Dev Diary #13 - Arsenal of Democracy Beta AAR - 3.December 2009

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Balesir

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Italian losses in Africa, losses through Yugoslavia and Greece, attrition... Plus Poland and France/Benelux. And War at sea and in the air. Axis losses in WW2 were over 3.5 million, so 0.7 million in mid-'42 sounds pretty reasonable, actually, all things considered.
 

unmerged(172138)

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spying and current production

Do you have any active spies in Germany, Also can we get a screen shot of your current production queue.

I took 17-18-20-21 off from work to be able to concentrate on the game.
 

Alex_brunius

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This sure is more challanging than good old ARMA, but I´m a little worried about the huge stacks that move around :(. IIRC there should be a huge penalty to prevent such an amassing of troops. 53 own divisions to kill 5 armor - at least half of the attackers should be useless unless they were spread over many provinces
No I think they actually implemented stacking in a logical way.

Instead of like in HoI3 have stacking increase by a set percentage so that an entire stack fights at 0% efficiency the stacking increases slower with more units so that each added unit contributes less and less but without reducing the total efficiency of all divisions combined.

This means that 5 armor actually do have a serious fight on their hands versus 50+ low quality divisions, unlike HoI3 where they win easily or HoI2 where they are instantly killed.
 

unmerged(129995)

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If you have so much trouble, how is AI USSR going to do versions the Germans?

They're going to get steamrolled right up till General Winter has wiped out a tenth of the German Army and the Red Army has got its doctrine together :p kinda like real life
 

Mjarr

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This sure is more challanging than good old ARMA, but I´m a little worried about the huge stacks that move around :(. IIRC there should be a huge penalty to prevent such an amassing of troops. 53 own divisions to kill 5 armor - at least half of the attackers should be useless unless they were spread over many provinces

I slightly wonder that myself aswell but in the land combat dev diary they did mention how simple superstacks are not always efficient and I believe it was hinted that there is some sort of ground stacking penalty overall.

I did in my own HoI2 mods though that I reduced AI main front ratio (with the exception of certain countries during specific years\vs specific country) to maintain only 30-50% more troops max most of the time but it has greater amount of reserves to handle around. Combine that with longer buildtimes (inspired by East is Red mod, that was great to try out Cueball :)) and more realistic combat and as a result I almost lost 14 divisions in an encirclement by the french in 1940s shortly after breaking through Belgium and had several bottlenecks that were seriously tough nuts to crack, and after getting too greedy to exploit an opening (concentrated all my arm\mot there) and well, it almost ended up quite nasty. :rofl:

But enough HoI2 blabbering, nice to see how AoD works out
 

Lennartos

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This sure is more challanging than good old ARMA, but I´m a little worried about the huge stacks that move around :(. IIRC there should be a huge penalty to prevent such an amassing of troops. 53 own divisions to kill 5 armor - at least half of the attackers should be useless unless they were spread over many provinces

well... erm... you might notice that it was NECESSARY to amass 53 Divisions to kill them off QUICKLY, DUE to the large stacking penalities.
(he could just wear the out, and wait until their oil / supplies ran out, but that would give the AI time to break through, and help them.)


"I slightly wonder that myself aswell but in the land combat dev diary they did mention how simple superstacks are not always efficient and I believe it was hinted that there is some sort of ground stacking penalty overall."

Excactly
 

Balesir

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well... erm... you might notice that it was NECESSARY to amass 53 Divisions to kill them off QUICKLY, DUE to the large stacking penalities.
Actually, he could most likely have done the job better with fewer divisions - even though I assume they were spread out all around the surrounded pocket. My guess is that 25-30 divisions would do the job; 53 would succeed but was probably inefficient. Of course, there are occasions when optimum efficiency has to take a back seat to just getting the fricken job done now!!! :D;)
 

Balesir

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If you have so much trouble, how is AI USSR going to do versions the Germans?
Generally quite similarly to how they did in real life (and how the German General Staff predicted they would do, interestingly) - they steamroller the Russians until they run out of supplies in increasingly tough logistical ground and grind to a halt. Then they get hit by winter and a reorganised Soviet army.

That's the plan, at any rate :)
 

juv95hrn

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Very nice AAR with a lot of nice features in this version of HOI2. I just wish many of these features could have made it into HOI3 or that this version could have used the map from HOI3 or remade the old one to include more provinces. Personally I think I will have a though time going back to the huge old provinces compared to the new map unfortunately. :(
 

x260bm

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Do you have any active spies in Germany, Also can we get a screen shot of your current production queue.

I took 17-18-20-21 off from work to be able to concentrate on the game.

No I don't have any money to spare at the moment. I will include a screen shot of the production queue in the next update.
 

x260bm

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well... erm... you might notice that it was NECESSARY to amass 53 Divisions to kill them off QUICKLY, DUE to the large stacking penalities.
(he could just wear the out, and wait until their oil / supplies ran out, but that would give the AI time to break through, and help them.)


"I slightly wonder that myself aswell but in the land combat dev diary they did mention how simple superstacks are not always efficient and I believe it was hinted that there is some sort of ground stacking penalty overall."

Excactly

Yes the Germans were trying to break through to help out their friends. I attacked from 5 directions so the stacking penalty was not that bad.
 

unmerged(74599)

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Very nice AAR with a lot of nice features in this version of HOI2. I just wish many of these features could have made it into HOI3 or that this version could have used the map from HOI3 or remade the old one to include more provinces. Personally I think I will have a though time going back to the huge old provinces compared to the new map unfortunately. :(

The granularity is one of the major problems for HOI III as far as I am concerned. I am completely up for the idea of adding provinces to the system, even doubling them. On the one hand the system is designed to give more tactical control to the player, but the effect is actually to reduce in real terms what the player can reasonably be expected to control tactically. Hence, the need to automate some fronts.

So what seems to be an increase in strategic depth by adding more tactical functionality, isn't really an increase in strategic depth. Really strategic depth is determined by the players imagination and how much they apply themselves to the game. It is not as if chess suddenly has more depth if you play it on a 10 x 10 board, what actually happens is that it reduces the ability of the player to compute deep chronological variations, because they spend more energy analyzing immediate circumstances that entail more variations.

The real limits of complexity are set by the intelligence of the player.
 

makif130289

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The granularity is one of the major problems for HOI III as far as I am concerned. I am completely up for the idea of adding provinces to the system, even doubling them. On the one hand the system is designed to give more tactical control to the player, but the effect is actually to reduce in real terms what the player can reasonably be expected to control tactically. Hence, the need to automate some fronts.

So what seems to be an increase in strategic depth by adding more tactical functionality, isn't really an increase in strategic depth. Really strategic depth is determined by the players imagination and how much they apply themselves to the game. It is not as if chess suddenly has more depth if you play it on a 10 x 10 board, what actually happens is that it reduces the ability of the player to compute deep chronological variations, because they spend more energy analyzing immediate circumstances that entail more variations.

The real limits of complexity are set by the intelligence of the player.


what an intellectual viewpoint towards a grand strategy game!..this is not chess, just a game, a little bit diffucult game..hey man, I just say that if there were, let's say 100 more provinces in the Europe, this would have increased my options in all military operations..more provinces in the Ardennes would make my Blitz more fun and more challenging and I wouldn't have to follow the same path everytime..also stack problem would be much less problem..this is very simple, more provinces, more options, more fun..
 

Blecky

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Yes the Germans were trying to break through to help out their friends. I attacked from 5 directions so the stacking penalty was not that bad.

Very well, then, so it won´t be a matter of super-stacks that decide a war. I´m looking forward for the next AAR - and for the release :).
 

unmerged(74599)

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what an intellectual viewpoint towards a grand strategy game!..this is not chess, just a game, a little bit diffucult game..hey man, I just say that if there were, let's say 100 more provinces in the Europe, this would have increased my options in all military operations..more provinces in the Ardennes would make my Blitz more fun and more challenging and I wouldn't have to follow the same path everytime..also stack problem would be much less problem..this is very simple, more provinces, more options, more fun..

What's not intellectual about a grand strategy game? Its not counter-strike. It bean counting with tanks. In essence the problem with HOI III is that it is trying to be both a grand strategy game, and a tactical game, and doing neither well. There are several excellent operational level games that will allow you to invade France in numerous ways. Breadth does not equal depth. Nor does it increase complexity.

Guess you missed the part where I say the map size could easily doubled. My point is that there is a point at which there are diminishing returns.
 

Titan79

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(...) I say the map size could easily doubled.

A bit OT, but: do you think it would take long? And, did you ever tried modding the map somehow? I'd be very interested in such a project.
 

unmerged(74599)

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We already use the modded map designed by Durruti in MEM for the East is Red. It opens up more corridors for attack both in Spain and France. Sedan was added as well as more provinces in Belgium.

The tools exist.

Beyond that kind of thing, I think you would have to increase overall map size to really start giving the game more tactical fluidity. I think it should be done, really.

It was rumoured that AoD would allow for large map sizes. Is this the case?
 

makif130289

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  • Prison Architect: Psych Ward
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Battle for Bosporus
  • Europa Universalis IV
  • Europa Universalis IV: El Dorado
  • Stellaris: Distant Stars
  • Stellaris: Federations
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Victoria 2
  • Europa Universalis IV: Cradle of Civilization
  • Warlock 2: The Exiled
What's not intellectual about a grand strategy game? Its not counter-strike. It bean counting with tanks. In essence the problem with HOI III is that it is trying to be both a grand strategy game, and a tactical game, and doing neither well.

Guess you missed the part where I say the map size could easily doubled. My point is that there is a point at which there are diminishing returns.

what is no intellectual is your comparison of chess and hearts of iron..chess provides you innumerous movement options due to its nature, it is not relevant to the width of the table..but, HOI is not chess..in HOI2, how you will take France is same almost every time..you send your mobile units through several provinces in Belgium and then France is conquered..you even don't have to make a strategy about how to go through these provinces, because huge stacks will determine the result, and of course, you should be intelligent enough to send your CAS bombers to interdiction mission..HOI doesn't provide so many options to us due to lack of provinces..because, at some point you will have so many divisions on each province and then stacks will again determine the result..

about HOI3, I was totally disappointed with the game..the problem is that the game is just too much complex for a man to handle with efficiently..but this is not due to the huge number of provinces..ın HOI3, you have huge amounts of divisions compared to HOI2 and to control them, you have to use AI..and I hate using AI for my military operations..but for HOI2, the situation with huge number of provinces would be completely different..because HOI2 doesn't cause big controlling problems which we see in HOI3..