence					= 8[/B]
	airdefence					= 6
	seaattack					= 16
	convoyattack					= 11
	subattack					= 1
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 4500
	supplyconsumption			= 0.18
	fuelconsumption				= 0.28
	distance					= 0.14
}
# 4 - 70s Diesel Submarine
model = {
	cost						= 1.4
	buildtime					= 340
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.09
	maxspeed					= 26
	surfacedetectioncapability	= 3
	airdetectioncapability		= 0
	subdetectioncapability		= 2
	visibility					= 6
	[B]seadefence					= 10[/B]
	airdefence					= 7
	seaattack					= 18
	convoyattack					= 13
	subattack					= 2
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 4900
	supplyconsumption			= 0.20
	fuelconsumption				= 0.33
	distance					= 0.17
}
# 5 - 80s Diesel Submarine
model = {
	cost						= 1.6
	buildtime					= 350
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.1
	maxspeed					= 30
	surfacedetectioncapability	= 4
	airdetectioncapability		= 0
	subdetectioncapability		= 3
	visibility					= 6
	[B]seadefence					= 12[/B]
	airdefence					= 8
	seaattack					= 20
	convoyattack					= 15
	subattack					= 2
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 5300
	supplyconsumption			= 0.24
	fuelconsumption				= 0.37
	distance					= 0.20
}
# 6 - 90s Diesel Submarine
model = {
	cost						= 1.8
	buildtime					= 360
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.1
	maxspeed					= 35
	surfacedetectioncapability	= 5
	airdetectioncapability		= 0
	subdetectioncapability		= 4
	visibility					= 6
	[B]seadefence					= 14[/B]
	airdefence					= 9
	seaattack					= 22
	convoyattack					= 18
	subattack					= 3
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 5700
	supplyconsumption			= 0.30
	fuelconsumption				= 0.40
	distance					= 0.25
}
# 7 - Future Diesel Submarine
model = {
	cost						= 2.0
	buildtime					= 370
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.13
	maxspeed					= 40
	surfacedetectioncapability	= 6
	airdetectioncapability		= 0
	subdetectioncapability		= 5
	visibility					= 6
	[B]seadefence					= 16[/B]
	airdefence					= 10
	seaattack					= 24
	convoyattack					= 20
	subattack					= 4
	airattack					= 0
	shorebombardment			= 0
	transportcapability			= 0
	
	range						= 6000
	supplyconsumption			= 0.35
	fuelconsumption				= 0.45
	distance					= 0.30
}

They have high attack values to simulate the impact of a torpedo on a ship. (and well, because those values are greatly inspired in the CORE (kudos to them) values.

As always leave your opinion please
Foxbat said:
Also, I think we should add small fuel consumption for inf brigades.

Why? it is supposed that the infantry brigs./regs. move on foot, they will consume fuel if you attach them a motorization brigade, or an APC.... or wathever that needs fuel to move.

Well, yes okey the officials move on Jeeps, but that would require... how much? 0.001 of fuelconsumption?? a number too low.
 
Last edited:
Foxbat said:
We're going to have two types of marine brigades/regiments. One for countries like US/USSR(heavy armed marine brigades with loads of stuff) and other one for minor's like Netherlands(more lightly armed marines). So that makes two types of marines brigades.

Kretoxian said:
No, each land unit is going to be a regiment/brigade to simulate that during the cold war the divisional combat was something outdated due to nuclear bombs, that's the reason why the infantry units have low values for some fields.

Perhaps that's a good idea.
 
Then what are the attachments to ground units ?
Are they battalions ?
 
^Yes the attachments are battalion level.
 
Ok here are the statistics for the nuclear subs. (and SSBN)
Code:
# 0 - 50s Nuclear Submarine
model = {
	cost						= 1.3
	buildtime					= 350
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.08
	maxspeed					= 15
	surfacedetectioncapability			= 1
	airdetectioncapability				= 0
	subdetectioncapability				= 1
	visibility					= 1
	[B]seadefence					= 3[/B]
	airdefence					= 4
	seaattack					= 13
	convoyattack					= 7
	subattack					= 0
	airattack					= 0
	shorebombardment				= 0
	transportcapability				= 0
	
	range						= 8000
	supplyconsumption				= 0.20
	fuelconsumption					= 0
	distance					= 0.2
}
# 1 - 60s Nuclear Submarine
model = {
	cost						= 1.5
	buildtime					= 370
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.09
	maxspeed					= 17
	surfacedetectioncapability			= 2
	airdetectioncapability				= 0
	subdetectioncapability				= 1
	visibility					= 1
	[B]seadefence					= 4[/B]
	airdefence					= 5
	seaattack					= 14
	convoyattack					= 8
	subattack					= 1
	airattack					= 0
	shorebombardment				= 0
	transportcapability				= 0
	
	range						= 9000
	supplyconsumption				= 0.25
	fuelconsumption					= 0
	distance					= 0.25
}
# 2 - 70s Nuclear Submarine
model = {
	cost						= 1.8
	buildtime					= 390
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.1
	maxspeed					= 21
	surfacedetectioncapability			= 3
	airdetectioncapability				= 0
	subdetectioncapability				= 1
	visibility					= 1
	[B]seadefence					= 5[/B]
	airdefence					= 6
	seaattack					= 16
	convoyattack					= 10
	subattack					= 2
	airattack					= 0
	shorebombardment				= 0
	transportcapability				= 0
	
	range						= 12000
	supplyconsumption				= 0.27
	fuelconsumption					= 0
	distance					= 0.30
}
# 3 - 80s Nuclear Submarine
model = {
	cost						= 2.0
	buildtime					= 410
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.13
	maxspeed					= 25
	surfacedetectioncapability			= 4
	airdetectioncapability				= 1
	subdetectioncapability				= 2
	visibility					= 1
	[B]seadefence					= 6[/B]
	airdefence					= 7
	seaattack					= 18
	convoyattack					= 12
	subattack					= 3
	airattack					= 0
	shorebombardment				= 0
	transportcapability				= 0
	
	range						= 18000
	supplyconsumption				= 0.30
	fuelconsumption					= 0
	distance					= 0.35
}
# 4 - 90s Nuclear Submarine
model = {
	cost						= 2.3
	buildtime					= 430
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.15
	maxspeed					= 28
	surfacedetectioncapability			= 5
	airdetectioncapability				= 2
	subdetectioncapability				= 3
	visibility					= 1
	[B]seadefence					= 7[/B]
	airdefence					= 8
	seaattack					= 20
	convoyattack					= 15
	subattack					= 4
	airattack					= 0
	shorebombardment				= 0
	transportcapability				= 0
	
	range						= 20000
	supplyconsumption				= 0.40
	fuelconsumption					= 0
	distance					= 0.40
}
# 5 - Future Nuclear Submarine
model = {
	cost						= 2.5
	buildtime					= 450
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.18
	maxspeed					= 32
	surfacedetectioncapability			= 6
	airdetectioncapability				= 3
	subdetectioncapability				= 4
	visibility					= 1
	[B]seadefence					= 8[/B]
	airdefence					= 9
	seaattack					= 22
	convoyattack					= 17
	subattack					= 5
	airattack					= 0
	shorebombardment				= 0
	transportcapability				= 0
	
	range						= 23000
	supplyconsumption				= 0.45
	fuelconsumption					= 0
	distance					= 0.45
}
# 6 - 60s SSBN
model = {
	cost						= 1.7
	buildtime					= 375
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.1
	maxspeed					= 15
	surfacedetectioncapability			= 1
	airdetectioncapability				= 1
	subdetectioncapability				= 0
	visibility					= 1
	[B]seadefence					= 2[/B]
	airdefence					= 6
	seaattack					= 10
	convoyattack					= 5
	subattack					= 0
	airattack					= 2
	shorebombardment				= 1
	transportcapability				= 0
	
	range						= 8750
	supplyconsumption				= 0.27
	fuelconsumption					= 0
	distance					= 0.27
}
# 7 - 70s SSBN
model = {
	cost						= 2.0
	buildtime					= 400
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.14
	maxspeed					= 19
	surfacedetectioncapability			= 4
	airdetectioncapability				= 3
	subdetectioncapability				= 0
	visibility					= 1
	[B]seadefence					= 3[/B]
	airdefence					= 7
	seaattack					= 12
	convoyattack					= 7
	subattack					= 0
	airattack					= 3
	shorebombardment				= 3
	transportcapability				= 0
	
	range						= 11700
	supplyconsumption				= 0.30
	fuelconsumption					= 0
	distance					= 0.31
}
# 8 - 80s SSBN
model = {
	cost						= 2.3
	buildtime					= 420
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.17
	maxspeed					= 22
	surfacedetectioncapability			= 5
	airdetectioncapability				= 4
	subdetectioncapability				= 0
	visibility					= 1
	[B]seadefence					= 4[/B]
	airdefence					= 8
	seaattack					= 13
	convoyattack					= 8
	subattack					= 0
	airattack					= 4
	shorebombardment				= 4
	transportcapability				= 0
	
	range						= 12500
	supplyconsumption				= 0.35
	fuelconsumption					= 0
	distance					= 0.34
}
# 9 - 90s SSBN
model = {
	cost						= 2.5
	buildtime					= 440
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.20
	maxspeed					= 25
	surfacedetectioncapability			= 6
	airdetectioncapability				= 5
	subdetectioncapability				= 0
	visibility					= 1
	[B]seadefence					= 5[/B]
	airdefence					= 9
	seaattack					= 14
	convoyattack					= 9
	subattack					= 0
	airattack					= 5
	shorebombardment				= 5
	transportcapability				= 0
	
	range						= 13100
	supplyconsumption				= 0.37
	fuelconsumption					= 0
	distance					= 0.36
}
# 10 - Dummymodel (placeholder only)
model = {
	cost						= 2.5
	buildtime					= 440
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.20
	maxspeed					= 25
	surfacedetectioncapability			= 6
	airdetectioncapability				= 5
	subdetectioncapability				= 0
	visibility					= 1
	seadefence					= 8
	airdefence					= 9
	seaattack					= 14
	convoyattack					= 9
	subattack					= 0
	airattack					= 5
	shorebombardment				= 5
	transportcapability				= 0
	
	range						= 13100
	supplyconsumption				= 0.37
	fuelconsumption					= 0
	distance					= 0.36
}
# 11 - Future SSBN
model = {
	cost						= 2.7
	buildtime					= 460
	defaultorganisation 				= 30
	morale						= 30
	manpower					= 0.25
	maxspeed					= 28
	surfacedetectioncapability			= 7
	airdetectioncapability				= 6
	subdetectioncapability				= 0
	visibility					= 1
	[B]seadefence					= 6[/B]
	airdefence					= 10
	seaattack					= 15
	convoyattack					= 10
	subattack					= 0
	airattack					= 6
	shorebombardment				= 6
	transportcapability				= 0
	
	range						= 14000
	supplyconsumption				= 0.40
	fuelconsumption					= 0
	distance					= 0.39
}

I have tried to equilibrate things, the diesel subs are good against surface boats, the nuclear ones are, at least competent against other subs and the SSBN are bad against other subs and surface boats but can handle against airplanes, (and they have shorebombardment capability, capability that can be raised with the naval Missile brigade).

The model 10 is just a placeholder to be able to jump from model 9 to 11 without causing a crash in the game.

Any comments?
 
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Well, IMHO, you're system is incorrect. You see, SS, SSN and SSBN all have comparable weapons and detection equipment. Main difference is that, SS are the most silent subs(they don't have nuclear reactor with it's coolant system)but they pay for it with short range. SSN have almost umlimited range, but they produce more noise, than diesel subs. SSBN's are the biggest subs, so they also can be easier detected than SS/SSN's.
 
Foxbat said:
Well, IMHO, you're system is incorrect. You see, SS, SSN and SSBN all have comparable weapons and detection equipment. Main difference is that, SS are the most silent subs(they don't have nuclear reactor with it's coolant system)but they pay for it with short range. SSN have almost umlimited range, but they produce more noise, than diesel subs. SSBN's are the biggest subs, so they also can be easier detected than SS/SSN's.

And that would translate in higher seadefense for SS, because i think that the range for them is correct, (the highest model has 6000 range while the lowest nuclear has 8000). Lower seadefense for nuclear subs and even lower defense for SSBN
 
Ok changed the seadefense for the subs, check them. (The changes are bolded.)
 
For non-guided missile destroyers, they should have pretty good sub detect/sub attack values, as that was their primary purpose.

Also for all post 1970 destroyers, maybe they should have higher sea attack values? Past 1970, nearly all were equipped with some kind of of anti-ship missile (Exocet, Harpoon, Styx, Sunburn, etc)

Is there a way to set maximum engagement ranges? I'd say 100km for '70s destroyers, 150km for 80s, 200km for 90s and 250km for future? Likewise for frigates - they usually had some sort of SSM too.
 
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