• 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.

OutsiderSubtype

Colonel
81 Badges
Feb 2, 2007
831
315
  • Crusader Kings II: Horse Lords
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Hearts of Iron: The Card Game
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Victoria 2
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Nemesis
  • Europa Universalis III: Chronicles
  • 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
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
In HOI2 and Darkest Hour the CVI model (1920s converted BBs and BCs like Lexington or Akagi) had worse Sea and Air Attack values than the CVIII (1937ish, e.g. Yorktown-class).

That never sat quite right with me. Given same tech CAGs, converted CVs like Lexington or Akagi should be just as good at attacking ships as Yorktown or Soryu. If anything they should be slightly better given their higher displacement and larger CAGs. Instead, early model CVs should be worse than late interwar CVs in one or more of these ways:
  • Time and industrial cost efficiency to build
  • Speed
  • Defense against subs
  • AA defense
Now this might not hold true for later models like Essex, those should just be all around better than everything before them.
 
  • 4
  • 1
Reactions:

Dunbal

Colonel
123 Badges
May 7, 2007
999
511
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • War of the Roses
  • Impire
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Empire of Sin
  • Crusader Kings II: Sword of Islam
  • Ancient Space
  • Hearts of Iron Anthology
  • Arsenal of Democracy
  • Cities in Motion 2
  • 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
  • A Game of Dwarves
  • East India Company
  • Europa Universalis III
  • Europa Universalis III Complete
  • 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
  • For the Motherland
  • Hearts of Iron III
Defense against subs? Seriously, a massive hulk like an aircraft carrier has no defense against subs. It's a massive bullseye saying "sink me" to any submarine in the same ocean. First, it will never hear the sub because it is so noisy. Second, it will never be able to maneuver to avoid incoming torpedoes - these hulks don't turn on a dime and they don't lose their speed almost instantly when the engines are slammed into reverse like a destroyer can. Think momentum. p = mv. And there is a lot - a LOT - of "m".

The only defense against subs a carrier had or even has nowadays is via its aircraft. That, and the fact that carriers usually are going full pelt or close to it, making it very very hard for a WW2 sub to catch up to them and set up an attack. Since aircraft and air patrols are modeled separately I think that CV's should always have ZERO as a "defense against subs" characteristic. In fact if this value could be negative (ie, a sub magnet) even better :)
 
  • 12
  • 3
Reactions:

Issac1709

Lt. General
10 Badges
Feb 17, 2015
1.618
910
  • Darkest Hour
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Victoria 2
Defense against subs? Seriously, a massive hulk like an aircraft carrier has no defense against subs. It's a massive bullseye saying "sink me" to any submarine in the same ocean. First, it will never hear the sub because it is so noisy. Second, it will never be able to maneuver to avoid incoming torpedoes - these hulks don't turn on a dime and they don't lose their speed almost instantly when the engines are slammed into reverse like a destroyer can. Think momentum. p = mv. And there is a lot - a LOT - of "m".

The only defense against subs a carrier had or even has nowadays is via its aircraft. That, and the fact that carriers usually are going full pelt or close to it, making it very very hard for a WW2 sub to catch up to them and set up an attack. Since aircraft and air patrols are modeled separately I think that CV's should always have ZERO as a "defense against subs" characteristic. In fact if this value could be negative (ie, a sub magnet) even better :)

I want to point out that momentum is no mv but mv(squared)/2. There really isnt much v on an aircraft carrier and the (squared) only applies to v if you know your physics. But then you are right that carriers are useless at sub defence
 
  • 9
  • 1
Reactions:

LostAlone

Major
2 Badges
Sep 10, 2013
538
606
  • Crusader Kings II
  • Europa Universalis IV
It's a difficult thing to model these things. Essentially, if CVIs are even marginally better than later carriers then players won't build new carriers. The downsides of cost and speed of build are clearly downsides, but considering these are fairly big ticket items (ie you build ten or fifty of them, not thousands) so unless the mark-up is absolutely huge it's not big enough to worry about.

And that's the problem with making a game instead of just modeling the real world. In the real world a carrier built from the ground up has all kinds of benefits that won't show up in it's stats in a game that's on the level of abstraction as HOI. It's also worth pointing out that 'sidegrades' are really unsatisfying for players - they make tech progression feel meaningless and uninteresting and don't push players to ever mess with their existing units.

I totally get what the OP is saying. In a perfect game we'd see this kind of stuff reflected but it seems unlikely that PDS will make older units even arguably better than new ones. It's just bad game design. Maybe they'll find a way and I'll give them the benefit of the doubt if they try but I'd imagine they'll reflect what we as players expect rather than the real history of carriers.
 
  • 2
  • 2
  • 1
Reactions:

pheonicia

General
87 Badges
Feb 2, 2015
1.801
7.348
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Hearts of Iron IV: Together for Victory
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Conclave
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Golden Century
  • BATTLETECH
  • Surviving Mars
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders: Planetfall Premium edition
  • Cities: Skylines - Green Cities
  • Imperator: Rome Sign Up
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Age of Wonders: Planetfall
  • Cities: Skylines - Snowfall
  • Cities: Skylines
  • Cities: Skylines Industries
  • Europa Universalis IV: El Dorado
  • Imperator: Rome
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Dharma
I want to point out that momentum is no mv but mv(squared)/2. There really isnt much v on an aircraft carrier and the (squared) only applies to v if you know your physics. But then you are right that carriers are useless at sub defence

No, you're thinking of kinetic energy, momentum is mass times velocity.

As for something not totally off-topic, I think the OP makes a good point.
 
  • 5
Reactions:

SchwarzKatze

Field Marshal
45 Badges
Nov 8, 2008
5.827
4.439
It's a difficult thing to model these things. Essentially, if CVIs are even marginally better than later carriers then players won't build new carriers. The downsides of cost and speed of build are clearly downsides, but considering these are fairly big ticket items (ie you build ten or fifty of them, not thousands) so unless the mark-up is absolutely huge it's not big enough to worry about.

And that's the problem with making a game instead of just modeling the real world. In the real world a carrier built from the ground up has all kinds of benefits that won't show up in it's stats in a game that's on the level of abstraction as HOI. It's also worth pointing out that 'sidegrades' are really unsatisfying for players - they make tech progression feel meaningless and uninteresting and don't push players to ever mess with their existing units.
For such important assets such as aircraft carriers, if PDX can't even make the benefit outweight the cost, then it's clearly a design flaw. What is it you have in mind that can't be represented in game by the aforementioned plus reliability? I can only think of 1) top-heaviness 2) habitability 3) deck length, affecting Ryujō, Kaga and Akagi, Hōshō respectively, which are treaty-limited, BC conversion, BB conversion, experimental design respectively.

IMHO they should just be make unavailable, since nations who had them had newer designs already, and those who don't were unlikely to design new carriers for biplanes anyway.
 
  • 2
  • 1
Reactions:

Mitsugi

Second Lieutenant
30 Badges
Feb 27, 2009
115
175
  • Europa Universalis III Complete
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Arsenal of Democracy
  • Semper Fi
  • Victoria 2: A House Divided
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - After Dark
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
  • Divine Wind
  • Europa Universalis III
Resilience, for one thing. The problem with adapting a design to a completely different purpose is that in many cases the systems are placed where they can fit, whether it's a good place or not. For example, Kaga's backup generator for her firefighting pumps was mounted on the upper hangar deck. Why, yes, that is the location most vulnerable to bomb hits (and, for that matter, fires). Because she was not designed to be an aircraft carrier, and that was where space could be found for it. A competent keel-up design would never have put such a vital piece of damage control equipment in such an exposed location.

Some of the problem was also that these ships were 10-15 years old, and were simply designed with less experience and knowledge. So Akagi's rudders were rigidly braced to the hull, which meant the shock damage from the near miss at Midway disabled them. And the Lexingtons (as well as the Japanese carriers) had just port and starboard fire mains, which meant that a broken pipe knocked out firefighting for half the ship. The Yorktowns had much more finely divided fire protection. The older ships also used cast iron pipes, which were much more brittle than the steel used later.
 
  • 3
  • 1
Reactions:

Kriegsspieler

Field Marshal
68 Badges
Feb 27, 2003
10.454
1.252
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Surviving Mars
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
  • Hearts of Iron IV: No Step Back
Everything you can ask for is handeled by the variant system, read dev diary 8 if you haven't.
People seem to have ignored this post. I see no reason why most or all of the shortcomings of earlier generations of HOI alluded to by the OP can't be handled reasonably well in the game, at least as far as we know it now.
And although the details of conversion described by Mitsugi here cannot be represented in the game, clearly the "reliability" rating will some of the work of showing why the Akagi and Lexington were easier to sink than later CV's.
 
  • 3
Reactions:

SchwarzKatze

Field Marshal
45 Badges
Nov 8, 2008
5.827
4.439
Yeah, that's what reliability means precisely.
Dev Diary 8 said:
Reliability - This stat is a little more complicated than the others. The other 3 upgrades all reduce Reliability a little while this upgrade counters the effect. Could also be thought of as "systematology" or "ship-shapedness", it's basically how well put together the ship is. A low Reliability makes the ship more vulnerable to critical hits in combat.
 
  • 4
Reactions:

DocMorningstar

Second Lieutenant
50 Badges
Sep 5, 2008
180
241
  • For the Motherland
  • Hearts of Iron III
  • Semper Fi
  • Surviving Mars: First Colony Edition
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • 500k Club
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Shadowrun: Dragonfall
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Arsenal of Democracy
In HOI2 and Darkest Hour the CVI model (1920s converted BBs and BCs like Lexington or Akagi) had worse Sea and Air Attack values than the CVIII (1937ish, e.g. Yorktown-class).

That never sat quite right with me. Given same tech CAGs, converted CVs like Lexington or Akagi should be just as good at attacking ships as Yorktown or Soryu. If anything they should be slightly better given their higher displacement and larger CAGs. Instead, early model CVs should be worse than late interwar CVs in one or more of these ways:
  • Time and industrial cost efficiency to build
  • Speed
  • Defense against subs
  • AA defense
Now this might not hold true for later models like Essex, those should just be all around better than everything before them.


I think this is a problem with trying to match history with gameplay.

Historically, some of the very early carriers, which were BB or BC conversions turned out to be very capable ships - like the Lexington and Saratoga; CV-2 and CV-3 turned out to be amazingly good fighting ships.

The 'lower performing' next classes of ships, the Ranger, Wasp (which is a real oddball), and Yorktowns, are more a feature of the Washington naval treaty than any sort of inherent reversion to bad design.

You will notice the same thing in the BB and CA classes, all of a sudden, everyone's warships stagnated, without any major advances (and often degradation) on a ship-by-ship basis.

But that is due to the treaty, not overall ship designing capabilities - and on a by-the-ton basis, the treaty carriers represented a huge jump forwards in capability. They are just smaller overall.

Compare the following ships:

Langley (CV-1)
  • 14,000 ton displacement
  • 36 plane CAG
  • 16 knot speed
  • 389 tons / plane

Lexington (CV-2)
  • 48,000 ton displacement
  • 80 plane CAG
  • 33 knot speed
  • 600 tons / plane
Ranger (CV-4) (new treaty carrier)
  • 18,000 ton displacement
  • 80 plane CAG
  • 29 knot speed
  • 225 tons / plane
Yorktown (CV-5) (new treaty carrier)
  • 26,000 ton displacment
  • 90 plane CAG
  • 32 knot speed
  • 289 tons / plane
Essex (CV-9) (post-treaty carrier)
  • 37,000 ton displacement
  • 100+ plane CAG
  • 33 knots
  • 370 tons / plane
Midway (CV-41) (post-treaty carrier)
  • 45,000 ton displacement
  • 130 plane CAG
  • 33 knot speed
  • 345 tons/ / plane

If you look at those numbers, it's fairly clear that there is a nice progression from Ranger -> Midway. It's only the 2 Lexington class ships (and the odd duck Wasp) that are 'weird' in terms of progression.

If anything, the US, and a few other nations that had odd-duck treaty ships should just get a heavily variantized early-class ship in their already produced aresnal, something that is very capable, but also very expensive to produce.

And taking a step further on, the US stopped producing Lex class ships both because they were ridiculously expensive compared to their strike power AND they had some fundamental layout issues that couldn't really be fixed without a huge redesign.

You can also compare the Royal Sovereign, N3 (planned) and Nelson (actual) class battleships. N3 would have been significantly more powerful than either Royal Sovereign or Nelson/KGV, while Nelson/KGV was a relatively modest step up in combat power.

IF the washington treaty had never come into play, we'd have seen quite a few SHBBs and CVB designs floating around....
 
Last edited:
  • 4
  • 3
Reactions:

ccruler

Second Lieutenant
120 Badges
Oct 6, 2002
115
34
Visit site
  • Sword of the Stars
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
  • March of the Eagles
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Hearts of Iron III: Their Finest Hour
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Victoria 3 Sign Up
  • Europa Universalis III
  • 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
  • Commander: Conquest of the Americas
  • Darkest Hour
  • East India Company
  • Arsenal of Democracy
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • 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
  • For the Motherland
  • Gettysburg
Defense against subs? Seriously, a massive hulk like an aircraft carrier has no defense against subs. It's a massive bullseye saying "sink me" to any submarine in the same ocean. First, it will never hear the sub because it is so noisy. Second, it will never be able to maneuver to avoid incoming torpedoes - these hulks don't turn on a dime and they don't lose their speed almost instantly when the engines are slammed into reverse like a destroyer can. Think momentum. p = mv. And there is a lot - a LOT - of "m".

The only defense against subs a carrier had or even has nowadays is via its aircraft. That, and the fact that carriers usually are going full pelt or close to it, making it very very hard for a WW2 sub to catch up to them and set up an attack. Since aircraft and air patrols are modeled separately I think that CV's should always have ZERO as a "defense against subs" characteristic. In fact if this value could be negative (ie, a sub magnet) even better :)
I'm fairly sure it's intended as some defences against submarines such as anti-torpedo blisters on ships
 
  • 1
Reactions:

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.589
19.899
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • 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
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
In HOI2 and Darkest Hour the CVI model (1920s converted BBs and BCs like Lexington or Akagi) had worse Sea and Air Attack values than the CVIII (1937ish, e.g. Yorktown-class).

Since carriers in HOI3 do not even have sea attack, and instead the CAGs have their own stats, I'm not sure what the issue is here. I'm guessing it will be the same in HOI4; carriers will just, ahem, carry their aircraft, and the planes will have all the ship sinking firepower based on their numbers and tech.
 

gregor_mendel

Captain
71 Badges
Jan 4, 2008
301
97
  • Victoria 2: A House Divided
  • Naval War: Arctic Circle
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Semper Fi
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Reapers Due
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Conclave
  • Battle for Bosporus
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: By Blood Alone
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Steel Division: Normandy 44 -  Back to Hell
  • Europa Universalis IV: Art of War
  • Cities: Skylines
  • Crusader Kings II: The Republic
Since carriers in HOI3 do not even have sea attack, and instead the CAGs have their own stats, I'm not sure what the issue is here. I'm guessing it will be the same in HOI4; carriers will just, ahem, carry their aircraft, and the planes will have all the ship sinking firepower based on their numbers and tech.

Yes, but will the carriers have different CAG compositions or will I able to rebase a state-of-the-art modern CAG from a Midway class to a Langley class? The only reason to advance CV techs in HoI3 was to improve range and even that was broken since rebasing a fleet was very simple and unrealistic.
 
Last edited:

Caesar15

Lt. General
71 Badges
Jan 2, 2012
1.682
2.549
  • Cities: Skylines - After Dark
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Snowfall
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: La Resistance
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Europa Universalis IV: Res Publica
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Victoria 3 Sign Up
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Sign Up
  • Stellaris: Federations
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • War of the Roses
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
Defense against subs? Seriously, a massive hulk like an aircraft carrier has no defense against subs. It's a massive bullseye saying "sink me" to any submarine in the same ocean. First, it will never hear the sub because it is so noisy. Second, it will never be able to maneuver to avoid incoming torpedoes - these hulks don't turn on a dime and they don't lose their speed almost instantly when the engines are slammed into reverse like a destroyer can. Think momentum. p = mv. And there is a lot - a LOT - of "m".

The only defense against subs a carrier had or even has nowadays is via its aircraft. That, and the fact that carriers usually are going full pelt or close to it, making it very very hard for a WW2 sub to catch up to them and set up an attack. Since aircraft and air patrols are modeled separately I think that CV's should always have ZERO as a "defense against subs" characteristic. In fact if this value could be negative (ie, a sub magnet) even better :)

In all fairness, the Ark Royal evaded a torpedo from a U-boat by simply turning in the right direction when they saw it.
 
  • 1
Reactions:

Denkt

Left the forums permamently
42 Badges
May 28, 2010
15.763
6.368
You can probably rebase your modern aircrafts on your old carrier. However a modern carrier will be afloat after the battle while the old carrier (and its aircrafts) will be sunk. And I expect repairation to be very cheap compared to building a new ship, even with very heavy damage taken.