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Fortium

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Hmm...

As I didn't read that thread you mentioned, I'm assuming the question is: If rebuilding seriously damaged tank divisions should be similar to how seriously damaged ships are repaired (via the build queue)??
 
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Insect2

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It's more specifically related to what the cost of rebuilding armor should be, in relation to the other types of units.

As far as it goes, I think that it has to be taken into consideration that WWII-era armor broke down at an appalling rate, and that is not represented in any way that I see in-game. I'll have a quote or two up in a few minutes.
 

jacob-Lundgren

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should be higher in cost most definetly but important is does it make sense from a game/historical point for them to be re-built more like ships were in the production screen?

seems odd that you can just send 25 new tanks out and the division is refreshed.
 

SecondReich

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This is where I think the game should go Victoria style. Knowing you have a stockpile of certain Tanks, you would have to use them up to replace lost tanks in battle. And, this way, you could replace lost old tanks with bright shiny new-model tanks.
 

IEX Totalview

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jacob-Lundgren said:
should be higher in cost most definetly but important is does it make sense from a game/historical point for them to be re-built more like ships were in the production screen?

seems odd that you can just send 25 new tanks out and the division is refreshed.

No! I hate reinforcing anything from the production screen because it is a micromanagement nightmare.
 

jacob-Lundgren

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IEX Totalview said:
No! I hate reinforcing anything from the production screen because it is a micromanagement nightmare.
well it dont have to be that screen particularly :D but it seems more realistic to send new infantry out to a unit then new tanks and get an instant refilling. maybe if its in real bad shape then by rebuilding it you can send it to -25 org or something so you cant give it any orders for a few hours. it would of course still defend in a battle but a click and refresh then drive off is a little too useful. need some kind of downtime i say but ehh :p
 

SecondReich

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jacob-Lundgren said:
well it dont have to be that screen particularly :D but it seems more realistic to send new infantry out to a unit then new tanks and get an instant refilling. maybe if its in real bad shape then by rebuilding it you can send it to -25 org or something so you cant give it any orders for a few hours. it would of course still defend in a battle but a click and refresh then drive off is a little too useful. need some kind of downtime i say but ehh :p

Yeah, I agree.
 

IEX Totalview

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jacob-Lundgren said:
well it dont have to be that screen particularly :D but it seems more realistic to send new infantry out to a unit then new tanks and get an instant refilling. maybe if its in real bad shape then by rebuilding it you can send it to -25 org or something so you cant give it any orders for a few hours. it would of course still defend in a battle but a click and refresh then drive off is a little too useful. need some kind of downtime i say but ehh :p

Sounds fine to me, all I care is that my armor stays put when I hit "reinforce".
 

Zwiback

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No! I hate reinforcing anything from the production screen because it is a micromanagement nightmare.

[rant]
Seems like for some guys every thing beyond one click and one supply type for everything ends in a "micromangement" nightmare.
[/rant]

Why exactly is it a micromanagement nightmare to have a handful of different unit equipment: planes, tanks, vehicles and men and as additional resources maybe parts and rare materials? Not very complicated in my eyes and miles from the Vicky model. But I know this case is already closed and we will see if Paradox have a good simple soluition or just a simple solution.

If you want to see what a micromanagement nightmare really is, get yourself a copy of bombing the Reich from Gary Grigsby. This thing can really drive you nuts .

And to be honest: the current air and naval combat and province upgrading (as Soviet) are much more worse and closer to that legendary "micromangement nightmare" than a simple production model would ever be.
 
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Insect2

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On the subject of Panzer Divisions' participation in the Anschluss of Austria, an unopposed multi-divisional move of several hundred miles:

The march had been carried out, in general, smoothly enough. Breakdowns among the wheeled vehicles were few, but among the tanks were rather more numerous. I can no longer recall the exact figures, but they were certainly not as high as 30 percent.

But the implication is certainly that they were significant.

On Barbarossa:

Early in the campaign:

This dust, endured now for weeks on end, was equally hard on men, weapons, and engines. In particular the cylinders of the tanks became so clogged that their efficiency was considerably affected.

Debating whether to drive towards the Ukraine or Moscow:

I stressed the fact that our tank engines had become very worn as a result of the appalling dust; in consequence they must be replaced with urgency if any more large-scale tank operations were to be carried out during the current year. ... Hitler promised to supply 300 new tank engines for the whole Eastern Front, a figure which I described as totally inadequate.

All quotes are from Heinz Guderian's 'Panzer Leader'. Sorry that it took me so long to dig these out.
 
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Insect2

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SecondReich said:
So, what? I believe that this is adequately represented by Panzer divisions losing ORG while they are moving.

They lose org, yes, but they still fight at 100 % efficiency until org hits 0. My point was that that WWII-era tanks were disabled by simply driving from place to place. Replacing engines, transmissions, road wheels, tracks, etc. costs a substantial amount. But in game all it costs is a week of sitting still. For that reason, even if the cost of replacing equipment lost in combat for infantry and armor divisions was the same, it still makes sense for armor to cost more to represent the losses that are abstracted out of the game.
 

unmerged(13914)

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Lord Baldric said:
And like I said, I don't mind Math Guy making suggestions, but proposals for changes, and especially serious changes, should be based on solid evidence, not mere conjecture. Getting Paradox to change hardcoded reinforcement costs, based on supposed equipment costs, without bothering to look into what the equipment in question actually costs, is not my idea of a step forward.

Just to make sure I'm clear about these points:

-- Paradox didn't ask me before they chose 0.5 and 1.5, but I'm OK with those numbers

-- I looked at equipment costs in detail before raising the issue. In fact, I looked at this issue starting more than ten years ago, when I began work on some puzzling paradoxes in Trevor Dupuy's HERO system. I looked at actual vehicle and field piece costs in 1940 dollars and reichsmarks. I also reviewed, among other things, the relationship between equipment weight and cost, expected service life (barrel wear), actual statistics for lost artillery, Dupuy's research into relative loss rates, and a host of other topics. I even studied tactical games like Advanced Squad Leader and operational games that keep track of individual tanks, like The Operational Art of War, to see how well they agreed with Dupuy's findings and whether they would correctly model the higher-tank-loss, lower-artillery-loss findings. (And if not, why not.)

Your assuming that I didn't do my homework and saying that I didn't is annoying me all over again.

Lord Baldric said:
I've spent the last several hours looking through the 2004 US Army Budget. I wish I could see one from say 1942, but I can't find one, and I feel the current one still has illustrative merit.

Procurement for all weapons and tracked vehicles (inc new purchases and modifications) is about - $2 Billion.
Trucks, cars, tractors, etc - $1.1 Billion.
Communications and Electronic Equipment - $3 Billion.
Engineering, Support, and Training Equipment - $1.7 Billion.

Personnel Expenses (just the Active Duty Army, not including Reserves or National Guard) - $40 Billion.

For one year's active duty personnel expenses, the government could purchase 10,000 M-1A2 tanks, enough for many many divisions. Or it could purchase 80,000 155mmm Guns. Or 400,000 120mm Mortar Systems.

$300 Million was spent of soldiers' clothing alone.
$2.5 Billion on health care payments.
$150 Million on combat related disability payments.
$3.8 Billion on unit travel.

$500 Million on small arms ammunition.
$125 Million on Mortar ammunition (enough to buy over 1,000 of their largest, 120mm Mortar Systems).
$200 Million on Artillery ammunition.
$190 Million on Tank ammunition.

The picture this paints for me is that perhaps the most heavily mechanized army in the world is utterly dominated by personnel costs, not equipment costs.

Yes, but this isn't necessarily relevant for a bunch of reasons. As I said about medical costs, there are all kinds of "soft" costs not represented in HOI. An IC is not simply a dollar amount -- a number of people have tried on these forums to reconcile national budgets in terms of ICs with historical figures, and there's no easy formula for doing that. Like an iceberg, about 90 % of national economic activity in HOI is "underwater," not simulated. The costs for building accommodations in England for millions of US troops, for example, or building increased rail capacity in Persia for Lend-Lease shipments via the Persian Gulf to the USSR. Or the Alaska Highway. Or airbases on the West African coast for the Takoradi air ferry route. Or the costs of race riots among factory workers in the Midwest, or the Japanese internment camps.

In dollar terms many of these things far exceeded the $2 billion or so that was spent on tanks by the US during the war -- about 1 % of the $250 billion war effort in total. So if you had a game in which the economy ran on dollars, you would have an impossible dilemma. Either you would have to come up with compelling reasons why the player MUST build the Alaska Highway and intern the Japanese and do all these other rather dull infrastructure tasks, or you would allow the player to spend his budget any way he wished, and he would build ten times as many tanks and simply ignore these other items. The US would have 300 armored divisions and players would wonder how Roosevelt could have been so stupid not to do the same.

Instead, ICs represent scarce industrial resources like fabricated steel or skilled labor. They simulate the "bottlenecks" that ultimately determined how fast new units could be produced. Totalling up dollar amounts paid to a volunteer army doesn't tell us what the relative cost of replacing destroyed vehicles or lost riflemen would be in terms of factory and training camp capacity. On the other hand, the number of manhours required to build a tank, and the total weight of steel involved, can be compared to the labor and materials to make small arms, or artillery. In fact, the dollar costs are a pretty good indication of overall material and labor costs -- but only in relative terms, comparing one weapon to another.

I have no reason to believe that the standard artillery of WWII were any more of an expense than they are now. I also suspect that the 1.5x replacement modifier for armor may be too high, and that the 8x cost of Armored divisions might be too high. I wish I could get a hold of some circa 1942 equipment costs. No other WWII I have every played has had anywhere near a 8x premium for armor though...

Look here for vehicle costs in 1940s terms. I would post some other statistical sourcebooks you could look at, such as Brute Force by John Ellis, but I'm not keen to spend a lot of time helping you review all the data you accuse me of not bothering with.
 
Mar 14, 2003
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I had a thought, (prolly others had also) a while ago, that it should be more like ships in port. As long as they are not fighting then depending on the infrastructure/distance between a CORE, (homeland) province then it should take a certain amount of time.

I.e

If in home province spd of restrength should X*1. Where is an artibary time (i.e. 30days).

Otherwise, spd of restrenght should X* (1 / (# of provs to nr. home prov * (total infra/34))

OR some equivalent.
 

IEX Totalview

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Zwiback said:
[rant]
Seems like for some guys every thing beyond one click and one supply type for everything ends in a "micromangement" nightmare.
[/rant]

[rant]

If something increases the number of clicks, and does add meaningfully to the game, it is not needed.

Take naval reinforcement in HOI. I have 15 ships in port, all slightly damaged. I want to repair. What does that involve? This is as of early versions of HOI, since I never played much past 1.03.

Below are the clicks:

1 - send each ship to the repair queue
2 - click on budget window
3 - adjust production slider to cover repair costs
4 - exit window

Then when my ships are done:

5 - click on budget window
6 - adjust production slider to removerepair costs
7 - exit window
8 - Click on unit deployment
9 - 38 Select each of the 15 ships and redeploy them to the correct port

So 38 clicks for repairing my ships, as opposed to 1. Yeah, I'm gonna prefer the 1.

[/rant]
 

Lord Baldric

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The SuperAI Bundle HA values are so high because 1) the initial values are higher, and 2) units get +3 HA for each AT tech instead of +1. With that combo it's not hard to get up there pretty quick.

Now, as far as Tanks being overpowered if the HA values are too low go, all I want is for the different unit types to reflect their different strengths and roles. I don't feel I should lose half my strength with a Tank stack against an equal number of plain rifle divisions in open terrain. If that's what's going to happen, I'll lose 100% of my tanks before even getting to the Dneiper. On the other hand, I would expect plain infantry to dominate behind fortifications, in forests, cities, etc. If armored units don't have a significant advantage over infantry under the most favorable conditions, then I'm only buying them for role-playing reasons. Another issue with infantry HA values is that they are the same on both attack and defense, when their AT guns are much easier to use while they are defending, especially if fortified.

What I think should be done, since you only assign value to equipment, and that Tank units suffer disproportionately because of this, is to penalize non-Armored units in the same way at every opportunity. Thus, start them at a certain base HA value, and roll everything else into AT brigades. Presumablely throughout the game they are getting more and heavier guns. Make them pay for them at every turn, and force them to upgrade at a cost. It's only fair. As far as I'm concerned you can do the same thing with their SA bonuses related to artillery. Another idea would be to have different infantry models like you have different tank models (1939 Inf, 1940 Inf...). Then the player can choose what sort of infantry they want and pay accordingly. If they want 15,000 guys with AK-47s and nothing else, they can build militia divisions.

I'll make a deal with you. I'll drop the hostile tone in exchange, no I'll just drop it straight away, and hope that in turn you drop your patronizing tone. I don't need to be beat over the head by your decade of analysis, and I don't need to be "granted points" on my arguments. I apologize for any disrespect I have directed at you, but I'm not going to accept arguments made on the basis of some kind of papal authority. Just because you've reached certain conclusions based on a certain set of data doesn't mean there aren't different ways of handling the data or even different sets of data use. Not to mention what is the best way to turn such conclusions into a game which is fun and balanced.
 

Zwiback

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If something increases the number of clicks, and does add meaningfully to the game, it is not needed.

A simple economic system wouldnt require much clicking, but it would add much more deep and realism to the gameplay. Maybe we could scrap the provinces and different unit types too- after all they are not really meaningful too.
 

Chaplain

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IEX Totalview said:
[rant] Take naval reinforcement in HOI. I have 15 ships in port, all slightly damaged. I want to repair. What does that involve? This is as of early versions of HOI, since I never played much past 1.03.[/rant]

Respectfully, how can you possibly provide meaningful input to these discussions when you "never played much past 1.03?" I mean, 1.06 is an entirely different animal.

What's more, all you have to do is return your ships to port (one click) and they will begin repairing themselves in HOI. Leave them there awhile, and voila, they're repaired.

I am on the side of those who want to increase the detail at the "expense" of micromanagement. IMHO, the micro you're describing is fun. Quite fun.