Naval Bases as Fleet support/capacity (thoughts)

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Snagletooth

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@Snagletooth
Nevermind - I just thought it would be nice to add a 3 step sea supply tech for a mod where we would need more data to compare.
Well, you could still. a 4 step in tech.
Stage one is upgraded port refueling.
Stage two is crane, tenders (DD and subs) colliers (fleet)
Stage three is Astern fueling
Stage four is Abreast refueling.

Time to refuel I don't see being able to translate into game (sadly, because the time it took was major issue in wartime. You are very vulnerable while supplying at sea), but it will extend range with every stage.
 
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Balesir

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Time to refuel I don't see being able to translate into game (sadly, because the time it took was major issue in wartime. You are very vulnerable while supplying at sea), but it will extend range with every stage.
I can see several ways to represent this in game, actually. To start with it would be advantageous to have supply convoy requirements between a port with the necessary supply capacity and each task force (answering, I think, the original poster's point). Then, these technology steps for refuelling could modify the chance of naval "surprise" encounters where positioning is very poor at the commencement of the encounter. It would make sense for visibility to be modified by these techs, too. Overall, I can see lots of scope for the much-anticipated "logistics rework" :)
 
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Snagletooth

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I can see several ways to represent this in game, actually. To start with it would be advantageous to have supply convoy requirements between a port with the necessary supply capacity and each task force (answering, I think, the original poster's point). Then, these technology steps for refuelling could modify the chance of naval "surprise" encounters where positioning is very poor at the commencement of the encounter. It would make sense for visibility to be modified by these techs, too. Overall, I can see lots of scope for the much-anticipated "logistics rework" :)

Yea, that could be a basis for it. I think it would need more working out in the details but overall, better fuel logistics could be extrapolated as positioning or as organization in a battle.
 

Uncharted95

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I've been thinking about Fleets and Naval Bases a lot because the way the game represents Naval Bases right now is not very realistic. At least to my layman understanding. I'm not a historian or sailor so I only am making educated guesses based on internet reading.

But the way any size fleet can operate anywhere at any time for any period of time does not seem realistic. The only limiting factor is fuel. And the way that any size ships and any size fleet can be based at any size port also does not seem realistic to me.

I think Task Forces/Fleets should require the support of naval facilities to operate. The reason I say this is because we have this weird thing now where any size Fleet can be anywhere at any time in the ocean and based at any dinky sized Naval Base. And this is just not realistic. Fleets have no supply lines and can stay at sea indefinitely without ever returning to base. No submarine tenders or fuel ships.

So there's no purpose to having the big important Naval Bases like Pearl Harbor for example. The only relevant effect a Naval Base has currently is the amount of ships it can repair at once. So it's simulating the repair capacity factor but nothing else. It's not simulating the fuel facilities at naval bases. It's not simulating the dry docks, the power stations, the maintenance facilities, the ammunition storage facilities, the piers, etc.

Fleets should be supplied by the Naval Bases within their area of operation. By the Naval Bases within their range. The bigger the Fleet is, the bigger the Naval Base capacity needed. So the more ships you pile in to an area, the more naval base capacity you need to supply them. If you go over the capacity in an area then you should start getting some form of maluses and debufffs to the Fleet. Which you would fix by building bigger/more Naval Bases or removing some of the ships from the area.

I also think you should only be able to build Naval Dockyards in provinces where you have at least 1 Naval Base. And when they are built they will be physically located at the Naval Base. If there is more than 1 Naval Base in the State then you choose at which Naval Base the Naval Dockyard will be located. It doesn't make sense that currently Naval Dockyards are randomly magically spread over a province like they are land factories. Naval Dockyards are something that are located at Ports. Ships aren't built inland.

I've been reading about the St. Nazaire Raid and it made me realize that there are different types of ports/docks in real life. And they had different capabilities and capacity. Large drydocks are needed to work on large ships for example. Huge Battleships can't be worked on at little ports without big drydocks. I think the bigger the ship is, the bigger the Naval Base needed to repair it. So a huge Battleship or Carrier couldn't be repaired at a small Naval Base. It could require at least a level 5 Naval Base for example. Heavy Cruisers could require a level 4 etc.

More information; the British in a famous raid blew up the drydock at St. Nazaire and so any large German warship in need of repair had to run the gauntlet of the English Channel to get to a port on the German coast.

I think these changes would also help with the naval doomstack issue as well.

https://en.wikipedia.org/wiki/St_Nazaire_Raid

Honestly this mechanic would be a great addition to the game, not only does it add a huge layer of realism to the game but it adds much needed strategy to the navy and makes naval bases useful. I really hope paradox reads your suggestion and implements it
 
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ecpgieicg

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Fleets should be supplied by the Naval Bases within their area of operation. By the Naval Bases within their range. The bigger the Fleet is, the bigger the Naval Base capacity needed.

The problem with that is ship ranges and the presumed-to-exist supply tenders.

What I mean is, tieing a fleet to its designated base or the nearest base makes no sense supply wise if the required naval base level changes. A fleet can simply go off to another base in range for re-supply. (Note that currently supply is still required to field naval fleet.) The other thing is that temporary resupply of fleet is not the same as repairs. The naval bases best represent the capacity of docks in real life. To transfer spare part, ammunition, food and fuel, all you need is to be able to dock a few ships at a time. And you can still use tenders.

If you require a sum of naval bases in range, then the question is whether that results in any change from the current game. I don't mind some changes in that direction myself. I'll probably like it. Although I am not sure if the added complexity is worth it.

Last but not least, current fleets do have indirect requirements on nearby naval bases. 1) Fleets require supply and that supply (unfortunately) has to come from the nearest naval base, which puts a requirement on the level of the naval base if it is overseas due to supply; 2) repairs are capped by the level of naval base.


I also think you should only be able to build Naval Dockyards in provinces where you have at least 1 Naval Base. And when they are built they will be physically located at the Naval Base. If there is more than 1 Naval Base in the State then you choose at which Naval Base the Naval Dockyard will be located. It doesn't make sense that currently Naval Dockyards are randomly magically spread over a province like they are land factories. Naval Dockyards are something that are located at Ports. Ships aren't built inland.

To the contrary, what you said is not realistic. Dockyards can have slipways and in any case come with the necessary infrastructure to launch ships off their facilities. Dockyards are not ports that allow goods to flow, which is what Naval Bases in in HOI4 are.

What slipway looks like:

header-ship-launch.jpg


What level 10 ports look like:
article-2478975-190E5F8300000578-851_964x590.jpg
 
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Balesir

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The problem with that is ship ranges and the presumed-to-exist supply tenders.

What I mean is, tieing a fleet to its designated base or the nearest base makes no sense supply wise if the required naval base level changes. A fleet can simply go off to another base in range for re-supply. (Note that currently supply is still required to field naval fleet.) The other thing is that temporary resupply of fleet is not the same as repairs. The naval bases best represent the capacity of docks in real life. To transfer spare part, ammunition, food and fuel, all you need is to be able to dock a few ships at a time. And you can still use tenders.

If you require a sum of naval bases in range, then the question is whether that results in any change from the current game. I don't mind some changes in that direction myself. I'll probably like it. Although I am not sure if the added complexity is worth it.

Last but not least, current fleets do have indirect requirements on nearby naval bases. 1) Fleets require supply and that supply (unfortunately) has to come from the nearest naval base, which puts a requirement on the level of the naval base if it is overseas due to supply; 2) repairs are capped by the level of naval base.
I think the problem with "presumed-to-exist supply tenders" is that it fails to fill two important strategic roles:

1) It does not reflect the load upon "merchant" shipping that having a fleet, especially one operating distant from well-established base ports, imposes.

2) An "assumed" link is not available to be acted against in a military manner. This is a key aspect of naval operations; the aim of any operational approach is broadly to control your enemy's movements, and acting against supply has always been a predominant way of doing this. From "scorched earth" to encirclement to Napoleon's maxims, operating against the enemy's supply and communications has pretty much always been a key element of operational strategy. As it stands, in HoI4 you can't even blockade the port that the enemy fleet is supplied from; this leaves fleets far more than a realistic degree of freedom, as preventing just such a move was a key element of naval strategy.

Finally, supplying a fleet from multiple sources I would be massively sceptical about given the logistics technology of the time. Supply logistics need to be planned and managed; doing so in a distributed fashion is just about feasible today because of the internet, but with 1940s communications technology I can't really see it being feasible as a routine.

To the contrary, what you said is not realistic. Dockyards can have slipways and in any case come with the necessary infrastructure to launch ships off their facilities. Dockyards are not ports that allow goods to flow, which is what Naval Bases in in HOI4 are.
It's true that the ideal naval construction, repair and supply system hasn't yet been achieved, but HoI4 is better than previous editions, and we coped with them.

I guess I'd see the ideal as having four elements for naval matters:

- Slipways, built only at ports. Construction of any ship requires a number of these dependant on ship size (light ships 1, cruisers 2 and large ships 3, say).

- Repair facilities are taken up similarly to slipways, and are needed to repair, refit or fit out existing ships. Ships under construction should get "launched" from the slipways at a % of HPs and need repair, reflecting the actual construction process.

- Port facilities, which determine the maximum flow of goods/supply through the port.

- Manufacturing facilities (NICs), which are actually very similar to CICs and MICs and can be "converted" into them just as CICs and MICs can be converted to each other. These provide the actual industry-days needed to construct or repair (or refit) ships. They do not need to be at the port (and often weren't).

This way, a port could be good for all or just some of these functions, and NICs could be anywhere (although, again ideally, they would impose a rail load if distant from the slipways/repair facilities).
 
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ecpgieicg

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Finally, supplying a fleet from multiple sources I would be massively sceptical about given the logistics technology of the time. Supply logistics need to be planned and managed; doing so in a distributed fashion is just about feasible today because of the internet, but with 1940s communications technology I can't really see it being feasible as a routine.

At large scale, logistics and supplies tend not to be delivered in a centrally planned fashion. But rather, advance bases are built or lease. Materiel are accumulated. Personnel are placed (after trained). And then it is up to the commander (more like his staff) and the logistics officers to coordinate where to get supply. Supply doesn't just mean fuel and food. It means basic maintenance and repair. Personnel health needs. Personnel training. etc. By commander I don't mean operational command of battle task force either. I mean commander of vessels and any other type of training units.

Ofc it is based on a tier system. Higher tier (e.g. LIONs) base has more facilities and can carry out more types of field activities. The shipment of materials themselves are organized by from at a high level activity type down to at a low level by per kit for a job/type of personnel.

Where in the link do you find splitting supplies impossible?

For example, page 143 The Logistics of Advance Bases where a schedule of general shipment at different time to different types of bases. Throughout the document, you don't see any description of tailoring supply to a particular task force. (Honestly, that seems such an unnatural thing to do unless your whole navy consists of a single tiny task force and operates only once away from home.) The document also describes much learning from RN. That's two big naval users. To expedite the read, Building the Navy's Bases in World War II describes the components of US continental bases. The Logistics of Advance Bases describe how the advance bases should collectively provide the same logistic services.
 

ecpgieicg

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I guess I'd see the ideal as having four elements for naval matters:

- Slipways, built only at ports. Construction of any ship requires a number of these dependant on ship size (light ships 1, cruisers 2 and large ships 3, say).

- Repair facilities are taken up similarly to slipways, and are needed to repair, refit or fit out existing ships. Ships under construction should get "launched" from the slipways at a % of HPs and need repair, reflecting the actual construction process.

- Port facilities, which determine the maximum flow of goods/supply through the port.

- Manufacturing facilities (NICs), which are actually very similar to CICs and MICs and can be "converted" into them just as CICs and MICs can be converted to each other. These provide the actual industry-days needed to construct or repair (or refit) ships. They do not need to be at the port (and often weren't).

This way, a port could be good for all or just some of these functions, and NICs could be anywhere (although, again ideally, they would impose a rail load if distant from the slipways/repair facilities).

Slipways are a part of dockyard facilities. A dockyard is where you assemble the ship and is likely where most of the components are manufactured. That is what HOI4 dockyards are.

HOI4 naval bases are (commercial/civilian) port + naval supply base.

So technically you shouldn't have ship launches at naval bases but instead at dockyards.

Are you suggesting there should be a more realistic simulation of ship launch as opposed to the current appearing from off map to a designated naval base?

It does not reflect the load upon "merchant" shipping that having a fleet, especially one operating distant from well-established base ports, imposes.

Supply tender is not the same as merchant marine.

Merchant marine are represented by the convoy system in HOI4. They are strained by a larger navy. Just not a lot. And that's devs' design choice. (Try build yourself a 400 ship navy and tune SUPPLY_CONVOY_FACTOR from 0.25 to 0.5. You will see.) The system, sufficient or not, is already there.

Mid-sea supply in order to extend range of vessels during (single) operations requires specialized tender ship. Pending on the missions and the particular navy, tender ships may be used regularly. The home port (ie. base in HOI4) of a vessel taking the supply has not reason to be bound to the port (ie. base in HOI4) that the tender last took supply from. Why should it? In any case, these are for in mission supplies. They are just a tiny part of what supplying a fleet means. Perhaps I shouldn't have mentioned tenders.

But tender should be represented by a logistic tech or something that extends ship range.

Example of tender:
slider-Tender-ELBE-404-1.jpg


Example forward supply base (just a naval supply depot; lvl 0.5 in HOI4) described in this article:
ulithi_north_anchorage_and_sorlen_island.jpg
 
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I've been thinking about Fleets and Naval Bases a lot because the way the game represents Naval Bases right now is not very realistic. At least to my layman understanding. I'm not a historian or sailor so I only am making educated guesses based on internet reading.

But the way any size fleet can operate anywhere at any time for any period of time does not seem realistic. The only limiting factor is fuel. And the way that any size ships and any size fleet can be based at any size port also does not seem realistic to me.

I think Task Forces/Fleets should require the support of naval facilities to operate. The reason I say this is because we have this weird thing now where any size Fleet can be anywhere at any time in the ocean and based at any dinky sized Naval Base. And this is just not realistic. Fleets have no supply lines and can stay at sea indefinitely without ever returning to base. No submarine tenders or fuel ships.

So there's no purpose to having the big important Naval Bases like Pearl Harbor for example. The only relevant effect a Naval Base has currently is the amount of ships it can repair at once. So it's simulating the repair capacity factor but nothing else. It's not simulating the fuel facilities at naval bases. It's not simulating the dry docks, the power stations, the maintenance facilities, the ammunition storage facilities, the piers, etc.

Fleets should be supplied by the Naval Bases within their area of operation. By the Naval Bases within their range. The bigger the Fleet is, the bigger the Naval Base capacity needed. So the more ships you pile in to an area, the more naval base capacity you need to supply them. If you go over the capacity in an area then you should start getting some form of maluses and debufffs to the Fleet. Which you would fix by building bigger/more Naval Bases or removing some of the ships from the area.

I also think you should only be able to build Naval Dockyards in provinces where you have at least 1 Naval Base. And when they are built they will be physically located at the Naval Base. If there is more than 1 Naval Base in the State then you choose at which Naval Base the Naval Dockyard will be located. It doesn't make sense that currently Naval Dockyards are randomly magically spread over a province like they are land factories. Naval Dockyards are something that are located at Ports. Ships aren't built inland.
I'd love to see something like this added. Adding naval logistics would fix so many issues that we have right now with regards to death stacking, range, shipbuilding, island hopping warfare, etc.
 

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At large scale, logistics and supplies tend not to be delivered in a centrally planned fashion. But rather, advance bases are built or lease. Materiel are accumulated. Personnel are placed (after trained). And then it is up to the commander (more like his staff) and the logistics officers to coordinate where to get supply. Supply doesn't just mean fuel and food. It means basic maintenance and repair. Personnel health needs. Personnel training. etc. By commander I don't mean operational command of battle task force either. I mean commander of vessels and any other type of training units.

Ofc it is based on a tier system. Higher tier (e.g. LIONs) base has more facilities and can carry out more types of field activities. The shipment of materials themselves are organized by from at a high level activity type down to at a low level by per kit for a job/type of personnel.

Where in the link do you find splitting supplies impossible?

For example, page 143 The Logistics of Advance Bases where a schedule of general shipment at different time to different types of bases. Throughout the document, you don't see any description of tailoring supply to a particular task force. (Honestly, that seems such an unnatural thing to do unless your whole navy consists of a single tiny task force and operates only once away from home.) The document also describes much learning from RN. That's two big naval users. To expedite the read, Building the Navy's Bases in World War II describes the components of US continental bases. The Logistics of Advance Bases describe how the advance bases should collectively provide the same logistic services.
OK, where to start? First of all, I'm not basing my statements on internet articles or even books, I'm basing them on 16 years working in the supply chain of the chemical industry, handling projects and departments that ship hundreds of thousands of tonnes of bulk and packed powder, liquid and frit products globally. Supply direct from supplier to customer became routine in my working life, but was to begin with extremely unusual for a host of reasons.

The articles you link here, though, seem to be discussing something quite different: the rapid deployment of new forward supply bases in wartime. In HoI terms, this would be the rapid building of new ports to serve advanced fleets, including mobile port and repair facilities. This was definitely a thing in WW2; the floating drydocks used by the US Pacific Fleet were a wonder that should be widely celebrated. But that doesn't have much to ay about the day-to-day logistics train management needed to supply the fleet full time (except that such forward bases, once set up, were obviously of use to handle this function). The development of this technology during wartime - note that the scheme went into action only from the start of 1943, really, so late in the war - is definitely something not really covered so far in HoI, and it would be better for the inclusion, but...

Slipways are a part of dockyard facilities. A dockyard is where you assemble the ship and is likely where most of the components are manufactured. That is what HOI4 dockyards are.
That's not the role that HoI dockyards play in the game, though. They provide the IC-days for the ship, rolling the imagined steel and manufacturing the myriad components to build a finished vessel. They don't have any link to the place the ship is launched - as UK, for example, you can have as many dockyards in Alexandria as you like, you can't deploy a new ship there (although you can to a fleet that happens to be docked there, oddly). Slipways define the size and quantity of ships that you can build where; dockyards don't really do this in the game as it stands.

HOI4 naval bases are (commercial/civilian) port + naval supply base.
Yes, agreed. They are the third component, and their establishment ties into the base establishments - such as the LION/CUB/ACORN system used by the USN described in the article you linked.

So technically you shouldn't have ship launches at naval bases but instead at dockyards.
Well, the two are often the same harbour, but yes, ship launches are facilitated by the local slipways, not by the logistical base facilities available locally. In part, that's why I suggest that slipways, repair facilities (representing multiple facilities such as dry docks, component handling hardware, etc.), logistical facilities (cargo handling, berthing, warehousing and much else) and manufacturing facilities (component manufacture and fabrication) should be represented, ideally, by separate game entities. But, as I said, this is an ideal; some abstraction is arguably needed.

Are you suggesting there should be a more realistic simulation of ship launch as opposed to the current appearing from off map to a designated naval base?
Yes. Among other things.

Supply tender is not the same as merchant marine.
That depends on the navy and the time in the game span. For German surface raiders early in the Atlantic campaign, for instance, it actually was merchant marine; German merchant ships that were at sea or overseas when war was declared were ordered to head to and remain in neutral harbours. From these, some were (secretly) given orders to take on supplies procured locally by the logistical services and rendezvous with a raider at a specified location to transfer the supplies, often at sea. Later in the war, US (and UK) fleets had tenders, including fleet oilers, as part of the fleet composition to extend range.

The thing about tenders, though, is that they are - as you mention - mission supply sources. There is a big difference, and it's not really reflected well in the game as it stands, but might not be too hard to add, between a raid or short mission into distant waters and sustaining a fleet permanently on patrol in a sea area. If you have a blockade or permanent patrol, there are only two ways that your ships are going to keep supplied for the longer term; either they have to return to port on a regular basis, or supply vessels need to visit them at sea in the operational area to refuel, resupply, rotate personnel, bring spare parts and so on. This is the sort of supply line - which will generally be routed through one forward base to facilitate its management - that I am thinking of. In the game as it stands you can permanently base a fleet in any sea area that it can reach with its range from any friendly port without any concern for the sea area between the fleet and its "base port". That is not merely unrealistic, it disregards important aspects of naval strategy that could be beneficially included in the game.

Merchant marine are represented by the convoy system in HOI4. They are strained by a larger navy. Just not a lot. And that's devs' design choice. (Try build yourself a 400 ship navy and tune SUPPLY_CONVOY_FACTOR from 0.25 to 0.5. You will see.) The system, sufficient or not, is already there.
Sure, convoys get supplies to the forward bases (whether those swiftly set up under some putative "LION/CUB" scheme or simply comandeered local port facilities). Ships still need to call at this port or receive supply visits from it in the longer term. Which method is used arguably comes from doctrine, but neither method is currently represented in the game, which gives fleets in long-term positions at sea a "free pass" that they really shouldn't have.

Mid-sea supply in order to extend range of vessels during (single) operations requires specialized tender ship. Pending on the missions and the particular navy, tender ships may be used regularly. The home port (ie. base in HOI4) of a vessel taking the supply has not reason to be bound to the port (ie. base in HOI4) that the tender last took supply from. Why should it? In any case, these are for in mission supplies. They are just a tiny part of what supplying a fleet means. Perhaps I shouldn't have mentioned tenders.

But tender should be represented by a logistic tech or something that extends ship range.
See my comments above. Mission supply - fuel to extend range and munitions, plus short-term sustenance supplies - can be taken with the fleet; whether you have specific (military) tenders to do this will vary with naval doctrine, but it's certainly possible to do so. This addresses supply over a single mission - a week or two, say. But it does not address a permanent presence at sea for the purposes of blockade (submarine or surface), convoy protection response, patrol or simple intelligence gathering.
 
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ecpgieicg

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OK, where to start? First of all, I'm not basing my statements on internet articles or even books, I'm basing them on 16 years working in the supply chain of the chemical industry, handling projects and departments that ship hundreds of thousands of tonnes of bulk and packed powder, liquid and frit products globally. Supply direct from supplier to customer became routine in my working life, but was to begin with extremely unusual for a host of reasons.

The articles you link here, though, seem to be discussing something quite different: the rapid deployment of new forward supply bases in wartime. In HoI terms, this would be the rapid building of new ports to serve advanced fleets, including mobile port and repair facilities. This was definitely a thing in WW2; the floating drydocks used by the US Pacific Fleet were a wonder that should be widely celebrated. But that doesn't have much to ay about the day-to-day logistics train management needed to supply the fleet full time (except that such forward bases, once set up, were obviously of use to handle this function). The development of this technology during wartime - note that the scheme went into action only from the start of 1943, really, so late in the war - is definitely something not really covered so far in HoI, and it would be better for the inclusion, but...

That's the point actually. Naval supplies for the big navies in WWII are completely different from the supply chain of a chemical company. When you ship a product to a consumer, the part that takes the most volume has a defined, fixed quantity. In military logistics, at best you can estimate a range of consumption rate. But you ultimately don't have fixed consumption rate of fuel, spare parts, medical supplies etc even when we are talking about individual vessels and units.

Everything else you wrote seems right, except...

In the game as it stands you can permanently base a fleet in any sea area that it can reach with its range from any friendly port without any concern for the sea area between the fleet and its "base port". That is not merely unrealistic, it disregards important aspects of naval strategy that could be beneficially included in the game.

Games need to have abstractions. Presenting details that were not themes of the strategic situations in WWII history without offering corresponding gameplay is always a no in HOI series. Sub "strategic situations in WWII history" for any other; and you can sub "HOI series" for the general word "games".

Fleet supply can be in theory disrupted in HOI4. I think you are still omitting the fact that fleets do take supplies which in turn do run through the regular supply system. The regular supply system, however, has many more flaws that are more critical than naval supply being probably smaller than it should be.

Anyway, supply is one of the things on the devs' agenda. Let's hope the future system bring us something more interesting to debate and discuss over.
 
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Balesir

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That's the point actually. Naval supplies for the big navies in WWII are completely different from the supply chain of a chemical company. When you ship a product to a consumer, the part that takes the most volume has a defined, fixed quantity. In military logistics, at best you can estimate a range of consumption rate. But you ultimately don't have fixed consumption rate of fuel, spare parts, medical supplies etc even when we are talking about individual vessels and units.
LOL - I'm glad that you have a rosy picture of what business supply chains look like, but I can assure you that chemical (and any other industry) supply chains are anything but deterministic. Dealing with statistical estimates of variation has been much of my working life! Tracking, measuring and forecasting demand is a whole subject area all on its own - for both military and civilian supply (although, granted, the two are quite different in the detail).

Games need to have abstractions. Presenting details that were not themes of the strategic situations in WWII history without offering corresponding gameplay is always a no in HOI series. Sub "strategic situations in WWII history" for any other; and you can sub "HOI series" for the general word "games".

Fleet supply can be in theory disrupted in HOI4. I think you are still omitting the fact that fleets do take supplies which in turn do run through the regular supply system. The regular supply system, however, has many more flaws that are more critical than naval supply being probably smaller than it should be.
Of course, all games need to have abstractions and simplifications; that's a given. But when those abstractions comprehensively alter the strategic approaches away from those that the game is based upon, you have to ask "why base the game on WW2 (or whatever) at all?"

Anyway, supply is one of the things on the devs' agenda. Let's hope the future system bring us something more interesting to debate and discuss over.
Yes, we have high hopes. My good wishes are with the devs as they try to formulate the overhaul - I don't envy them the task, but it's a worthy one!
 
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Takethe3

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A key reason the Bismarck was sunk was the difference between Kriegsmarine and Royal Navy doctrine. Every time a British ship entered a port it would refuel, regardless of whether they really needed to or not. The Bismarck hadn't and this is one of the factors in why it went down.
This sort of thing could easily be covered in doctrine research, and the British and probably the US should start with something like this - they knew how to handle blue water navies. The fact the Germans didn't helps explain why their surface fleet was largely ineffective.
Navies need a logistical upgrade full stop - focussing on the Battle of the Atlantic places like Londonderry, the Azores, Iceland etc were absolutely crucial. In Hoi4 I barely even consider the places. Same principle applies in the Pacific - I shouldn't really be able to station a carrier fleet out of Fiji without commissioning serious works, for example.
 
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