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Shadow Master

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Hi everyone! I love what I'm reading here! I just bought HoI2 DD (Saturday) and have so far only played as Germany (1936 start). As my experience is so far limited I cannot comment about many of these ideas.

From playing other games that had leaders/leader bonuses I wanted to have leader training capabilities, so this is looking good. One thing I would like to contribute is in the area of historical realism. My very limited experience has not prevented me from wondering why I can not get the "perfect" leader (be this either a combat leader, government minister, or scientific researcher or even some Civil engineers).

I am a member of a WW2 discussion forum, and have a great interest in military history in general, and for the last year or so have been inspired to really get going on feasting on the wealth of information the Internet has to offer. My main area of interest is the "What If". I love reading up on historical battles and cannot help but try to visualize how the battle would be affected had different choices been made leading up to the POD (Point Of Departure).

In specific to Germany's leader training (this is the only nation I have as yet tried to play, keep in mind): Germany is a nation without a centuries long history/tradition of naval power, unlike both Briton and France, Spain, Italy, Russia and even the US and Japanese. This means that after the defeat in WW1, Germany's navy was basically hamstrung (as intended by the Allies). Historically, this caused problems that Germany did not wholly succeed in working around.

One thing I would to see is the ability use an Ally's officer training programs as a first step in one's own program. IE; Germany sends Officers to Japan in the inter war years to circumvent the treaty of Versailles restrictions on aircraft (and thus carriers) as well as submarines, heavy surface combatants (modern ships over 10,000 tons w/guns larger than 11") and the 1001 little things that would help them field a more effective fighting force.

Back too 1936 Germany. Germany has great leaders, but is lacking in some areas, most notably for the carriers/techs. This is both historical and good, as it somewhat limits Germany's growth into these areas (I would even go so far as too add penalties to developing techs/forces for countries with no clue) without having the ability to first build a training academy to create an officer corps capable of effectively using these units/tactics.

If Germany were to have had 20 years of shared experience (from 1919-1939) of working with the Japanese navy during these years, what might this have done for Germany's own navy?

For HoI2 DD: Make officer training academies (I use this term for all leaders), have researchable techs to improve the academies efficiency and perhaps have 'attachments' for expanding the curriculum taught. Also, in the case of over-stacking, why not allow (with the proper academies/techs/training) officers to have a cumulative command capability, IE; best leaders bonus as a base, and then some of each lesser officer's command capability could be added to the total. The amount added would depend upon your officers academies/techs/training. I would want this to have a minimum level at which it could become active, so a player has to take at least some steps to make this effective.

Naval Basing
I have in mind the correction of a major 'oops' contained within the game, and that is the lack of range for naval forces. I understand the reasons for the current system, but how hard would it be to add replenishment ships to each country's ship building? If a player builds sufficient 'oil-tankers' and 'supply-ships' this would in itself mean that a deployed forces are larger and more expensive (more ships burning more fuel/more crew eating more food) but would allow you to extend your fleets range.

I cannot overstate the difference that this change would make, both from the perspective of historical accuracy as well as from a game play point of view.

For those interested in why I feel that this is a critical flaw, I would direct you too read up on such things as

The Spanish-American war (the part where a US fleet defeats the Spanish fleet in the Philippines and thus gaining them as a US possession).

John Paul Jone's famous battles (Especially the 'Bonne Home Richard' v 'Seripis' battle, as well as the account of how {and why} he and a raiding party of his men landed in England).

The Falklands war.
The Spanish Armada.
Trafalgar.
The Russo-Japanese war circa 1904-1905.

And even
Christopher Columbus and his "In 1492, Columbus sailed the ocean blue".

All these historical events occurred because these people could sail far beyond the range that their ships on board supplies would have allowed for.

As something very close to this is already included in the game (allocating supplies for an attack) for one's land forces, the coding change to allow for allocating supplies for a voyage should (I hope) not prove too difficult too pull off. Weather or not the supply vessel's are abstracted (like the land forces supply trains are) or are represented by actual ships (that can then be sunk by an enemy with appropriate consequences if your fleets find themselves without supply far from home), this should be included in the game IMHO.

Thanks too the designer's for a great game! And thanks to all the forum members that make this a fun place to visit!
 
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ArneHD

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This sounds really good in my opinion, since it allows even small nations to build a decent officer base, instead of being stuck with 4 Mj. generals at 0 skill and all with old guard.