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Doomdark

Chief Creative Officer
Paradox Staff
61 Badges
Apr 3, 2000
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This week I'll talk a bit about what we are doing with naval warfare in Semper Fi. It is a pretty broad subject, but let's start with the Naval AI. In HoI3, the AI is not keen on invading multiple targets at once. Each theatre focuses on a single target, preferably the enemy homeland. Moreover, it does not stage troops as close to the target as possible. This worked reasonably well for D-Day type invasions, but not at all for the Pacific Theatre. In Semper Fi, the Invasion AI uses brand new algorithms designed to handle multiple targets at once, with proper staging. It will also prefer to invade enemy targets close to home first, which results in the island hopping we would expect in the Pacific. A related change concerns AI use of paratroops; previously they would only be used to support naval invasions, but now the AI will use paratroops to, for example, take vulnerable islands on their own, if judged prudent. As for naval warfare in general, the AI will maintain larger taskforces and be more aware of their movements at all times, whereas in HoI3 it tends to just give fleets orders and then let the order logic sort them out.

Diary04_ParaStaging.jpgDiary04_Paradrop.jpg

However, we have done more than just improve the AI. Naval combat has been rebalanced, mainly to address the issue with huge super fleets. Players are now ill advised to stack 10 battleships into a single fleet and sailing around swatting everything, all due to the reworked stacking penalty system. Fleets now get a positioning malus for every point of hull size above a certain limit, mitigated by commander skill. Unreasonably huge fleets suffer a crippling penalty, meaning their targeting becomes very poor, and they are also liable to take more damage. There will also be a malus for fleets that lack a proper screen of destroyers or light cruisers, making unescorted capital ships more vulnerable to subs and naval bombardment.

Diary04_PositionPenalty.jpg

Now, as a little bonus, I can reveal that we are working on some changes to the supply system. Specifically, it will be possible to set up convoys between points in your home area, thus injecting supplies directly into distant ports, even if there is a land connection to your capital. The example convoy in the screenshot between Los Angeles and San Francisco is of course pointless, but you get the principle; say that Italy holds the entire Mediterranean coast down to Alexandria. In that case, a convoy between Taranto and Alexandria should be quite helpful. Same thing with a German convoy from Kiel to a conquered Archangelsk, etc.

Diary04_SillySupplyConvoy.jpg

That about sums it up for today. Next week: Battle Events and Triggered Modifiers.
 
Will the AI also prioritize islands with naval and airbases, and/or islands with Victory Points? The latter could be useful simply because targets with Victory Points typically have strategic value.

In a similar vein, will the AI properly defend islands with strategic value? In the few HoI3 games I played, the USA AI had *zero* defense of Hawaii.

Yes, and yes.
 
On a sidenote, you seem to use some kind of debug mode to show province IDs and some such. Is that available for us too only I'm unaware of that, will it be in Semper Fi, or you are simply privileged?

It is indeed our debug mode. It won't be in Semper Fi.
 
1. What about AI's unlimited naval range? Are you removing it or only hiding via this new island hopping AI?
2. Can I block off the Med owning Gibraltar and Suez?

So far, we've never been able to reproduce the bug with enemy fleets passing through blocked straits, though it is a priority to get it fixed. AI naval range is not supposed to be unlimited. It's also on the todo list.
 
Will other countries outside of the United States build Carriers?

Will the carriers that are built build CAGs?

Will the CAGs that are built actually be placed on the carriers?

Will the CAGs suffer the same, or different, or additional penalties for the size of the fleet (read : Not the number of CAGS) ?

The production AI is completely rewritten, so, yes, other countries should build some. CAGs will also be built and placed. No, CAGs are not included in fleet penalties.
 
Are you sure you mean mitigated by commander skill and not by commander Rank? Because in the screen shot it sure looks like Rank (Rear Admiral only being able to command 12 ships) is the limiting factor.

I meant skill. The positioning bonus of a fleet is determined by commander skill, just like in the base game.

I was also looking forward to hear a bit more about things like:
# Pride of the Fleet feature announced

Players can designate a BC or BB the Pride of the Fleet in Semper Fi. It gets a 10% experience bonus, but if it is sunk, you suffer a dissent hit. The unit that sinks a Pride of the Fleet gets an experience bonus.

# Naval AI stances, any news?

I've already mentioned these in my first diary.

# Naval forces in the OOB browser, can we reassign fleets too?

Of course.
 
The experience bonus comes with the designation as Pride of the Fleet. If you designate another ship Pride of the Fleet, the previous one loses the bonus (you also take a dissent hit, unless the previous Pride is an obsolete model). It represents the idea that your best people serve on that ship.