I think some events for creating the Warsaw Pact nations, GDR, Poland, Czech, etc would be great.
Vittorio Perazzolo said:Finchè avrò io la Germania siete destinati a morire sporchi Rossi!!
Shawkhan said:...What a refreshing viewpoint! Most people's threads I've read recently complain about how difficult it is to defeat the Soviet Union, and here we have someone telling how to make conquering them even harder.
Copper Nicus said:Actually, they were formed in divisions size units right before the start of war... but it does not change the fact, that in terms of HoI combat system there is no real place for those units.
NKVD divisions were designed as suppression units - either on own territory (by shooting in back of own soldiers) or on the enemy territory (by "securing" area from "enemies of the people"). None of those tasks can be properly simulated in HoI - and in terms of normal, front combat NKVD divisions are equal to standard Soviet Rifle Divisions (Infantry).
Vittorio Perazzolo said:Finchè avrò io la Germania siete destinati a morire sporchi Rossi!!
DoctorPlague said:Hmm, so NKVD could be a Soviet only tech, which increases defence efficiency by a substantial amount just to make conquest of Soviet harder. Then, you test it in a battle and see if it makes a difference.
Pro_Consul said:The NKVD could even be several techs. Here are couple of rough and dirty sample techs you could have:
1. NKVD GUGB Commissars (sp?) - Lower dissent and/or increase defence efficiency
2. NKVD GULAG Labor Camps - Lower dissent and manpower, increase industry by some percentage
3. NKVD GUVOVPGO Facility Guards - increase foreign IC usage by a percentage
4. NKVD GUGB Internal Security Police - decrease dissent but trigger random events which occasionally eliminate cabinet ministers as "enemies of the People".
It would be important, however, to be careful to include the negative side effects of the techs along with the increased efficiencies, both of which result from the brutality and injustices inherent in the NKVD.
Ghost_dk said:1. You cannot lower dissent with techs
2. A no go area as far as both Paradox and CORE goes
3. This is an ability limited to ministers.
4. Again you cannot lower dissent with techs and there already are purge events which have the mentioned effects, at least as far as officers go in exchange for lowered dissent.
Ghost_dk
Pro_Consul said:Hmmm. Thanks for pointing these probs out. I was afraid some, or even much, of this would require reworking before anything doable was arrived at. As I said in a previous post, I am not a modder or a coder. I am just a history buff who is in thrall to this game.
Lemme ask a few questions about each, just to make sure I understand these limitations and stuff:
1. Can a tech somehow trigger an event, which could then lower dissent? If not, then the NKVD idea would be best handled by event only.
Pro_Consul said:2. Why is that branch of the NKVD a no go? I understand the swastika no-go, as that is offensive to many, and illegal in some countries. But what is the source of the taboo about the GULAG branch of the NKVD? Is it just that some would rather forget that it happened? I mean, I understand excluding the Nazi concentration camps from the game, as they were a horror that does not bear dwelling on, and they had no effect on any game aspect in any case. But the GULAG labor camps were instrumental in the Soviet transfer of industry to Siberia, as well as in rebuilding the railways and roads in the Barbarossa-devasted provinces over which the Red Army had to pass their supplies in their later counteroffensives. They were also responsible for handling certain labor intensive major works projects, thus freeing non-prisoner workers for other, less arduous industrial projects.
Pro_Consul said:3. On rethinking the Facility Guards tech idea I realized that in reality they should increase industrial output across the board, albeit by a small percentage. They were used to guard facilities in Russia as well in Poland and other conquered territories (and make sure the workers kept working). They should also lower manpower, as these were able bodied troops who might otherwise have been employed in combat roles. Now the raising of industrial output is clearly a tech-able variable; but is manpower alterable by tech, or only by event?
Pro_Consul said:4. Regarding the purge events, true there are some, but none of them lower dissent. They simply avoid a sharp rise in dissent. But historically the NKVD executed several ministers as enemies of the State, aside from all the officers they executed during the purges. In fact, all three people who headed the NKVD itself died this way. They also eliminated many vocal Party members who made noise critical of Stalin or his policies. This had the effect of preventing people from hearing just how bad things were in the pre-war years. And more telling, it silenced many other would-be critics. As I said before, stopping discontented people from showing their discontent is, for all practical game purposes, the same as lowering their level of dissent. But the purge events only keep you from suffering sharp increases in dissent. They have no positive side effects whatsoever, where I believe they should have some. But again, I don't know if this can be done by tech. Can it?
Pro_Consul said:2. Why is that branch of the NKVD a no go? I understand the swastika no-go, as that is offensive to many, and illegal in some countries. But what is the source of the taboo about the GULAG branch of the NKVD? Is it just that some would rather forget that it happened?
Pro_Consul said:I mean, I understand excluding the Nazi concentration camps from the game, as they were a horror that does not bear dwelling on, and they had no effect on any game aspect in any case.
Pro_Consul said:But the GULAG labor camps were instrumental in the Soviet transfer of industry to Siberia, as well as in rebuilding the railways and roads in the Barbarossa-devasted provinces over which the Red Army had to pass their supplies in their later counteroffensives. They were also responsible for handling certain labor intensive major works projects, thus freeing non-prisoner workers for other, less arduous industrial projects.
Pro_Consul said:The more I look at this, the more I think that the NKVD ideas could probably only be handled by a set of events, if at all. I hope my impression is wrong, however, because they would add an element of historical realism that is missing from the Soviet events.
Copper Nicus said:No, We just find those things equal with Nazi's atrocities - and they are treated equaly in the mod. Those things are also offensive to many. If you think otherwise, you can write your own events on that topic.
Death camps had no effect, but concentration camps and forced labor had. Huge part of conquered Europe was forced to work for Nazi Germany, freeing lots of manpower and resources in result. Still, we don't want to split whole banned topic on smaller parts - as it will evnetually result in requests for adding/removing this or that.
Copper Nicus said:Problem is that game engine is aimed for simulating country with economical and political system that is roughly based on capitalism. Stalin's USSR simply not fits that concept - it worked totally differently then all the other countries, including dictatorships and countries like Nazi Germany. Huge use of forced labor in peace time, no visible effects of dissent, will to kill huge parts of own population to achieve ideology-driven goals...
Asudulayev said:I cannot belive what I am hearing, people actually want to make the game easier for the USSR?!? LUNACY... ... ... ... :rofl:
Asudulayev said:I also have some more ideas:
1. I only have one so bear with me. In the game the Soviet Player has several chances to go anti-Stalinist in history. One can send troops to Republican Spain (expeditionary forces, though this is not an event in and of itself), one can say no to Germany and not agree to partition Poland, one can have Trotsky not executed. IOW, one can act completly contrary to Stalinist theory, should this not than, technichally, change the SOV government to Leninst. Since the game allows for these decisions should they not have actual long term effects, I mean what is the point of sparing Trotsky in the game if all it gives you is +1% dissent. Why should the 3rd International be disbanded if the USSR does the unthinkable and actually acts like a communist country is supposed to.