Is that all kinds of ships? I have noticed USA making a bit too many tier 1 BC, but they also get tier 3 CV which is good.Why is the AI still producing level 1 ships in 1944?
Why is the AI still producing level 1 ships in 1944?
As an "example human", I tend to focus on ships (as far as I want to develop them) hard early on, then essentially abandon them later. This is, on reflection, a function of the fact that the game has a fixed "end date" (and an "expected time scale). Ships have a long lead-time, and researching something that's not going to be available in sufficient numbers to really make a difference before the show's over is a waste of a precious resource. The real actors in the real war, of course, did not have the luxury of seeing the timescale in advance...The AI tends to prioritise other research over ships, so it tends to get to ships 'last-ish' (which, in the context of the game mechanics and starting balance of forces, is often a sensible decision for many nations). Most nations benefit more from better tanks, infantry equipment, industry tech or aircraft more than they do from better ships, on average. Not saying I think this is the way it should be, just the way it seems to be at the moment.
Why is the AI still producing level 1 ships in 1944?
Is that all kinds of ships? I have noticed USA making a bit too many tier 1 BC, but they also get tier 3 CV which is good.
The AI tends to prioritise other research over ships, so it tends to get to ships 'last-ish' (which, in the context of the game mechanics and starting balance of forces, is often a sensible decision for many nations). Most nations benefit more from better tanks, infantry equipment, industry tech or aircraft more than they do from better ships, on average. Not saying I think this is the way it should be, just the way it seems to be at the moment.
Aha *click* - because this switch only triggers once on techup, of course. I wonder whether it's possible to make an event, triggered by the tech completion, that switches any extant ship lines for the replaced level(s) from "infinity" to "1". This could be made AI only, or even give an option to the player to keep it - I could be tempted!PRODUCTION_MAX_PROGRESS_TTO_SWITCH_NAVAL = 0.3
change the value from 0.3 to 1.0.
Aha *click* - because this switch only triggers once on techup, of course. I wonder whether it's possible to make an event, triggered by the tech completion, that switches any extant ship lines for the replaced level(s) from "infinity" to "1". This could be made AI only, or even give an option to the player to keep it - I could be tempted!
I have been dipping into the history/unit files and looking at the starting production a little this morning. I am not seeing anything that starts with infinite production quantities for Japan, the USA, or the UK. But i know from tagging after the game has run a while these nations will be running infinite production lines. This is telling me this problem is a production script issue. If I have time later I will delve into them. There is probably a script line saying to go to infinite somewhere that can be changed to a small finite quantity. This should force the ai to recalculate needs and shift to higher tech. If I can find it.
@Axe99 you know anything regarding naval scripts, or maybe @Elouda has dealt with this?
I suspect it might go even deeper than the AI scripts; if the player starts a ship costruction line, the default setting is a serial run of infinity. All the script has to do is omit to change that, and you will get infinite runs of every ship started after the game start set are built.I'm afraid I've been deliberately waiting until 1.4 to get my head back into these (and other naval defines/scripts) issues. Outside of what's in the starting OOBs (which are, as far as I can remember, always for a specific number of ships - I'm pretty sure there aren't any 'infinity' production runs set up for the start of the vanilla game) the production decisions for ships, as far as I can tell, are governed entirely by AI strategies at the broad ship type level (ie, capital ships, screens, carriers, transports). These, however, are by no means the only factors taken into consideration, as even with screens, for example, clearly more heavily weighted than capital ships, the AI for some reason plunks most of its NIC into capitals.
Paradox, have you considered changing the resource displacement in the world? Possibly adding more rubber to the Belgium Congo perhaps?
Also fascist Spain wanted to license build the Italian Litorio-class BB and did build 2 british CA (I think it should be added to the production queue)Well, the Dutch had the idea of essentially licensing the Scharnhorst-class.
Impassable areas
A common problem that seems to pop up no matter how many times we think we have solved it is AI over-committing to Africa. There has been a lot of community feedback on this and we were hesitant to just make a hole in Africa as some mods do, but we still felt something needed to be done so we decided to go with a slightly different approach in Oak and have implemented a new kind of impassable areas. It's fairly realistic that large troop movements can not be done through Sahara in HOI4's time frame, so we have decide to block them off for troops and avoid any case where AI may be tempted to commit more troops there than what makes sense. It seems to help the axis AI out a lot and creates more interesting small-scale fighting for players as well. Right now there is no way to un-impassable these areas, but I feel like its a logical step in the future where people may be playing past the WW2 era to be allowed to do some expensive project and build a highway across.
We have also set up several borders as impassable to block passage across some areas of the Himalayas and others mountain ranges in that area (Afghanistan now is even tougher to take with more border choke-points like the Khyber Pass). While you can't enter impassable areas controlling surrounding areas will flip impassable states so if you control Africa it will look that way on the map also without say a hole in the middle.
Also fascist Spain wanted to license build the Italian Litorio-class BB and did build 2 british CA (I think it should be added to the production queue)
Which CA did Spain build? I am looking in Janes but can't see anything
K
The Canarias class - basically modified Counties, but iirc the modifications were still done by a British designer.
That is in a way what they tried, but the AI couldn't handle it.I really, REALLY don't like the impassable concept. Make it passable by specialised troops and some mechanized units only, at insane costs, speed and attriction but don't block them completely, it's not realistic and an immersion-killer to me.
This is an awfully old thread, but from what I've seen in the game; no it will not.will be impasable terrain overcomed if you build big enough infra here ?