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Math Guy said:
Various observations:

In the beta forum I requested that fort_attack be fixed and cited Mikel's bug report, but too late . . . the design was "frozen" the same week.

Too bad about the GDE bug being fixed. Nobody told me, I found out when you all did. There's a bunch of clever planning apparently wasted. But let's make sure it really is WAD now before we conclude that!

Saintsup -- it is possible to modify AA effectiveness but the whole idea of making aircraft go slow needs some more thought. Basically what DogRed said, the goal of HSP is to get the historical numbers.

Someone may want to verify my tests but they clearly show that GDE has been "fixed". When I manipulate GDE - for example from the default 80 to 50 using -30 as a "tech" change - the hits on that country (not its opponent) go to exactly 50% where GD = SA. When I raise the GDE from 80 to 90 (+10 tech) the hits go to 10%.

The fort_attack bug seriously undermines the use of forts in the game. You either have all their benefit or none. It greatly reduces the utility of engineer type units or techs. Those plain vanilla techs that show fort_attack +5 should have at least been removed because they mislead the player into thinking he is accomplishing something when he is not.
 

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I was directed to this thread.

What is the current status of this "mod"?

I was hoping in the vanilla game the following historical scenarios:

04/05 1940 War Starts in the West (Norway, Low Countries, and France)
05/06 1941 War Starts in the East (Balkans and Russia)
05/06 1942 Turning Point
06/07 1943 Allies Advance
05/06 1944 Cracking Europa
01/03 1945 End of Empires (Riech and Japan)

Looking forward to your mod. (wish the editor was easier to use, so I could create these scenarios myself-I have a lot of data for the above mostly Europe and Russia)
 

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Its my understanding that this mod is more focused on historical statistics (loss rates, unit numbers industrial production, resource production, resupply costs etc.) I do not think it is planning on any scenarios (of course I could be wrong) :)
 

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No scenarios planned at present. Sorry.

I think you can cross one of yours off the list, though: we have a June 44 scenario now, "Gotterdammerung". The others are all good ideas, I just don't have the time myself. (I'm now four months late on HSP.)
 

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dlazov said:
I was directed to this thread.

What is the current status of this "mod"?

I was hoping in the vanilla game the following historical scenarios:

04/05 1940 War Starts in the West (Norway, Low Countries, and France)
05/06 1941 War Starts in the East (Balkans and Russia)
05/06 1942 Turning Point
06/07 1943 Allies Advance
05/06 1944 Cracking Europa
01/03 1945 End of Empires (Riech and Japan)

Looking forward to your mod. (wish the editor was easier to use, so I could create these scenarios myself-I have a lot of data for the above mostly Europe and Russia)

CORE is planning four additional scenarios at the moment, probably for release with 0.8.

1939, 2x1941 and 1944

Ghost_dk
 

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Land movement speed

What are your plans for land movement speed? Inf/mot/armor values, ect...

In case anyone was wondering, I did some tests on infastructure related to movement. Turns out the time it takes to get from place to place is dependant on some constant, i.e the terrain, I think modified by some distance factor, (in adjacent .tbl??) and then...

If plains, subtract (.5*inf level) from the hours...
forest was 1*inf level from the hours...
and hill/mtn was 1.5*inf level...

So basically a year worth of road building translates into approx 5-15 hours travel time.

Basically, I've found the travel time cut in *about* half, on *average* going from 34 inf to 100 inf. Moving in mountains and plains is speeded up the same due to inf because of the large constant attached to mountains.

Also, the time is ONLY dependant on the province you are going to... you walk from the edge of where you are to the edge of where you are going... i.e. moving from swamp to plain is as fast from plain-plain... which seems wierd to me.

If anyone's interested, I could figure out the exact formula... but I think an average is good enough for me. I've always improved my infastructure, because I despise slow units, but never knew whether it helped or not. turns out it can have a huge difference (i.e. finland, improve INF behind the lines, but not right AT the line, so you can rotate troops 2x as fast as SOV can... you can live with less units on the line as you rotate, freeing up more to fight elsewhere. I do this with CZE a lot too.

Basically, 5-15 might not sound like a lot, but if you're dragging units across 4-5 provs... that's a savings of ~2 days or so...

I'll need to run tests to see how speed itself impacts it... this was done with infantry speed 3. I'm wondering if lowering speed (which I assume you will do...) will increase of decrease the impact of local infastructure. Have you done anything on this?
 

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Hi Gotthard,

Your experiments with speed sound like what I found last spring. The distance factor you're looking for is determined, I believe, by the coordinates of the province "center," i.e. the point on the map where unit movement arrows point, adjusted for latitude as of course the earth is round. It's perverse, as you observed, because movement is determined by the infra and terrain in the province you're moving TO, not the one you're moving FROM, and therefore a round-trip journey can be enormously longer or shorter on the return leg.

Anyway, the basic mechanics apparently haven't changed, EXCEPT for one thing in 1.06:

-- movement into enemy-held territory has been cut to 1/2 speed
-- movement into enemy-held territory as part of a blitz has been cut by 10 %

This makes a huge difference to how the game plays. For example, I already see indications that it makes an historical conquest of Poland very difficult. The average time to conquer Poland in the 1939 scenario, v1.05c, was just about right -- that is, a few days longer than historical because the Soviets are not involved in the fighting. But in the few mentions I've seen of Poland with 1.06, it takes longer. It isn't a statistically significant sample yet, but I would expect it to be longer given the change.

Advancing into enemy territory is the main problem I was aiming to solve by adjusting movement. Movement from point to point within your own territory ought to be much quicker, and now the overall balance may actually be quite good. So for the first release of HSP I will be dropping the movement changes. I still have some tweaks, e.g. for Prewar Tanks I am cutting their movement down. But for the most part I'm not changing land movement now.
 

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First things first: I'd like to express my admiration for your work on HoI. It's fantastic to see how you not only have the skills to transform this game into a simulation but also have the patience and ability to explain that transformation process to the players. Thumbs up. I've been reading your stuff since The Great AA Discussion, and I'm REALLY looking forward to trying out HSP.

Here's my first question: how do you intend to balance HSP? From what I see of CORE balancing, they seem to concentrate on making hands-off playtesting, thus balancing the AI's against each other. Stony Road Pro and HSR seem to go the other way, balancing the game so that a skilled human player will follow a historical course of action if he makes historical choices. Since some of your parameter changes will have a serious impact on AI and human gameplay, what is your balancing strategy?
 

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You may be sorry you asked . . .

Ah, there's nothing like a longtime lurker coming out of the shadows . . . welcome Stoner!

In answer to your excellent question -- do you remember the "Beat the AI" contest? That was a field test of my ideas about balancing.

* * * WARNING: long and philosophical post follows. People who hate math may want to avert their eyes. * * *

In general, for any historical measure, like how long it takes to conquer Poland, or how many tanks you lose in the first year of Barbarossa, when you run a simulation over and over you get one of these patterns:

-- a logarithmic curve (lots of low values, a few high)
-- a normal curve (some "most likely" value, fewer to left and right)

In the Poland contest, we saw that AI versus AI and human versus AI both produced a logarithmic distribution of times. The German AI could usually take Poland down in two months; but occasionally the Polish AI caught a break and could last six months, a year, or the whole war. Humans cut that time substantially, taking Poland in 2 weeks most of the time; but again, things could go wrong and it did in fact take several months in a few cases. The human average was lower as Germany, higher as Poland, but curiously these two added up to about the same as AI vs. AI. I concluded that the simulation was working well.

In my Winter War AAR, we saw that air losses were closer to being normal in distribution. If weather and luck went against you and you picked a target with exceptionally heavy AA, your tac bombers might have 3x the usual losses. Hit one lonely division on a clear day, your losses would be near zero. But usually it was the same old thing, 2-3 planes per wing per mission.

Again, human intervention would skew the results high or low, but the pattern remained. A human controlling the tac bombing would avoid some of the more disastrous and pointless missions the AI picked, but then a human might also decide, cold-bloodedly, to fly into the worst of it just to break a tough defensive position. Overall it was clear that a human controlling the bombers would achieve more results at less cost. And likewise as I controlled the AA, I made the Soviet AI pay more and gave up less -- but the average across BOTH situations was more or less historical, and the AI-versus-AI results seemed to fall in the middle of the other two.

With me so far? The shape of the curve shouldn't depend on whether it's human or AI control. It will move to the left or right, depending on how much better the human is than the AI, but it will usually have the same shape. If the distribution of human results is radically different in shape from AI-versus-AI results, that's a sign that something is very wrong with the game design.

So once HSP is up and running, the first thing will be to do a bunch of handsoff games and other controlled trials, and get the distribution for some key AI/AI numbers:

-- time to resolve Spanish Civil War
-- time to conquer Poland
-- number of divisions built by major powers by Sep 39
-- monthly convoy point losses by UK to German subs
-- monthly IC losses by Germany to UK bombers

and so on.

Then we need to see what players can do to screw all this up. Is there a "perfect plan" that lets you win as Nationalist Spain in two months, every time? Some way to spoof the AI and bomb German industry without getting intercepted by fighters? I'm pretty confident at this point that there aren't any MAJOR game-breaking tricks available, because there are fewer and fewer in standard HOI, and HSP just makes the remaining exploits harder (finding convoys to attack, rebuilding tanks, intercepting bombers). But whether we find any nasty surprises or just what we're hoping for, this process will generate a human results curve to compare to the AI curve.

Then for each category, we have four numbers to look at:

-- Human attacks AI
-- AI attacks human
-- AI attacks AI
-- Human attacks human

Let's say AI versus AI is coming out at the historical level, e.g. the German AI sinks the right number of convoy points and the UK AI sinks the right number of German subs. Call that level 100. Now in a perfect world, with AI that could pass a "Turing test," these numbers might result:

-- Human attacks AI: 105
-- AI attacks human: 95
-- AI attacks AI: 100
-- Human attacks human: 101 (or 99)

In the Poland contest, it looked more like this:

-- Human attacks AI: 10 days survival for Poland
-- AI attacks human: 103 days survival for Poland
-- AI attacks AI: 60 days survival for Poland

And in that case, we didn't actually have any human-versus-human data.

Now what we have to ask is, what's a "good" margin of performance between human and AI? I was quite impressed by the Poland results. The AI was slower to finish the conquest, and faster to collapse, but the eventual outcome was always the same, just as if a human had been in charge. The losses were evidently similar, the forces engaged were similar, there was nothing that distorted other parts of the game. You ALMOST couldn't tell when the AI was in charge.

To put it another way, the median time taken by the German AI to crush AI Poland was 56 days -- half the time it did better, and half the time it did worse. The median time taken by the German AI to crush human Poland was . . . 55 days! The average time favors the humans because the humans had a few additional long campaigns, but if you choose to evaluate using the median time, the German AI was just as good as any human.

The AI is never going to be that good at everything, obviously. But there are many things it can do well, or at least much better. We can preprogram better production queues and tech preferences, so it doesn't fall behind the humans. We can get rid of dumb build choices, for example, when adding a brigade causes an infantry division to go from 570 IC to 1710, and the AI adds brigades to one division in every four, the result is that the AI has 1/3rd fewer divisions in the field than a human would. That's unnecessary.

So now after much rambling I will actually answer your question. It's both, but AI-versus-AI necessarily comes first.

If we tune the game so that AI versus AI gives historical results, then whether you're playing SP or MP, the parts of the war not directly controlled by humans should follow a reasonable, satisfactory course. That's really not optional, as far as I can see. If AI versus AI doesn't produce historical results -- the Soviet AI chokes and just can't beat Germany in 1944, or the Chinese continually overrun Manchukuo and Korea -- then that has to be fixed.

If AI versus AI does give historical results, then we can focus on measuring how much better in each category the humans are, and why, and then narrowing the AI-human gaps. Some of that will be through modding, and some (I have no doubt) will be through lobbying Paradox and saying, "Look how challenging the game would be if we could just teach the AI to do THIS whenever humans do THAT."

But before any of that can happen, we have to know what happened historically, measure what happens in HOI, and tweak the AI-versus-AI outcomes until they match. That's the first goal of HSP.
 

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Hell, there are times when I couldn't pass the Turing test myself...

Your math is solid, as always. However I reserve the right to challenge your interpretation, wich is the fun part of math anyway :D

So, if I understand you correctly, you argue that as long as Hum vs AI and AI vs AI results both yield a logarithmic curve, there's actually little fundamental difference in how the AI plays and how a human plays. I'm with you 100% so far, and to take it one step further this implies that as long as AI and Hum curves are comparable in shape, the AI is WAD, and the rest is basically a game difficulty issue: how much better is the Hum than the AI on average.

Further you state that Hum gets better results on average, but medians are comparable. You do not specify, however, why it is you choose to use the median as a measure in this case? Why is it a more pertinent measure than the average? As you say yourself, if you choose to evaluate using the median time, the AI is as good as any human. If you think about it, that statement sort of invalidates the median as a measure of overall AI performance.

In your example, the average Hum GER vs AI POL is a tenth of AI Ger vs Hum POL. To me, THAT is the single most important fact, since it clearly implies that the game is way too easy for the average human player. And that is a serious balancing issue in my opinion.

What this boils down to, of course, is how should the average HoI player perform against the AI. And that is a matter of taste and difficulty levels. My prayer to you is to not make the mistake of creating a smooth-running mod that is unhistorically easy for the average human player. Looking forward to see your reply on this issue :)

A connected issue:

If, God forbid, I were to create a mod, I would use a few guidelines like:

a) In a hands-off game the war should follow its historical course, at first very closely, then more and more loosely as the game progresses away from the historical point of departure.

b) Since historical hindsight is a major advantage to the human player, a player with historical knowledge should be able to take advantage of the historical errors made.

c) The AI reactions to the human player should be based on historical plausibilities. The more uncertain these are, the bigger the random factor should be(example: would Churchill surrender after London falls? Would the French fleet scuttle if there is no Vichy government?).

d) Difficulty levels should be based around:
1. Beginner: extra IC, resources, combat modifiers.
2. Realistic: as close to the real thing as possible.
3. Adjusted: Compensate for historical hindsight and game exploits.

Happily, I'm not in the market for making mods(completely inept at coding and very lazy), but I'd love to hear your opinion on these guidelines, so that the general thrust of your mod becomes more clear to me.
 

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Math Guy, you might want to add one more (fairly easy to monitor) test that to look at:
Time for Italy to conquer Ethiopia - this should not drag out too unrealistically long on average.

I'd also be extremely interested in your target figures for "number of divisions built by major powers by 1939". These target figures of course should depend on what you are assuming as a HoI division size (is a division 12,000 men, 15,000? 17,000? 20,000?). My goal has not been to reach specific numbers but to get the ratio correct.

Stoner, I'm pleased with the discussion you are bringing up. Unfortunately as modders there are many things about what you suggest that are beyond our control. And many of the things you're talking about can basically only be handled by events and as I last knew it Math Guy's HSP wasn't going to include events.

- Mithel
 

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More philosophy

Stoner said:
So, if I understand you correctly, you argue that as long as Hum vs AI and AI vs AI results both yield a logarithmic curve, there's actually little fundamental difference in how the AI plays and how a human plays. I'm with you 100% so far, and to take it one step further this implies that as long as AI and Hum curves are comparable in shape, the AI is WAD, and the rest is basically a game difficulty issue: how much better is the Hum than the AI on average.

Yes. I'm a little uneasy in saying there's "little fundamental difference," but if we qualify that by saying "little fundamental difference in relation to that particular measurement," it's quite true.

Stoner said:
Further you state that Hum gets better results on average, but medians are comparable. You do not specify, however, why it is you choose to use the median as a measure in this case? Why is it a more pertinent measure than the average? As you say yourself, if you choose to evaluate using the median time, the AI is as good as any human. If you think about it, that statement sort of invalidates the median as a measure of overall AI performance.

Well, let's not over-generalize. I haven't said that medians are ALWAYS best, and so far I have offered just one data point. However, one attractive thing about achieving a stable median value, particularly for measuring time, is that it ensures that events can work correctly. For example, if I want to start having events representing Soviet partisan activity a few months after the start of Barbarossa, I can (a) have an AI-only event that fires the moment Germany declares war on the USSR, then (b) have a whole pile of partisan events, each with a suitable offset in days, all triggered by the AI-only one having fired. If the median value is right, then half the time the event will fire BEFORE the German AI reaches Leningrad or captures Kiev or whatever, and the other half of the time it will fire AFTER that. Knowing that, I can write a good, relevant event. Or other people can.

A good median value is also helpful in ensuring that the right amount of production occurs -- so for example if Japan's intervention in China drives US consumer goods requirements down, and production up, it is better if Japan takes the proper amount of time to capture half of China, giving the US time to build the carriers and air units and marines needed to go to war in the Pacific. Again, ideally half the time the US build is ahead of schedule, half the time behind.

However, there are some problems with median values, as I will explain . . .

Stoner said:
In your example, the average Hum GER vs AI POL is a tenth of AI Ger vs Hum POL. To me, THAT is the single most important fact, since it clearly implies that the game is way too easy for the average human player. And that is a serious balancing issue in my opinion.

Yes and no. Yes, it was very easy to overrun Poland as Germany in record time in 1.05c. It would be better if the Polish AI could counter the specific "race to Lwow" tactic that most players hit upon. I think the new movement rules in 1.06 will slow the humans down, we'll have to test that.

But we're getting into very tricky territory, because the tasks involved are very short and simple -- take 4-5 provinces as fast as possible. One thing that the AI potentially does better than a human is to work patiently at a long-term, repetitive task like strategic warfare. Doing something in a single, coordinated stroke will always be way easier for a human. I think the fact that the humans couldn't prevent the German AI from completing the conquest of Poland on schedule is more important than the fact that the Polish AI couldn't keep the humans from doing it faster. You try to focus on the things you CAN fix, rather than what maybe bugs you the most.

Stoner said:
What this boils down to, of course, is how should the average HoI player perform against the AI. And that is a matter of taste and difficulty levels. My prayer to you is to not make the mistake of creating a smooth-running mod that is unhistorically easy for the average human player. Looking forward to see your reply on this issue :)

Hmmm. I think what I'm going to say next answers this, and your concluding questions about objectives in modding.

I don't really see it as a question of letting it be unhistorically easy for the player. I see it more as aiming to make it harder for the player than standard HOI and closer to historical averages in AI-vs-AI. Those two goals are without a doubt achievable, whereas the only way to convince the player he's getting a consistently "hard" game will involve messing up the historicity.

For example, consider the 1939 scenario. In 1939-40, Poland, the Netherlands, Belgium, France, Denmark, and Norway are all doomed if the German player wants to take them. The time to accomplish these conquests is what we want to look at -- a harder game for the Germans means taking more time. The time is almost certainly going to be distributed logarithmically.

If I use the average conquest time as my standard, and aim to make the German player's task as hard as it was historically, some weird things happen. First, most games go faster than they did historically. That's just how the curve is shaped. So the experience of the player, who has no idea about the underlying math, is "Hey, this is too easy!" Then occasionally something goes wrong for the Germans and he gets a long period of stalemate against France, or Poland holds the river line -- something. Then the player shrugs and says, "Well, the AI got lucky that time." People don't experience a correct average value as being correct -- they experience it as being mostly too low.

If I used the median conquest time as my standard, then the player would have a much more convincing sense of the game going as history did, because half the time he would win faster than history, and half the time slower. But what is psychologically right is mathematically wrong, and this is going to have nasty consequences for the AI-vs-AI game, even if the AI is just as smart as a human!

Why? France fell in six weeks. If six weeks is the average time for France to fall, then most of the time France will fall faster than that, and a few times it will fall slower, but it will consume about the right amount of effort from the German AI. If six weeks is the median time, then the average time will be considerably higher, and that will have an impact on all the other campaigns. What seems just right to the player is wrong in relation to the rest of the game. This is just as true if we're measuring casualties or supply expenditures or air sorties or whatever. And this gap just grows enormously when you have to take into account the weaker performance of the AI.

It's a perverse irony of simulation, one that you won't read about much because very few people have studied it -- it's something I'm planning to include in a book I'm writing. You CAN'T make a simulation that gives a player the "normal" experience of conquering France, because there is no "norm" there to recreate. It looks like there is -- six weeks, 200,000 dead, X number of air sorties, and so on -- but once you start plotting distributions you realize there isn't.

You can give a player the "average" experience, but he will see it as too easy most of the time and then #$%@ hard every so often. That is how wars in general look, when you graph their durations or their casualty totals -- lots of short, small ones, a few long, large ones. Trying to recreate one particular war over and over, we get the same effect.

Another problem which I'm sure you can visualize is that there's a skewing of objectives depending on which side the human plays. If I make the conquest of France take six weeks as the median value, that's "just right" for a German player but it's WAY too easy for the French player. If I make the conquest of France take six weeks as the average value, now I'm right historically, and in my impact on the other parts of the game, but in addition to frustrating the German player (who thinks it's too easy), I'm frustrating the French player (for whom it's usually too hard).

Technically, mathematically, there is no right answer here. If the game results involve logarithmic curves, then you cannot make the game experience "normal" for everyone, or "hard" for everyone, or even consistently "easy" for everyone. Someone has to give up something.

Thus I arrive at the approach I described -- make the AI-versus-AI numbers come out right on average, then look for ways to keep the human performance margin down, in those areas that are critical.

Hope that makes sense. Good discussion, by the way, I'm enjoying this.
 
Last edited:

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Hey Mithel,

I'm probably going to have only modest success in getting the 1939 division totals right. I think the increased supply cost will rein in the mega-builds players are reporting in 1.06, and so the numbers will be closer to reality than in vanilla HOI. But as you know, since countries varied so much in divisional organization, and HSP doesn't introduce any new "small division" techs, I can't get the Italians right, I can't get the Soviets right, I can only approximate.

Good point about Ethiopia, that is one I will keep an eye on.
 

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Math Guy said:
But as you know, since countries varied so much in divisional organization, and HSP doesn't introduce any new "small division" techs, I can't get the Italians right, I can't get the Soviets right, I can only approximate.
Does this mean the new model scheme you described back on page 8 been scrapped or is it just not in the initial release? I was very interested when I read that; the 38 models of tank divisions in a strategy game has always bugged me (especially heavy tank divisions).
 

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Well, having spent over five months fiddling with division counts I think I can definitely agree we'll never get it "right". My approach became to look at (military) manpower levels for each nation and then adjust how many men per division and play around with the ratios from one nation to the other to make sure they matched closely the historical (military) manpower levels... focussing first on achieving the correct 1939 levels (and then adjusting manpower and other factors to avoid the runaway continued building that vanilla HoI has).

It's tough even getting good data on the number of men each nation had in military service (I'm a nut for getting the minor countries as accurate as possible not just the majors). I've got a couple databases and of course there are always differences (then comparing them to other sources and trying to figure out what was on which front and when... well... sigh... it's a huge job).

The increased cost of (supply &) reinforcement is a huge improvement, it definitely helps keep the numbers "sane".

Ethiopia caught my attention as it's the first thing I noticed with v1.06 and Italy still fighting there in 1939. That led me to do a bit of research on the Ethiopian conflict. We definitely want it to only take closer to five months than three plus years! In a way, it's the old issue of, if the first events aren't historical we can't expect the rest of the war to be historical!
 

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Apr 7, 2004
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Man, I just got a LOT of seriously interesting input there. Am enjoying this also :)

Mithel, I'm aware that HSP does not include any events and that my suggestions are somewhat idealistic. It was on purpose, to get feedback on what the ultimate goal for a HoI mod should be like ;).

Lothos has been doing some testing involving the Ethiopia campaign while converting his Super AI stuff to 1.06. Perhaps his observations could be of interest.

Math Guy, I need to mull some of this over a bit I think. Your arguments on simulations in general were quite amazing. In the background of all this there's a determinism/chaos discussion lurking. I'm getting slightly in over my head here, so I need make sure I follow you before I fire another volley. Besides, you should stop paying attention to the nag and drag of idle forum dwellers and get back to work on that very promising mod of yours. You work, I play, that's the deal here :D

Although I have some difficulty with some of your arguments, your conclusion is very agreeable to me, especially the part about how you plan on keeping the human performance margin down. I'd luuuve to hear some more about that :D
 
May 7, 2003
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The problem with using historical events as a base is that it's very difficult to find out if the historical outcome was an inevitable 'a-choice', or an off-chance 'd-choice'. I mean, the Germans taking France in six weeks could have been very lucky.

What I'm saying is that the historical outcome should be taken with a grain of salt if you're going to use it as the ideal.
 

Mithel

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The tricky thing is to understand *why* the historical results happenned. In theory if we can identify every major reason for the historical performance and then we have the game modeled to do the same things then historical performance *should* be the result.

France's lack of deployment of anti-tank guns is a good example... if France had deployed anti-tank guns (in proper quantity rather than selling them to other countries) they might have been able to slow down the German tanks far more effectively. So if in HoI we allow France to gain anti-tank techs faster than history we should expect them to do better than historically.
 

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Paul Bäumer's gravedigger
Mar 22, 2002
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Or even god forbid allow them to research things at historic levels but deny thems the benefits of this....One big problem of the historical approach is the different circumstances and contexts of the different armies. I think there is universal agreement that if the French and germans had swicthed sides command/officer wise but kept the same gear the germans still would have thrashed the french. It wasn't a lack of french technology or equipment that lost them the war, it was a lack of leadership/doctrine/morale.

I admit all this is very hard to model in game without abandoning a uniform tech structure etc. (which for obvious reasons is pretty desireable).