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unmerged(74599)

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It is a tricky balance.
 

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About the GDE defence chance rolls thing; I've been playing with it at 3.0 and it seems to work reasonably well. the battles tend to last a good bit longer. playing as germany, beating Poland took 2-3 times as long. You guys mite wana playtest it yourselves

Another idea would be to use the unit files from WIF and reduce the GDE thing to 1.5 the battles will last longer and casualities wont get out of control. I have the unit files from WIF gold which with a bit of editing would change the MP requirements back to normal.
 

unmerged(74599)

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That is one way to do it. The other thing is to increase the global manpower modifiers.

About you Poland test, one thing to keep in mind about that is that the Polish army really isn't any good, and you are fighting 36 infantry, I believe and they have no good land doctrine. You would be better doing a comparison between relative equals, to get feel for what you are creating.

I used to do it by doing 1 v 1 tests in the barbarossa scenario, which gives you a wide variety of difference situations.

Personally, I really like the set up we have in EIR now. Games are running well, we could use a fifth and sixth player on for our Tuesday game at 00:00 CET to 04:00 CET (6:00 EST to 10 EST). We have just ended the Polish campaign, so next week might a good day to join as Italy, or France (goes to USA after Vichy) if you want to see how it is working in combat.
 

KevinG

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Then you achieve breakthrough, because most of the defenders are degraded and exhausted.

This is countered by the fact that the attackers will likely be near 0 org by the time they reach the province giving the defender a huge opportunity to counter-attack.

That said, the one thing that really has to be adjusted is the speed of Support Defence, it has to be made to be about the same as the speed of units on "Reserve", otherwise it gives to much power to the defender, who can quickly reinforce key point on the line with motos and tanks, because the battles are longer.

AFAIK units on reserve move at regular speed. Setting them on reserve is just a way to reduce micromanagement.
 

unmerged(74599)

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This is countered by the fact that the attackers will likely be near 0 org by the time they reach the province giving the defender a huge opportunity to counter-attack.



AFAIK units on reserve move at regular speed. Setting them on reserve is just a way to reduce micromanagement.

That is basically the vanilla system. In order to defend the defender must bring in his reserves, once those are depleted, the breakthrough will occur, as long as the attacker has superior force, because there will be nothing left to counter-attack with, if the defender is feeding troops into the first battle.

The defender could choose not to defend the keypoint province and keep a reserve, but it is hardly likely that the counter-attack will succeed if the attacker synchronizes his forces all to arrive in the province at the same time. The defenders also have the opportunity to rotate forces, but this is one of the primary reasons that "Reserve and Support Defence" should be nerfed in games with long combat systems.

Also, in HOI, the offence is superior to defence in all cases due to the way that attack factors overwhelm defensiveness. The attacker is almost always in the position where he can determine the place of an attack, and create overwhellming odds, and scoring more hits per attack round against "no defences left". The effect is called dogpiling, and essentially means that attacker need do nothing more that have odds of 1.3 attackers to defender (all else being equal) in order win, barring any other factors such as combat bonuses for defenders like terrain and so forth.

A defender with "no defences left" has hits scored at a rate of 0.6, instead of 0.8. This is one of the reasons that shear mass is so effective in vanilla.

"Reserve" forces and forces on "Support Defence" both have substantial speed bonuses. The only real way to modify these factors is to decrease of increase the mission efficiency of them in the Land Doctrine tech files. The best way is to change the base tech for each land doctrine tech tree, so that any malus or bonus is applied at the first tech level.
 
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Yeah, we should lower it to 1.5 not raise it.
POSTED 2 DAYS AGO: So these will be the final modifications, so if someone has something to say, do it now or be silenced forever! (Now many have the modded misc, it's been uploaded and I'm focusing on the rules.)


1.8 to 2.0

Why many people don't like these high GDE effects is because you actually have to watch for overstacking, and play the battle. You can't just make a mega-stack and blow through, you actually have to work at the breakthrough point. Taking out units that are a 0 org, while replacing them with fresh ones, and keep grinding down the defenders.

Then you achieve breakthrough, because most of the defenders are degraded and exhausted.

That said, the one thing that really has to be adjusted is the speed of Support Defence, it has to be made to be about the same as the speed of units on "Reserve", otherwise it gives to much power to the defender, who can quickly reinforce key point on the line with motos and tanks, because the battles are longer.

Tanks and all units with decreased softness are key to this system, even more so than they are in vanilla. A lot of less experienced players don't like it because they have to play the battles, when they are used to just building a bunch of stuff and then walking through on the principle that he with the biggest army wins.
I'm used to watching my stacking and the org. Got well used to that in WiF. We aren't playing WiF, but I don't like the current way where one big unstoppable mass makes a hole in your lines and goes where ever it wants. So that's why aside from the longer battles I support raising the GDE.

As for the support defence missions, they can't probably be modded in the misc file? We could forbit those missions, althrough I was pretty used to it. But in the last game the defender didn't have too much advantage, and if it only changes from 1.8 to 2.0, I doubt if forbitting the mission is really necessary?

This would make military intelligence and bluffing more important though. Place your troops where they are most needed, they don't arrive into battle too easily...


About the GDE defence chance rolls thing; I've been playing with it at 3.0 and it seems to work reasonably well. the battles tend to last a good bit longer. playing as germany, beating Poland took 2-3 times as long. You guys mite wana playtest it yourselves

Another idea would be to use the unit files from WIF and reduce the GDE thing to 1.5 the battles will last longer and casualities wont get out of control. I have the unit files from WIF gold which with a bit of editing would change the MP requirements back to normal.
That's a good idea, but means more modding files, more complexity and more mess in multi, but I'm not totally against it.

In the misc you could also mod the MP needed for reinforcements. I was pretty interested by this. Nations would run out of MP more easier and then understrenght units and MP shortages would be more common... ;)
 

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Guys, the game is tomorrow so your suggestions are pretty late. Unless several ppl are demanding the same thing, the changes will remain. Like here Hebe and DvD want almost the opposite. :D
 
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Fuck... I just checked players and seems like Im pretty much alone... Nazi is pretty strong player and I dont even have France and minors... It will be tricky to hold lines againt axisrush. :wacko:
 

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Fuck... I just checked players and seems like Im pretty much alone... Nazi is pretty strong player and I dont even have France and minors... It will be tricky to hold lines againt axisrush. :wacko:

Believe me, AI France is better than Delex...

We can get some one to play as it tho.
 

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Game rules for the -38 campaign :

IMPORTANT !!!!

0.0 : This ruleset doesn't cover all aspects and holes of the game engine. It does just show the historical way to follow. So instead of creating dozens of new rules,the players must agree in playing fair, respecting their opponents and the gameplay, so any unfair action done or going to be done shall be discussed with players that will take the right decision in order to keep a nice way of playing. If a problem is faced, it shall be voted among the players. That decision is final and may be added to the rules!


IMPROVEMENTS AND DOCTRINES

0.1 : Coastal/land forts level max is 5
0.2 : It's forbidden to switch to another land doctrines tree, exception for axis minors that can start with Spearhead doctrine
0.3 : Improvements like airbases, naval bases and radars have to be built in the province concerned by right click on it and not from the production board. Exception : the Flak can be produced in serials and placed freely


SPECIAL RULES

0.1 : Announce peacedeals/annexations/puppettations before conducting them!
0.2 : An Allied/Comitern player isn't allowed to substitute Axis countries and vice versa, unless in EXTREME circumstances
0.3 : Leaving provs behind your advance for a long time to avoid partisans is forbitten
0.4 : Rockets & flying bombs can be build whenever it's possible.
0.6 : Factions Sphere of Influence: They cannot grant each other military access. Their units also cannot behave in function of the other nor operate in theathers which are too close to the other Faction due to political reasons. EU Axis-ASIA Axis and Allies-USSR are the factions mentioned.
0.7 : NA pacts and dowing restrictions can't be bypassed by alliances. (Like Japan allying Germany to invade the USSR)


TRADES

1.0 : No free trades between ALL humans until both concerned sides are at war, otherwise all trades must be fair and at +60%
1.1 : The well known Supply Trick on AI nations is forbidden
1.2 : The 2nd day of the game Allies and Comintern cannot trade with the following nations (in order to not cripple Axis economics): Holland, Siam, Turkey, Portugal, Yugoslavia, Bulgaria, Hungaria, Romania, Finland, Sweden, Switzerland, Austria, Denmark.
1.3 : Allies cannot trade for rares during the first month of the game
1.4 :The first trades already in place must be respected till the war between the two sides concerned
1.5 : Allies and Comintern must accept trade deals offered by Axis powers as long as Axis offers supplies
1.6 : Allies and Comintern can ask for supplies providing a ratio of materials also, as stated above or better – but Axis is free to refuse.
1.7 :The Allies/Komintern are allowed to cancel some trades when their new factories put their ressource growth in the negative daily.


SPYS

2.1 : Coups and minister assasinating are not allowed on humans players
2.2 : Stealing techs are the only intelligence operation authorized on AI and MINOR nations (AI isn't able to kill correctly the spies – and having a human minor taking over the AI still means they’ve low anti espionage capability.)


UNITS IN THE FRONT

3.0 : Encircling capitals is forbitten, unless victory is certain right after the encirclement. If the attack fails, the attacker will suffer 2 dissent and the last taken province will be edited to link the capital back.
3.1 : Urban Limit for stacking units is 36. Stacking limit for one prov islands is 4. Stacking limit in Gibraltar is 5, but you can't attack Gibraltar with more than 15 divs.
3.2 : No SR from the frontlines or if you are getting bombed
3.3 : Recycling units(disband) is allowed only if they aren't already encircled,outflanked or being bombed to death
3.4 : Paradroping mission in order to kill/encircle retreating units is forbidden (encirclement means taking the last prov to pocket the troops, they can help with the other provs as long as a ground unit takes the last one)
3.5 : During peace time you must supplie ALL your OWN divisions,air and fleet in your OWNED provincesThe owning nation MUST pay the full supply needed for them. --- Planes and Ships must be kept in supplied bases. Ships cannot be sailed out, planes cannot be kept in airbases without a supply line.


DIPLOMACY

4.1 : No war till Danzig except for events
4.2 : Phoney wars aren't allowed,and when you are able to take last Victory Points or Anex do it quickly
4.3 : You must respect peace treaties and no agression pacts. Cancelling them is forbidden.
4.4 : Selling units is forbiden exception done for starting units in a very limited amount.France or ussr selling armies to anyone, Japan selling BB or CV fleet is considered as an exploit.
4.5 : When you join one Alliance you must stay in till the end
4.6 : Allies-Comitern cannot grant military access to each other
4.7 : One human cannot influence other human without his permission
4.9 : American Nations, aside USA and Canada, must stay neutral until USA joins the Allies. Then Allies and Axis can try to ally them up.
5.0 : You are only allowed to puppet land you have conquered during the war, expect for events. But announce puppettation before doing it!


GERMANY RULES

5.0 : Nationalist Spain can't dow the Allies before Vichy

5.1 : Axis alliances allowed :
-Hungary, Romania, Bulgaria, Italy (at any given time), Austria, Argentina, Nationalist Spain (after Vichy), Finland (after the end of Winter War event), Japan (at Pearl Harbour event)

5.2 : Germany must claim Danzig at the event. If by chances, the Poles folds (1%) the game proceeds normally until Axis or Allies DoW the other.

5.3 : R/M pact must go with the historical options. Germany is allowed to dow ussr from april 41 without breaking the pact

5.4 : Germany can break the R/M pact,if he do it bring forward USA entry by 6 months


ITALY RULES

6.1 : Italy can join axis at anytime after anexation of Ethiopia, but must do so before Vichy

6.4 : Italy mustn't accept surrender event when his homeland is invaded (event bugged)


JAPAN RULES

7.0: Japan can't liberate new puppets in China while the war is still going on

7.1 : Japan independent alliances :
-Japan can't ally any Chinese warlord country in the middle earth, Siam is allowed to join Japan at anytime

7.2 : Japan must DOW Nat China at Marco polo bridge event

7.3 : Japan must accept no agression pact with SU at Khalkin Ghol event

7.4 : Tibet, Afghanistan and Sinkiang are neutral nations and may not be DOWed under any circumstances. They may be attacked only if they DOWed the nation which is attacking them. Sinkiang and Tibet can be attacked and annexed only by CHC or CHI in the case Japan is defeated and one of them has won the civil war.

7.5 : Japan cannot DOW Netherlands unless this country is in Allies

7.6 : Japan can DOW Allies at anytime after Vichy event.DoW to Allies, has to be followed by a DoW on USA as well, and vice versa.

7.7 : Japan may not DOW the SU until it has achieved the following strategic objectives: Capture of Guam. Capture of Singapore.Annexation of Philippines. Annexation of Holland.Annexation of Australia.New Zealand, and capture of Hawaii Islands -----OR-----Occupying whole Burma and continental India up to Karachi.

7.8 : Japan must accept surrender event when his homeland is invaded


UK RULES

8.1 : Allies alliances allowed :
-All the countries Axis dow.
-All American Minors after USA joins.

8.2 : Canada, South Afrika, Australian, New Zealand units – of all kind, land air and navy - must stay into their respective homelands until march 40.

8.3 : France Army, Airforce and Navy will be deleted after Vichy Event aside the 3 Divisions which should be created as Free France Force.

8.6 : France units cannot be bought.

8.5 : France must accept Vichy. France player has to disband all its surviving fleet, land units and airforce after the Vichy event, except the 3 divisions created in Afrika.

8.6 : Allies cannot invade Italy until they occupy all Italian holdings in Africa

8.7 : If Allies invade Germany early in game (sept 39->march 40), USA entry date is delayed by 6 months

8.8 : UK is not allowed to have mil access to the pacific minors(Netherland Indies,Australia, New Zealand) and rest of Indonesia until japan enters in war


USA RULES

9.1 : USA cannot be played by an human until it is allowed to join the Allies, or France is defeated

9.2 : USA conditions to enter the Allies :

-USA may join immediatelly the Allies if UK is invaded by Axis
-USA may join immediatelly after Japanese DOW on Allies
-USA may join immediatelly or as soon as his intervetionism allow to do so if axis put a feet in south america,take Bermuda or Greenland
-USA entry is put back by 6 months and +1interventionism by edit if one of the following countries are attacked by Axis->Spain, Baltics, Sweden,Turkey, Switzerland, Saudi Arabia or Persia
-USA entry is put back by 6 months and +1 interventionism by edit if Germany break R/M Pact
-USA entry is delayed by 6 months if Germany is invaded early in game sept 39->march 40

9.3 : USA musn't accept Yamamoto assassination if Pearl Harbour is under Japan hands

9.4: Taiwan OR Iwo Jima have to be captured by the Allies before they can invade Japan.


USSR RULES

10.1 : SU must accept and honor R/M Pact (proposing unholy alliance is forbitten!)

10.2 : R/M go historical (full pact), USSR can dow germany from jan 42. USSR is free to dow any country after annexing Germany

10.3 : Soviet Union is not allowed to dow any minor except Finland by event, baltics minors have to be annexed by territory claims

10.4 : SU must wait and accept End of Winter WAR event and take his owned provinces,in the other hand if SU want to Bring Socialism,NAP is broken and germany can DOW USSR from april 40 without any penalty. If Sweden participates in the Winter War and the USSR invades Sweden, Germany is free to dow USSR at any time!

10.5 : Su must accept Bitter Peace event and honor terms of treaty


NAT CHINA RULES

11.1 : China must accept peace event with Clan Guangxi

11.2 : China must not DOW chinese warlords in purpose to increase his IC before or during war with Japan

11.3 : China must go for historical human wave land doctrine

11.4 : China must not recieve any units, mass supplies or mass resources via trades or negotiations by players


NB

If one of these rules isn't respected by one player the game will be SAVED and this player will get DISSENT by the edit of the save – plus the exploit could be fixed, and other punishment could be found for game crippling rule breaking issues or clear exploiting (like selling VP provs to avoid annexation, or like a Poland landing in Tripoli)

R/M ->ribbentrop molotov pact in 24 august 39
DOW->declaration of war
SR->strategic redeployment
NAP->no agression pact
 
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Fuck... I just checked players and seems like Im pretty much alone... Nazi is pretty strong player and I dont even have France and minors... It will be tricky to hold lines againt axisrush. :wacko:
Two New Zealanders MIGHT be coming (3am for them, but nice guys really). Lazuka will be here next week, and the loser of the SCW will probably take an Allied minor. So should be taken care of soon. ;) ...And don't forget that Nazi fears someone in the East who has faced him before. :D
 
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Calad

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Two New Zealanders MIGHT be coming (3 am for them, but nice guys really). Lazuka will be here next week, and the loser of the SCW will probably take an Allied minor. So should be taken care of soon. ;) ...And don't forget that Nazi fears someone in the East who has faced him before. :D

Well I belive any traditional trick wont work so I really have to make more preparations than usually.

btw can Soviets dow Gerries?
 

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Soviets can dow Germany after -42, not before (unless Romania refuses the claims again :D)


10.2 : R/M go historical (full pact), USSR can dow germany from jan 42. USSR is free to dow any country after annexing Germany


Japan and USSR have that NA pact anyway that can't be broken. So I can dow after it expires and Germany has been taken care of... ;)
 

KevinG

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You know I've never actually tried joining the axis with Japan in SP since I usually just annex them, but what would happen if I joined the axis after they go to war with the USSR? Would I be at war with the USSR or would the NAP still be in place?
 
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