Took the liberty to update the title...another "What is CORE" thread in the main forum has been sufficiently answered by this one
the "WHAT IS CORE" looks much better...Originally posted by SykoNurse
Took the liberty to update the title...another "What is CORE" thread in the main forum has been sufficiently answered by this one
Originally posted by Zerli
Thus, if we think of rubber "conversion" as an efficiency penalty for substituting less-then-perfect materials in production, then rubber can mean a general category of strategic materials. However, in that case I'd want to reduce conversion rates and technologies that give them, because we still want to simulate the fact that these strategic materials are valuable and hard to replace. Thus, I'd cap oil-to-rubber conversion rates at 0.6, or even 0.5. Conversely, I'd make the starting oil-to-rubber conversion rating 0.1 or something like that.
The problem that arises is small countries handling "rubber" deficiencies. This can be solved by judiciously giving them small (up to 10) sources of "rubber". If various posts around the forum are any indication, many exotic strategic materials had sources in the unlikeliest of places. Those countries that don't have even a flimsy justification for a "rubber" source can receive either a small rubber initial pile or an improved trading AI. Typically 3:1 trading ratios can yield rubber throughout the war for peaceful minors, and those ratios are better then initial conversion anyway, even in vanilla HoI.
Zerli
Originally posted by Kevin Mc Carthy
Simce rubber must be "more than just rubber" the coal-oil-rubber conversion chain should be very poor even at the best tech levels.
Originally posted by Kevin Mc Carthy
Simce rubber must be "more than just rubber" the coal-oil-rubber conversion chain should be very poor even at the best tech levels.
1) I've seen references to Bolted events in C.O.R.E. Does C.O.R.E. include Bolted HOI? If so, the AI, resource & convoy balancing as well as events?
2) How does it get decided what changes go into a C.O.R.E. release?
3) Is there a complete detailed change history showing what I'll get if I install C.O.R.E.?
4) C.O.R.E. docs reference some non-researchable techs added to represent national charactoristics. Is there a list of these, showing who gets them?
and off we goOriginally posted by JRaup
This should probably be merged with the What is CORE thread, but I'll post a repsonse anyway...
snip
Originally posted by Steel
Having pondered this for a while I think the following should be discussed and agreed upon.
- Manpower definition. According to Maximilian I, 1 MP is 750 men and represents the combat services of a division. Math Guy's position is that it is 1000 men which makes a lot of sense if you look at the save game format.
Clearly this has a major impact, for example the difference between 10 or 13 divisions for a country with 100.000 men. It affects manpower pools, events, OOBs, unit definitions etc.
- Division organisation. The most common divisional organisation during the conflict was the triangular (3 regiments), with Japan and China using the square (4 regiments) organisation for most of the war and Italy using a two-regiment structure.
Again this has a major impact on MP costs, OOBs and unit stats. Since the max strength of a unit is non-moddable at 100 and the damage inflicted per hit is also non-moddable, any changes to represent the divisional organisation has to be considered very carefully. Changing MP/IC cost and units stats is trivial via tech, but it will still take X hits to wipe out a stronger/weaker division.
Originally posted by Steel
Having pondered this for a while I think the following should be discussed and agreed upon.
- Manpower definition. According to Maximilian I, 1 MP is 750 men and represents the combat services of a division. Math Guy's position is that it is 1000 men which makes a lot of sense if you look at the save game format.
Clearly this has a major impact, for example the difference between 10 or 13 divisions for a country with 100.000 men. It affects manpower pools, events, OOBs, unit definitions etc.
- Division organisation. The most common divisional organisation during the conflict was the triangular (3 regiments), with Japan and China using the square (4 regiments) organisation for most of the war and Italy using a two-regiment structure.
Again this has a major impact on MP costs, OOBs and unit stats. Since the max strength of a unit is non-moddable at 100 and the damage inflicted per hit is also non-moddable, any changes to represent the divisional organisation has to be considered very carefully. Changing MP/IC cost and units stats is trivial via tech, but it will still take X hits to wipe out a stronger/weaker division.
- Terrain definitions. What makes the difference between hill and mountain?
Originally posted by SykoNurse
and off we go
Originally posted by JRaup
This has a significant impact depending on how 1 MP is defined. As I stated elsewhere, Combat MP strengths of "divisions" varied from nation to nation, with differences between 5-10,000 troops. Add to this those nations with out any sort of divisional structure (many of the smaller neutrals), and this gets even more sticky. The biggest issue is the standardization of divisional strengths. It is a lfat uniform number for all nations, irregardless of what actually was. The engine and basic techs seem to be built on the early war German norm (@15,000 troops per division). This makes it more difficult to represent the larger US and Soviet divisional strengths, as well as the smaller British and Italian, forget about the non-divisional nations.
So, at 1 MP= 1000, a typical German division will need 15 MP to create, or 30 at 750/MP. A US division (averaging around 20,000) would need 20 or 40 MP. That's combat strength only, and does not include support services. As the engine really won't support the various differnece between armies (barring creating a tech tree for each nation), it would probably do to have a standard set at the high end of the average (@17,000). That means a division would either be 17MP or 34, depending on the definition of 1 MP.
Originally posted by Steel
Hmm, no It would be 17 or 23. Also the combat services were much smaller than that (only about 25-35% of those 17000-20000 men) although you can debate this for eternity. Here's an article which gives an interesting analysis: Bayonet strength
The current HoI cost is 10 MP per infantry division or 7500 men, which I think matches German 1941 strength fairly well if you include both rifles and combat support but not command and logistics.
Bottom line the game breaker is that SA/HA/GD bonus from techs can't be scaled based on the division size, thus the smaller divisions get disproportionate benefits from tech upgrades.
Originally posted by jkkelley
Bear in mind that every new ship or flotilla increases the shoreside support structure needed to keep it in shape. There are everything from JAGs to fuel depot petty officers to ordnancemen to SPs, all of whom are ultimately needed for the vessel to be effective, and cannot be released to go join the panzer grenadiers.
jkk