• 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.

Mevsrei

Second Lieutenant
Mar 31, 2015
188
386
This topic is about speculation what might be the possible support brigades in the game.
Currently known are these:
yb6yz3nh.jpg

1. Engineers: Were also shown in one video, they give a bonus to terrain passability.
Possibly also a bonus to attacking fortified positions and/or faster fortification.
2. Recon: Most likely they affect the "Recon" stat (see "Base Stats" in the picture). What this stat affects isn't known yet.
Possibly better/more accurate identification of enemy troops (strategic) and/or a bonus to combat effectivness of other units.
3. AT-guns: Pretty much self explaining, will most likely add "Hard Attack" and "Piercing".
4. Artillery: Most likely adds to "Soft Attack".

Aside from the possibility to add multiple support brigades of the same type (like 3x AT and 2x Arty), 4 different types are a small number for 5 slots. So let's add the the support brigade that is most likely (to not say definitelly) in the game.
5. AA: Adding some air defense to the division.

Now, we have 5 different types for 5 slots, which would be still a bad design if that would be the limit. If you have X "upgrades" for exactly X slots in a game, players tend to just use one of each. Yes, some will think about leaving out option A to have 2x option B, but that's still an exception. So from a game design perspective, if you want players to think about the composition of something and not disregard it with a "default one of each" you give them at least one more (meaningful) option, so there is allways at least one they can't use.
This is just an explanation for you, since I'm pretty sure the developers know this simple fact themselfs.

Now we come to my main point... SPECULATIONS.
What could these +1 options in form of support brigades be? Maybe your idea is something the developers didn't think about and only add it, because you expressed your idea here. ;)

My current toughts are:
Rocket Artillery: Less average combat effectivness than artillery, but better specialized boni. Credit to the people in this topic: https://forum.paradoxplaza.com/foru...between-rocket-and-standard-artillery.851113/
Military Police: Big bonus to "Surpression" and a small bonus to "Organization".
Mobile Radar: Adds a small bonus to any AA (support or tank variant) in the division.
TRAR: (Tank Recovery and Repair) A very small amount of tanks (and variants, maybe equipment) lost in a battle are given back to the division after the battle.
Medical Brigade: A bigger amount of lost manpower (from this division) trickles back in the global pool.
Supply: Slightly increases the throughput of supplies to the division. Adds a small amount of time before a division is "out of supplies" if cut off.

Soooo, what might you add? I'm interessted! :D
 
Last edited:
  • 2
  • 2
  • 1
Reactions:

safe-keeper

• ← 2mm hole in reality
54 Badges
Sep 6, 2012
8.585
14.362
livetkanfly.com
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Random musings, pretty much point-by-point.

Shovel/Engineer: could perhaps affect dig-in time/ability, fort attack, movement and assaults across rivers, and maybe also vehicle repairs.

Binoculars/Recon: I believe there is an ambush/surprise attack system in the game, and recon could counteract this. Could also affect attack, and perhaps movement across the map, since I believe it did in HOI3.

Direct artillery and howitzer: as you say, probably an AT gun and a soft attack artillery gun. Wondering how this works with tank divisions. Are the guns assumed to be towed, do you need trucks for them to not cause a speed penalty? Or do they slow the division down?

While I hope there are more than five things to choose from, I actually disagree about your "one of each" observation. Far from every division is going to have five slots (as indicated in the screenie above ;) ), secondly, some divisions will be more specialised than others. If you're invading a country without a significant tank force, you may not bother with AT guns, for example.
 
  • 3
  • 1
Reactions:

Centurion1973

General
10 Badges
Aug 16, 2011
2.053
1.160
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • 500k Club
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
I expect, that fast divisions will use either motorized or SP artilery. For motorized, you would need artilery + trucks.
 
  • 2
Reactions:

potski

Field Marshal
17 Badges
Mar 15, 2006
3.885
3.044
  • Steel Division: Normandy 44
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
Some clarification on terminology. The boxes aren't filled with brigades. Instead, the vertical groups are the brigades.

So in that screenshot there are four brigades - the Support Brigade (left most vertical group with black background), and three Combat Brigades enabled.

Except for the Support Brigade, the boxes within each group are known as Battalions.

I have to say that for some countries "Regiment" makes more sense for the vertical groups. Japan square divisions for example had two brigades, but I think two vertical groups wouldn't represent their size - each brigade had two regiments, with three infantry battalions and one heavy weapons battalion each. So it might make more sense for JAP to have a 1936 Infantry template with four vertical groups. Nevertheless, "brigade" is the official name, even if we understand that it could represent a Regiment.

The boxes in the Support Brigade are not necessarily Battalion sized:
... except the left-most column are Support Units of varying sizes

So that implies the possibility that you might have the option to attach different amounts of artillery within a Support Unit. But if that was the case I would expect the interface to give some indication of this, for instance if you could click on the Art Support Unit and select whether there are 30 or 50 guns, then maybe that number should be visible, for instance to distinguish between a standard template and one with extra artillery attached.

So I don't think that is what is meant, just that some Support Units have say 36 guns (such as Art), while others might have 18 (such as AT), some might have 100 men but others 1000. And IRL these formations were called a variety of names that the devs didn't want an argument about.

So if we assume there is a fixed size number of artillery pieces in the artillery unit in the screenshot, regardless of whether that template is German or French, then I don't think it necessarily follows that the only option to increase artillery is to use 5 XP to open up the fifth slot in the Support Brigade. You might be able to attach Artillery etc to one of the existing three combat brigades. Or, given the right hand brigade only has one slot and that would be an odd brigade to only have a single infantry battalion, then I assume this is there for you to attach an additional ART, ENG or AT for specialisation of units. For example to represent a Div which temporarily has Corps/Army assets attached.

So you could have a Div which has been deployed with the template above. You then swap that Div to use a new template you created with the right hand brigade enabled (25 XP) and the battalion slot occupied with ENG. The Div will pause while the logistics system fills up its new battalion with Engineers and their equipment ready for say an assault on a fortified province or a river crossing. Once done, then revert back to the standard Div template and the Engineers and their equipment go back in the stockpile. It's a bit of micro, but I think just about adequately represents this sort of thing if people want to do it. Or want some flavour with some Divs having Rocket Artillery or Sp.Art attached etc.

I doubt there will be any types of units to go in any of the slots which were not in HOI3. And it is possible there will be no MIL, GAR and these Divs are just represented with Inf battalions with little training and less/no Support Brigade units.

I prefer this to be kept as simple as possible. Effects of field hospitals, mobile radar, tank workshops etc abstracted in the tech tree. They serve little useful purpose as unit slots in the Div template, if they cannot engage in combat.
 
  • 2
  • 1
Reactions:

Mevsrei

Second Lieutenant
Mar 31, 2015
188
386
Some clarification on terminology. The boxes aren't filled with brigades. Instead, the vertical groups are the brigades.

So in that screenshot there are four brigades - the Support Brigade (left most vertical group with black background), and three Combat Brigades enabled.

Except for the Support Brigade, the boxes within each group are known as Battalions.

I have to say that for some countries "Regiment" makes more sense for the vertical groups. Japan square divisions for example had two brigades, but I think two vertical groups wouldn't represent their size - each brigade had two regiments, with three infantry battalions and one heavy weapons battalion each. So it might make more sense for JAP to have a 1936 Infantry template with four vertical groups. Nevertheless, "brigade" is the official name, even if we understand that it could represent a Regiment.

The boxes in the Support Brigade are not necessarily Battalion sized:


So that implies the possibility that you might have the option to attach different amounts of artillery within a Support Unit. But if that was the case I would expect the interface to give some indication of this, for instance if you could click on the Art Support Unit and select whether there are 30 or 50 guns, then maybe that number should be visible, for instance to distinguish between a standard template and one with extra artillery attached.

So I don't think that is what is meant, just that some Support Units have say 36 guns (such as Art), while others might have 18 (such as AT), some might have 100 men but others 1000. And IRL these formations were called a variety of names that the devs didn't want an argument about.

So if we assume there is a fixed size number of artillery pieces in the artillery unit in the screenshot, regardless of whether that template is German or French, then I don't think it necessarily follows that the only option to increase artillery is to use 5 XP to open up the fifth slot in the Support Brigade. You might be able to attach Artillery etc to one of the existing three combat brigades. Or, given the right hand brigade only has one slot and that would be an odd brigade to only have a single infantry battalion, then I assume this is there for you to attach an additional ART, ENG or AT for specialisation of units. For example to represent a Div which temporarily has Corps/Army assets attached.

So you could have a Div which has been deployed with the template above. You then swap that Div to use a new template you created with the right hand brigade enabled (25 XP) and the battalion slot occupied with ENG. The Div will pause while the logistics system fills up its new battalion with Engineers and their equipment ready for say an assault on a fortified province or a river crossing. Once done, then revert back to the standard Div template and the Engineers and their equipment go back in the stockpile. It's a bit of micro, but I think just about adequately represents this sort of thing if people want to do it. Or want some flavour with some Divs having Rocket Artillery or Sp.Art attached etc.

I doubt there will be any types of units to go in any of the slots which were not in HOI3. And it is possible there will be no MIL, GAR and these Divs are just represented with Inf battalions with little training and less/no Support Brigade units.

I prefer this to be kept as simple as possible. Effects of field hospitals, mobile radar, tank workshops etc abstracted in the tech tree. They serve little useful purpose as unit slots in the Div template, if they cannot engage in combat.
I generelly agree with you except: "Effects of field hospitals, mobile radar, tank workshops etc abstracted in the tech tree. They serve little useful purpose as unit slots in the Div template, if they cannot engage in combat."
If the TRAR (or tank workshop) gives back 100% of lost equipment after the battle, would you still say that it isn't worth to swap out one Recon or AT unit for this bonus?
Or if the supply unit could allways put any amount of supplies through no matter the infrastructure? Still not worth it?
If they are useful or not is a thing of balance, not a thing of definition.

I also agree that most stuff should be represented in the tech tree, but one doesn't exclude the other.
If there is a medic-tech it could give a global bonus to every division while also increasing the bonus of the medic-support-unit.
Only because their is a dedicated support unit, doesn't mean other units have not something similiar included, just in a much smaller amount.
E.g. Each unit may have 1 medic per 20 soldiers, so a 20000 man division would have 1000 medics by default. Now the support unit adds another 1000 medics.
2000 medics is better than 1000. No matter how many a tech adds globally, a division with a medic-support-unit would have that bonus doubled.

And just in case the argument follows that they game would need to have to track medics in a division. No it doesn't. It would just be like: Medic-Tech adds 1% global, adds 5% to medic-support-unit.
 
  • 2
  • 1
Reactions:

mdw1985

Colonel
54 Badges
Feb 7, 2011
1.056
1.827
  • Crusader Kings II: Legacy of Rome
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Battle for Bosporus
  • Europa Universalis IV: Wealth of Nations
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • BATTLETECH
Hmmm

There are plenty good things i like to see:

AA
Military Police
Armoured Car Brigade
Logistics
Assault Engineers
Radar Intelligence
Rocket Artillery
Mobile Hospital
Commandos
 
  • 2
  • 1
Reactions:

mdw1985

Colonel
54 Badges
Feb 7, 2011
1.056
1.827
  • Crusader Kings II: Legacy of Rome
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • For the Motherland
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Prison Architect
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Battle for Bosporus
  • Europa Universalis IV: Wealth of Nations
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • BATTLETECH
And i would love to see ship upgrades like in DH, where you could add extra stuff in limited slots
 
  • 2
Reactions:

potski

Field Marshal
17 Badges
Mar 15, 2006
3.885
3.044
  • Steel Division: Normandy 44
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
I also agree that most stuff should be represented in the tech tree, but one doesn't exclude the other.

Agreed. But while many players would like this sort of micro, many would not. I'm not saying one is right, the other is wrong. But think of it this way - how does the Japan AI intelligently decide that the square Inf Divs it starts the game with should be replaced with triangle Divs? If it compares the combat stats of the two templates it is bound to pick the square every time, surely? So you have to hardcode this into the AI to get Japan to make that change in 1941.

So I can imagine the following. The AI is hardcoded to include a Mobile Hospital in all Divs for Majors except MIL. But some clever player who knows the game mechanics sits and works out the maths that the benefit of the MP/factories used to build the Hospitals and supply them is not worth it. So a "clever strategy" is published in the forum to build all of your Divs without Hospitals, so the player has an advantage over the AI. It can't go into combat details or use Intel to tell it that the player is not using Hospitals and maybe it should learn from that and do the same.

One of the things I hated about TFH was the combined arms bonus rules. As soon as players knew these rules they would just build Divs that were AI killers, compared to the Divs that the AI would receive in 1936 and would build following the normal production script. So the production script was changed and every AI country was then producing Inf Divs with both Art and AT brigades attached. There was no flavour/immersion any more, INF Divs had to fit an exact pattern to get the bonus, and they were all the same.

So if the Hospitals did give a useful boost to stats, then the AI would just be scripted to produce every Div with a Hospital. In that situation you may as well just abstract it as a tech.
 
  • 1
Reactions:

Kadanz

Drive-By Memer
20 Badges
Sep 19, 2011
2.378
5.289
  • Crusader Kings II: Charlemagne
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Darkest Hour
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Europa Universalis IV
  • 500k Club
  • Europa Universalis IV: Pre-order
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Prison Architect
  • Cities: Skylines
1. Engineers: Were also shown in one video, they give a bonus to terrain passability.
Possibly also a bonus to attacking fortified positions and/or faster fortification.

Or maybe they're lost uni graduates which took the wrong boat, in which case you'll get a huge leadership penalty.:D
 
  • 1
Reactions:

bruebottom

Colonel
17 Badges
Apr 15, 2011
889
144
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Iron Cross
  • Semper Fi
  • Darkest Hour
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • 500k Club
Agreed. But while many players would like this sort of micro, many would not. I'm not saying one is right, the other is wrong. But think of it this way - how does the Japan AI intelligently decide that the square Inf Divs it starts the game with should be replaced with triangle Divs?

Most likely it is scripted in the ai files. All that needs to be done is to replace the Infantry (1936) template with an Infantry (1941) template and the game engine will then convert over all the old structured divisions to the new structured divisions. It should be no different from a human player who decides to remove one battalion from the division template.
 

BestOfTheWest

Maj. Major
51 Badges
Aug 25, 2013
280
589
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron III
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron IV: Colonel
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome
  • Crusader Kings III
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
I would always expect a Division of a modern "Western" power to come along with some kind of field hospital (Chinese militias probably not, but the Chinese society always had many doctor's), so I don't think it should be included as a "support Battalion" but modeled through technologies.

It would also be bewildering for one division to have a medical support batallion while others haven't.
 
  • 1
Reactions:

safe-keeper

• ← 2mm hole in reality
54 Badges
Sep 6, 2012
8.585
14.362
livetkanfly.com
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Cities: Skylines - After Dark
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • For the Motherland
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Steel Division: Normand 44 Sign-up
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Yeah, if something is considered to be with every division, it makes little sense to force players to have to add them through micro.
 
  • 1
Reactions:

Mevsrei

Second Lieutenant
Mar 31, 2015
188
386
Agreed. But while many players would like this sort of micro, many would not. I'm not saying one is right, the other is wrong. But think of it this way - how does the Japan AI intelligently decide that the square Inf Divs it starts the game with should be replaced with triangle Divs? If it compares the combat stats of the two templates it is bound to pick the square every time, surely? So you have to hardcode this into the AI to get Japan to make that change in 1941.

So I can imagine the following. The AI is hardcoded to include a Mobile Hospital in all Divs for Majors except MIL. But some clever player who knows the game mechanics sits and works out the maths that the benefit of the MP/factories used to build the Hospitals and supply them is not worth it. So a "clever strategy" is published in the forum to build all of your Divs without Hospitals, so the player has an advantage over the AI. It can't go into combat details or use Intel to tell it that the player is not using Hospitals and maybe it should learn from that and do the same.

One of the things I hated about TFH was the combined arms bonus rules. As soon as players knew these rules they would just build Divs that were AI killers, compared to the Divs that the AI would receive in 1936 and would build following the normal production script. So the production script was changed and every AI country was then producing Inf Divs with both Art and AT brigades attached. There was no flavour/immersion any more, INF Divs had to fit an exact pattern to get the bonus, and they were all the same.

So if the Hospitals did give a useful boost to stats, then the AI would just be scripted to produce every Div with a Hospital. In that situation you may as well just abstract it as a tech.
This argument stands no ground.
If it is like you say devs can save their time an just make 3 different division types. Done.
And even there will be a "perfect" composition to have an advantage over the AI.
Second point is, you think only black and white. If any unit would be the allround choice it is badly balanced.

They are meant to have different impacts and are more or less usefull in different situations. Like manpower saving isn't much needed for UDSSR which may use other support brigades.
So one nation depends more on it than the other, BAM, they use different support units.
 

Mevsrei

Second Lieutenant
Mar 31, 2015
188
386
Yeah, if something is considered to be with every division, it makes little sense to force players to have to add them through micro.
Some people seem to miss the point here. A division that has no dedicated support medic unit still has some medical units by default, just way less.
So if you dont give them engineers do you also think there is not one guy who can dig a hole in the whole division?
Every tank crew can try and clear their path with different tools. A dedicated engineer unit will still do the job faster.

Edit: To guide this discussion back on topic, let's agree that some suggested support units are not necessary. What would you like to see as support units? What would you see as useful addition?
:)
 
Last edited:

potski

Field Marshal
17 Badges
Mar 15, 2006
3.885
3.044
  • Steel Division: Normandy 44
  • Crusader Kings III
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Hearts of Iron III
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
This argument stands no ground.
If it is like you say devs can save their time an just make 3 different division types. Done.
And even there will be a "perfect" composition to have an advantage over the AI.

How many different variations of Infantry Div did the AI produce in HOI3?

A division that has no dedicated support medic unit still has some medical units by default, just way less.

Abstracted with the default, so just abstract the more advanced medical support? Otherwise where does this end - on map hospital ships you have to build at a dockyard and move around to an overseas campaign?
So if you dont give them engineers do you also think there is not one guy who can dig a hole in the whole division?
It's possible to have three or more types of engineers :
- combat, who set/clear minefields, use HE against fortifications etc.
- bridging
- build/repair of facilities

War in the Pacific has specific types for supporting airbases and ports, probably 6-7 different types of Engineers in total.

podcat already said that they are not trying to emulate Gary Grigsby, so I don't believe there will be any increase in the number of unit types, especially to include non-combat types.
 
  • 1
  • 1
Reactions:

Mevsrei

Second Lieutenant
Mar 31, 2015
188
386
How many different variations of Infantry Div did the AI produce in HOI3?



Abstracted with the default, so just abstract the more advanced medical support? Otherwise where does this end - on map hospital ships you have to build at a dockyard and move around to an overseas campaign?

It's possible to have three or more types of engineers :
- combat, who set/clear minefields, use HE against fortifications etc.
- bridging
- build/repair of facilities

War in the Pacific has specific types for supporting airbases and ports, probably 6-7 different types of Engineers in total.

podcat already said that they are not trying to emulate Gary Grigsby, so I don't believe there will be any increase in the number of unit types, especially to include non-combat types.
Ok, you are right. I agree that we don't need to make this part too complex.
Tough I still think that there should be at least 6 meaningful options for the 5 slots. (Regardless of what those might be.)
 

Denkt

Left the forums permamently
42 Badges
May 28, 2010
15.763
6.368
I think most support brigades numbers are based on how large the division is, a larger division need more support then a smal one.
Superior firepower doctrine probably increase the size of the support brigades giving this doctrine a noticable advantage.
 

xerxesking

Corporal
51 Badges
Mar 8, 2011
49
3
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Heir to the Throne
  • Victoria: Revolutions
  • Semper Fi
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars: Digital Deluxe Edition
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Federations
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis III Complete
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis III Complete
  • 500k Club
  • Victoria 2
  • For the Motherland
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: The Republic
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II
  • Hearts of Iron III: Their Finest Hour
  • Leviathan: Warships
  • Supreme Ruler: Cold War
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Synthetic Dawn
  • Cities: Skylines
  • Stellaris
Suggestions for other support battalions (since its battalion sized units, not bde sized)

A attached tank battalion: since the majority (50-60%) of the tank units in the war were attached to infantry divs as support, it seems like it should be a thing. adds some hard attack and such to an infantry div. I see it as a good way to extend the use of older model tanks no longer needed in the armd divs.

foreword supply group: increases the amount of supplies being held at the div level, increasing the time it takes to run out of supplies. (aware it was suggested above, but felt it was a good idea and might be wroth repeating)

MASH unit/field hospital: reduced attrition form all sources (a combination of prevention by better care for troops, and casualties being dealt with at div level returning to duty faster,

battlefield recovery/wreck mechanics team: reduces attrition for armoured units (again, better maintained and better first line support), alternately, the BN is able to re-commission a certain number of knocked out tanks, more if you win the battle (and thus hold the battlefield).

commando units: not sure how "historical" this one would be, but I was thinking of something like the SAS and rangers being used in a SF/strike role, disrupting enemy rear areas and increasing their Org loss (or equivalent)

Signals units: increased C2 ability, either increasing Org levels or increasing the commanders bonus to the unit.
 
  • 2
Reactions:

Denkt

Left the forums permamently
42 Badges
May 28, 2010
15.763
6.368
You can attach tank battalions to a normal infantry division so no need for special support tank battalion.

Commandos could work like an opposite reacon that reduce the enemy reacon stat, maybe also increase org loss as said above.
 

tommylotto

Field Marshal
21 Badges
Mar 5, 2011
3.122
2.275
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • For the Motherland
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • 500k Club
I read the statement by podcat on the varying size of the support units in the left most column to mean that you could attach varying sizes of each type of support unit in that slot. For example, you could have a battery/company of artillery, a battalion of artillery, a regiment of artillery or maybe even a brigade of artillery in that artillery slot. However, I concede that his statement might mean that the various support units come in one size only but the different types are different sizes -- such as artillery comes in regiment size, anti-tank comes in battalion size, etc. However, I would prefer the first interpretation as it give you much more control to customize your divisions. Not only do you need to decide what type of support your divisions get, but how much of each support types each division gets and that you can afford.

I agree with potski that the battalions in the divisions should just stick with those battalions involved in the fighting. There is no need to represent signal units, medical units, recovery units or supply units. Though I tend to disagree with him on the usefulness of various battalion types. More the merrier, I say. Give me motorized mortar battalions, flame tank battalion and amphibious heavy AA/AT battalions.
 
  • 2
Reactions: