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Dec 13, 2007
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Does anyone know what are the principal differences between HOI2 and HOI Armagedon? What is available in Armagedon that is not in HOI2?

In your opinion, is one superior to the other?

(I am hooked on HOI2 so far...)
 

Veldmaarschalk

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rabidwolfy1 said:
Does anyone know what are the principal differences between HOI2 and HOI Armagedon? What is available in Armagedon that is not in HOI2?

In your opinion, is one superior to the other?

(I am hooked on HOI2 so far...)


To play Armageddon you also need HoI2 Doomsday, so you have to take the differences between DD and HoI2 into account also

Doomsday features said:
Hearts of Iron 2: Doomsday includes the original game and improvements requested from the previous title’s worldwide audience.
World War III – Decide the remaining superpower to claim domination in world politics and warfare.
Expanded tech trees with considerable detail in a new decade of warfare, allowing you to develop tactical nukes and other kinds of nuclear warfare as well as escort carriers and much more.
Improved Diplomatic/Intelligence System reflects the increased political tension of the 1950s.
Significantly improved AI.
Tradeable Weapons – Equip your allies with the latest technological advances or get other nations to surrender their secrets to you.
Complete scenario editor.

Armageddon features said:
New attachments for Naval units; do you scrap or upgrade those old ships
Land units can now be built with brigades already attached.
An Air Naval combat system that radically alters the combat balance
New damage algorithms for the Air combat system, making organization more
important and allowing air units to fight longer.

HoI2DD:A is superior to HoI2 since it has all the things that HoI2 has plus more.
 

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Also, DD extends possible playing time from 1947 up to 1953. Armageddon extends it up to 1964

I like that in Armageddon, carriers can be produced with CAGs (instead of needing to be separately produced). Similarly, infantry can be built with an attachment immediately, reducing the time and IC needed.
 

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Ivegottheskill said:
I like that in Armageddon, carriers can be produced with CAGs (instead of needing to be separately produced). Similarly, infantry can be built with an attachment immediately, reducing the time and IC needed.
Nope. Cost stay the same (or even rise). Just morecomfortable to handle.
 

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theokrat said:
Nope. Cost stay the same (or even rise). Just morecomfortable to handle.

Hmm, I hadn't really added up the IC cost to check. Only played 1 Arma game so far. I'll have to work out whether it's more efficient for low IC countries to build them separately :/

It is more comfortable to handle though, especially when building lots of divisions.
 

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Ivegottheskill said:
Hmm, I hadn't really added up the IC cost to check. Only played 1 Arma game so far. I'll have to work out whether it's more efficient for low IC countries to build them separately :/

It is more comfortable to handle though, especially when building lots of divisions.
Easy enough to answer. Take Garrisons and Police. Police takes ~half the time to produce as the Garrison does, so it is possible to start two long seriels of Garrisons and 1 long serial of Police (A) or you could start two brigaded serials (B).

In case B the IC costs are raised by IC_costs for brigade * buildingtime of brigade / buildingtime of division. So naively the costs stay the same.

However due to its lower builditme the brigades gain gearing much faster- the second brigade is already 5% cheaper, while in case (B) it would not be cheaper at all. The third and foruth brigade come 5% cheaper in (B), while in (A) they get a bonus of 10% and 15%.
 

unmerged(37194)

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Dec 25, 2004
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The following is stated on the game site:

-An Air Naval combat system that radically alters the combat balance
- New damage algorithms for the Air combat system, making organization more
important and allowing air units to fight longer.


I am hoping that this means CAS and Tac will no longer (or at least not a smuch) continue to vaporize entire divisions. Can someone elaborate?

Further, I believe it does NOT fix the militarily controlled allied fleet "wayward" problems nor the fact that all advance orders of allied units are canceled at the end of a session so that they have no orders and must start over again when you start up play again.

Further I do not think it fixes the expeditionary force spamming that allies sometimes do.

I do not think they extended the techs beyond the DD time frame. If so, does anyone know if there is a non-bug stable MOD that has done this?

Finally, can someone comment on whether the various bugs with the game are fixed - I believe there were problems with the naval brigades and a few other issues?
 

unmerged(9599)

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PeteC said:
I am hoping that this means CAS and Tac will no longer (or at least not a smuch) continue to vaporize entire divisions. Can someone elaborate?
They can but only if the survive it.

CAS and TAC now take more damage when bombing.
 
May 19, 2005
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too bad that we still need to manualy deploy divisions to provinces. Wtf why can't they make it possible to build units in provinces instead of force pool or at least make it easier to mass deploy divisions to provinces, like deploy to last province or something.