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menasure

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"Good," says I. Liberia taking over the world is all kinds of FUBAR. Mind you, so is Italy taking over the world, but quite a bit less so.

elementary my dear watson: even if Liberia had the IC's then they still would not have the manpower to take over the world because the leadership to achieve that kind of technology to take no casualties would be astronomous, comparable to warp technology in 1939 :D
 

Evil4Zerggin

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I agree. Remember the Americans producing like a merchant ship every 3 days? (It wasn't 3 in one day, was it?) Bloody Americans, that's insane! But yeah, practicals make MORE sense in convoy transport building than they do for, say, battleships. You can actually mass produce convoys! So this is an implementation that is waiting to happen.

+1. Also IMO they should have reduced the number of convoys/escorts you get in a set rather than increasing the cost of a set.
 

JamesKirk

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In my game im trying to invade Great Britain as Germans.
Now I faced the problem of a severe supply situation. As I expected that, I built some Naval Ports in advance to deploy them in the provinces I allready conquered.
But I found I can't build more than Level 1 Ports for some reason :confused:. Each time I wanted to deploy the newly built Naval Ports, those provinces are greyed out, so I can't level them up to improve supply throughput.:eek:
Same in v1.3 (edited)
 
Last edited:

Jazumir

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I suppose ´1v3´ is meant to be ´v1.3´.
Being able to drop only one port-level out of the pool is exactly the way it is supposed to be: You cant premanufacture antwerp and then tow it ashore. I presume, you agree with this... If you want to build beyond lvl1, you´ll have to do it from the province-panel.
 

Necro

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I would beg to differ about naval and air officers not being a big deal if the game doesn't require them. I thought part of the reason that the British and US did not have large armies is due to amount of officers in the naval and air arms relative to other nations. This would help limit a human and AI player to choose where to put its leadership and therefore what it builts (does the US build a two ocean navy or have a larger land army).

I would be o.k. with subs not needing officers (or a use x officers for every y amount of subs built).
 

Tortuga Power

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I agree with officers being needed for naval and air. But if it does not get implemented into 1.4 (which I assume it will not), then that is fine. Why is this fine, Tortuga?! (You crazy SOB!)

Well, it will require a complete re-balance of the officers for all the scenarios, which is probably not trivial. So, since it is not game-breaking, I would prefer Paradox just fix the convoys and escorts to give them practicals, among other patch 1.4 concerns, and add/balance the officer issue in the next patch. Or expansion, as the case may be.
 

Necro

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Tortuga Power,

I must respectfully dissagree. The different scenarios are already set to more or less historical forces when you start (no need to change anything in the different campaign starts). Just need to change how leadership gain is calculated globally alittle. Therefore, updating leadership requirements for naval and air (by adding requirements) will help insure nations don't go to far into the implausible zone as they currently are able.
 

JamesKirk

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Could someone tell me, if this is a bug in v1.4 ?

I built MP, then a Garrison brigade. Whilst MP was fully organized, i merged them with the new deployed Garrison Brigade so Org was max for MP and 0 for Garrison as it should be for then.
I immediately shipped them from France to England (invading Britain as German), and then, what a wonder, both arrived fully organized ?!?!?
 

Brad1

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I suppose ´1v3´ is meant to be ´v1.3´.
Being able to drop only one port-level out of the pool is exactly the way it is supposed to be: You cant premanufacture antwerp and then tow it ashore. I presume, you agree with this... If you want to build beyond lvl1, you´ll have to do it from the province-panel.

The allies did premanufacture some pretty large artificial harbors for D-day though...
 

Tortuga Power

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Tortuga Power,

I must respectfully dissagree. The different scenarios are already set to more or less historical forces when you start (no need to change anything in the different campaign starts). Just need to change how leadership gain is calculated globally alittle. Therefore, updating leadership requirements for naval and air (by adding requirements) will help insure nations don't go to far into the implausible zone as they currently are able.

The one contention I have, and based upon a possible misunderstanding of the program by me, is that if you add officers to ships, then the starting officer's will have to be increased as well for each campaign in order to retain the starting officer ratio.

e.g. Country A wants to start with 100% officer ratio. They currently have 4 infantry units and 400 officers, and one ship. Now if that one ship is updated to also need 100 officers, their officer ratio decreases to 80% (400/500). So Paradox must go back and now add 100 officers to country A in this campaign to keep the 100% ratio.

It is possible for them (Paradox) to create a program which automatically updates this -- e.g. searches for ships for a given country and tallies them up and adds the tally of these new ship officers to the starting number of officers (well, based on a desired officer ratio, of course). Such a program would probably take only a couple of hours to write (my guesstimate based on personal programs I have made that read save game files). Unless I am overlooking something, which wouldn't be the first time...


Otherwise, balancing a new global variable for officer gain might not be as trivial as it seems. In fact, it may require re-balance of leadership in general to account for the US and Japan's extreme usage of ships versus, say, Germany's minor or Russia's very minor reliance on ships.
 
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Hmmm, It' seems you don't fully understand the way the game works in regards to officer ratio. Whether you start a game with an OOB of 1 division or 100 divisions, you'll always start with 100% of the officers required, unless a differing officer ratio has been stated in the countries history file. I've personally modded in officers to air & naval units and every game I've started thus far has been with 100% officer ratio, in Germanys case 150%, Afghanistan 60%. The only aspect that would have to be altered to accomodate this change is officer production, from 6 to maybe 8.

MP example: My test versions

SEA

TP = 10
SS = 30
DD = 60
CL = 40
CA = 70
BC = 70
BB = 100
CVL = 70
CV = 100

AIR

All units except V1 & V2 = 50

That works fine for me, except maybe when officer production is factored in (I didn't alter the officer production yet). Though that might not be necessary for me because I also altered the officer requirments for some of the land brigades. 50 for all Support brigades, 70 for Engineers, 150 for HQ, 30 for militia.
 

Warspite_TW

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I would like to see that all nation have the necessary manpower to fully mobilise their starting armies. As it is right now in 1.4b, some medium nation are deficent (eg. Romania), and left in the hands of the AI they will produce nothing. Romania is short by some 50 MP and gains 1.2 per month with volunteer army. So, it will take 4 years to break even.
 

JamesKirk

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The allies did premanufacture some pretty large artificial harbors for D-day though...

and they managed to supply the first assault with a whole Army on France with them before capturing a port.
With a level one Port you can't even supply some Tanks ...
I don't want to instantly deploy perfect Ports, but Level 2-3 should be possible.
You can pre-manufacture cranes, railroad parts, locomotive & waggons, simple Warehouses and even bulk piers. You just need to ship them, disembark, and build up/put into service.
The Allies managed to ship 628.000 tons of supplies, 40.000 vehicles and 220.000 soldiers before October 31. 1944 just with one Mulberry Port (first was destroyed by a storm). http://www.ibiblio.org/hyperwar/ETO/Overlord/MulberryB/
That were only 4,5 months for that huge mass of materials !
 
Last edited:

Viluin

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- Added leadership to Holland

Lol.. You gave them +0.2 or something? They still have under 4 leadership. I'm not sure what it was before, but it has barely changed. I was hoping for at least 5 leadership. Right now they are not much better than asian countries like Sinkiang and Yunnan. The same goes for Belgium.
 

unmerged(193864)

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Improving capacity for leadership

Is it posible to introduce a new type of facility to improve leadership in an individual provence?

Historically this would be constructing a university or military academy.

A provence that contains west point or sandhurst would obviously produce more officers than some rural backwater. Similarly the construction of a university would increase the number of educated people.

It seems a bit odd that factories and railways can be constructed but not schools.

I know this is represented in an abstract way by the education tech.

"fight smarter, not harder"