• 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

Plushie

Friend of the Devil
46 Badges
Nov 23, 2006
670
32
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: El Dorado
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Europa Universalis III Complete
  • 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: Chronicles
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • 500k Club
Hellfish's and Finbar's ideas together would make HoI take leaps and bounds forward in terms of realistic simulation of history, which is what I thought PDox games were about in the first place.
 

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
Hehe, thanks guys.

I'm not saying that Paradox is deliberately dumbing down their game for the masses, but I really think that "scalable realism" is the best design decision they can make for Hoi3. Give us options - ranged or generic combat. Build-your-own division/air wing/ship or use generic units. They don't have to tear down what they've already done, but build upon it to give all us that are begging for more realism and options and features what we want.
 

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
finbarr said:
Building your own divisions is nothing short of brilliant. I love it.

However, I do have a reservation. It seems fairly complex system to create a unit that is defined by perhaps a dozen numbers. With such a one-dimensional set of parameters, the added complexity seems to be squished and lost in too few variables. A home grown division would probably shed much of its flavour when placed in the field , being only marginally different from a generic division.
What I'd like to see would be a second dimension added to the combat values. It's been talked about in other places, but I believe close combat and ranged combat should be captured - I seem to remember Panzer General having something like this. But that's reaching deep into the memory banks.

With a distinction for range, modern anti-tank (AT) guns would become an absolute necessity for infantry divisions on the plains or desert. Currently, I don't even bother with AT research, in spite of the fact that AT guns were critical to the Germans, and a lynchpin of the Soviet defence at Kursk.
You could also create nasty urban divisions fiilled with SMG squads, some close-range AT and with good command and control but little else - cheap, historical, and exceptionally painful in the right location.

Ranged values would open up opportinties for new units such as assault vehicles, and engineers could probably be given a close combat value.

When it comes to calculating combat results, perhaps a ranged system could be tied to percentage values. For example, in the open, 95 per cent of firepower comes from long-range weapons, and in urban areas, it's the reverse.

Combining ranged values, and a build-your-own division might create a sum much greater than the parts. It would allow the complexity and subtlety of the division building process (love it!) play out on a similarly subtle battlefield.

Very, very interesting ideas. I had mentioned something similar in this post: http://forum.paradoxplaza.com/forum/showthread.php?t=284480 based on a provinceless system that used zones of control (radius of action) based on ranged weapons. A division with heavy artillery can hit harder at a longer range than a division with only mortars, for example. I'll admit that the concept isn't perfect, maybe not even good for the HoI system, but it's nice to know that someone is thinking along the same lines.

Maybe just give a kind of bonus for long ranged weapons? Researching excellent optics for your tanks (like the Germans) might provide a +2 HA value to your tank battalions to account for the longer range fires they offer. That way you might be able to avoid the messiness of ranged combat entirely.
 

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:
Maybe just give a kind of bonus for long ranged weapons? Researching excellent optics for your tanks (like the Germans) might provide a +2 HA value to your tank battalions to account for the longer range fires they offer. That way you might be able to avoid the messiness of ranged combat entirely.

I think this kind of idea takes us back to the HOI1 tech tree (for example, adding intercom radios, larger cannon, sloped armor, etc. increased HA for tanks).

One way Panzer General 2 tackled this problem was with a range modifier for units that could fire at longer ranges. In the game, when the PzrIVF2 (and after) tanks came out, they fired at a range of 2, but when it engaged targets at the longer range, it lessened the damage more so than when it fired at close range; upside, however, was that enemy tanks with only Range 1 could not return fire. Terrain between units also affected the range modifier. Perhaps somthing like this range modifier could be factored in?
 

unmerged(80328)

Recruit
Jul 14, 2007
1
0
Thoughts on "Custom Divisions"

Brilliant!

I would love it, but I can see many people saying that is way, way, over the top, too complex.
Having the present system (INF 36, INF 41) as a default, with a sub-menu toggle is a perfect comprimise.
Something I have missed for a long time is the old "War in Russia" combat unit system, very flexible and easy to use, and great fun.
WiR is a free download over at Matrix Games. they got the rights to the game, updated and patched it, and now give it out as a feebie. Worth a look in relation to this thread.
 
Dec 1, 2002
604
1
This is a very excellent and do-able concept I think. You could design your own TO&E in Koger's "The Operational Art of War" as well - and once you built a prototype table of organization you could then simply duplicate that loadout to several units in your scenario. It doesn't have to be complicated to be fun.

As for designing your own ships, this is an idea near and dear to my own heart. It's one reason I'm planning to purchase Supremacy at Sea from NWS. I'm all over that one like stink on a skunk.
 

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
If anyone hasn't yet, try out the CORE 0.30 mod for HoI2. It's got tons of brigades to attach to your divisions and should give you a good idea of what a divisional system for HoI3 could be like.
 

unmerged(56271)

Colonel
Apr 25, 2006
1.076
0
hellfish6 said:
For the past couple weeks I've been tinkering with some ideas of how to revamp the units for HoI3.

Interesting idea, but I think battalion level is going a bit too far.

IMO, constructing your divisions from different types of regiments or brigades would be more appropriate.
 

Laurwin

Lt. General
54 Badges
Jun 15, 2007
1.320
4
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Victoria 2
  • Europa Universalis III
  • Divine Wind
  • 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
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Hearts of Iron Anthology
  • Victoria 2: A House Divided
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
Hmm, this still sounds a reasonable idea, after I checked this whole thread again.

If there's one thing what should be done, is that all artillery, gun and armour measurements should be naturally in the metric system. Screw the brits and their inches in the face! :D

However IMHO hellfish, that long list of battallions had perhaps a bit too many battallions. I mean, some abstraction should be allowed, perhaps like only having one recon battallion; which would include light armoured vehicles panzerspähwagens or whatever, scouts etc. Shouldn't this then be considered a "mechanized" unit, not slowing down any faster componets in the division?

Any transport battallions sound rather useless, I'd like more if they were abstracted within "mechanized infantry" battallion or something like that.
Gliders, sea invasion barges and other very specialized equipment might be the ones that would be really necessary.


Thus, my only concerns might be the casualty count; how to make it work? Replacing dead battallions manually should be avoided at all costs.
Also researching and upgrading the individual battallions will be hard. The current prioritizing corps one at a time manually is often too much for me.
And if you'd have to do it at battallion level. Think about upgrading and prioritizing the soviet army, battallion by battallion

Also, could you replace the battallions from some kind of force pool, like nowadays, and re-fit them with some more useful ones?

And I don't want any NATO symbols for battalions, the Germans back then weren't in NATO, thus it would seem false, I'd like pictures about my super tigers please. :D
 

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
The list of battalions is long for diversity purposes. The whole point of this system is to get away from the generic "all are equal" nature of the military forces. If the Germans, Japanese, British and French divisions are all composed of identical recon, tank, and infantry units because of a lack of historical diversity, it kind of defeats a big part of this system.

Transport battalions are hardly useless. The US won the war from a military standpoint because it had motor transport battalions, while the Germans did not. Transport battalions increase a division's supply efficiency and turn an infantry division into a motorized division.
 

shadow737

Colonel
72 Badges
Nov 10, 2006
980
540
  • Crusader Kings II: Conclave
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis: Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon 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
  • BATTLETECH
  • Stellaris: Nemesis
  • Europa Universalis III Complete
  • 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
  • Diplomacy
  • Europa Universalis III
  • Ancient Space
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
hellfish6 said:
The list of battalions is long for diversity purposes. The whole point of this system is to get away from the generic "all are equal" nature of the military forces. If the Germans, Japanese, British and French divisions are all composed of identical recon, tank, and infantry units because of a lack of historical diversity, it kind of defeats a big part of this system.

Transport battalions are hardly useless. The US won the war from a military standpoint because it had motor transport battalions, while the Germans did not. Transport battalions increase a division's supply efficiency and turn an infantry division into a motorized division.

It is a great idea, the only problem with selling the battalion system which I think is great is that Paradox does want the KISS folks too from a marketing standpoint. Like I have said before the Brigade system where the same basic design options are available, but at a larger unit size might make the idea more palatable to the company.

The other thought that I had on the matter is rather than just one model of infantry available at a time, why not 3 to 5 foot Infantry slots that can be filled with different Infantry division designs. This would allow for the "elite" divisions with more high value equipment such as SMGs and 50 cal machine guns plus the secondary divisions armed with bolt action rifles which both divisions populated the WWII era armies. Several design slots for each type of division could make the game more interesting.
 

Aracnid99

Sergeant
74 Badges
Nov 16, 2005
76
6
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • 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
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Horse Lords
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: No Step Back
  • 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
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion
  • Hearts of Iron III
  • King Arthur II
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
Lots of people are arguing in favour of brigades because they are simple or battalions because they are realistic.

Now in reality a Division would include 2+ Brigades/Regiments (e.g. 1xArm, 2xMec Inf, 1xArt), plus various battalion sized units (recon battalion, AA battalion, Medical battalion etc.)

So why not have a system that combines the two. A division gets 5 brigade slots that can be filled with the various types of infantry, medium armour and artillery brigades mentioned above; plus 5 battalion slots that can be filled with the various battalion sized units so for example:

German Armoured Division '44

Tank Brigade (Panther)
Mec Inf Brigade ('44)
Mot Inf Brigade ('44)
SP Arty Briagde ('44)

Recon battalion (Sd.Kfz. 234/2)
Heavy Tank Battalion (Tiger)
Assault Gun Battalion (Surmgeshutze IV)
Medical Battalion ('44)
Vehicle Repair Battalion ('44)

Obviously with standard templates for use by most players this would allow you to have a simple easy to set up system. So If I wanted to make this unit into a faster, more mobile unit I would swap out the Heavy Tank batt for a Signal Batt, if I was on the defensive I would swap my Recon batt for another Assault Gun Batt, if I had IC to burn I would swap my Mot Inf Brigade for a Mechanised one. Coupled with a simple update all Divisions of this type button
it would work fine and require only occasional tinkering (when a new tech is developed or the strategic situation changes).
 
May 6, 2004
553
1
Hellfish you are so right. The bataillon idea is simply awesome. Just wanted to express my support for it.

I dont see the point in what other posters promote, why in a WWII game the basic divisional component should be a brigade?! If anything above bataillon it should be regiment, the only divisions coming to my mind and i can say i am a maddest history buff that had merely brigades as basic component in WWII were Imperial Japanese Forces. Okay, the Commonwealth also to some degree. But only brigades make no Division. Also brigades are mostly a seperate formation. So if at regimental level there should not only be infantry, arty, armor etc Regiments but at least additional components designed to represent the Divisional subunits or Divisionseinheiten (medical, intelligence, transport, engineers ...), which should be different for each branche of service, like different divisional units for armor, for infantry, mountaineers and so on.

But cuz brigades were fielded by many Nations as independent formations and they were composed of different bataillons - and this couldnt be reflected if player can only build regiments - the regimental level would not be a good solution. The bataillon level truly is!!! And yes, the bulk of all of us wants more realism and complexity!
 
Last edited:
Sep 28, 2006
504
0
I agree with Aracnid99, except that the brigades would not be brigades but instead regiments, you could still build brigades and attach them like you do now, but they were generally independent forces, not the building blocks of divisions, as regiments were.
 
Sep 28, 2006
504
0
oops, looks like von_Ysselstein already stated most of what I did. sorry :(
 

{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
Better Idea:

a) Savable template for Hellfish's idea (so you can make one division, and have 'Save as'. Then when you build the division, underneat the Serial and Parallel build options you have a drop down menu with the available saved divisions. Default would be on, well, default. Everything underneat would be what you saved.
b) Paradox has a default template, so users that dont want to go throguh the entire 'mess' of choosing all the varations (the KISS players)
 

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
Aracnid99 said:
Lots of people are arguing in favour of brigades because they are simple or battalions because they are realistic.

Now in reality a Division would include 2+ Brigades/Regiments (e.g. 1xArm, 2xMec Inf, 1xArt), plus various battalion sized units (recon battalion, AA battalion, Medical battalion etc.)

So why not have a system that combines the two. A division gets 5 brigade slots that can be filled with the various types of infantry, medium armour and artillery brigades mentioned above; plus 5 battalion slots that can be filled with the various battalion sized units so for example:

German Armoured Division '44

Tank Brigade (Panther)
Mec Inf Brigade ('44)
Mot Inf Brigade ('44)
SP Arty Briagde ('44)

Recon battalion (Sd.Kfz. 234/2)
Heavy Tank Battalion (Tiger)
Assault Gun Battalion (Surmgeshutze IV)
Medical Battalion ('44)
Vehicle Repair Battalion ('44)

Obviously with standard templates for use by most players this would allow you to have a simple easy to set up system. So If I wanted to make this unit into a faster, more mobile unit I would swap out the Heavy Tank batt for a Signal Batt, if I was on the defensive I would swap my Recon batt for another Assault Gun Batt, if I had IC to burn I would swap my Mot Inf Brigade for a Mechanised one. Coupled with a simple update all Divisions of this type button
it would work fine and require only occasional tinkering (when a new tech is developed or the strategic situation changes).

That would be a nice middle ground, I think. but yeah, just rename "brigade" to "regiment" and I think it would be a happy medium.
 

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
{LD}Firestorm said:
Better Idea:

a) Savable template for Hellfish's idea (so you can make one division, and have 'Save as'. Then when you build the division, underneat the Serial and Parallel build options you have a drop down menu with the available saved divisions. Default would be on, well, default. Everything underneat would be what you saved.
b) Paradox has a default template, so users that dont want to go throguh the entire 'mess' of choosing all the varations (the KISS players)

Yes, saveable templates are important, I think. And Paradox/mod teams would create default templates (preferably based on historical accuracy).
 

Aracnid99

Sergeant
74 Badges
Nov 16, 2005
76
6
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • 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
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Horse Lords
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: No Step Back
  • 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
  • Europa Universalis III
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion
  • Hearts of Iron III
  • King Arthur II
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Victoria 2
  • 500k Club
  • Cities: Skylines
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
I'm British and in the Commonwealth armies brigades are the component units for divisions and regiments are not combat units merely administrive ones. But considering that the Germans, Soviets, US (at the time now they use Brigades), French plus nearly everyone else I accept that regiment should probably be used.