Aha, some substantial calculations. I went ahead and modded the transport and escort costs and times to be 3 times higher each. Not enough from the looks of that!
Cheers,
Sword
Cheers,
Sword
But that isn't a nitpick -- it's the substance of the issue. The point is that submarine campaigns must fail unless you have substantially more IC invested in them than the defender.
It still wouldn't help against a power that can build escorts and convoys. You can't build enough subs to stop their convoys. Unless, of course, you have so many more IC that it doesn't matter what strategy you follow, as in the case of China.
The only way to make it work would be to not only have no stockpiles, but to also have nations operating at the edge of their resource supply all the time, so sunk transports cause a real production effect. I don't have any objection to this in theory, but I'm not at all certain the AI could cope with it.
I think I have linked this read a few times before, not sure if you catched it though. Imho its a very good read on strategic submarine warfare, from a Industrial cost perspective.
http://www.navy.mil/navydata/cno/n87/history/wwii-campaigns.html
I do agree with you on certain points about the resources though. One thing I think might be the missing link is how the core mechanics of practicals & Industry works. Just think about it, with max Practicals you are building 4 times the weapons (half cost & half time), with the same amount of resources. As speed and output goes up, so should resource consumption!
I won't take credit for this realization though, that goes to the AoD Team and their work on improving HoI2.
The other part of the coin is as you say stockpiles. Especially the resources that were rare IRL and are not consumed at great amount in HoI3 (like rares & oil/fuel) need much much smaller stockpile limits.
UK Historical merchant fleet 1939: 17,430,000 tons.
HoI3 UK 1939 Convoys: 398
Tonnage each convoy represents: 43,800 tons
Steel needed to build it (factor 30% of "cargo tonnage"): 13,100 tons
Cost factor using HoI3 buildcost (warship:civilian cargo):
5000 : 1,768,500 (135 x 13,100) or
1 : 354
Historically warships were only 5 times as expensive to build, not 354 times.
If stockpiles were reasonably small (which means they should be only a very small fraction of what they are now)
I have been persuaded that the benefits don't measure up to the costs. But yhere may be occasional exceptions. I'm playing as the US, and I found that there were extensive convoys between Fascist Germany and Fascist Japan. The convoy routes were forced to converge around the Cape of Good Hope. South Africa was an ally, so I sent my subs there, and they feasted pretty well, racking up large-scale convoy losses. I did have to pull them out occasionally for repairs, but there were no German warships that could reach down there, so only the escorts were a problem. By Feb 40, my 6 subs (4 IV generation and 2 III generation) had sunk 40 transports and 23 escorts without any sub being completely lost. My point is that if you can find a relatively safe place to use subs, they can have some value.
Well I would firstly like to point out that I'm not really arguing that cost of convoys should be raised 70 times, that would be well over the top.Yes this is glaringly obvious to anyone, included PI I'd assume. But like I said above increasing the IC cost of convoy ships might screw up some balances for minor nations. At the same time, it will only make more likely that your definition of strategic warfare could be successful, but the real strategic warfare moved from GER to UK would still fail due to the stockpile problem and the unrealistic resource flow and consumption system.
Correct, except for the last one that should be more convoys required per amount of resources shipped. Currently only distance is used and shipping 1 energy require the same amount of convoys that shipping 1000 energy do. I think this applies to both supply & resource convoys.so,
+ cheaper subs
+ more expensive convoys
+ more convoys required per trade/resource route
nope, this is wrong -at least on the paper (for the first part I refer you to the answer to Alex). You can have 2k base IC, but without resources you cannot use it. If stockpiles were reasonably small (which means they should be only a very small fraction of what they are now), sinking a couple of convoys in a row -you must differentiate between convoy and convoy ships, I noticed that the info you get from the game isn't precise, I surely didn't receive messages for 200 convoy ships sunk, but my subs stats show that they did sink as many- should mean that IC availability should lower in a matter of a couple of weeks. The more IC availability lowers, the less convoy ships they can build, so it is a chain effect.
Increasing the IC cost of convoy ships on the other hand, does change the strategic value of these ships when the AI has to decide what to build; it's this change that should make you worry if the AI can cope with it.
The confrontation also has logical flaws because it only works among equal powers, but it doesn't scale in other situations, like AlanC9 said above when he said it was obvious I'd win because Japan has far more IC than China (although he is wrong in this particular instance, because I repeat once more that I invested a really laughable fraction of my IC to do the few repairs needed).
Increasing the IC cost of convoy ships on the other hand, does change the strategic value of these ships when the AI has to decide what to build; it's this change that should make you worry if the AI can cope with it.
Well I would firstly like to point out that I'm not really arguing that cost of convoys should be raised 70 times, that would be well over the top.
But you could reach the realistic factor 70 by a combination of other things.
For example:
Half cost of subs: Factor x2
Increase starting convoys by four times: Factor x4
Thus you only need to increase the cost of convoys by a much more moderate x9 times to reach a balance (2x4x9=72).
Also all minors could be given enough convoys for their base import needs (and a little more) at the start of the game. Only if you need to import substantially more for say a greatly expanded Industry base, or send troops overseas, would further investment into convoys be needed.
Also, yes I'm arguing that the German submarines were successful weapons. It's not really accurate to say that all German campaigns and weapons were unsuccessful because they ultimately lost the war or the weapons in the end were defeated. Other examples like some of their tanks & machine guns were also very good and successful weapons on their own.
I think any campaign that improve the general situation more then skipping it altogether would have done should be regarded as successful. And I think we both agree that for Germany to skip submarines altogether would not be a wise decision from their point of view.
That only works if stockpiles are effectively zero and the current convoy setup, including trades, is equal or below what the country's IC requires. Otherwise there's no production effect at all. Most Hoi3 majors simply don't operate at the ragged edge like that, and I'm not sure that a country that can trade freely with the rest of the world ever could be made to. Edit: barring AI instructions to never try to trade for a surplus (deliberate bad planning), or a total restructuring of the world economy so global IC outruns resources. Like I said upthread, that would work, but it would cause nations to underproduce in peacetime too.
It is NOT a negligible result at all. Read this part of the link a bit closer:This logic is flawed, I have explained it a gazillion times now. The point of submarine strategic warfare is to interdict resource flow, it is NOT to cause a collateral damage to industry like sinking more tonnage than losing it; in a real war this is a negligible result
They did not achieve their strategic war goals on a larger scale then submarines did in their 1940, 1941 or 1942 campaigns or various "happy times" in the Atlantic.Tanks and other land weapons achieved their strategic goal, in general (Blitzkrieg in Poland, Netherlands and France, not so well in Russia but that was also poorly planned compared to the others), submarines didn't and failed their objective... so says *your* link. However, they could have been successful, which means they aren't crappy weapons per se.
Both aspects are important.All I'm saying from the beginning of your sub campaign is that you're focusing on the wrong aspect (IC loss ratio); which means that even if fixed to your wishes not necessarily could improve the general situation of GER vs UK war. IMO the aspect that should be improved is the resource flow interdiction. The submarine doctrine is called sea lane interdiction.
Is not this impact realistic? Or do you see a realism problem with the USN being able to blockade a minor like for example Cuba?The solution of increasing costs of convoys is so much indirect that results could be perhaps seen after 1 or 2 years, while it would have an exponentially higher impact on minors, that really don't need nerfing in HoI3.
Is not this impact realistic? Or do you see a realism problem with the USN being able to blockade a minor like for example Cuba?
Edit: To summarize I think the submarine warfare in HoI3 should have 3 impacts to for example UK or Japan if they are subjected to it:
1.) Direct Industrial impact (to build replacements for convoys and warships lost)
2.) Indirect Industrial impact (resources lost, supplies lost & IC spent to combat sub)
3.) Indirect Research impact (research needed to be spent on ASW to combat subs)
Currently only small parts of point 2 is working and as you point out, its not even working well due to to fast convoys.
Yes that's right. Another one to the list of things not working correctly... :/You left out:
4.) National Unity impact.
Perhaps, but that should definitely be a low priority compared to other improvements.Heck, like I've said, subs should also be given the option of striking ports.
That should be the primary way they do any considerable damage to enemy warships without risking being wiped out, and even then it should be dangerous if the enemy has coastal defenses and listening posts.
First, stockpiles don't need to be zero. Convoys should not take more ships to run to longer distances, but more time to arrive. And the AI would not be given any instruction: stockpiles would have a different threshold, period.