• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Striker475

Major
57 Badges
May 2, 2007
650
0
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Europa Universalis IV: Res Publica
  • Supreme Ruler: Cold War
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
Personally, I dont think its hard for them to model at all. Remember, Vicky models entire pop stats based on province populations.
Basically, what is needed is a starting population count (as of Jan 1, 1936, or of the closest estimate if needed).

From there, simply take population growth in the countries based on a line of best fit, assuming the war did not occur. This would give you a trend line of the national population without World War II. Now, I know it gets a bit difficult and v. AH without the war, due to the postwar baby boom, but it sort of measures up, especially considering a place such as the United States which was only in the war for four years.
That gives you your pop calculations for the span of the times.

Following on from that, simply subtract losses from the values being pumped out. Remember, the growth of the population based on that trend line will not change (since HoI doesn't measure immigration rate changes or birth rate changes like Vicky, rather keeping the rate as a constant growth, only affected by tech eg agriculture/medicine/plastics). From this, as long as you are given values of divisional size, then you should effectively have the makeup of your population, and should be able to calculate losses.

Surely the above isn't too hard to program?

Also, if someone decides to light me up on the 'no because its sensitive' bandwagon, two of my great-grandfathers fought at Gallipoli and the Somme, all the way to the end of the war (one with Albert Jacka's 14th Bn, 4th Brig, 1st AIF Div.), and a great-uncle fought on Bougainville. I'm inherently proud of what they've achieved, and yet, I do not believe we can truly honour them unless we are able to remember the sacrifices they and other millions of men and women made across the world. Unless we do remember their sacrifice, then we will forget, and that opens the door for tyranny to reign once more.
And please remember we are talking raw casualty stats from the actual battles, NOT civilian casualties. I fully agree with Paradox on the latter subject; it's far too touchy, and is very open to lead down a slippery slope which would result in far too many people being offended.
 

seattle

Field Marshal
49 Badges
Apr 2, 2004
5.035
4.222
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Knights of Honor
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Battle for Bosporus
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Majesty 2 Collection
  • Crusader Kings II
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
  • Majesty 2
  • Cities in Motion
  • Semper Fi
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Cities: Skylines - Snowfall
Many WW2 games have casualty stats.
Two examples:

Commander - Europe at War
Making History - The Calm and the Storm

---------------------------------

Those stats not only add a vast amount of flavour and IMMERSION, the new magic word, they are also a vital part of warfare and should play a key role in the game mechanics.
Naturally a sane person would try to keep own casualties as low as possible and monitor that stat frequently. Replay value is increased considerably by trying to keep casualties lower each playthrough.

Each nation should have a specific casualty tolerance, further modified by political system and status of being an aggressor or defender.

Example:
USA as a war-weary democracy with a diverse population and a civil war trauma naturally has a low tolerance towards casualties.
In WW2 the only that tolerance increased dramatically because the country was attacked and that in a fiendish manner.
If in HoI3 the US-player declares war on Germany or Japan or anyone else for that matter, without being attacked, then the casualty-tolerance should be set on very low. Casualties cause massive dissent, or maybe even better war-weariness as in Vicky.

A nation like the Soviet Union, China, Japan and to a slightly lesser extent Germany should have a very high casualty tolerance, even if being the aggressor.

This feature would single-handedly cause people to play realistically or be doomed to fail. An aggressive USA or France would have to achieve blitzkrieg-victories. A single Verdun and the population would revolt and the player be kicked out of office.

-----------------------

Opinions on my idea?
 

unmerged(58571)

Field Marshal
Jul 1, 2006
6.288
0
Arrrgh, not another casualties-cause-dissent respawn!
Whac-a-mole is boring.
 

Ostheim

Volksreich (HoI4)
58 Badges
May 3, 2005
1.327
747
  • Stellaris - Path to Destruction bundle
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • 500k Club
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • Crusader Kings III
  • Crusader Kings II
  • Victoria 2
  • Sengoku
  • Hearts of Iron II: Armageddon
  • Darkest Hour
  • Hearts of Iron III
battlecry said:
It's not arrogance, he's just sick of people not reading the thread and then posting the exact same thing over & over. This idea has been proposed dozens upon dozens of time since HoI1, if one wants to agree with it or expand upon it, fine, but don't just post the exact same idea with the exact same examples.

The nature of forums and forum users aren't likely to change. Rehashing some ideas through another person's words and perspective is not something to make equally 'useless' replies to.

Whac-a-troll
 

Pzt_Dragoon47

Second Lieutenant
67 Badges
Feb 18, 2008
147
0
  • Sword of the Stars II
  • Sword of the Stars
  • Pride of Nations
  • Crusader Kings II
  • Rome Gold
  • Europa Universalis: Rome
  • Magicka
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron III
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Shadowrun: Hong Kong
  • Battle for Bosporus
  • Crusader Kings II: Horse Lords
  • Stellaris: Megacorp
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Way of Life
They don't HAVE to measure it in manpower. I always saw manpower as a resource instead of people and the strength of my divisions as the actual amount of people, as the cost of mp is different for each government.

Why can't it be set up so that each division has its own base manpower value? Like the 4th panzer division has X tanks and Y soldiers? That way it can be easily integrated into the statistics of the game without being caught up in all the different mp problems that come with different forms of government.

I mean, usually the base value for a squadron of fighters would stay the same throughout the military unless there was some sort of logistical problem right? Just like a standard number, like maybe 12,000 men for an infantry division or something along those lines.

Anyway, I'm rambling and my idea's probably stupid anyway...I'm going to go buy some flame-retardant.
 

Battlecry

Field Marshal
16 Badges
Feb 22, 2007
2.528
4
  • Arsenal of Democracy
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis: Rome
  • Semper Fi
  • Rome: Vae Victis
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Hearts of Iron IV Sign-up
Pzt_Dragoon47 said:
They don't HAVE to measure it in manpower. I always saw manpower as a resource instead of people and the strength of my divisions as the actual amount of people, as the cost of mp is different for each government.

Why can't it be set up so that each division has its own base manpower value? Like the 4th panzer division has X tanks and Y soldiers? That way it can be easily integrated into the statistics of the game without being caught up in all the different mp problems that come with different forms of government.

I mean, usually the base value for a squadron of fighters would stay the same throughout the military unless there was some sort of logistical problem right? Just like a standard number, like maybe 12,000 men for an infantry division or something along those lines.

Anyway, I'm rambling and my idea's probably stupid anyway...I'm going to go buy some flame-retardant.

Not a stupid idea by any means. This might be the easiest way to incorporate the figures people seem to want while still keeping it semi-abstract (to avoid 'dishonouring the memories' etc). Although it would have to be per-brigade, I believe. If we can find a way to make both "camps" in this discussion happy, it would be best.

Unfortunately I don't think the engine will be sufficiently detailed to account for tanks losses vs. losses in men - it's simply a % strength loss in HOI2, and I don't see any indication of this changing for HOI3.
 

Pzt_Dragoon47

Second Lieutenant
67 Badges
Feb 18, 2008
147
0
  • Sword of the Stars II
  • Sword of the Stars
  • Pride of Nations
  • Crusader Kings II
  • Rome Gold
  • Europa Universalis: Rome
  • Magicka
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron III
  • Crusader Kings II: Reapers Due
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Shadowrun: Hong Kong
  • Battle for Bosporus
  • Crusader Kings II: Horse Lords
  • Stellaris: Megacorp
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Crusader Kings II: Way of Life
That's where it gets more complicated no doubt, but then again, vehicles and tanks are only apparent in three of the land force types, such as motorized, mechanized, and tank divisions. Mainly soldier-based units are the paratroopers, infantry, militia, garisson, and mountain troops. Maybe the vehicle-based forces can all be classified as "vehicles" in the casualty lists, except the base number of "soldier" casualties in those units is halved to get the amount of "vehicle" casualties. Now there is a stupid idea but at least it gets my point across.

Maybe just use "men" for everything? Except the amount of men lost is based on the % of strength lost in each unit? Maybe that can solve the armor to footsoldier problem. Because, after all, the enemy can always build new tanks.

I'm used to playing Close Combat where there are casualty lists for the battles and the overall campaign so this feature would drastically increase the replay value of this game for me at least.

--------------------------------------------------------------------------

Also, and the moderators may edit this post if they wish for bringing up a possibly taboo subject, (I think, I'm not sure), but didn't AGEod figure out a way to project casualties into their games? Maybe that can be used as a guideline I'm not sure, I didn't play that civil war game of theirs all too much.
 

unmerged(122975)

Second Lieutenant
Nov 6, 2008
148
0
I can see a problem if division discriminates men and tanks: If I have a division made of a tank brigade and an infantry brigade and it gets attacked by an army with high soft attack and low hard attack, it will be irrealistic to say that both brigades suffered casualties in the same proportion or that it lost few tanks but a lot of men.
 

sapper66

First Lieutenant
24 Badges
Nov 21, 2002
234
45
Visit site
  • Steel Division: Normandy 44
  • Stellaris: Federations
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Cities: Skylines
  • 500k Club
  • Hearts of Iron III
  • Europa Universalis IV
It woudl not be that difficult to add realistic numbers to a casualty list. For instance teh unit(division) statistics show 35% soft targets and 65% hard targets for combat purposes... This breakdown of soft/hard(which is already in the game) would mostly likely relate to a division with 2 armor bde's and 1 inf/mech inf bde in the example setforth. To creating a casualty report to add depth and immersion woudl be relatively easy.

For example(workign with the current statistics already in teh game) say said division above (starting with 100% combat power) finishes a battle and have only 71% combat power remaining. (Lets assume a max div inf to be 12,000 soldiers...numbers can vary... and armor to be 150 tanks...numbers again can vary...but for illistration purposes)

Using the given soft/hard % already in teh statistics, current combat power vs initial combat power and max inf/tanks a simple calcultion can be derived to calculate losses:

Combat power loss x Percentage of type x max qty = losses
INF Losses (1.00-0.71) x 0.35 x 12,000=1218 inf losses
Tanks Losses (1.00-.71) x 0.65 x 150 = 29 tanks losses

Of course these numbers are not exact and are simply ratios of losses whcih in RL may not be exact. However, losses and talleys in real life are never exactly known until quite a long time after combat or the war is over when a country sustains a large number of losses(not like todays tracking, where losses in the last 20-30 yrs are relatively small and considerably easier to track)

The casualty report would include all casualties in teh unit... eventhough only a fraction of teh divisional soldiers are actually combat soldiers(many being service and service support)

These casualty reports are completely differetn and do not relate directly to manpower as a resource as many divisions require a different amount of abstract manpower even if the actual number of soldiers are closer proportioned thant thier manpower usage ratios
 

unmerged(58571)

Field Marshal
Jul 1, 2006
6.288
0
I have to admit I cannot understand the point of using complicated formulae for trying to guess how many concrete soldiers each unit of manpower corresponds to for each individual division when the resulting data is utterly useless since it is neither accurate nor corresponding to anything used in-game, whereas simply keeping statistics of manpower losses, which are already calculated, provides information that is both exact by default and meaningful.
 

unmerged(44030)

Captain
May 6, 2005
443
0
Wobbler said:
I have to admit I cannot understand the point of using complicated formulae for trying to guess how many concrete soldiers each unit of manpower corresponds to for each individual division when the resulting data is utterly useless since it is neither accurate nor corresponding to anything used in-game, whereas simply keeping statistics of manpower losses, which are already calculated, provides information that is both exact by default and meaningful.
I have to admit I cannot understand the point of not using exact numbers for the amount of casualties. As people have already stated, no complicated formulas are needed.
 

unmerged(58571)

Field Marshal
Jul 1, 2006
6.288
0
I'm not advocating against exact numbers (quite the contrary, actually), I'm advocating against trying to change an exact number of abstract manpower into a guessed number of concrete soldiers when there, quite deliberately, is no exact relationship. It's like trying to express the exact value of e as a rational number.
 
Mar 2, 2005
659
15
Wobbler said:
I have to admit I cannot understand the point of using complicated formulae for trying to guess how many concrete soldiers each unit of manpower corresponds to for each individual division when the resulting data is utterly useless since it is neither accurate nor corresponding to anything used in-game, whereas simply keeping statistics of manpower losses, which are already calculated, provides information that is both exact by default and meaningful.

Well the whole point here is that each "point" of MP must be equal to certain number of men. Otherwise it wouldn't really mean anything. I just can't understand why it wouldn't be just as easy to talk about men instead of manpower. In the statistics-page it should also tell how many men has each nation lost this far, and have a list of your land battles with casualty rate.

Also, about dividing between men and tanks... it oversimplifies it, methinks. If we start to separate infantry and tanks, we should also separate trucks, artillery and other heavy pieces they might be dragging along.

But, would it not be possible to have three strength bars instead of two? One for organisation, one for men/infantry, one for "Heavy Equipment". Say you have an armoured division fighting enemy infantry division. Now, depending on the HA of the infantry and the toughness percentage of your division, you propably lose more men than heavy equipment but your tanks roll the enemy infantry over. Then you face an enemy armoured division with even higher toughness than yours, for their tech level, and additional AT. Now your HE losses are higher than infantry ones. Both bars affect the fighting capability of the division, but infantry losses make higher casualties, the HE losses are more expensive to replace.

I think this is an idea already proposed by someone, and probably too radical for the process is already on... doubt that they will do any real changes to the land battle system anymore. But still, MP=men. Why not talk about them as such?
 
Last edited:
Mar 2, 2005
659
15
Wobbler said:
I'm not advocating against exact numbers (quite the contrary, actually), I'm advocating against trying to change an exact number of abstract manpower into a guessed number of concrete soldiers when there, quite deliberately, is no exact relationship. It's like trying to express the exact value of e as a rational number.

This makes no sense to me. Of course ManPower represents a number of men. Energy represents a certain tonnage of coal, usually. Metal those of iron and steel. However, as there are different sources for energy it would be hard to talk about tonnes there... but there just men(and sometimes women), for which the MP is there to represent. For hardly any real reason.
 

unmerged(58571)

Field Marshal
Jul 1, 2006
6.288
0
Kasakka said:
Well the whole point here is that each "point" of MP must be equal to certain number of men.
Huh? The whole point of using MP is to avoid having to care about exact numbers of men by abstracting them.
 
Mar 2, 2005
659
15
Wobbler said:
Huh? The whole point of using MP is to avoid having to care about exact numbers of men by abstracting them.

If you can abstract exact number of men, I see no reason why you couldn't do it the other way around...

EDIT: And why would it be such a burden to "care" about exact numbers anyways?
 

Bullfrog

General der Tso's Chicken
22 Badges
Mar 11, 2005
5.978
421
  • 200k Club
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Arsenal of Democracy
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Darkest Hour
  • Hearts of Iron II: Armageddon
Kasakka said:
If you can abstract exact number of men, I see no reason why you couldn't do it the other way around...

EDIT: And why would it be such a burden to "care" about exact numbers anyways?
It comes from HoI and HoI2, where instead of having 10000 men per division like in Vicky, the number was "abstracted" to avoid standardizing numbers in divisions regardless of nationality. Since divisions were standard in game, their exact makeup was abstracted to keep people from arguing about said number. For example a historical Italian division versus a British one, in game they're the same in MP, but in real life much different.

In HoI3, there will be varying numbers of brigades as building blocks...so we could certainly pull off a more realistic standard number per brigade, since full divisions would not need to be on par any longer.
 
Mar 2, 2005
659
15
For me, it never made it any more realistic to have Italy and Soviet union (prior 41) to use the same MP amount than it would have done to have exact numbers... but in HoI3, like you said, there should be no problem at all in the strength-differ aspect.
 
Status
Not open for further replies.