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Porkman

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This is quite correct.
Experienced players argue about the minutia of the game, mainly because we just assume that you have the basics nailed down. What's the point in debating whether or not you need a division with 11 kph when you don't even have basic logistics sorted out?

That's actually where I'm coming from. "Basic logistics" seems to be getting the "basic treatment." It's abstracted, it's going to be Chinese divisions having equivalent capacities to American ones because... it's just basic logistics.

The supply system was opaque, but it was also serviceable. Say what you want about how mystifying the supply system of HOI3 could be, but it was the key to making or breaking key aspects of the war. Once you better understand the supply system in HOI3, you can do amazing things with it.

It should definitely be made more understandable, but don't confuse "The system is opaque" with "The supply system was not the backbone to the game" as you indicated in a previous post.

A supply system shouldn't require specialized learning. It should be manageable with a few heuristics that are native to strategy gamers. For example, "Supply travels on rails" is one of those things known to every strategy gamer since the days of cardboard hexagons. So why not use that?


Well, aside from the war goals problem, I'm not sure what you mean here. What is more fundamental to HOI3 than putting a good infantry division into action? Do I need to dig up countless threads where the utility of various foot infantry formations is debated? Hell, I even address it in the strategy guide as a fundamental part of winning the war.

Now I'm really confused. Ever since TFH came out, the range of possible division builds went up. The inclusion of penetration and the revamping of some brigades and terrain penalties makes choices interesting even at the infantry division level. I wouldn't even presume to lecture a player on the composition of an infantry division until I knew what country they were playing, who they were fighting, and where that division was being employed. French MTN divisions in the Alps have entirely different requirements from Chinese formations guarding ports from amphibious attacks. German infantry divisions with superior firepower unlocked are facing radically different choices than Soviet formations preparing to run August Storm. And this doesn't even begin to address the requirements of the Pacific.

I was reacting to higrosco saying that the composition of the logistical backbone of the division would have an easily optomizeable min/max number that every player would figure out super quickly. I was agreeing with the point you make here that there are so many different divisions from different countries in different roles that there wouldn't be an optimum number, just tradeoffs based on what the intended role of the division was.
 

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That's actually where I'm coming from. "Basic logistics" seems to be getting the "basic treatment." It's abstracted, it's going to be Chinese divisions having equivalent capacities to American ones because... it's just basic logistics.

I'm not sure why you think this. There have been no DDs on logistics yet. The only thing we know is that rails aren't in.

As for HOI3, the low infrastructure in China, and the low supply techs Nat. China would have, makes all the difference between Chinese divisions and, say, US or German divisions.

Who knows what HOI4 will bring in this regard.

A supply system shouldn't require specialized learning. It should be manageable with a few heuristics that are native to strategy gamers. For example, "Supply travels on rails" is one of those things known to every strategy gamer since the days of cardboard hexagons. So why not use that?

And I played some of those games, and it was a micromanagement hassle in every one of them. Fiddling with gauge, arguing over arcane rules regarding how many hexes away from a rail line could count as "in supply," and debating the impact of partisans was not the most engaging aspect of playing them.

I want a transparent supply system. I also want one that does the job of limiting the number and types of units in an area. What I don't want is to spend 30 minutes shuffling around leaders, rail lines, trucks, and crates of ammunition just to play 15 minutes of Barbarossa.
 

Porkman

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I'm not sure why you think this. There have been no DDs on logistics yet. The only thing we know is that rails aren't in.

As for HOI3, the low infrastructure in China, and the low supply techs Nat. China would have, makes all the difference between Chinese divisions and, say, US or German divisions.

Who knows what HOI4 will bring in this regard.

And I played some of those games, and it was a micromanagement hassle in every one of them. Fiddling with gauge, arguing over arcane rules regarding how many hexes away from a rail line could count as "in supply," and debating the impact of partisans was not the most engaging aspect of playing them.

I want a transparent supply system. I also want one that does the job of limiting the number and types of units in an area. What I don't want is to spend 30 minutes shuffling around leaders, rail lines, trucks, and crates of ammunition just to play 15 minutes of Barbarossa.

You misinterpret what I want out of rails. I don't want a the sort of hyper detailed thing you see in some of the classic hex games, I just want rails to be in there for supply capacity and speed of strategic redeployment. There was only one rail line leading to Baku and that should mean something. If my Soviet division holds at Makoch Kala, then the Germans shouldn't be able to go around, or if they do, they should start starving nearly instantly since the supplies shouldn't be able to follow them.

Guage and all that is best handled by repair times. I don't want separate rolling stock, or trucks that aren't organic to the division they're in.

As for everything else you said, the beauty of a video game is that all such distance calculations and the impact of partisans is done "under the hood" and easily visible in a supply map mode.

Also, if all supply is tech, it's impossible to simulate "quality divisions in a sea of bad." For example, the really good quality divisions that China got towards the end of the war that fought in Burma. They were good because they had some doctrine change, but mostly it was just getting sufficient food, clothing, ammunition, support parts etc.
 

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You misinterpret what I want out of rails. I don't want a the sort of hyper detailed thing you see in some of the classic hex games, I just want rails to be in there for supply capacity and speed of strategic redeployment. There was only one rail line leading to Baku and that should mean something. If my Soviet division holds at Makoch Kala, then the Germans shouldn't be able to go around, or if they do, they should start starving nearly instantly since the supplies shouldn't be able to follow them.

This argument I understand a bit better. For me, as long as "supply arteries" exist, whether or not its a rail hex or just higher infra, I'll be happy.

Now, if the game is going to include multiple movement times for supply based on province (where some provinces move supply 1 province a day, while some move it at 3 provinces a day), then I might move into the rail camp.

As for everything else you said, the beauty of a video game is that all such distance calculations and the impact of partisans is done "under the hood" and easily visible in a supply map mode.

But then we're back to no one understanding what is going on if you're not careful.

Also, if all supply is tech, it's impossible to simulate "quality divisions in a sea of bad." For example, the really good quality divisions that China got towards the end of the war that fought in Burma. They were good because they had some doctrine change, but mostly it was just getting sufficient food, clothing, ammunition, support parts etc.

Isn't that covered by leaders with specific traits and unit types?
 

1alexey

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I get where you're coming from, but explain to me how HOI3 or HOI2 was about logistics? Both games had a supply system, HOI2 was understandable because it was simple, while HOI3 had a "system" which didn't reflect much at all. It was a god unto itself.
Try invading anywhere without capturing port in time, advance in China or Russia without taking the high-infra *rail lines*, invade anywhere with a lot of supply-hungry divisions or dump as many troops as you have to Russia, India or China and tell me how good it will go.

In HOI3, the logistic was, as I said, important, and it was easy to get it very wrong, but it was quite straight-forward so it was also easy to not make mistakes there after a few games, you should *get a feel* how much forces you can supply on a particular theater.

There are quite a bit of strategy concerning how ports factor into your invasions into France, Russia, and China. For example taking Leningrad and using it`s port to supply your forces in Russia did make a *lot* of difference. Same with Japan, you kind of needed those coastal ports to supply your forces deep into China. Buy yes, it was quite straight-forward, and you learned quickly to get things right on the spot.
I'm not knocking the influence of proper doctrine, I like that this is the emphasis. Germany did a lot with obsolete tanks because they knew how to use them, same with Finland. As for the ability to just roll up with proper infantry and win, that's also fine, but it's something that the base game sort of hides from the player. The game is set up to encourage the frills. I want more interesting decisions even if just building infantry.

Mainly it's about giving the minors more interesting decisions.
I doubt it "hides" anything. I`ll give you that tech tree is often not very clear on what is important and what is not, but, again, the issue is not that the importance is misplaced, but that the *important basics* are straight-forward, after you play a game or two with particular country.

For example, I recently played as France, for the first time, and I was quite pleasantly surprised how much the very narrow and packed front that France fights make the build of army logic different from, say Italy, that has similar IC and LS.

For one, I quickly learned the dramatic importance of air superiority, that I usually under-estimated playing as Germany, Italy or Japan, that kind of naturally get it, playing against AI.
A game is about giving players interesting decisions and deciding what you want to use for a logistical backbone is important. Do you build trucks to make your infantry more robust and help their mobility and reorg or do you use that production line for tanks? It's a classic quality vs. quantity debate.
Again, the decision would usually be quite straight-forward, you will learn it once, and will almost always get it right the next time you play it.
That's actually where I'm coming from. "Basic logistics" seems to be getting the "basic treatment." It's abstracted, it's going to be Chinese divisions having equivalent capacities to American ones because... it's just basic logistics.
Yes, that was one place where HOI3 was not good, modeling how higher-grade equipment such as heavy artillery was much harder to make for under-developed nations.
A supply system shouldn't require specialized learning. It should be manageable with a few heuristics that are native to strategy gamers. For example, "Supply travels on rails" is one of those things known to every strategy gamer since the days of cardboard hexagons. So why not use that?
Capture high infrastructure lines of provinces.
Capture large ports.
Ensure you don`t over-load network with too many forces.
I`m pretty sure that the game already uses that.
I was reacting to higrosco saying that the composition of the logistical backbone of the division would have an easily optomizeable min/max number that every player would figure out super quickly. I was agreeing with the point you make here that there are so many different divisions from different countries in different roles that there wouldn't be an optimum number, just tradeoffs based on what the intended role of the division was.
There would be an optimum number for a country. Unless you would have to make radically different decisions about your own logistics based on what the enemy strategy is, but I really fail to see in which cases it would happen, maybe the only case is if SU would lose it`s oil producing regions and would have to cut down on mechanization of the army, but again I see no real choice there, that can`t be modeled under the "infantry with horse drawn support vs motorized infantry with motorized support" that is already present in game.
 
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Zinegata

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I guess I will put in my comment about Jet Fuel. The usage of jet fuel which is mostly kerosene would most likely have greatly helped Germany with its fuel problem as most Jet Fuel even now is Kerosene based. And Kerosene is one of the bi-products of synthetic fuel production at a ratio of about 1 part kerosene for 2.5 parts gasoline. Kerosene was largely an unwanted by product as it doesn't work particularly well for fueling piston engines. It works fine for jet engines though. So the jet engines would most certainly have helped Germany's aircraft fuel issues. The main issue was actually transporting the fuel to to the aircraft due to the air superiority the allies had allowing them to paralyze German rail and road traffic.

Jet fuel is more than just kerosene, it's a highly refined version of it; which is why you can't use by-products of synthetic oil production suitable only for lighting lamps as a substitute for jet fuel without a great deal of additional refining.

Again, oil is more than simply about quantity of oil, it's about refining capacity. Germany had pretty much no refining capacity left by '44 to sustain a whole new class of vehicles. The Soviets had huge reserves of crude oil, but America had the most fuel consumption because the Soviet refining capacity wasn't as good as America's; and the Soviets in fact were highly reliant on America for aviation gasoline since American refining techniques were far better.

It would really pay to have some basic economic knowledge about the oil industry before commenting, instead of just blindly claiming jet fuel = kerosense because Wikipedia and other articles mention the word "kerosene" in their jet fuel articles.

And while the the Me-262 certainly had its flaws it is not fair to say that because it was easy to shoot down while taking off and landing that it was defective. Any aircraft is incredibly vulnerable when that close to the ground traveling at low speed. If air superiority over Germany had not already been claimed by the allies when the 262 started to appear in numbers it is quite possible it may not have been remembered as quite the lame duck it was though it likely could not have changed the outcome of the war.

People again keep forgetting that the damn thing managed to get maybe 10 hours of flight time from its engines. So even if it wasn't shot down on take off it was going to kill itself by maybe the third sortie.

Again, the 262 is a terrible example was it was simply never refined to be a truly operational weapon. It was a throw of the dice of the desperate still in denial that the war is lost, who proceeded to pretend that an aircraft that was clearly still in the refinement/development stage as "operational" when it clearly was not. The same pretty much applies to all the wonder weapons like the Type XXI, V-weapons, Maus, etc.
 
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Denkt

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Right now it look like this for me:
Variants are smal steps but can be quite large if you spend alot of points into it while techs are leaps, some quite a bit more then others.
 

scroggin

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Jet fuel is more than just kerosene, it's a highly refined version of it; which is why you can't use by-products of synthetic oil production suitable only for lighting lamps as a substitute for jet fuel without a great deal of additional refining.

Again, oil is more than simply about quantity of oil, it's about refining capacity. Germany had pretty much no refining capacity left by '44 to sustain a whole new class of vehicles. The Soviets had huge reserves of crude oil, but America had the most fuel consumption because the Soviet refining capacity wasn't as good as America's; and the Soviets in fact were highly reliant on America for aviation gasoline since American refining techniques were far better.

It would really pay to have some basic economic knowledge about the oil industry before commenting, instead of just blindly claiming jet fuel = kerosense because Wikipedia and other articles mention the word "kerosene" in their jet fuel articles.



People again keep forgetting that the damn thing managed to get maybe 10 hours of flight time from its engines. So even if it wasn't shot down on take off it was going to kill itself by maybe the third sortie.

Again, the 262 is a terrible example was it was simply never refined to be a truly operational weapon. It was a throw of the dice of the desperate still in denial that the war is lost, who proceeded to pretend that an aircraft that was clearly still in the refinement/development stage as "operational" when it clearly was not. The same pretty much applies to all the wonder weapons like the Type XXI, V-weapons, Maus, etc.

Turbine engines whether turbo-jet like the ME262 or turbo-prop actually aren't fussy about what fuel they burn, they run well on kerosene, diesel, or jet-fuel some engines are even allowed to be run on av-gas for a short time. It certainly isn't a difficult engine to refine fuel for all you need is a liquid with the right burn temperature that doesn't leave undesirable deposits in the engine.

The big problem the Germans had in designing the ME262 was they didn't have enough Nickel to make the temperature resistant alloys that it needed. This meant the turbine blades didn't last long and the engines would fail after about 20 hours use. That was the main reason they designed it as a twin engine aircraft.

Getting back to the general Idea of technology evolution vs revolution.............. I think that an evolutionary development in technology should be represented as another level of tech development . A revolutionary development should be represented as a new tech. Either a one off tech, or the first level of a new tech.
 
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frolix42

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Because Jets use different type of fuel, so transition actually helps alleviate fuel shortage somewhat. :rolleyes:

Just because jet fuel is processed differently then regular aviation fuel this doesn't mean they don't draw from the same pool of petroleum. Jet fuel has a significantly higher octane purity and takes up quite a lot more petroleum input per gallon as it is processed, especially during the infancy of jet-powered flight.

Operationally, carrying 2,000 l (440 imp gal; 530 US gal) of fuel in two 900 l (200 imp gal; 240 US gal) tanks, one each fore and aft the cockpit, and a 200 l (44 imp gal; 53 US gal) tank beneath, the Me 262 would have a total flight endurance of 60 to 90 minutes. Fuel was usually brown coal-derived J2, with the option of diesel oil or a mixture of oil and high octane B4 aviation petrol. Fuel consumption was double the rate of typical twin-engine fighter aircraft of the era, which led to the installation of a low-fuel warning indicator in the cockpit that notified pilots when remaining fuel fell below 250 l (55 imp gal; 66 US gal).
http://en.wikipedia.org/wiki/Messerschmitt_Me_262#Test_flights

With the Me262 you traded extraordinary speed for extraordinary fuel consumption. Probably a very good trade in combat, unless you are starved for oil. Of course Jet-Engines have become exponentially more efficient since the 1940s, but even today propeller aircraft are more efficient if only in regard to fuel.

To bring this back to the original point, extraordinary leaps in technology are almost always extraordinarily expensive. I hope this is reflected in the game.
 
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scroggin

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Just because jet fuel is processed differently then regular aviation fuel this doesn't mean they don't draw from the same pool of petroleum. Jet fuel has a significantly higher octane purity and takes up quite a lot more petroleum input per gallon as it is processed, especially during the infancy of jet-powered flight.
The jet fuel used today is highly refined as a extra safety factor, they remove the hydrocarbons that burn at lower temperatures to reduce the risk of fire from spilt fuel. Turbine engines however run very well on fuel that isn't highly refined and the early fuel used in turbine engines wasn't highly refined at all. It was a very cheap fuel to produce. The octane level is only important for piston engines. The octane rating measures the risk of engine knock in piston engines.......... something that doesn't effect turbines.
So the me262 did have the advantage of a cheaply produced fuel which was easy to refine.
 

frolix42

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So the me262 did have the advantage of a cheaply produced fuel which was easy to refine.

I guess you are right, it was certainly convenient that it used J2 or Diesel fuel in part, but the Me262 was not a pure J2 or Diesel engine. Even if it were, Diesel and J2 were scarce as well. So it doesn't seem likely to me that an engine which burns fuel at twice the rate of the typical twin-engine aircraft of the era was helpful to Germany's fuel situation.
 
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