All the World's Fighting Ships, 1936-46

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Axe99

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If not interesting in strategic-level WW2 era naval data, look away now :).

In preparation for putting together a bit of a naval mod once HoI4's out, I've been gathering some data together in the world's fighting ships, primarily from Conways' incredibly handy "All the World's Fighting Ships, 1922-46", as I'll need it to get an idea of the capabilities of the ships I'll be modding in. Just thought I'd share some of the stuff that's come out of it, plus let modders (and anyone else who cares, but I can't imagine there'll be too many) know it's out there, in case it's helpful.

Anyways, having the data in a spreadsheet means it's only a pivot table away from some estimates of various fleet sizes (and some very rough estimates of production) during the war (it counts all ship class whose first vessel was launched/commissioned in 1938 or later, except for Italy's Soldati class, which really should be there, but the first one was launched in 1937). Apologies in advance for using tons and tonnes interchangeably - it should be tons. Assuming (perhaps optimistically) I haven't messed up the data entry or analysis in way that messes with what follows, here are some random snippets:

- I've posted a couple of times about the US' ship-building capability with vague "I'm looking at it but haven't had a chance to crunch the numbers", but taking into account all ship types, the US produced 60.6 per cent of all the warship tonnage (12.8 million tons in all), something that's even more impressive when they I've heard they produced an even greater share of new merchant shipping over the period. The UK came in next largest with 3.5 million tons.

- Of the US' 12.8 million tonnes of ships produced, the largest single group was in 'attack transports' (ships usually with 5" DPs and AA armament for defence, carrying landing craft and around 1000-1500 men), of which they built around 2.8 million tonnes worth. This is more than the US production of BBs, CAs, CLs, CVs and CVLs combined (which comes to 2.3 million tonnes). The next largest group was landing ships, at 2.3 million tonnes, and the next after that CVEs at 1.4 million tonnes.

- The USSR only built a little less tonnage than Italy, at around 320,000 and 305,000. Canada built more than either, with around 394,000 built.

- Keep in mind not all tonnage is created equal - some ships are harder to build than others.

- The most prolific (in terms of tonnage) ship-building Axis nation in the period was actually Germany (I'd expected it to have been Japan), with 1.68 million tonnes produced, with just over a million tons of that in either medium (by-and-large Type VII) or 'fleet' (Type XIV and XXI) submarines. Japan built 1.58 million tons of warships, the largest class being unsurprisingly the CV.

- In tonnage terms, my beloved DEs, Sloops and Corvettes accounted for 8.2 per cent of the warships built in the period, more than battleships (5.3 per cent) and heavy cruisers (2.4 per cent) combined, although in a straight up fight with all the BBs and CAs on one side and all the DEs, Sloops and Corvettes on the other, I'd still back the big ships ;).

What's in the spreadsheet:
The spreadsheet contains each warship I've been able to find, from BBs down to human torpedoes, that was in service from 1936-48, or was laid down and made decent progress to completion before 1948, but was built more slowly because the war was over and there wasn't as much of a hurry. It also contains the 'planned' ships that didn't get built that made it into Conways, as well as the ships that got laid down but weren't completed (usually because someone invaded the building nation before they'd had time to finish it - how rude!)

The data items are:
- class name
- the nation using the class
- the nation that built the class, how many were built (or mostly built - so Italy and Germany get a CV each - one of the key reasons for this is so I can get an estimate of the naval production capacity of nations, as well as their build priorities, and it's a far better estimate to say they got built, rather than they didn't build any, regardless of the estimated quality of the final product)
- standard displacement
- deep loaded displacement
- an estimated standard (it wasn't available for all ships, so I used either a percentage of the deep loaded displacement if available, based on the ratio of standard:deep load in the rest of the class, or an average of the standard of the rest of the class)
- Speed (both surfaced and underwater for subs)
- dimensions (length/beam/draft - length oa where possible, whatever I could get where not)
- horsepower
- range
- main armament
- DP armament
- AA armament
- TT armament
- rocket armament
- Armour (note that armour effectiveness is as much an art as a science, and while there are armour figures for most ships with armour, a 3inch belt on one ship is by no means the same protection as a 3inch belt on another - interpet the armour figures with a high degree of caution).
- capacity for troops/tanks
- minelaying capacity.
- minesweeping capability (done for all minesweepers, but patchy for ships with other primary roles that could also minesweep - I doubt minesweeping will get in the mod at this stage, so not too worried about it, but will clean up the data if it does)
- netlaying capability (like minesweeping, very patchy for ships like trawlers or corvettes that could be fitted to do it, but aren't listed as having it as a capability in the sheets at the moment, but as I don't expect netlaying to be a thing in the mod, I'm not really that worried about it).

The ships in the spreadsheets have four' types' - a detailed type, broad type and HoI4 type, as well as the initial type that by and large is straight from Conways (with some exceptions for gunboats and torpedo boats). It includes auxiliary ships if expected to be armed (but in most cases is just an estimated displacement a number, very little detail was avalable in Conways, and I don't plan to mod in at this stage, not least because the data on them is pretty patchy) and some other random odds and sods (like the 6000 kamikaze speedboats Japan built to defend itself against invasion).

It's got a lot of gaps in the data (which I'm hoping to fill gradually over time, but there's enough there to give me the vast majority of what I need for the mod, although if I can be bothered I might keep working on refining the data in it, for completeness' sake).

If anyone wants a copy, shoot me a PM and I'll PM you back a Google Drive link. I don't want to put a shareable link someplace any robot and his robotic dog can get to it, hence why it's not in this post

Edit: Just to make it clear, I'm a hack with a book and a keenness to mod DEs/Frigates/Sloops/CVs/CVLs into HoI4 when it comes out, I don't actually know what I'm talking about - any advice always very welcome :).
 
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Aries666

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Playing HOI3 I always felt the naval aspect was nowhere near as detailed as it should be, both in combat and units. For one I am pretty sure a significant number of ships were sunk by mines but that is completely absent. I would be happy if this was dealt with by % modifiers where mines in the water compete with minesweepers in the fleet to calculate the damage to the fleet moving through a given zone. As such I welcome any efforts to enhance naval warfare.

Slightly OT but just came to me. Were any ships ever built with hollow armour plating, i.e. 1 inch plate/ 1 inch hollow/ 1 inch plate, the reason I ask being that a hollow tube is significantly stronger than a solid tube. Is the same true for plate?
 
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SchwarzKatze

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For one I am pretty sure a significant number of ships were sunk by mines but that is completely absent.
You sure about that? IIRC mines during WWII almost exclusively sunk convoy and escorts, and rarely any warships larger than a destroyer, and fits in HoI3's level of abstraction.
 

Axe99

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You sure about that? IIRC mines during WWII almost exclusively sunk convoy and escorts, and rarely any warships larger than a destroyer, and fits in HoI3's level of abstraction.

Just based on what I've picked up putting the class data together, mines accounted for quite a few subs and destroyers, but tended to account for smaller rather than larger ships, as you'd hope if the screens were doing their job. Conways has decent info on why vessels were sunk or written off, and mines crop up a bit, but I haven't quantified it. I'm hoping to, so we'll be able to quantify how deadly mines were, at least broadly (there aren't data on every ship loss, and once you go below the DD level things get pretty patchy pretty quickly) and to which classes of vessels, but it depends a bit on how long HoI4's delayed for - if it released next week, I expect it would take me a long time ;).
 

jesperj13

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This sounds fantastic! Now I'm looking forward to this mod as much as the actual game! Thanks @Axe99

I too have a great fondness for corvettes and frigates, as they would add a lot of depth to playing the UK plus a personal connection to the frigate HMS Tavy.

Sending you a PM now to get my hands on this goldmine of data...
 

Cpack

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I like thoose books. Have them all :)
 

Wraith11B

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Count me in! I'm a huge fan of the Massie books (Dreadnaught and Castles of Steel) and also always felt that there was just something missing out of HoI3's naval game.
 
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bruebottom

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If not interesting in strategic-level WW2 era naval data, look away now :).

Edit: Just to make it clear, I'm a hack with a book and a keenness to mod DEs/Frigates/Sloops/CVs/CVLs into HoI4 when it comes out, I don't actually know what I'm talking about - any advice always very welcome :).


If you have not looked at the HOI III RPM2 mod, then you should down load it an check out the code. They have done a great job at creating the naval code. However, there is a lot of code to sort through and it maybe overwhelming at first glance.

Their use of a custom technology list (as the vanilla techs are gone), hidden technology, and decisions to progress through the various ship classes is well thought out. Both in terms of vessel characteristics and coding structure. They have replaced the vanilla technology with their own list of ship technology, and they use an enhanced modding technique to update the ship stats by triggering the hidden tech values multiple times in any given decisions when a new ship technology is researched. This gives the modder greater control over ship stats than is possible in the vanilla structure.

I expect HOI IV to have a similar structure to HOI III when it comes to unit stats and tech effects. Modders will hopefully be able to use this same technique, and I think it will be worth your while in understanding the RPM2 trick. Currently, I am working with Schwabenland on a sub mod (DdH 2) for DWI II, and in the next update I have added unique u-boots for Germany (using the above modding trick). I rely on the vanilla technologies, two unique hidden techs, and 3 new brigade files. So, my code will not be so overwhelming to read through as it is with the RPM2 code.

If you have any question about this then I would be happy to help in answering them.


Edit: I should add that HOI III breaks the technology down into separate components and research in HOI IV is a complete weapon system with XP adjustments. Each new research level in HOI IV will most likely update an entire list of unit stats. Using events (or the national focus tree) a modder will hopefully be able to assist the player in using the XP points in an immersive mod.
 
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Axe99

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If you have not looked at the HOI III RPM2 mod, then you should down load it an check out the code. They have done a great job at creating the naval code. However, there is a lot of code to sort through and it maybe overwhelming at first glance.

Their use of a custom technology list (as the vanilla techs are gone), hidden technology, and decisions to progress through the various ship classes is well thought out. Both in terms of vessel characteristics and coding structure. They have replaced the vanilla technology with their own list of ship technology, and they use an enhanced modding technique to update the ship stats by triggering the hidden tech values multiple times in any given decisions when a new ship technology is researched. This gives the modder greater control over ship stats than is possible in the vanilla structure.

I expect HOI IV to have a similar structure to HOI III when it comes to unit stats and tech effects. Modders will hopefully be able to use this same technique, and I think it will be worth your while in understanding the RPM2 trick. Currently, I am working with Schwabenland on a sub mod (DdH 2) for DWI II, and in the next update I have added unique u-boots for Germany (using the above modding trick). I rely on the vanilla technologies, two unique hidden techs, and 3 new brigade files. So, my code will not be so overwhelming to read through as it is with the RPM2 code.

If you have any question about this then I would be happy to help in answering them.


Edit: I should add that HOI III breaks the technology down into separate components and research in HOI IV is a complete weapon system with XP adjustments. Each new research level in HOI IV will most likely update an entire list of unit stats. Using events (or the national focus tree) a modder will hopefully be able to assist the player in using the XP points in an immersive mod.

Cheers Bruebottom :). That's a HoI3 mod I'm not familiar with, will give it a DL right away. I've been thinking about 'warming up' by modding HoI3, but decided on collecting data first, but I have had a gander at the various data files (first thing I plan to do mod-wise when HoI4 comes out is put together a spreadsheet reference tool outlining what's in each file, and use that as a resource/diary to better understand the different tweaks and the like). I'm not too bad at reading through code (I've done a little high-level coding, although for far less interesting things, IRL), so hopefully I'll be able to cope, but if I can't I'll hit you up for yours (and if it's easy, would be interested in it anyways).
 

Axe99

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Just curious, but do you plan on releasing the spreadsheet when it is finished?

Anyone who wants it can have a link to a version on Google Drive now if they want - what's been put together is a 'first phase', which is what I need to have enough data for the bigger picture stuff (like proportion of naval production spent on various types of ships, their speed and range (although the range data are a bit patchy) and their relative weaponry and a very rough take at relative armour. What I'm doing now is going through each class more thoroughly (in a different spreadsheet), putting in individual records for each significant period of each vessel's life, and while I'm doing this adding in extra info on the base 'class' spreadsheet. The detailed spreadsheet's purpose is to allow the creation of very detailed point-in-time snapshots of various navies, with the idea being that it would support the creation of different scenarios at different points (as well as give an idea of how much individual vessels changed over the period). I'm also planning at some stage to go through Navypedia closely and fill in any holes that they cover that Conways didn't.

I just didn't put the link here because it's public and robots can get to it (I'm not hooked up with media fire and drop-box, and those are only 'point in time' links, wheras an ongoing Google drive link means people can have a link to a file that'll be continually updated), but anyone who wants a link is welcome to let me know and I'll shoot them one in a PM.

@Cpack - excellent choice in reference books :cool:.
 
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Cpack

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@Cpack --- what moddable delicacies are you contemplating for HOI 4?
I thoroughly enjoyed your previous HOI mods = looking forward to your next enterprise...:D
First I like to make the tech trees right for tanks, airplanes and ships. Including some new models. But in the case of Hoi4, I try to limit it a bit. I found out that for Hoi3 I made too much with limited or no use...

I think starting with escort ships (Corvettes, Frigates and Torpedoboats in one model), cruisersubmarines (japanese, french..) and auxiliary cruisers and the CV CVL CVE differentiation should be sufficient for the beginning.

Biggest task could be my beloved naval recon seaplanes (Sunderland, Mavis, Emily, catalinas etc...). Not sure if its possible to implement them properly...
 

The Albatross

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First I like to make the tech trees right for tanks, airplanes and ships. Including some new models. But in the case of Hoi4, I try to limit it a bit. I found out that for Hoi3 I made too much with limited or no use...

I think starting with escort ships (Corvettes, Frigates and Torpedoboats in one model), cruisersubmarines (japanese, french..) and auxiliary cruisers and the CV CVL CVE differentiation should be sufficient for the beginning.

Biggest task could be my beloved naval recon seaplanes (Sunderland, Mavis, Emily, catalinas etc...). Not sure if its possible to implement them properly...
Well --- these elements will be a great start.
With input from the stats that @Axe99 gathers, this will certainly reduce any bias errors in the new units.
Nice....:cool:
 
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Axe99

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First I like to make the tech trees right for tanks, airplanes and ships. Including some new models. But in the case of Hoi4, I try to limit it a bit. I found out that for Hoi3 I made too much with limited or no use...

I think starting with escort ships (Corvettes, Frigates and Torpedoboats in one model), cruisersubmarines (japanese, french..) and auxiliary cruisers and the CV CVL CVE differentiation should be sufficient for the beginning.

Biggest task could be my beloved naval recon seaplanes (Sunderland, Mavis, Emily, catalinas etc...). Not sure if its possible to implement them properly...

If you want to work together Cpack, we might be able to come up with a more polished result (rather than doing the same thing twice, or similar). Deffo no worries either way, but it sounds like what you're looking for is very similar to what I've got in mind :).
 
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Cpack

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I have tons of very good coloured profiles, but I don't want to do everything new, so it would be great, if someone can do this profile art like it's already implemented for the new units
 

Axe99

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I have tons of very good coloured profiles, but I don't want to do everything new, so it would be great, if someone can do this profile art like it's already implemented for the new units

I'm happy to help with the art once everything's working, but I'm very much a 'gameplay first' person, so my strength is in putting in the units, tweaking build priorities, and whatever else we'll need to do to get the most out of 'em in HoI4. That said, I'm not terrible in photoshop, and once all that's done, I'll do my best to come up with something that'll help with the images (although if it was just me working on it, I was going to go with scans of line art, with some rough-as-guts colouring, but that's just me, I don't mind prettying it up either :)).

Edit: Any chance you can PM me/post in this thread a couple of examples of the coloured profiles (a CV and the closest thing you have to a corvette wojuld be great) so I can get an idea of what you'd need?
 

Cpack

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My weakest point was lua programming.
Or in other words "How to teach the AI to produce and use new units properly and know what the new units are there for!!"
 

Cpack

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These f.e. are some examples of the unit profiles I implemented in Hoi3
 

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