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froglegs

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Mar 10, 2005
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Why is the '37 9Kt class 9 an "upgrade" for the '32 10Kt class 8 when the earlier ship overall is better -- especially with a +1000 range advantage?

To be specific -- when you "upgrade" it, it becomes an inferior ship design.

# 7 - 10 000t Treaty Light Cruiser (USA: Brooklyn )
model = {
cost = 3.1
buildtime = 805
defaultorganisation = 25
morale = 33
manpower = 1.20
maxspeed = 20
surfacedetectioncapability = 3.25
airdetectioncapability = 1.75
subdetectioncapability = 0
visibility = 20
seaattack = 16
seadefence = 10
airattack = 8
airdefence = 13
convoyattack = 4.0
subattack = 0
shorebombardment = 4.0
range = 4000
supplyconsumption = 0.28 # 0.00106 * 0.1
fuelconsumption = 0.45
max_supply_stock = 5.0
max_oil_stock = 8.1
distance = 0.24
transportcapability = 0
}

# 8 - 9 000t Light Cruiser (ENG: Fiji)
model = {
cost = 3.0
buildtime = 770
defaultorganisation = 27
morale = 35
manpower = 1.20
maxspeed = 20
surfacedetectioncapability = 3.00
airdetectioncapability = 1.75
subdetectioncapability = 0
visibility = 17
seaattack = 14
seadefence = 9
airattack = 8
airdefence = 12.5
convoyattack = 3.5
subattack = 0
shorebombardment = 3.5
range = 3000
supplyconsumption = 0.27 # 0.00110 * 0.1
fuelconsumption = 0.35
max_supply_stock = 3.5
max_oil_stock = 4.6
distance = 0.24
transportcapability = 0
}
 
Last edited:

dec152000

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Feb 25, 2006
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Hi,

It's set up this way as historically that is the order the designs were produced in. That enables the AI to build something close to the historical fleet. The 9000t design is really close to a wash in capability once you figure in its roughly 10% less expensive. Depending on your situation more smaller ships may be advisable. If you don't want it I'd avoid making the "Upgrade" until the 12 000t model is available. Not the ideal situation. But the best we could do with the mechanics.

mm
 

froglegs

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Thanks for the info. At least I now understand it better.

As a new player of CORE, the learning curve is steep for the naval tech tree. But, it seems accurate realistic to me for the most part. I just find that I often research too models of ships.

The main thing I would nit-pick on is the Iowa class BBs for the US. I believe that they should have a faster speed to keep up with the Essex Class carriers. In fact, I would make them Essex CV-speed battlecruisers with North Carolina class defense and attack factor.

I am impressed with the events in the game. The written text code seems very clean and systematic. At least it impresses me, a chemist turned computer code hacker. I stayed away from this MOD for years because modir seemed not compatible with the multi-player games that I host. I never before had gotten it to work because of a stupid habit I have of renaming the game's executable file to something unique for each MOD on my computer so I could tell them apart. Therefore, I could never get the game to load multi-player because CORE looks for "AODGame" to unpack and I had always renamed it.
 

dec152000

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Hi,

Thanks for the feedback. Glad you are enjoying CORE.

WRT the Iowa Class the basic unit is a little on the slow side as it represents the Bismarck and Vanguard as well as the Iowa. However if built with the Improved Fast Battleship attachment the stats improve quite a bit:

# 20 - Improved Fast Battleship ( USA: Iowa )
model = {
cost = 1.0
buildtime = 1325
manpower = 0.30
maxspeed = 2.0
surfacedetectioncapability = 0.25
airdetectioncapability = 0
subdetectioncapability = 0
visibility = 5.0
seaattack = 5.0
seadefence = -1.0
airattack = 0
airdefence = -1.0
convoyattack = 0
subattack = 0
shorebombardment = 1.25
range = 3000
supplyconsumption = 0.36 # 0.00110 * 0.25
fuelconsumption = 0.18
max_supply_stock = 6.1
max_oil_stock = 10.3
distance = 0.00
upgrade_time_factor = 1.00
upgrade_cost_factor = 1.00
}

This is available form 1941 forward. However it look like it needs to be a bit sooner. So for the next build I'll shift it to 1940.

mm