• 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.

hellfish6

Nuke the site from orbit.
93 Badges
Jan 21, 2003
1.215
8
nope.nope.com
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Naval War: Arctic Circle
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Battle for Bosporus
  • Divine Wind
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
For the past couple weeks I've been tinkering with some ideas of how to revamp the units for HoI3.

1. Purpose

I love Hoi2. However, I've always thought that combat - the core element of the game, was pretty generic. Any two countries will have the opportunity to construct the exact same divisions - combat more a matter of research capability to see who gets the newer technology first than it is a matter of showing how the different countries organized and fought with their militaries. I understand that the doctrines were supposed to be the deciding factor to explain why the Germans could outperform the Poles, British and French early in the war. This, in my humble opinion, is insufficient.

The CORE and HIP mods make an attempt to rectify this - CORE offers "small" divisions for the countries that had them (i.e. Italy) and HIP offers differing costs for divisions based upon historical values (Japanese divisions are cheaper to build than American divisions). As well intentioned as these systems are, they exist in a flawed context and are merely stop-gap measures to fill a void in a system that doesn't properly simulate national military strategies. In the end, the divisions are still generic.

2. Proposal

I've made an excel file outlining the most common types of military components that make a division in WWII. My proposal is that the player, who can often spend long stretches of game time doing nothing, be allowed to create his/her own customized divisions. Of course, there should be templates and default divisional structures available for those that don't want to make their own.

The idea is that you start with a group of components - hereafter referred to as battalions - and assemble your divisions from them. As you discover new technology, your gain access to additional battalions to build and your existing battalions become eligible for upgrades.

3. How It Works

The following is a basic list of battalions that were widely available in 1936:

Code:
HQ and Staff Cadre

Militia Bn
Garrison Bn
MP Bn
Lt Inf Bn
Inf Bn
Marine Bn
Mountain Bn
Machinegun Bn
Engineer Bn
Recon Bn

Lt Cavalry Bn
Cavalry Bn
Lt Armored Car Bn

Tankette/Lt Inf Tank Bn
Lt Tank Bn
Med Tank Bn
Heavy Tank Bn

Lt Artillery Bn
Med Artillery Bn
Heavy Artillery Bn
Mortar Bn
Heavy Mortar Bn
Lt AA Bn
AA Bn
Heavy AA Bn

Signal Bn
Medical Bn
Horse Transport Bn
Motor Transport Bn
Logistics Bn

The following battalions are unlocked after the discovery of the relevant technology:

Code:
Airborne Bn
Glider Bn
Mechanized Bn
Lt Mechanized Bn
Mech Engineer Bn
Commando Bn
Airborne Commando Bn

Med Armored Car Bn
Heavy Armored Car Bn
Motor Cavalry Bn
Armored Cavalry Bn
Helicopter Recon Bn

Medium Infantry Tank Bn
Heavy Infantry Tank Bn
Medium Assault Tank Bn
Heavy Assault Tank Bn
Superheavy Assault Tank Bn
Superheavy Tank Bn
Amphibious Tank Bn
Airborne Tank Bn
Main Battle Tank Bn

Lt Antitank Bn (towed)
Antitank Bn (towed)
Lt SP Tank Destroyer Bn
SP Tank Destroyer Bn
Heavy SP Tank Destroyer Bn
Medium SP Artillery Bn
Heavy SP Artillery Bn
Superheavy SP Artillery Bn
Rocket Bn (towed)
SP Rocket Bn
Heavy SP Rocket Bn
Lt SP AA Bn
Medium SP AA Bn
Heavy SP AA Bn

Heavy Motor Transport Bn
Helo Transport Bn
Ordnance Bn
Amphibious Transport Bn
Armored Amphib Transport Bn

Each battalion has specific costs, benefits, stats and modifiers that when combined into a divisional structure affect the entire organization - some of these are cumulative effects, some of them are total effects (i.e. HA value of a division is a cumulative effect from all the battalions, however a single motor transport battalion increases the speed of the entire division itself). A division composed entirely of infantry and artillery will be a slow, ponderous unit. Add a signal battalion and a motor transport battalion to the divisional structure and it may lost some of its attack/defense value, but the organization level and speed of the division increases greatly. For some countries, this was important. For others, they'd have preferred the extra infantry and artillery instead of mobility and organization. This ought to be reflected in the game.

Another example - US Armored divisions were actually pretty small. While most German panzer divisions had at least two panzer battalions and over a half dozen motorized or mechanized battalions, US armored divisions had three tank, three mechanized and three artillery battalions. While the US division was a bit weaker on paper than the German division, the difference was that US divisions were much easier to transport across oceans and, arguably, more nimble and flexible than their German counterparts.

A custom division system will let players have the ability to make the game more their own. If a player wants to build a division entirely equipped with heavy tank battalions, let him - he'll soon find out why nobody ever did this in real life. The cost is very high and the division will be, essentially, totally unsupported by infantry and artillery.

However, a more realistically minded player might want to give his airborne divisions a bit more punch - swapping out some parachute battalions for glider battalions. Add an airborne tank battalion. Such a divisional structure would suit his purposes and gaming style better than a generic division. Likewise if a player wants to add some amphibious tanks to his marine division or create an Army Headquarters division with additional artillery and air defense units to support his attacks, he can. This goes well beyond the current brigade system and is vastly more flexible and personal.

Attached is a sample screen to construct a division. Since its still theory, its not fully hashed out. I gave each division 15 battalion slots, as this seemed pretty standard across the board for real life divisions. The divisional HQ is standard and represents the commander and his staff. It is a "free" battalion.

1battalion2jpglj7.jpg


This is just a sample armored division I created. I borrowed the pallete and unit symbols from TOAW3, and they are not necessarily indicative of all the kinds of units that can/should be available.


When I have more time, I'll make some historical examples of divisions to further illustrate the system.
 
Last edited:
Upvote 0

Smut Peddler

Major
16 Badges
Apr 24, 2007
604
2
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
Agreed--in any case, i think it's FAR too grand a topic not to tackle in some way...The Germans captured over a million troops in the opening months of Barbarossa, and these POW's represented a significant logistical and supply burden that i think should be represented in the game. I'm not proposing that every battle should have notable quantities of surrendered troops to house and feed (or eliminate), but the larger battles should definately involve this in some way.

Maybe HOI3 won't even involve an interface or control of POW's (it could all happen in the background, with the player having no control over how many or what happens to them)--maybe 'Events' can pop up that say "you've captured a total of X men in the past X days/months, and you have to use X supplies and TC to move and care for them for X days/months." Again, this could have an effect of diplomacy (primarily beligerance) and perhaps morale of troops (dissent). This could work both ways (i.e., decreasing beligerance and increasing morale), akin to the benevolent attitude of the combatants of the opposing armies in North Africa in regards to POWs.

It could be that HOI3 just records the approximate number of troops you encircle and eliminate, integrating the total into a counter of losses for all combatants for all nations.

Prisoner exchange is an interesting idea, though. Out of curiosity, who says "POW camps shouldn't be allowed?" Is this an ethical issue?
 

{LD}Firestorm

Defender of Democracy
54 Badges
Aug 11, 2005
1.515
0
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Federations
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Arsenal of Democracy
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
Smut Peddler said:
Prisoner exchange is an interesting idea, though. Out of curiosity, who says "POW camps shouldn't be allowed?" Is this an ethical issue?

http://forum.paradoxplaza.com/forum/showthread.php?t=266180

Admins said:
NOTE: There will not be any gulags or deathcamps (including POW camps) to build in Hearts of Iron2, nor will there be the ability to simulate the Holocaust or systematic purges, so I ask you not to discuss these topics as they are not related to this game. Thank You.

NOTE: Strategic bombing in HoI2 will be abstracted and not allow you to terror bomb civilians specifically. Chemical weapons will also not be included in the game. Any threads that complain about this issue will be closed without discussion.

NOTE: There will not be any swastikas in the game, because it IS illegal to show them in Germany and various other countries. Same goes for other Nazi symbols (e.g. related to the SS) or Nazi propaganda material, including songs etc. Any links posted to a mod which includes a Swastika or other illegal Nazi symbols will be deleted. Any threads that complain about this issue will be closed.


Anyone discussing any of the above items on this board is liable to be banned

These rules aren't up for discussion and will be applied as they are.


Although I think this idea should be an exception to their rules.
 

unmerged(63575)

First Lieutenant
Dec 15, 2006
236
0
The best idea ever seen. But come on... signals bat? heh that is bringing things too far.
I would be happy if i could make my divisions by mixing different sorts of regiments and why not, adding few batts.
 

hellfish6

Nuke the site from orbit.
93 Badges
Jan 21, 2003
1.215
8
nope.nope.com
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Naval War: Arctic Circle
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Battle for Bosporus
  • Divine Wind
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
pOzalito said:
The best idea ever seen. But come on... signals bat? heh that is bringing things too far.

A big reason for Germany's early war successes was due to their superiority in radios and in utilizing them for military operations. Most other countries hardly used radios until later in the war - and even then, the Soviets never fully utilized them.
 

Smut Peddler

Major
16 Badges
Apr 24, 2007
604
2
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
hellfish6 said:
A big reason for Germany's early war successes was due to their superiority in radios and in utilizing them for military operations. Most other countries hardly used radios until later in the war - and even then, the Soviets never fully utilized them.

That brings up an interesting consideration, though--how would HOI3 tackle the subject of radios and signal battallions? Would SU be prohibited from attaching signal battallions to divisions until a historical date? Would they need to research doctrines before they are able to attach said battallions? The thing that makes it interesting is that SU (and all countries for that matter) had radio technology in 1936--what seperates them is like what you said, the Germans saw the value inherit to using them operationally.

Another consideration is that SU didn't prioritize factories that fabricated radios because, at the time, they were too technologically complicated, and the high grade wires and diodes involved in thier construction were beyond the scope of their industry. Most of the processed wires were made abroad (primarily U.S.) and imported; this was one of the more important cargos in the lend-lease shipments during the war, becuase unlike wireless communications that can be intercepted by signal intercept units (something the Germans excelled at), wires have to be physically tapped to determine their contents and decrypted. And obviously, due to the extreme, boundless size of the country, the Soviets needed HUGE quantities of wire that they simply didn't have the manufacturing capibility to create.

I agree that signal battallions are a good idea for the game--but how do you implement their use in a historical context and also in a way for the gamer to utilize them as (for instance) a Soviet player who "forsees" their value?
 

Derek Pullem

Stomping Mechs for the glory of Rome!
54 Badges
Apr 15, 2001
9.739
134
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • Stellaris
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Victoria 3 Sign Up
  • Heir to the Throne
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Diplomacy
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Hearts of Iron III
  • Hearts of Iron II: Armageddon
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • 500k Club
  • Hearts of Iron II: Beta
Smut Peddler said:
That brings up an interesting consideration, though--how would HOI3 tackle the subject of radios and signal battallions? Would SU be prohibited from attaching signal battallions to divisions until a historical date? Would they need to research doctrines before they are able to attach said battallions? The thing that makes it interesting is that SU (and all countries for that matter) had radio technology in 1936--what seperates them is like what you said, the Germans saw the value inherit to using them operationally.

Another consideration is that SU didn't prioritize factories that fabricated radios because, at the time, they were too technologically complicated, and the high grade wires and diodes involved in thier construction were beyond the scope of their industry. Most of the processed wires were made abroad (primarily U.S.) and imported; this was one of the more important cargos in the lend-lease shipments during the war, becuase unlike wireless communications that can be intercepted by signal intercept units (something the Germans excelled at), wires have to be physically tapped to determine their contents and decrypted. And obviously, due to the extreme, boundless size of the country, the Soviets needed HUGE quantities of wire that they simply didn't have the manufacturing capibility to create.

I agree that signal battallions are a good idea for the game--but how do you implement their use in a historical context and also in a way for the gamer to utilize them as (for instance) a Soviet player who "forsees" their value?

I think that signal battallions are just too crude a measure. Why not have multiple radio attachments? :wacko:
 

hellfish6

Nuke the site from orbit.
93 Badges
Jan 21, 2003
1.215
8
nope.nope.com
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Naval War: Arctic Circle
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Battle for Bosporus
  • Divine Wind
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
I use the HIP mod and they do an acceptable level of implementation for signal units in HoI2. Basically you research a Signal Batt '36, '38, '41, and '44 - each offers an across the board 1-3% org increase (and maybe something else), plus there is a signal battalion attachment, which is useful for the HQ units.
 

{LD}Firestorm

Defender of Democracy
54 Badges
Aug 11, 2005
1.515
0
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Magicka 2
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Federations
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Arsenal of Democracy
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
I think it should be more then a 3% increase. For historical reasons (shown from Soviet vs German confrontations early on) obviously.


This idea might go alittle too far, but I was thinking:

A minister that uses labour from occupied provinces (Maybe trait would be under the lines of 'Tyrant' or something)
Effect
Dissent in occupied provinces +10%
Occupied IC Increase +5%

Or something like that.
 

unmerged(76409)

Private
May 16, 2007
18
0
Comments on Hellfish's ideas and a note to Paradox

hellfish6 said:
I'm soliciting you guys for more ideas about 'build your own ships'. I'm trying to think of the best way it could be implemented. Here are my ideas so far...

Hellfish, first, my hat is off to you.

A NOTE TO PARADOX: I am a casual gamer, and I hope Paradox is listening too... One of the reasons I play HOIxx is because of its complexity... One of the reasons I let my son play instead of doing his homework is because it teaches him something. I like to learn new things and like challenges. I do not like the move away from historical realism and I really do not like the way the game is getting dumbed down. Please change the trend.

Okay, back to Hellfish.

1st, brilliant. Yes, I prefer the battalion system too. One possible compromise I didn't see suggested was to use a brigade/regiment system, but make the first brigade a series of battalions. So, in a 15 bat. division, you would have SEVEN slots, the first three horizontally along the top would be for specialist battalions and then the remain four slots vertically would be for more gross brigades. This might be a compromise that we could work with.

2nd, the basic structure of divisions should not be too flexible. The basic frames should be derived from tactical technology advances. These then could be tweaked. There are many reasons why, including the fact that changing habits is very hard to do. This is probably what really made the German army rock so hard, that they had young generals and new ideas. Ditto with naval strategy and structure. Also, perhaps one's first prototype division should cost more...

3rd, whether one calls the final unit a brigade or a corps should partly be a function of the basic blueprints one has. If my history serves me correctly, for example, the Russians were really organized around corps of two plus some divisions. My point here is that the basic Russian templates can then simply reflect this with fifteen slots (three battalions and twelve brigades or whatever). Later technologies might allow two brigades to be broken up this way for specialist divisions.

Also, having the freedom to position brigade sized units around the map would be rather nice. The sprite could be just one fellow standing instead of three for brigade sized units, and Russian corps might be five. However, it makes a lot more sense for garrisons and key point defenses, coastal batteries, and so on to have this kind of flexibility (I feel so stupid lining up divisions in every province I conquer...)

4th, there are other features concerning basic equipment and structure worth being able to add. These are not battalions, but things like radios, which someone noted was rather significant to the German army early on. So a division is not just the sum of its battalions and brigades :)

5th, with respect to technology, I would prefer a more elaborate tech tree anyway. Only, it should not require study to decide - there are good alternative tech tree proposals out there that would remedy this sort of problem. For example, my synthesis of several ideas here


Okay, on to Naval.

The key idea I would like to express here is just that I think there is an over-emphasis on the single ship idea. The point is that you did not use single ships - the Bismark was an exception and a disastrous one at that... Every major ship had screening ships. So, instead of thinking in terms of ships, think in terms of fleets. Anyhow, the current system is silly, because you know I am never going to load up destroyers with my carrier because they lack reach where the carrier lacks speed... So, again, the idea here would be having basic fleet blueprints derived from one's technology. So, if you are Yamamoto and you discover that carrier fleets are the cat's meow, then you get a basic carrier fleet blueprint. In it, you have a slot for three capital ships and maybe twelve slots for screening ships. This then becomes the basic naval unit. These would be much more accurate to the operational scale structure of things.

Also, like with the divisions above, there are other features one could add. For example, you could beef up the AA or your heavy guns the way you might give your divisions radios.

Okay, hat off to you again for your enterprising thinking Hellfish.
 

Smut Peddler

Major
16 Badges
Apr 24, 2007
604
2
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
MaoMao said:
Okay, on to Naval.

The key idea I would like to express here is just that I think there is an over-emphasis on the single ship idea. The point is that you did not use single ships - the Bismark was an exception and a disastrous one at that... Every major ship had screening ships. So, instead of thinking in terms of ships, think in terms of fleets. Anyhow, the current system is silly, because you know I am never going to load up destroyers with my carrier because they lack reach where the carrier lacks speed... So, again, the idea here would be having basic fleet blueprints derived from one's technology. So, if you are Yamamoto and you discover that carrier fleets are the cat's meow, then you get a basic carrier fleet blueprint. In it, you have a slot for three capital ships and maybe twelve slots for screening ships. This then becomes the basic naval unit. These would be much more accurate to the operational scale structure of things.

.

I mentioned earlier in this post and in another post that the game Master of Orion II (Battle at Antares) has a GREAT upgrade system for upgrading/modifing existing ships using both templates AND manual methods, and that the MOOII upgrade engine should be somthing that HOI3 should at least base its upgrade system on. What you are describing here, with creating ship FLEETS, is exactly what they implemented in subsequent Master of Orion III and, in my opinion, one of the reasons it was one of the most disappointing games ever. In MOO3, you constructed three types of ships, picket, escort, and capital in your territories--to create a fleet, you selected one of 5 types of task forces (ranging from "flotilla" to "armada", with correspondinglly higher numbers of ships in each) and each type had a prerequisite number of picket, escort, and capital ships required to create. It all sounds good on paper, as pickets would discover the location and appx. size of the opposing fleet, escorts would protect the capital ships, and captials would attempt to engage the enemy fleet at large, but in action the result was terrible. All battles took on exactly the same style and character, and became boring very quickly.

Personally, i enjoy the fact that you can control individual ships. Being able to detatch a BB from one fleet and transfer it to another, where you think combat might be imminent, is one example, to say nothing of ambushing and luring larger fleets away from areas you want to enter clandestinely with single ships. Individual ships also help personalize the game; having named ships survive countless engagements makes the game seem more real, in a way that "fleet 84" or "task force R3" do not. No one conducts serious attacks with one ship, I agree, but I want the freedom to control down to the ship level, and if i want to squander my fleet piecemeal, then that's my choice.

What you say about DD and CV's is interesting, though--historically, DD and CL were the carrier groups primary method of defense against air attack beyond the carrier air screen; oftentimes, however, the fighter cover ranged far away from the CV's, like with what happened to Yorktown at Midway, (or the 4 Jap carriers for that matter...), so, if what you're saying is true, then that IS something that should be addressed in HOI3, because DD and CL are a ABSOLUTELY essential to the defense of carriers. I'm also a big fan of taking it down even further, and adding specific air groups to each carrier (i.e. 3 fighter squadrons or 1 fgt and 2 dive bomber, or whatever) similar to what Hellfish proposes with divisions. in this way, you could have carriers tailored to individual missions (sub hunting, fleet air cover, enemy fleet destruction, scouting, transport, ground assault/marine support, etc.)

I still want the option of sending a single carrier, without escort if i choose, wherever i want, whenever i want, however. :p
 

hellfish6

Nuke the site from orbit.
93 Badges
Jan 21, 2003
1.215
8
nope.nope.com
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Naval War: Arctic Circle
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Battle for Bosporus
  • Divine Wind
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
See this post where I get into more depth about building your own ships (with a picture!). The size of the carrier determines how many squadrons you can assign to it, and you can pick fighter, dive bomber or level/torpedo bomber.

http://forum.paradoxplaza.com/forum/showpost.php?p=6785787&postcount=154

The way I figure it, CVEs can have 1 hangar (i.e. 1 squadron)
CVLs and CV-Is can have 2 (2 squadrons)
CV-IIs have 3
CV-IIIs have 4
CV-IVs have 5
CV-Vs have 6

Max limit would probably be around 8 squadrons, or roughly 100 aircraft (roughly equivalent to what the Midway and Shinano classes were capable of.

As tech develops, additional plane types and weapon upgrades would allow new squadrons. Level bombers would be slow (a disadvantage vs. fighters and air defenses) but have long range and good attack capabilities. Dive bombers would be faster, but less well armed and with a shorter range. Fighters would be good for air attack and defense, but not very effective at ground/sea attack.

Potential other squadrons could include jet versions of the above, anti-submarine (specialized level bombers), scout-bombers, night fighters, etc.
 
Last edited:

Smut Peddler

Major
16 Badges
Apr 24, 2007
604
2
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
hellfish6 said:
See this post where I get into more depth about building your own ships (with a picture!). The size of the carrier determines how many squadrons you can assign to it, and you can pick fighter, dive bomber or level/torpedo bomber.

http://forum.paradoxplaza.com/forum/showpost.php?p=6785787&postcount=154

The way I figure it, CVEs can have 1 hangar (i.e. 1 squadron)
CVLs and CV-Is can have 2 (2 squadrons)
CV-IIs have 3
CV-IIIs have 4
CV-IVs have 5
CV-Vs have 6

Max limit would probably be around 8 squadrons, or roughly 100 aircraft (roughly equivalent to what the Midway and Shinano classes were capable of.

As tech develops, additional plane types and weapon upgrades would allow new squadrons. Level bombers would be slow (a disadvantage vs. fighters and air defenses) but have long range and good attack capabilities. Dive bombers would be faster, but less well armed and with a shorter range. Fighters would be good for air attack and defense, but not very effective at ground/sea attack.

Potential other squadrons could include jet versions of the above, anti-submarine (specialized level bombers), scout-bombers, night fighters, etc.

Good points. There should be a difference between a converted carrier, purpose-built escort carrier, and purpose-built fleet carrier.

Torpedo bombers should also be included; these were among the best weapons fleet commanders had at their disposal for sinking ships with heavily armored decks, as they struck below the waterline.

EDIT:

One other idea involves what was posted earlier about "speheres of influence" or "battle ranges" for land units, wherein as the operational range of two land forces overlap, and combat initiates and intensifies as the overlap increases. In any fleet with carriers, obviously, the carrier's attack range (spherical) is the dominant zone of activity, be it scouting, defense, or attack. As each fighter group on a carrier is effectively "garrisoned" on the ship, each could (like land units) be given missions befitting their abilities--however, the "battle range" of a carrier is dictated by the missions assigned to garrisoned air units; say for example, a carrier only has fighter groups garrisoned--you can assign them a "fleet protection" mission (long range) or a "capital ship protection" mission (short range). perhaps an intermediate range could be set as well. In this case, the carrier and its accompanying ships would be well protected from enemy attack by air, but have a low sight range, and a correspondingly lower chance of detecting and engaging enemy fleets. Conversely, if you set your carriers air groups to a "search and destroy" mission, the range of the carrier group would increase, but leave the capital ships more vuenerable to attack.
 
Last edited:

hellfish6

Nuke the site from orbit.
93 Badges
Jan 21, 2003
1.215
8
nope.nope.com
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Naval War: Arctic Circle
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Battle for Bosporus
  • Divine Wind
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
With carriers, you can't really do wings unless you do something like torpedo heavy, dive-bomber heavy or fighter-heavy...

I like squadrons because you can fine tune your carriers to what you want and need.
 

Smut Peddler

Major
16 Badges
Apr 24, 2007
604
2
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
hellfish6 said:
With carriers, you can't really do wings unless you do something like torpedo heavy, dive-bomber heavy or fighter-heavy...

I like squadrons because you can fine tune your carriers to what you want and need.

Yeah, i thought about that after i wrote it. Yeah, squadrons are an ideal choice. Carrier/squadron construction could be a very similar system to the battallion/division method. The myraid of mission choices available to CV's would be a good way to epitomize the primacy of the carrier as the dominant force in naval warfare.
 

Joppos

Major
35 Badges
Jan 6, 2005
764
456
  • Crusader Kings II: Way of Life
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Europa Universalis III Complete
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III
  • 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
  • Hearts of Iron II: Armageddon
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
Hellfish6,
i don't know it this has been brought up, if it has i must have missed it. Anyway if AI nations would build their divs after templates, how would the AI, and players who don't want to mess with customization for that sake, go about building divisions with alternative specialization(AT, AA et cetera.)? Having templates for every combination seems rather messy, and without such a function, there would only be one kind of flavour per division type to build at all which would be kind of dull.
 

Alex Borhild

Captain
62 Badges
May 18, 2005
479
42
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Cities: Skylines Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • 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: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Nemesis
  • Europa Universalis IV: Conquest of Paradise
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Hearts of Iron Anthology
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
I really like this idea, and think it should be incorporated at some point, in at least the army system, and the aerial and naval systems as well.
 

hellfish6

Nuke the site from orbit.
93 Badges
Jan 21, 2003
1.215
8
nope.nope.com
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Naval War: Arctic Circle
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Battle for Bosporus
  • Divine Wind
  • 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: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
Joppos said:
Hellfish6,
i don't know it this has been brought up, if it has i must have missed it. Anyway if AI nations would build their divs after templates, how would the AI, and players who don't want to mess with customization for that sake, go about building divisions with alternative specialization(AT, AA et cetera.)? Having templates for every combination seems rather messy, and without such a function, there would only be one kind of flavour per division type to build at all which would be kind of dull.

Simple. They wouldn't. They'd have what the armies historically had. Weapon upgrades should increase the stats over time, but without a dedicated AT unit in the division, they'll still probably be hurting over time.
 

Joppos

Major
35 Badges
Jan 6, 2005
764
456
  • Crusader Kings II: Way of Life
  • Magicka
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: Pre-order
  • Europa Universalis III Complete
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis III
  • 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
  • Hearts of Iron II: Armageddon
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
hellfish6 said:
Simple. They wouldn't. They'd have what the armies historically had. Weapon upgrades should increase the stats over time, but without a dedicated AT unit in the division, they'll still probably be hurting over time.

So if i get this right, a player who can't handle fiddling with customization won't be able to have battalions such as AA, AC, TD etc. at all? I don't know if this is just generally realistic though, but it will kill off some part of the gameplay established in the earlier titles.
A solution could be to have additional brigades attachable just as in hoi2, but that dosn't fit very well with this suggested system in my opinion.