• 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.

datachild

First Lieutenant
42 Badges
Jan 13, 2009
253
1
  • Arsenal of Democracy
  • A Game of Dwarves
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
I browsed the forum a little bit, but I didn't find any thread or development diary regarding the naval warfare in DH. Since this topic is often criticized in other paradox titles I started this thread for discussions and suggestions regarding naval warfare.
I must admit I don't have much insight in this topic, so this is mostly superficial knowledge from different sources.

During all WW:
-The area of naval warfare during the time frame of DH saw many interesting revolutions technology wise. In my opinion the most important element is reconnaissance.
For most of the time frame the visual detection (From land/another ship and later plane) was the key element of reconnaissance. Second source was pinpointing a ship via the wireless signals. Only much later during ww2 radar recon was available. In game that translates to several gameplay elements. That means that without these techs even a Dreadnought or Battleship had a very low chance of detection.

-Intelligence was a primary source of information. There should be a mission in game to represent this fact. Especially decoding/deciphering of enemy radio traffic played a huge role. A successful mission should increase the detection value of all enemy ships by a small amount. Btw. the mathematical knowledge for decoding/deciphering (read technologies) should only increase the efficiency of spy missions, not directly increase the detection value itself.

-The resource consumption of ships (especially big ships) was enormous. E.g. Germany planed for 1944 in Plan Z 10 BB, 4 CV, 3 BC, 8 HC, 44 LC, 68 DD and 249 Subs. This constellation would need an estimated 6 million tons of fuel in one year to operate. During the whole year 1938 Germany needed 6,15 million tons of fuel, whereby only 2,18 where home produced. This meant that even without the two other military branches (air, land) this plan was next to impossible without additional fuel from somewhere. This doesn't even include the material necessary to build these ships. I think the ingame resource consumption of ships should be revised. This would also prevent fleets with a ridiculous big number of capital ships and at the same time increase the efficiency of smaller ships.

-In most games it seems to me that the deployment of smaller raiding task forces is senseless, since they will be wiped out by large formations with slow ships very fast. Ships should only be forced to battle if they are pursued formations with faster ships only, or have direct orders to search for conflict.

- Naval battles should be short. While it is true that some major battles took more than one day most of the battles where skirmishes between smaller forces. In the bigger battles however:

- Big naval battles were low-loss. This seems to be counter intuitive. But e.g. around 250 ships fought in the battle of Jutland and only 25 were sunk. In the Battle of the Philippine Sea (the largest aircraft carrier battle in history) out of 183 ships only 3 were sunk and 6 heavy damaged. With short battles it's the other way around. In the Battle of the Falkland Islands out of 13 military ships 4 were sunk.

WW1:
-Radio communication range was limited. Germany was the first country with global communication range. The reason for this was simple. They couldn't rely on the cable network, since huge parts belonged to the British empire. A colony or ship without a wireless receiver didn't get any information in case of war, which made coordinated maneuvers impossible and sometimes lead to situations were an island supported an enemy with coal/fuel because they didn't know they were at war with this country. On the other hand these global broadcast stations were to big and power hungry, even for the biggest ships. In game this is difficult to model. A ship outside a communication range must essentially be removed from players control/view.

-Since there weren't any other methods of detection a ship(especially raider) that stayed away from coastal regions and hand held radio silence was next to impossible to find. This is the reason why battles before the invention of the radar took place in coastal waters or well scouted (via planes) areas with very few exceptions. Since the map already includes the coastal areas I hope that these provide a huge bonus for detection in regions bordering allied territory, a smaller for neutral and none for enemy bordering coastal zones.

-Coaling stations were strategic points. After the occupation of most of the German colonial empire the raiders had to fall back to piracy, by capture enemy convoys. This means that in game each ship has only limited supply, that can be replenish by convoy raiding or staying in base for a few days.

WW2:
- Small carriers were mainly converted cruisers. This makes a conversion button necessary to upgrade cruisers to small carriers.

- Battles between carrier task forces were mainly between the aircrafts and carriers not the support ships. E.g in the Battle of the Philippine Sea the only ships (out of 183) sunk were 3 carriers. Other losses were aircrafts only.

- Carriers are useless in coastal zones, as well as sea zones were one side can field many land based air planes. This especial includes the Baltic sea, the English channel parts of the Mediterranean and the north sea. Even a normal bomber/CAS group, combined with fighters for air superiority is lethal for any ship including carriers. The shorter the response time (costal regions) the more likely the ship will never leave this area. The interdiction mission for air groups should include naval bombardment, if they have the capability and air superiority is assured. This should work like the naval interdiction mission that also attacks convoys, if the situation presents itself. Or the interdiction mission should work as reconnaissance mission for fleets with naval bombardment mission. This makes these zones a no go area for fleet operation and

...Maybe more to follow
 
Last edited:

Fulmen

The Winter War was only 7% of Finland's WW2
73 Badges
Dec 23, 2006
5.953
5.990
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • War of the Vikings
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • 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
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • 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
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
Those are some great suggestions that I hope are taken into account by the DH team.

And as someone who can smell the Baltic Sea from where I live, I truly hope that sea mines and coastal batteries are included... AND those small extremely strategic islands that locked down entire fleets into single areas for most of the war..if you've read my other posts you should know which one I'm talking about. ;)
 

xtfoster

Field Marshal
47 Badges
Feb 8, 2006
5.865
2.194
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Age of Wonders III
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Deus Vult
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Majesty 2
  • Europa Universalis III Complete
  • Semper Fi
  • Supreme Ruler 2020
  • 500k Club
  • Hearts of Iron II: Beta
  • Hearts of Iron II: Armageddon
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
The biggest issues here are what we can do with the "Europa" engine. Even with unlimited access to the code, there are only so many changes that can be made. But some points.

1) Unless the larger force has an extreme positioning advantage, most battles will be 4-8 hours long (has been this way since 1.3 (or earlier)).
2) Naval mines, etc. have already been covered in other threads. The size of a naval province, even the smaller coastal provinces added with the DH map, makes it impractical to allow someone to mine an area of thousands of square kilometers.
3) Naval recon is already covered by the sea detection and visibility parameters of a unit/fleet, the radar attachment and other changes only give bonuses to these values. Smaller fleets will have lower visibility and will be harder to detect (again, this has been this way since 1.3 or earlier).
4) About the statement that "Carriers are useless in coastal zones, as well as sea zones were one side can field many land based air planes". Look up the "Marianas Turkey Shoot" and see if you still think that carriers are when opposed by ground based air.
5) The range of a naval unit already includes a modifier for the need to return to base to refuel. That is why earlier units have much shorter ranges in HOI2 (again 1.3 or earlier) than their official cruising radius would reflect.

That is about all I can cover (i.e., stuff that has already been discussed) until the official Naval DD comes out (whenever that will be).

EDIT: About submarine warfare. Will it be useless. Was it useless in Armageddon?
Depends on what you mean about Submarine Warfare.
If you mean subs taking on and winning against convoys and their escorts (and harming the economy of a nation like the UK or Japan), then based on todays DD with the limits on stockpiles, then you can probably assume that it will be easier to starve a nation of resources.
If you mean subs taking on and winning against Surface Action Groups (i.e., anything heavier than a Destroyer or Light Cruiser), probably not. Historically subs didn't have any meaningful success against capital ships, so why should they in the game. They can have the rare victory over a capital ship, especially in bad weather or against a poorly escorted ship, but don't expect or count on it.
 
Last edited:

Fulmen

The Winter War was only 7% of Finland's WW2
73 Badges
Dec 23, 2006
5.953
5.990
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • War of the Vikings
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • 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
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • 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
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
2) Naval mines, etc. have already been covered in other threads. The size of a naval province, even the smaller coastal provinces added with the DH map, makes it impractical to allow someone to mine an area of thousands of square kilometers.

Can't there be exceptions? The Gulf of Finland after 1940/41 was pretty thoroughly mined. Over 60 ships sank off the coast of Estonia in the "Juminda" minefield zone in August 1941 alone. Many bigger Russian ships and even one Finnish capital ship sank because of naval mines. The whole mining operation was a major component in locking down the Red Banner Baltic Fleet to Kronshstadt/Leningrad. Can't this in no way be simulated??

EDIT: Germany also laid a defensive minefield into the whole area between Memel and Öland.
 
Last edited:

Grimlin

Captain
78 Badges
Dec 17, 2008
305
0
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Arsenal of Democracy
  • 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
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Victoria 2
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
If you mean subs taking on and winning against Surface Action Groups (i.e., anything heavier than a Destroyer or Light Cruiser), probably not. Historically subs didn't have any meaningful success against capital ships, so why should they in the game. They can have the rare victory over a capital ship, especially in bad weather or against a poorly escorted ship, but don't expect or count on it.

Is it possible, within the constraints of the engine, to simulate Submarine-Warfare after WW2? For example making the subs have a capital ship target priority, so they sneak in without being detected and destroy high value targets. When looking at the Cold War numerous nations invested big time in ASW ships since they posed such a major risk.
 

the_legion

Colonel
68 Badges
Aug 8, 2009
948
194
  • Victoria 2: A House Divided
  • Europa Universalis III Complete
  • The Kings Crusade
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Res Publica
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Heir to the Throne
  • Darkest Hour
  • Deus Vult
  • Divine Wind
  • 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
  • Steel Division: Normandy 44
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Mandate of Heaven
  • 500k Club
  • War of the Roses
  • Victoria 2
  • Europa Universalis IV
Concerning No. 2)
I have no deeper knowledge of Sea-Mines but wasn't it the main objective to save the Land from invasion?
So it could be a deffensive "building" in costal provinces (only possible in few provinces) that give an additional invasion malus...
Otherwise it's hard to implement how they hindered ship-movement.

They can have the rare victory over a capital ship, especially in bad weather or against a poorly escorted ship, but don't expect or count on it.
... or if the earlier smaller Uboats attack in a port (What Prien did in Scapa Flow) or later the brits did with the Battleship Tirpitz.
However you're right, it didn't happen often.
 

datachild

First Lieutenant
42 Badges
Jan 13, 2009
253
1
  • Arsenal of Democracy
  • A Game of Dwarves
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
Just to clarify my sugestions.
1) Unless the larger force has an extreme positioning advantage, most battles will be 4-8 hours long (has been this way since 1.3 (or earlier)).
The point is to find the balance between short small skirmishes and very long encounters between two really big (>50 ships) fleets.
3) Naval recon is already covered by the sea detection and visibility parameters of a unit/fleet, the radar attachment and other changes only give bonuses to these values. Smaller fleets will have lower visibility and will be harder to detect (again, this has been this way since 1.3 or earlier).
This maybe just my personal experience, but I even in 1.3 fleets without the means of detecting each other (no radar, etc.) fought on a regular basis in the middle of the Atlantic or Pacific. This means the detection value is still to high/to effective at least in non coastal waters.
4) About the statement that "Carriers are useless in coastal zones, as well as sea zones were one side can field many land based air planes". Look up the "Marianas Turkey Shoot" and see if you still think that carriers are when opposed by ground based air.
I was thinking about mentioning the battle of the Philippine Sea. But this example doesn't directly disprove my point. One of the main reasons for the high losses of the Japanese where the huge technological advantage of the US fleet at this point. They had modern anti air guns (in enormous masses) installed on their ships. Their fighters were way superior to the Japanese counterpart. Finally despite attacking from carriers they had superior numbers of planes.
My point is that naval operations in said regions without proper air support are suicide. And this air superiority normally is not provided by carriers in sufficient efficiency, but land based planes, simply because it is not necessary to risk carrier vessels in regions where you have enough airports nearby (and the enemy too).
5) The range of a naval unit already includes a modifier for the need to return to base to refuel. That is why earlier units have much shorter ranges in HOI2 (again 1.3 or earlier) than their official cruising radius would reflect.
Does this mean, that these ships still slowly lose supplies while underway, until they are back in base? Or can they cruise unlimited, though with smaller radius? I would prefer the first option with a negative supply efficiency while underway, which slowly gets bedder, until it will turn into a positive value in late game. This will also support the use of smaller fleets to assure the constant monitoring of sea zones.

Historically subs didn't have any meaningful success against capital ships, so why should they in the game. They can have the rare victory over a capital ship, especially in bad weather or against a poorly escorted ship, but don't expect or count on it.
I agree with this as long as the late game (read cold war) models of subs are indeed superior to most battleships and even carriers.

Regarding mines: In my opinion mined corridors are modeled by channels, etc that can only be passed by allies or privileged neutrals. So if certain areas are heavily mined and historical no enemy ship (or only insignificant numbers) passed through why not handle these sea zones like the Suez, etc.
 
Last edited:

Fulmen

The Winter War was only 7% of Finland's WW2
73 Badges
Dec 23, 2006
5.953
5.990
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • War of the Vikings
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • 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
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • 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
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
Concerning No. 2)
I have no deeper knowledge of Sea-Mines but wasn't it the main objective to save the Land from invasion?
So it could be a deffensive "building" in costal provinces (only possible in few provinces) that give an additional invasion malus...
Otherwise it's hard to implement how they hindered ship-movement.

They were probably used like that in certain areas (Atlantic Wall?), but they were most useful in restricting sea-access to the enemy, and they were used very successfully in this role for instance in the Baltic Sea.

Regarding mines: In my opinion mined corridors are modeled by channels, etc that can only be passed by allies or privileged neutrals. So if certain areas are heavily mined and historical no enemy ship (or only insignificant numbers) passed through why not handle these sea zones like the Suez, etc.

If they are handled in this way, then the Baltic Sea needs at least 2-3 new zones like that (currently there's just the Danish Straits sea zone), starting with one controlled by the island of Suursaari. Another should be controlled by Ahvenanmaa (Åland).

I agree with this as long as the late game (read cold war) models of subs are indeed superior to most battleships and even carriers.

What about the Elektroboot?
 

datachild

First Lieutenant
42 Badges
Jan 13, 2009
253
1
  • Arsenal of Democracy
  • A Game of Dwarves
  • Victoria: Revolutions
  • Europa Universalis III Complete
  • Iron Cross
  • Europa Universalis III Complete
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
  • Crusader Kings II
  • Hearts of Iron II: Armageddon
  • For the Motherland
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
What about the Elektroboot?
That's somehow a bordercase. It certainly had the ability and the stories about possible contacts with enemy vessels sugest that it could be used for this purpose. I don't know however if this was the intention of the designer since all Uboot doctrines of the Germans up to this vessel were for convoy raiding. Maybe if this Sub is model I of a new class of ships the doctrines for this class raises the attack/defense values of this ship to a level that is matching that of bb or carriers. So without these doctrines it is just another convoy raider.
 

xtfoster

Field Marshal
47 Badges
Feb 8, 2006
5.865
2.194
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Age of Wonders III
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Deus Vult
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Majesty 2
  • Europa Universalis III Complete
  • Semper Fi
  • Supreme Ruler 2020
  • 500k Club
  • Hearts of Iron II: Beta
  • Hearts of Iron II: Armageddon
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
Coastal batteries actually KILLING ships instead of some "invasion penalty". That's what is badly needed and nobody seems to understand it.
And how often, between 1914 and 1963, did this actually happen to anything Destroyer sized or larger?
 

xtfoster

Field Marshal
47 Badges
Feb 8, 2006
5.865
2.194
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Age of Wonders III
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall Sign Up
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Deus Vult
  • Europa Universalis III
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Majesty 2
  • Europa Universalis III Complete
  • Semper Fi
  • Supreme Ruler 2020
  • 500k Club
  • Hearts of Iron II: Beta
  • Hearts of Iron II: Armageddon
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
Is it possible, within the constraints of the engine, to simulate Submarine-Warfare after WW2? For example making the subs have a capital ship target priority, so they sneak in without being detected and destroy high value targets. When looking at the Cold War numerous nations invested big time in ASW ships since they posed such a major risk.
The problem here is the different between conjecture and fact.
1) Since the only historical use of submarine warfare between the end of WWII and the end of the game (1963) would be during the Korean War (which didn't amount to much), whose estimates/guesses do we use to determine the effectiveness of subs v capital ships?
2) Were there any effective "attack-submarines" before 1963?
 

Amallric

Field Marshal
4 Badges
May 18, 2008
4.423
267
  • Arsenal of Democracy
  • Hearts of Iron III
  • Europa Universalis IV
  • 500k Club
And how often, between 1914 and 1963, did this actually happen to anything Destroyer sized or larger?

Exactly every single time ships were storming coastal batteries. For the most impressive example, look Gallipoli. Also from a game perspective I think it is obvious to everyone that building coastal forts is useless and this would be a really good way to make them useful.
 

Fulmen

The Winter War was only 7% of Finland's WW2
73 Badges
Dec 23, 2006
5.953
5.990
  • Europa Universalis IV: Common Sense
  • Europa Universalis: Rome
  • Rome Gold
  • Victoria 2
  • Rome: Vae Victis
  • War of the Roses
  • War of the Vikings
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • 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
  • Europa Universalis III: Chronicles
  • Arsenal of Democracy
  • Divine Wind
  • Europa Universalis IV
  • 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
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
Exactly every single time ships were storming coastal batteries. For the most impressive example, look Gallipoli. Also from a game perspective I think it is obvious to everyone that building coastal forts is useless and this would be a really good way to make them useful.

+1
 

Grimlin

Captain
78 Badges
Dec 17, 2008
305
0
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Arsenal of Democracy
  • 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
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Victoria 2
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • 500k Club
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
The problem here is the different between conjecture and fact.
1) Since the only historical use of submarine warfare between the end of WWII and the end of the game (1963) would be during the Korean War (which didn't amount to much), whose estimates/guesses do we use to determine the effectiveness of subs v capital ships?
2) Were there any effective "attack-submarines" before 1963?

1) Of cource I'm not basing my argumentation on actual historic reference since there is non. There was and is however a great emphasis on ASW in almost every navy around the world so submarines have to pose a big risk to surface ships if not countered. Fleets spend resources and time protecting their high value targets like carriers from the permanent invisible threat.
I'm using causality to come to my conclusion that submarines are very dangerous not factual evidence, which is somewhat speculative, sorry.
2) I think the Elektroboote and their US / Soviet derivates fit the category to some degree.
 

Amallric

Field Marshal
4 Badges
May 18, 2008
4.423
267
  • Arsenal of Democracy
  • Hearts of Iron III
  • Europa Universalis IV
  • 500k Club
2) Were there any effective "attack-submarines" before 1963?

The japanese submarines doctrine was focused on sinking capital ships. And if you look at the stats, there are basically as much ships sunk by submarines as by other capital ships. Both in WW1 and WW2.
 

Fancykiller65

Colonel
64 Badges
Jul 23, 2009
1.052
1.857
  • Darkest Hour
  • Arsenal of Democracy
  • Mount & Blade: Warband
  • 500k Club
  • Stellaris
  • 200k Club
  • Hearts of Iron II: Armageddon
  • BATTLETECH
  • Cities: Skylines
Exactly every single time ships were storming coastal batteries. For the most impressive example, look Gallipoli. Also from a game perspective I think it is obvious to everyone that building coastal forts is useless and this would be a really good way to make them useful.

How would that work through? You could make Shore bomborment a battle, like when planes bomb a prov........