Integrating APCs into the Tank Designer

  • 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.

Orlunu

General
83 Badges
Dec 6, 2015
2.102
2.127
  • Europa Universalis IV: Wealth of Nations
  • Tyranny: Gold Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II: Monks and Mystics
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Tyranny - Bastards Wound
  • BATTLETECH
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
I can understand the limited manpower/time issue as a reason, but that makes it sound like HOI4 doesn't have enough manpower on the team. Can it be modded into the game at least?

Should be pretty doable, probably just a matter of too much bloat for vanilla and questions of how much you want to trim it down.
 

Znail

Major
34 Badges
Feb 5, 2019
727
1.217
  • Prison Architect
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: La Resistance
  • Island Bound
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris: Leviathans Story Pack
  • 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
  • Europa Universalis IV: Res Publica
  • Magicka 2
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
The Kangaroo carrier is already in the game, in the form of the last mechanized infantry transport for the UK (and possibly other Commonwealth nations).
(...)
The name is in the game, but it's not even close to acting like one. Churchill Kangaroo is based on the Churchill heavy tank and neither the armor nor the slow speed is what you get in the game.
 
  • 2
Reactions:

Victoria ll

Private
70 Badges
Oct 18, 2016
14
4
  • Crusader Kings II
  • Magicka
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Way of Life
  • Stellaris: Megacorp
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Distant Stars
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: La Resistance
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Darkest Hour
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Magicka 2
  • Hearts of Iron III
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
I'm actually a little concerned about this. Mechanized is slower than motorized so you have to make a decision to put motorized in your light tank divisions, and mechanized in your medium and heavies.

If we can increase speed of mechanized, we're going to see mechanized in light tank divisions, and possibly able to even match the speed of upgraded light tanks, which I think might be a problem.

Basically mechanized is going to completely replace motorized. No point making motorized anymore, besides for logistics.

Granted the speed increase for mechanized might just be so you can keep up with late-model mediums, but we don't know how fast you can make them go.
There is a very good reason to use motorized over mechanized, mainly that mechanized costs 3,2 times more to produce at the lowest tier, and 4,8 times more at the highest tier. Motorized also requires no technological investment and is available day 1, so you can produce huge numbers of motorized before you even have the chance to begin producing mechanized.

Given that production costs will be the same next patch (which they will not be as far as I know), one 13 light tank III division with 7 mechanized III would cost 36,3% more than the same division template with motorized instead of mechanized, meaning you could produce around 10 motorized light tank divisions for every 7 mechanized light tank divisions.

In addition, and this is the most important part, the highest tier mechanized is already as fast as motorized in the current patch of the game.
 
  • 2
Reactions:

blahmaster6k

Bob Semple Tanker
38 Badges
Feb 8, 2018
2.263
6.212
  • Stellaris
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Pillars of Eternity
  • Europa Universalis III: Collection
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: The Old Gods
There is a very good reason to use motorized over mechanized, mainly that mechanized costs 3,2 times more to produce at the lowest tier, and 4,8 times more at the highest tier. Motorized also requires no technological investment and is available day 1, so you can produce huge numbers of motorized before you even have the chance to begin producing mechanized.

Given that production costs will be the same next patch (which they will not be as far as I know), one 13 light tank III division with 7 mechanized III would cost 36,3% more than the same division template with motorized instead of mechanized, meaning you could produce around 10 motorized light tank divisions for every 7 mechanized light tank divisions.

In addition, and this is the most important part, the highest tier mechanized is already as fast as motorized in the current patch of the game.
The thing about tanks is that Quality is more important than quality when it comes to tanks generally speaking. You need mechanized to have passable defense and not have your armor be dragged down too far. Of course in singleplayer the AI barely makes any AT so you can get away with motorized more easily, but in MP you absolutely need mechanized.
 

Archangel85

Content Design, HoI4 [Retired]
Paradox Staff
62 Badges
Jan 27, 2005
2.247
5.213
  • Europa Universalis IV: El Dorado
  • March of the Eagles
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Magicka
  • Magicka: Wizard Wars Founder Wizard
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis III: Chronicles
  • Cities in Motion 2
  • 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
  • Cities in Motion
  • Divine Wind
  • 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
  • Heir to the Throne
  • Knights of Pen and Paper +1 Edition
I can understand the limited manpower/time issue as a reason, but that makes it sound like HOI4 doesn't have enough manpower on the team. Can it be modded into the game at least?

There will never be enough manpower to implement all of a designer's ideas. Usually because the more resources you give to a designer, the bigger they dream. I have never heard of a development team, anywhere in the industry, where people felt like they had more programmers/artists/QA than they needed (more than they could afford - absolutely, but never more than they wanted).

It is possible to mod in a half-track chassis, have it take a troop module as well as other modules, and make the mechanized subunit use that chassis, but it's not technically possible to mod a light chassis to become a mechanized equipment.
 
  • 6
  • 2Like
  • 2
Reactions:

Orlunu

General
83 Badges
Dec 6, 2015
2.102
2.127
  • Europa Universalis IV: Wealth of Nations
  • Tyranny: Gold Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II: Monks and Mystics
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Tyranny - Bastards Wound
  • BATTLETECH
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
It is possible to mod in a half-track chassis, have it take a troop module as well as other modules, and make the mechanized subunit use that chassis, but it's not technically possible to mod a light chassis to become a mechanized equipment.

Got other mods I'm going to be addressing, so won't be me, but a sketch for anyone looking who feels they want to try -

Removal of both armoured cars and mechanised, consolidation onto the same chassis type (with different levels, ofc) with different modules as described. Should be able to then diverge it back out into only the same number of subunits as there are currently (car recon, car btn, mech btn, amtrack btn) if you rely on the equipment selector to correctly allocate them to units which is more or less the historical method iirc. With correct setup for the chassis, this could even accomodate for a lot of the more edge-case historical designs pretty well.

Would take a good bit of script work, but should be a pretty feasible and neat mod for someone to hammer together.
 
  • 2Like
Reactions:

Shadow86

Lord General
134 Badges
Feb 10, 2006
1.281
722
  • 500k Club
  • Rome Gold
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Crusader Kings Complete
  • Crusader Kings II
  • Crusader Kings III
  • Europa Universalis III Complete
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Golden Century
  • Europa Universalis 4: Emperor
  • Sengoku
  • March of the Eagles
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 3 Sign Up
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Nemesis
The name is in the game, but it's not even close to acting like one. Churchill Kangaroo is based on the Churchill heavy tank and neither the armor nor the slow speed is what you get in the game.

Eh, given the scale of the simulation, that's but a technicality. Speeds are particularly abstracted/generalized since the stats don't correspond to a single vehicle, but rather a battalion of them, which is bound to have a more varied composition. The maximum speed of a Churchill tank was 24 km/h: half that is reasonable as an average, and on paper wouldn't be the bottleneck.

At any rate, you can't look too hard into historical, singular vehicle figures: you lose sight of the fact all stats are generalized across the board, per design, throughout nations which had more differentiated models in reality.

As far as the Churchill Kangaroo is concerned, anyway, it's immaterial in an IFV discussion since it doesn't qualify as one. Heavier armour doesn't factor much into the equation, compared to transport capability and heavier-than-APC weaponry, the latter of which this platform lacks.
 
  • 2Like
Reactions: