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Commander666

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Thank you for all your answers>

I believe the proper issue is not what one needs, especially as we are talking not about me but the default ai. The proper issue is what one can do and with more tc this does obviously increase. Unless the military is insufficient to utilize all available tc more tc increases the what the military can do.

That is your view, and I disagree. In this world, given where we are all headed, the issue should be "what one needs" and not "what one can do with more". I think I have the environmentalists on my side. But - applied to AoD - why should I spend IC to get higher IC for more TC when the totality of my build and strategy results in less TC needed than I already got? The problem is you are taking the AI build scheme and what it should do TC-wise... and wrongly applying same to me.



Have fun doing it. Seriosly, this is a bad idea. I can however give you a simple answer to your very complicated question. By 1942/02/30 AI will have a greater total military. When exactly they are equal in say base icd is unclear.

I do agree it is a bad idea and have cancelled the project. While it seemed very logical to me, the best idea is still my preferred "numbers crunching" which almost instantly exposed that the massive economic program AI does could not possibly be profitable by 1941.

AND THANK YOU FOR YOUR NEW ESTIMATE OF "By 1942/02/30 AI will have a greater total military" which supports what my numbers crunching had revealed; and which I agree with (as I already stated earlier it would be 1942 that the higher IC of AI will out pace me).

I could try to make a base icd accounting for 1942/02/30 and the use the daily average between the 2 dates to calculate a date when they would be equal under the slightly false assumption of linearity.

Sure, if you want and don't mind the work. I would enjoy seeing more estimates derived different ways regarding the subject.


Take a look at \db\units\divisions\battleship. You will see that the the improved battleship, BB1936, needs 8 ic over 510 days. So it is 8x510=4080 icd per BB1936. That is base icd, unmodified icd. Sliders etc. modify it a lot. With -24% from sliders and almost 20% from ship assembly line it goes down to 1996.19 ic assuming that neither retooling nor gearing bonus apply.

I see your point in this example. But I do not see how it is even relevant when discussing any unit which can't be constructed in 1936 because the needed techs have not been achieved. So - if discussing INT-4, how does the phrase "base icd" even apply? Would you take the base icd of INT-1 and apply the slider and assembly line modifiers? That might be a start, but isn't INT-4 a more expensive unit? The calculation using base icd is already screwed up, and hopelessly so once considering how, or if, retooling should be applied, and how to handle gearing. Will it be 1 line, or more? Certainly that made the issue of 90 MOTs that needed justifying in my failed attempt rather crazy when it was 3972 days to construct if doing it one way versus any other way.

As I said, I personally like the numbers crunching way for very complex problems like this comparison exercise. Somehow I have the knack to see instantly the pluses and minuses... and give them about even weight. It worked in this case because I knew it was 1942 that AI would pass me. Not 1941 as Blue Emu had predicted, and not as you had indicated with claims of ONE NEW factory that get 3x and even 5x the IC. You see, there is a "numbers crunching" aspect to that... so I instantly see the years it takes to repay the IC invested for nearly one year to construct the new factory. And I add that onto the 1 year it took to build. But even more important is the delayed profit from 2nd factory build there, and it all just gets far worse with 3rd factory built there. In fact, one can easily find themselves with a beautiful model economy, but very few military models to use when the war comes.

I think MJF has shown that over and over again. Given his game objective of very early world conquest, it is my opinion he should not build more than 3 factories in Berlin and about 17 infra improvements. If he followed that model, he would have tremendously more units for his late 1939 invasion of France; and all else that quickly follows. His world conquest is mostly over before the AI economic plan even reaches parity in early June 1942. Why have all those factories when suffering such an obvious shortage of military units? Wouldn't extreme tech rushing of Logistical Techs be far better choice to address the TC issue; and insuring that the best units considering TC is what gets built? (That, would - of course - be paratroopers! :D joke, appreciate it).

There are other negatives of delaying construction that count far more than any savings by waiting for assembly line (or certain sliders, etc). Let's say you do have - in early 1942 - massive IC to lay down 18 CV-5 in your plan to invade USA. Does it matter if my little U-boats - building from 1936 - already sank the whole USN before any CV of yours even launches?

Obviously, I am not convinced by the economic plan that interferes with my Wehrmacht growing as I consider sensible from Day 1.
 
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Commander666

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We obviously did refer to one province and thus to concentration bonus. 100 factories is the upper limit of factories a province can have. .

Wasn't obvious at all because I can not comprehend anybody building 99, or 100, factories in ONE PROVINCE.

What are you doing... some theoretical calculation of how much more concentration bonus is when you pass the 99 factory threshold? Well, you are free to dabble in any theoretical projections you wish... but the whole discussion is a waste of Forum space, IMO.

Now, if you did something truly practical like showing what the concentration bonus is going from 10 to 11 factories with infra at 120% (a really valid example) then you would get my attention.

Or Berlin when, at Nov 19/38, it has added (regular construction speed) 3rd factory for total of 22 factories (22 base IC) and the infra (at 2x construction) reached 175% at Nov 4/38.

Like practical examples to explain the game... and not theoretical manipulations of 100 factories in 1 province. Or am I the only dude that was raised on a farm, learned how to milk a cow, and shut the barn door?

EDIT: Now corrected (Berlin 19 to 22 base IC).
 
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Commander666

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HQ1941 becomes available with 1941 Kampfgruppe, HQ1937 with 1937 Spearhead Doctrine.

Not in v1.09. 1941 Kampfgruppe gives new model of HQ-'43 which is a HQ-3 counter. Obsolete model is HQ-'39.
HQ-1941 nowhere to be found.

Spearhead-1937 tech gives new model HQ-'39, obsolete model HQ-'36. Can't find HQ1937.

Maybe it got changed in later versions but find that idea kind of unusual.?
 
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Pang Bingxun

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Now, if you did something truly practical like showing what the concentration bonus is going from 10 to 11 factories with infra at 120% (a really valid example) then you would get my attention..

That would increase base ic from 1.06x10x1.10=11.66 to 1.06x11x1.11=12.9426. The difference is 1.2826 base ic.

Or Berlin when, at Nov 19/38, it has added (regular construction speed) 3rd factory for total of 22 factories (22 base IC) and the infra (at 2x construction) reached 175% at Nov 4/38.

That would increase base ic from 1.225x21x1.21=31.12725 to 1.225x22x1.22=32.879. The difference is 1.75175 base ic.

At 200% infra 29 to 30 factories gives 2.067 base ic.

Base ic depends on both Infra and factories, so one would need 3 dimensions to visualize that. If however one has the tenacity to note the time of each new unit in Infrastructure and factories one could display base ic as a function of time.

Not in v1.09. 1941 Kampfgruppe gives new model of HQ-'43 which is a HQ-3 counter. Obsolete model is HQ-'39.
HQ-1941 nowhere to be found.

Spearhead-1937 tech gives new model HQ-'39, obsolete model HQ-'36. Can't find HQ1937.

Maybe it got changed in later versions but find that idea kind of unusual.?

No change in display there. I just refer to models by their tech as for my taste that makes the most sense. All other approaches have other problems.

HQ models do depend on doctrines of often different year for different doctrine trees. Even within the German doctrine tree one can have the last model with Volksturm doctrine of year 1944 or Modern Blitzkrieg of year 1947 while display may say HQ'46.
 

Pang Bingxun

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As such I question the validity of the whole exercise.

So do i.

It really seemed much better, IMO, to simply award the +1 and -1 as I did earlier and come up with a number crunching rough estimate.

Compared to calculating in base icd that is still way way worse.

That is your view, and I disagree. In this world, given where we are all headed, the issue should be "what one needs" and not "what one can do with more". I think I have the environmentalists on my side. But - applied to AoD - why should I spend IC to get higher IC for more TC when the totality of my build and strategy results in less TC needed than I already got? The problem is you are taking the AI build scheme and what it should do TC-wise... and wrongly applying same to me.

Not exactly. I took what i consider reasonable and had applied that to AI with all the limitions that apply there.

There however are diminishing returns. There is no point in having much more than needed. But as the excercise was more about what can be done it is essential to mention limitations due to TC.

AI had 46+104+26=176 divisions of tech level 1941 suited for battle.
You had 14+12+3=29 divisions of tech level 1941 suited for battle.

If we go down with the requirements to include tech level 1939 and the semimot cav, than we get 46+1+104+27+1=179 divisions of AI suited for battle, while you have 64+15+14+3+15+12+15+3+6=147 divisions suited for battle. It should be clear that the AI has built up an army with much more total firepower and total mobility than you. That however requires to have ample tc. If i divide the amount of your outdated divisions by (14/12)², (14/8)², (12/10)² and (10/8)² to take into account them being much behind what firepiower is possible at tech level 1941, than i get 113.30 divisions suited for battle while AI has 178.91. Differrent tc does matter.

So - if discussing INT-4, how does the phrase "base icd" even apply?

Just use the base icd of Int1940. That is the easy part.

The uneasy part is accounting for being less than the standard of the time. For land divisions one could use a factor of (14/12)² to account for the different amount of divisions to reach the same firepower with Inf1939 vs. Inf1941. For Inf1941-SpArt1940 vs. Inf1939-SpArt1938 one would need to use (19/16)². Stacking penalty matters and firepower is assumed to scale with scqrt(#).

Would you take the base icd of INT-1 and apply the slider and assembly line modifiers?

No. It probably is best to simply ignore any actual building icd, as that would get way more complicated if one wants to be accurate.

That might be a start, but isn't INT-4 a more expensive unit?

It is. Those differences can matter a lot, but mainly for naval divisions. BC1938 are almost twice as expensive as BC1918. For most parts of the army however there are no or mild differences in icd only.

There are other negatives of delaying construction that count far more than any savings to wait for assembly line (or certain sliders, etc).

Waiting for the proper assembly line techs will be too late for Germany and most other countries. The proper timing is usually so that assembly line experimentation with 36% maximum gearing bonus instead of 26% with 1938 tools can be used. A mildly ambitious Germany can have 1940 assembly line experimentation in mid 1939. This is when a production line would start to exceed the gearing bonus of lower tech level. So items with low build times such as infantry would start construction in relatively many lines in late 1938. Items with long construction times such as Arm or CAS would start construction in early 1938. This also well coincides with my cognition that production lines of about 2 years lenght are the optimum in the sense that for longer lines better gearing bonus would be outweighted by higher maintenance costs.

Sliders are a far more obvious concern. Using -24% instead of -12% means that you get 34,1% more units per icd. This is one of the reasons why i believe that there still is huge room for improvement in your build scheme. I have been annoying you with this knowledge for years.

In my mind it is clear that the first 2 sliders moved germany must do are hawk lobby and hawk lobby. This would be followed by free markets. At 1938/03/12 Anschluss occurs and -24% from sliders do apply to days and ic.
 

Commander666

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That would increase base ic from 1.06x10x1.10=11.66 to 1.06x11x1.11=12.9426. The difference is 1.2826 base ic.
That would increase base ic from 1.225x21x1.21=31.12725 to 1.225x22x1.22=32.879. The difference is 1.75175 base ic.
So I was close with my estimates I made earlier which were limited to considering what is practical.

At 200% infra 29 to 30 factories gives 2.067 base i..
That would not be practical as that would entail 11 new factories if discussing Berlin. That means spending 5 IC to build up Berlin until July 27, 1946. Of course you would suggest spending even more: 10 IC until June 22, 1943... or 15 IC until February 1942. But I might have built 18 TACs by June 1943.

No change in display there. I just refer to models by their tech as for my taste that makes the most sense. All other approaches have other problems.
Your approach is the problem. You simply confuse for what would be normal unit name for everybody else. In future I just use the game, and ignore your many incorrect divergences from the obvious.

HQ models do depend on doctrines of often different year for different doctrine trees. Even within the German doctrine tree one can have the last model with Volksturm doctrine of year 1944 or Modern Blitzkrieg of year 1947 while display may say HQ'46..
The variance of different doctrine years is all the more reason to call a HQ what it is called in display and on counter... and not throw confusion into every discussion you do. SO WHAT if Modern Blitzkrieg 1947 gives HQ '46. HQ '46 is a known entity printed in doctrine tree and on counter. You calling it HQ-1947 is dumb because if you go to other doctrine tree it probably appears with a 1946 doctrine. But it is identical value unit meaning a HQ-4 (same thing as HQ '46) is always a HQ-4 as regards its specs. It is marked as that... but you can't call it that. Oh right, "because of your tastes" as you explain. :p

Besides, from where comes your idea that - because it is Blitzkrieg '47 - that land doctrine can not produce a new HQ that the Heer has not yet gotten to fully current standards? You do way too much needless nomenclature errors to get clear communication when you don't follow what is already established. :D
 
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Commander666

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AI had 46+104+26=176 divisions of tech level 1941 suited for battle.
You had 14+12+3=29 divisions of tech level 1941 suited for battle.

IMO, this is only Pang's view what constitutes "suited for battle" Using my army (with, apparently most divisions unsuited for battle) I did 15 days from Barbarossa start to enter Moscow,

PANG, can you do that against the AI? SHOW US!

In fact, you don't even know what divisions types are suited for battle because you can't even play airborne forces to any degree as per anything you ever wrote (or didn't write is more likely). You don't even know how to use cavalry properly, it being me that finally got you to see the terrain modifiers for that unit and then you admitted they are better "suited for battle" in certain terrain types.

Your statements like in this post filled with unfounded, skewed and incorrect facts seemingly categorized as to your incorrect views is just wrong. But please keep your twisted view that most my units are unsuited for battle. Clearly you will never learn to actually win substantially on a map as long as you have those wrong views restricting strategy.

Yah Pang, better you spend your time playing your early year build over and over, and re-run Barbarossa dozens of times until you learn how to win against AI in 2 weeks to Moscow. I mean, its just a limited AI. You have everything at your disposal - umpteen unit types, smart build program, surprise attack, unlimited strategies (except limited by you) and you can't achieve this little challenge? I guess you can't know what is suited for battle, and what isn't. :D

Good luck winning against the AI in a competitive way that can be measured against other player's abilities. Of course, I expect you to reply, "Reaching Moscow in two weeks would be unsuitable." :D
 
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Pang Bingxun

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But it is identical value unit meaning a HQ-4 (same thing as HQ '46) is always a HQ-4 as regards its specs. It is marked as that... but you can't call it that.

That has the downside that HQ'46 actually is model = 3. In most cases identifying models via the needed tech is well suited as by naming the model the tech is implied.

IMO, this is only Pang's view what constitutes "suited for battle" Using my army (with, apparently most divisions unsuited for battle) I did 15 days from Barbarossa start to enter Moscow,

The 51 Gar are not suited for battle because they are unable to move. The HQ are not suited for battle because they have very low attack values. It is as simple as that. I counted what will deliver firepower.

PANG, can you do that against the AI?

I have no desire to do so.
 

Commander666

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That has the downside that HQ'46 actually is model = 3. In most cases identifying models via the needed tech is well suited as by naming the model the tech is implied.
Maybe something wrong with your eyes or your version? In my 1.09, I have a counter marked as HQ-4, and identified as HQ-4 (or HQ '46) in tech tree and production. Maybe check you didn't break the game between 1.10 and 1.11.

The counters are HQ-1 (HQ '36), HQ-2 (HQ '39), HQ-3 (HQ '43) and HQ-4 (HQ '46).

Your mention of "HQ-1937" and "HQ-1941" is stupid. You can't even spell the format correctly, never mind the massive amount of confusion you throw into the conversation by writing about units that don't even exist.

FYI, I spent nearly an hour unsuccessfully searching the tech tree trying to find the "missing" units so I could relate to you. But, seems, there is no possibility of relating to you in a sensible manner since you long ago began the very incorrect and purposeful mis-use of terms you regularly do by hardly ever relating to units as to their "counter printed ID" or production name... but instead confuse terminology with calling them according to the year of the tech associated to the unit. That creates massively more work for anyone wanting to discuss with you as they can never relate to the production window for stats, but must first search back in the tech tree to identify whatever you are talking about.

You are simply a person who must do it their way in spite of a game interface and design created by nearly a hundred brilliant Developers. But you think you are right (or better)? :p


The 51 Gar are not suited for battle because they are unable to move. The HQ are not suited for battle because they have very low attack values. It is as simple as that. I counted what will deliver firepower.
Your remark does not know what "suited for battle" is. My GAR - on the border with SU - sometimes are involved in combat at the beginning of Barbarossa, and are suited extremely well for defensive combat (and all battles). I guess you forgot about that in your shortfall of overall strategy that can't get a unit to contribute unless you can make it move. FYI, all units in AoD (including GAR and HQ) "deliver firepower". You just don't know how to apply that best possible, and win a war efficiently. :p

As regards claiming that HQs are never "suited for battle" because they are a HQ... I suspect you may not even know what battle entails because my HQ are extremely effective in my battles. Even if discussing pure combat (and not the larger meaning of battle), HQs are very good at defense. Maybe the problem is your incorrect counting or general mis-use of accepted terminology? :p


I have no desire to do so.
No desire to show all the people who you constantly criticize for what they are doing and achieving brilliantly that you can't match them? Only with theoretical calculations you can make points, but not on any real war game? Is that what you mean?

Sorry, I am a bit confused why somebody who seems to spend a huge part of their life majorly changing versions, doing theoretical test runs and being in Forum nearly all day long, has no desire to play a real game in SP... and discuss some of that with his colleagues. Can you please explain your unusual "no desire to do so" since every other desire related to AoD seems to be working in over drive? :oops:

PS: You might also want to note the "Agree with" on my post #127. Maybe I'll get more. :)
 
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Pang Bingxun

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Could you maybe explain your unusual "no desire to do so" since every other desire related to AoD seems to be working in over drive? :oops:

Your reality differs very much from mine. I donnot have your annoying need for competition or your need to discuss me instead of AoD.

Manually confirming what you already did seems like a waste of my skillset. There really are better things to do with it.
 

Commander666

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Your reality differs very much from mine. I donnot have your annoying need for competition or your need to discuss me instead of AoD. Manually confirming what you already did seems like a waste of my skillset. There really are better things to do with it.

I suppose my reality is more-or-less similar to every other wargamer in this Forum, other forums, or anywhere in the world who all actively engage in the games they love to play. I mean, they - firstly - play the game be it SP or MP in AoD, or Sunday get togethers at the university Student Lounge as we used to do for board games; or gaming clubs, gaming competitions and more.

Thank you for explaining your reason for excluding yourself from such friendly and social engagement.

But - honestly - I can't agree with your appraisal of your skillset being of such exceptional degree that you can skip confirming it thru a "manual" method like running a real game. In fact, I have noticed very often that your lack of running real games creates wrong calculations in your theoretical projections for AoD (like you did discussing my units supposedly unfit for battle). I trust I am discussing AoD, and only relating how you get wrong very much in it - including your annoying habit of disregarding correct unit names, and even making up misnomers that don't exist. o_O
 
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Commander666

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Here's some info you should study to help improve your "skill set".

GAR-4a.png


Discussing HQ '46, we see that the counter is very logical, and calls it HQ-4. Wonder why Pang claims unable to find it in his game? Broken? Whose broken? :D

GAR-4b.png
 
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maybe pang, if you spent some time actually playing the game you would understand why your ai's are so lacking in challenge...
https://docs.google.com/spreadsheets/d/1m23QHnyCY-9MGp1foL2JZOrne1hR4b0Gscz7QfUGdec/edit?usp=sharing
this is what your ai is capable of, which is hardly impressive to anyone who has actually spent time playing the game
  • Germany enters ww2 with 88 divisions, 35 of which are motorized, only 3 light armor which it starts with - ANYONE CAN BEAT AI GERMANY WITH THIS
  • France enters ww2 with 57!!!!!! divisions - a measly 10 infantry divisions added - NO CHALLENGE HERE, HIDEOUS MISMANAGEMENT
  • UK enters with 63 divisions, 8 motorized added... honestly??? -.-
  • SU gets overrun by the germans due to not building very much in 1941 - only managing a total of 276 divisions against 182 german + other axis forces leads to a complete disaster due to mismanagement
  • italy... is spending half its time out of rares, barely able to keep anything running thanks to the ic construction and if it wasn't for the UK & France lacking army units they would have been routed completely on entry into the war
 

Commander666

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PB-DK facts are correct.

https://www.britannica.com/event/World-War-II/Forces-and-resources-of-the-European-combatants-1939
The index of military strength in September 1939 was the number of divisions that each nation could mobilize. Against Germany’s 100 infantry divisions and six armoured divisions, France had 90 infantry divisions in metropolitan France, Great Britain had 10 infantry divisions, and Poland had 30 infantry divisions, 12 cavalry brigades, and one armoured brigade (Poland had also 30 reserve infantry divisions, but these could not be mobilized quickly). A division contained from 12,000 to 25,000 men. The ten Great Britain infantry divisions mentioned above refers to the BEF.

As regards the Soviets:

https://en.wikipedia.org/wiki/Operation_Barbarossa#Order_of_battle
SU forces 1941.png


I like the term, "Pang AI" used in the Discussion & Feedback link. :p
 
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bosman

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Just a note how to maximize production capabilities on example of Germany (to be done ASAP):

- move hawk lobby
- change Head of Intelligence to one giving extra IC
- change Minister of Security to one reducing CG demands and retooling
- reduce military salaries to minimum at peacetime
- reduce research funding to at least ~90%
- take all land units under leadership of "logistic wizards"
- use as long production lines as possible
- try to keep manpower at possibly high level (gives additional income)
- cancel all AA, air bases and land fort builds and set one long line of each one instead
- avoid using influence actions, rather sell your energy even for cheap prize to improve relations
- in non-plains provinces it is better to build IC than infra (no time penalty, and better protection from bombing)

There is huge difference between doing such optimization and not doing them.
 

Pioniere

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it's a game, history has to be secondary to mechanics (even though i surely would want it otherwise)

I would like to see a more histtorical way in general in bulding of units consdring the majorpowers.

German-AI should change ministers to Ribbentrop and Speere. Germany could also under some circumstances liberate nationalist-france and Portugal.
We should try have penalty for human-players when leaders get propmted as well.
I know this was changed to help the AI back in 1.5 IIRC.
 

Pang Bingxun

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maybe pang, if you spent some time actually playing the game you would understand why your ai's are so lacking in challenge...

It is designed to have much fewer troops at Danzig than at a later date(similar to IRL) or at the same date but a higher difficulty setting. Check the same figures for a hard or very hard difficulty setting. Expecting the AI at normal to be much of a challenge for an experienced player seems a bit unreasonable, at least unless the player refrains from using the early war exploit. If following the historic timelines for Fall Gelb and Barbarossa etc. it should be fine enough.

The build up of the soviet armed forces about follows the 131.5 to 316.5 divisions development at normal settings.

- use as long production lines as possible

That is only true if applying a somewhat limited understanding of as long as possible. Else all kinds of maintance costs will overweight. For infantry and even motorized divisions the maintenance costs over 720 days make up a huge portion of the icd required to recruit them in the first place.
 

Commander666

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SU gets overrun by the germans due to not building very much in 1941 - only managing a total of 276 divisions against 182 german + other axis forces leads to a complete disaster due to mismanagement.
That would read "276" SU divisions.

The build up of the soviet armed forces about follows the 131.5 to 316.5 divisions development at normal settings.
That would be a special kind of "skill set" that decides you can't miss if you hedge your bets by 140%. :p

FYI, what I contributed is not any "about follows" but precise numbers of divisions at very specific dates; and you claiming that "Pang AI" does same at normal settings is very incorrect.
 
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Commander666

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That is only true if applying a somewhat limited understanding of as long as possible..

What would be your limited understanding of what he means by "as long as possible"? I understood perfectly that he is using 1 line each to gain most of his different unit types. Maybe you don't understand what that might entail since your skill set is in the clouds with theoretical projections of building 90 ARM. Nobody, in their right mind, Pang, would build 90 ARM in one long line, and you taking your extremely unusual figures to apply to other people's normal statements is just cluttering discussion.