• 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.

unmerged(69287)

Sergeant
Feb 19, 2007
67
0
Are there any plans to improve the balance of the land doctrine in AoD?As they are now in Armageddon anything other than Spearhead and the ridiculously overpowered Infiltration Assault is generally ignored,especially as most tech teams setup for other Grand Battle Plan doctrine can easily switch to Infiltration.:mad::(
 

unmerged(129995)

Lt. General
Dec 27, 2008
1.230
1
I think we need to wait for the Land Doctrine DD for this one...:p
 

Wildcat_PL

General
13 Badges
Dec 27, 2002
1.770
234
  • Hearts of Iron II: Armageddon
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • 500k Club
I really like the way land doctrines are made in the HoI3. You can research all kinds of doctrines, which each kind giving bonuses to specific units. This way even if you have big armoured forces and research blitzing techs you have to research mass assault for infantry organisation and morale. And also superior firepower for air support and artillery co-operation.
If its organised like this in AoD I would like it. Same applies to naval doctrines. The air doctrines were already fine in the vanilla imo.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
I really like the way land doctrines are made in the HoI3. You can research all kinds of doctrines, which each kind giving bonuses to specific units. This way even if you have big armoured forces and research blitzing techs you have to research mass assault for infantry organisation and morale. And also superior firepower for air support and artillery co-operation.
If its organised like this in AoD I would like it. Same applies to naval doctrines. The air doctrines were already fine in the vanilla imo.
Not much change is needed for this really. Only tie each tech to a few units instead off all and remove the limit of one path. Oh and you need to make them much easier too.

The hard part is how to make doctrines much faster to research if you have combat experience...
 

Wildcat_PL

General
13 Badges
Dec 27, 2002
1.770
234
  • Hearts of Iron II: Armageddon
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • 500k Club
The developers stated the tech teams are going to be non-static. So they will get more fields and more skills. This might affect the speed to research significantly, the only question is what will cause the tech skill change. If this will be somehow dependant on Order Of Battle propotions this might be good.
 

LeeDub

Cynical, withered husk of a man
111 Badges
Oct 1, 2008
1.395
1.152
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Arsenal of Democracy
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Knights of Pen and Paper +1 Edition
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Crusader Kings II: Monks and Mystics
  • Pillars of Eternity
  • Tyranny - Tales from the Tiers
  • Stellaris: Galaxy Edition
  • For the Motherland
  • Hearts of Iron II: Armageddon
  • 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
  • Hearts of Iron III
  • For The Glory
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III
  • Darkest Hour
  • Europa Universalis IV
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Hearts of Iron IV: No Step Back
  • Victoria 2
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
Tech Teams will get skill, but not specialties IIRC. I could be wrong though.
 

unmerged(2833)

Grandpa Maur
Apr 10, 2001
8.614
5
Visit site
Are there any plans to improve the balance of the land doctrine in AoD?As they are now in Armageddon anything other than Spearhead and the ridiculously overpowered Infiltration Assault is generally ignored,especially as most tech teams setup for other Grand Battle Plan doctrine can easily switch to Infiltration.:mad::(
This isn't some random RTS game, but one that tries to be somewhat accurate historically. Why should doctrines be balanced if they weren't in real life?
 

unmerged(129995)

Lt. General
Dec 27, 2008
1.230
1
This isn't some random RTS game, but one that tries to be somewhat accurate historically. Why should doctrines be balanced if they weren't in real life?

Because you shouldn't be locked into a doctrine path, HoI3 did Land Doctrine a lot better. Historical teams means that France will still have a godawful Land Doctrine team and Germany and USSR will still have great Land Doctrine teams, but France isn't stuck with the worst Land Doctrine for the entire game.
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
This isn't some random RTS game, but one that tries to be somewhat accurate historically. Why should doctrines be balanced if they weren't in real life?
Because in real life the doctrines could (and did) evolve in different directions depending on what opposition you faced, how your units performed and what your leaders believed. In HoI2 your doctrine will always evolve in a predetermined way, but not in HoI3.

The Techteam specialities will still be there to limit over-research and doctrines are still pretty expensive to research.
 

unmerged(2833)

Grandpa Maur
Apr 10, 2001
8.614
5
Visit site
Because you shouldn't be locked into a doctrine path, HoI3 did Land Doctrine a lot better. Historical teams means that France will still have a godawful Land Doctrine team and Germany and USSR will still have great Land Doctrine teams, but France isn't stuck with the worst Land Doctrine for the entire game.
What historical HOI 3 teams are you talking about?

It isn't struck in HOI 2 either.

Because in real life the doctrines could (and did) evolve in different directions depending on what opposition you faced, how your units performed and what your leaders believed. In HoI2 your doctrine will always evolve in a predetermined way, but not in HoI3.

The Techteam specialities will still be there to limit over-research and doctrines are still pretty expensive to research.
And how's that an argument for balancing doctrines?
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
What historical HOI 3 teams are you talking about?.
Punctuation. The symbol means a new sentence is beginning. This is what I think he was trying to say: "Historical teams in AoD/HoI2 system means"...

It isn't struck in HOI 2 either.
The fact that you can tailor your doctrine individually for each nation and are not forced to choose one "Path" in HoI3 makes it better. In HoI2 your forced to only have one thing or the other. You can't develop both Superior firepower and Blitzkrieg.

And how's that an argument for balancing doctrines?
Im not agruing for balanced doctrines... I want them more open and flexible so that everyone can get all doctrines they like without boring hardcoded "paths". Techteams and slot will keep them "unbalanced" and make sure Germany have better ones and that the allies can catch up when their good teams are unlocked in the 40s.

Soviet, UK and USA also used Blitzkrieg doctrine with Tank divisions in 1944 historically.
 
Last edited:

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
I really like the way land doctrines are made in the HoI3. You can research all kinds of doctrines, which each kind giving bonuses to specific units. This way even if you have big armoured forces and research blitzing techs you have to research mass assault for infantry organisation and morale. And also superior firepower for air support and artillery co-operation.
If its organised like this in AoD I would like it. Same applies to naval doctrines. The air doctrines were already fine in the vanilla imo.

If I understand correctly what is being suggested here it should be pointed out that the function of adding combat bonuses specific unit types already pretty much exists in HOI II DD, it's just that it is not used, I think because its broken. Unit specific bonuses do not take hold unless the game is saved and rebooted.

I also think any temptation toward breaking up the doctrines again into component parts as it was in HOI I, and now in HOI III should be avoided. This feature of HOI II DD facilitates game play immensely, and is a unique feature of HOI II DD that makes it distinct from the other games.

Not that having detailed tech trees is a bad thing, and I really loved playing with the tech trees in HOI I, but in the end it was tedious and boring after you knew how to work it, and consolidating them in HOI II turned out to greatly increase game playability, and game playability is a serious selling point for HOI II.

Making this game mini-HOI III might not be the best approach. A new game should be distinct, and accent the best qualities of the engine, which in this case is higher granularity and playability.

Because in real life the doctrines could (and did) evolve in different directions depending on what opposition you faced, how your units performed and what your leaders believed. In HoI2 your doctrine will always evolve in a predetermined way, but not in HoI3.

The Techteam specialities will still be there to limit over-research and doctrines are still pretty expensive to research.

I would argue that locking each country into its doctrine, and limiting their ability to change doctrine is an excelent approach. Restrictions, often enhance game play because they force players to make strategic choices.

Further, doctrines evolved out of past military practice. German practices evolved out of their WWI practice, and their previous military tradition, as did the doctrine of their opponents. This gave their military specific qualities. Military organizations have an large amount of bureaucratic inertia, and can't simply pick up and change overnight. Yes, they changed their practice with experience, but the changes they made were made in the context of past practice.

For example, it could be argued that German "firebrigades" (small to medium sized ad-hoc fighting formations used often later in the war) are possible in the context of the German military practice and tradition of devolving greater command decision making power to the lower echelons of command, of a similar kind as they did in WWI where they allowed command and control over artillery to be attached at the divisional level, as opposed to the corps level, like the British, who continued to apply a much more rigid structure of command and control throughout WWII.

Rigid command structures have their advantages, while flexible ones have other advantages. When under serious pressure, I don't think the British would have even considered creating "firebrigades", but rather would have withdrawn, summoned their resources, and aimed for a well co-ordinated and pre-planned counter attack. That was more in line with the Montgomery command style. And it should be remembered that Montgomery was a product of the British officer training system, and while versed in combined arms warfare, also was a big believer the principle of attrition and amassing hugely superior force and then overwhelming the enemy, en masse, not entirely out of line with the principles handed down to him from World War One.

Are there any plans to improve the balance of the land doctrine in AoD?As they are now in Armageddon anything other than Spearhead and the ridiculously overpowered Infiltration Assault is generally ignored,especially as most tech teams setup for other Grand Battle Plan doctrine can easily switch to Infiltration.:mad::(

I don't also entirely agree that some doctrine trees are useless in HOI II DD. For example, many people think that the American tech from Superior Firepower Doctrine is the worst doctrine. Having studied it, I have concluded that it is actually quite a useful doctrine in some respects. People note that in the early going it is certainly deficient in Organization, Morale, and Combat Event bonuses, In this they are right, but this analysis doesn't take into account that it also allows for mass spamming of infantry unparalleled by any other doctrine.

It is certainly not very useful if you have a low manpower country and will hit a ceiling, or the core of your force will be your scenario start army, but for a country which is building an army, it has its uses. I would even consider it as an option for China in 1936 in order to take advantage of China's huge reserve of MP. I would certainly not choose any other doctrine for the USA, unless I was planning on going to war in 1939.

Its an excellent example of how doctrines can be equal(ish) and different and shape the strategic choices toward a more historical end.

The present system might use some tweaking here and there, but the object should be to make the different but equal(ish).

For example, in the East is Red, I modded the Russian Tech Tree from the Mobility Focus Doctrine so that I could remove the entire GDE maluses system from the Soviet Union. Using the present system it is very possible to "shape" the historical development of each nation.
 
Last edited:

unmerged(69287)

Sergeant
Feb 19, 2007
67
0
This isn't some random RTS game, but one that tries to be somewhat accurate historically. Why should doctrines be balanced if they weren't in real life?

I don't mind Blitzkrieg being powerfull as that's somewhat historical but i'm pretty sure Infiltration Assault was never that good.:rolleyes:As for the guy who mentioned some other doctrine trees being useful,the problem is Infiltration is always the best if you have a good tech team for it even as Germany or USA due to cheesy night fighting bonuses.You can't avoid fighting at night and Infiltration will always win a soon as night falls,so every battle has to be started in the morning and has to be over real fast!:mad::wacko:
 
Last edited:

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Well that issue should be taken care of by changing the combat engine, so that less fighting takes place at night.

Again you are looking at the issue solely as an issue of combat. Doctrines don't only effect combat. They also effect production and a whole range of other aspects of the game, if you want them too. Its not just an issue of Organization, Morale and Combat events. It is a strategy game, where production, much more than any other aspect of the game determine who will be the eventual winner of the war.
 

unmerged(69287)

Sergeant
Feb 19, 2007
67
0
Well that issue should be taken care of by changing the combat engine, so that less fighting takes place at night.

Again you are looking at the issue solely as an issue of combat. Doctrines don't only effect combat. They also effect production and a whole range of other aspects of the game, if you want them too. Its not just an issue of Organization, Morale and Combat events. It is a strategy game, where production, much more than any other aspect of the game determine who will be the eventual winner of the war.

Yes that's true,for example it might be a good idea to make artillery cost more IC if Infiltration is used as it does'nt fit the the doctrine to much... I'm pretty sure Armor already cost more as it's hard to "Infiltrate" anything with King Tiger!:rofl:
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
Yes, some of those kinds of tweaks might be made here and there, but I think the overall structure of the doctrine system is sound.
 
Last edited:

Balesir

AoD's Old Geezer
146 Badges
Dec 23, 2005
3.145
1.700
  • Arsenal of Democracy
  • 200k Club
  • Darkest Hour
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Jade Dragon
  • Europa Universalis III Complete
  • Deus Vult
  • Sengoku
  • March of the Eagles
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Common Sense
  • Hearts of Iron III: Their Finest Hour
  • For The Glory
  • Pride of Nations
  • Rome: Vae Victis
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines Deluxe Edition
  • Rise of Prussia
  • Mount & Blade: Warband
  • Stellaris: Galaxy Edition
  • Stellaris: Megacorp
  • Crusader Kings III: Royal Edition
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • East India Company
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Death or Dishonor
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 3 Sign Up
  • PDXCON 2017 Gold Ticket holder
Thanks, Cueball - I could not have put it half so well, myself.

As an addendum, remember that the longer/slower battle progress means that (absent battle events) "winning as soon as night falls" is not generally going to happen. Sure, infiltration assault will have advantages in night combat - just how much will need tweaking - but that is just a useful trait of the doctrine; other doctrines have other useful traits...
 

Alex_brunius

Field Marshal
68 Badges
Mar 24, 2006
22.404
5.017
  • Hearts of Iron IV Sign-up
  • Victoria 2: A House Divided
  • War of the Roses
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Magicka 2
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Achtung Panzer
  • Stellaris
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • PDXCON 2017 Gold Ticket holder
  • Surviving Mars
  • Battle for Bosporus
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Dungeonland
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Arsenal of Democracy
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
Hmm then I guess its up to us modders to fix new cool stuff for Doctrines :)

Doesn't necessary have to be a bad thing. By staying mostly faithful to HoI2 they also ensure that they are not breaking most current mods. A fully revamped doctrine techtree would probably mean very few off the mods that changed anything related to it work.
 

unmerged(74599)

Nexus 6
Apr 17, 2007
4.391
0
It might be nice if the combat bonuses and other units specific attributes boni could be made to work properly. That would open up quite a few possibilities for modifications.
 
Last edited: