Suggestions for a new convoy system (in an AoD expansion?)

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Commander666

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All of the above posts are really nice to read, and most encouraging.

If I may add comment, I long ago learned that when I do anything with convoys, I always end up referring to the TERRAIN MAP MODE. This is necessary to see the names of places and where they are on the map. This info is also available on the SUPPLY MAP MODE. Also – when setting convoy routes – one would want to see the positions of your fleets, fleet ranges, and possibly more important – the operating range of your land-based NAVs when making decisions how to route convoys. This info is also available on both map modes.

However, I have never used the Supply Map mode for making convoy decisions. One of the problems with that map mode is that the arrows are not accurate as to which sea zones are transited. While I consider the same effect with land units a good “fog of war” I cannot see how those convoy arrows missing actual sea zones used and cutting into zones not transited can help to set up convoy routes accurately. Supply Map Mode does have its uses, and the “at a glance” view of all convoys is good, but not where I think one wants to be when setting up convoys. I am assuming the existing convoy display will be where convoys continue to be set up, and only needs the full display of destination choices visible. Note: You already have full display of Port of Origin choices when setting up any convoy.

Another consideration earlier mentioned was “calculating convoy distances” something that is already on both the Terrain and Supply Map modes regarding total ocean distance. However, it would be nice if distance was also “adding” as one was plotting any route to so quicker decide on mid-route options like “should I go 3 sea zones this way, or 2 that way”. And a way of backing up the route would be helpful.

Regarding the “onerous manual user technique” of how convoy routes currently are decided, it is by usually setting up several convoys from different points of origin to same destination first to make comparisons, and then cancelling all but the shortest one. You can actually already set up any number of convoys from different supply points TO SAME DESTINATION - provided clock is stopped and no convoy exists for that destination. We are attempting to do the reverse – set up supply convoys to “other destinations” in a region where a depot already exists.

Caution: I have many times caught the AI actually not setting up the shortest route. And the fact that Plymouth to India really is shorter via the Med than any other route is a problem when Italy is sinking all my transports, and I want to go via Africa – but can’t.

Lastly, I wish to reiterate that I think much of the coding exists already within the convoy section and only the interface is restricting implementation of hub system (plus any technical reason that I absolutely do not understand, or why it ended up being done as it is). However, as far as "user interface" is concerned I would not wish to have to use Supply Map mode, but continue doing it within the TRADE TAB to set up convoys as already exists. You build the hub system by knowing the name of your hub point, and then simply creating convoy to it using existing convoy interface. However, tracing zone-by-zone supply routes is something different that will need to be done on one of the maps. It seems logical to do that on the logistics map - once the Supply Route arrows are made accurate. I don't know how this action in Suppy Map mode would interact with the zone-by-zone route as is currently written for any convoy in the Convoy section (Trade Tab). Definitely plotting convoys needs to occur on map, but creating hubs does not, and seems nearly possible given what already exists in the game.

I hope the above is helpful to build a wonderful new convoy system. Unfortunately, I will never benefit from it because of time constraints which are making it impossible for me to even play 1.08 as Germany to Barbarossa start as a sort of practice for TRM. Given my current commitments, if I ever actually finish my planned AAR with TRM, I think that will probably conclude my gaming with Hearts of Iron. As Germany doing only that land war, there are no convoy problems at all! But I'll do my best to share what I've learned over the many years manually operating the suckers, and so hope AoD might better handle convoys in a future version to enhance them and create a better game.

EDIT: It might also be that "plotting convoy route" really is just an enhancement, and should not necessarily be priortized ahead of "all other enhancements" as I probably wrongly indicated in my earlier. To clarify, the first priorities are "buttons" and "hubs"; and that nearly exists within Trade Tab, and should stay there, imo.
 
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Cakes

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I think that supply routing needs to take into account other factors when deciding the 'best' route.
It should have distance and a 'cost' for each route. Distance is pretty obvious, but the cost would increase depending on the distance each sea zone is from unfriendly territories - sea zones adjacent to enemy territory would have a higher cost than sea zones with enemy territories 4 or 5 zones away.

A longer route with little or no 'cost' attached would be much more preferable than a shorter route with a much higher 'cost'. Reevaluation of a trade/supply route could also happen automatically if it was getting bombed (Yeah, I can dream)..

Yep, it's a balancing act, and I'm not sure it's possible with the current engine, but might be better than the current system. As USA I have transports sailing adjacent to Japan when resupplying the Philipines, what's that about?

I like a hub and spoke system, as it gives more control. I thought this was the case in previous HOI games? Can't recall..

#Cakes
 

Titan79

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I think that supply routing needs to take into account other factors when deciding the 'best' route.
It should have distance and a 'cost' for each route. Distance is pretty obvious, but the cost would increase depending on the distance each sea zone is from unfriendly territories - sea zones adjacent to enemy territory would have a higher cost than sea zones with enemy territories 4 or 5 zones away.

A longer route with little or no 'cost' attached would be much more preferable than a shorter route with a much higher 'cost'.
Great idea, Cakes. In fact, an example of this is the Allies circumnavigating Africa (in some cases) with their convoys to avoid the more risky (albeit much shorter) Mediterranean route.
 

unmerged(526990)

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Great idea, Cakes. In fact, an example of this is the Allies circumnavigating Africa (in some cases) with their convoys to avoid the more risky (albeit much shorter) Mediterranean route.

In reality I don't think any allied convoys went through the Med, apart from when they had to in order to reach Malta. It all went around the Cape of Good Hope, or forces were supplied overland via West African bases.
 

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In reality I don't think any allied convoys went through the Med, apart from when they had to in order to reach Malta. It all went around the Cape of Good Hope, or forces were supplied overland via West African bases.
Alexandria, AFAIK, was supplied through the Med as well. But yes, you're right, the majority of supplies went another way.

Apart from that, though, being able to choose routes for convoys - and having sometimes a "bonus" when opting for longer ones - is a very good feature!
 

Commander666

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I have always wondered about that myself. They should. That might re-evaluate some certain trades.

The other question, as currently exists, can enemy AI convoys pass through any straits you control?
 

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No, that is why romania cant make overseas trades at all - turkey does not let them pass
But isn't the Bosphorus a very special (i.e. unique) case?
 

Commander666

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No, Gibraltar Straits work like the Suez Canal, Panama Canal and the Kattegat Straits. Only Bosporus Straits are special in that you can’t pass during times of peace - even if allied with the controller. You need to be the controller if wishing to use them during peace time (or wartime). If the straits are controlled by an alliance member, then your alliance must be at war for you to pass the straits. If Turkey (or any non-alliance member) controls the straits, you can never pass.

It’s a bit unrealistic but there are historic reasons to support the special rule as regards war gaming. Basically, the Soviets don’t like German marines pre-positioning in the Black Sea before Barbarossa starts; and then amphibing the belly of their motherland... so they told Turkey to have special rules about that waterway.

Say Pang, why can the Brits NOT sail up the Kiel Canal until they DOW Germany? Why is that waterway ONLY useable by German ships?
 
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unmerged(526990)

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No, Gibraltar Straits work like the Suez Canal, Panama Canal and the Kattegat Straits. Only Bosporus Straits are special in that you can’t pass during times of peace - even if allied with the controller. You need to be the controller if wishing to use them during peace time. It’s a bit unrealistic but there are historic reasons to support the special rule as regards war gaming. Basically, the Soviets don’t like German marines amphibing the belly of their motherland, so they told Turkey to have special rules about that waterway.

Say Pang, why can the Brits NOT sail up the Kiel Canal until they DOW Germany? Why is that waterway ONLY useable by German ships?

Interesting, I didn't know any of that!
 

Pang Bingxun

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The Kaiser-Wilhelm-Kanal was build mainly for military purposes. Today it is an important waterway for merchant ships and to some degree it was back then. But not wanting to have foreign military in the middle of your territory seems only natural.
 

Commander666

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Not wanting to have foreign military in the middle of your territory seems only natural.

AGREED! But what a good opportunity it would have been for the Germans to spy on the (future) enemy ships! And it's not like the foreign military would have been a big threat - stuck in the Kanal.

It would be nice if it actually showed on the AoD map. cyberpunkdreams (and some others) probably don't even know it is there!

First time I played Hearts of Iron I thought ignorantly, "What a stupid game! The ships go thru land." :wacko:
 
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Titan79

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More stable, and just better, convoy AI is needed. Beyond that a lot of these suggestions are interesting, but the ones involving more micro should optional.
I fully agree - this is why I've stressed it in the OP. But better to underline it again, as it is a very important point.
 

Commander666

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More stable, and just better, convoy AI is needed. Beyond that a lot of these suggestions are interesting, but the ones involving more micro should optional.


I could not disagree more with your second part. You can't "optional" the micro management problems associated with convoys. It is the user interface that sucks. Either fix the interface or forget "embellishing" convoys.

This debate is no different from what happened with making the production queue a true "work of art". It needed user friendly interface before embellishments could happen. Please do not allow your opinion to be swayed by the fact that you probably never manually control convoys. That is not the point.

The point is building a workable base for convoys so embellishments can always be added onto. Anything less than ability to hub is simply a diversion of dev time. And there is no point at all in hubbing if one cannot manage it because of a defunct user interface. Whether you ever decide to manually use the interface or not is hardly the discussion. Just like “Who cares who works their Intelligence Folder and who doesn’t.” That is your (and everybody else’s) choice. The point is that Intel needed a proper interface so it could be used. Obviously Production got the interface fixed first because everybody MUST use that interface.
 

Commander666

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I fully agree - this is why I've stressed it in the OP. But better to underline it again, as it is a very important point.

Am I correct to think that you mean, "You fully agree with Chaim's first sentence but just took his full quote for convenience?"

My other question is, "What is unstable about convoys?" They seem to work perfectly... or do they only behave for users that give them manual respect?

I don't mean to sound satirical. I manually operate them because that is how one achieves even resource flow, no airbases without oil, no need to build hundreds of extra convoys that really are not needed even if the display is screaming at you in red to build more, and I gain numerous other benefits like "removing" stockpiles of supplies to augment my IC production of that commodity while also stockpiling other points in preparation for battle so my units have higher reserves of supply and oil on them. I also don’t need to wait a week when I bring a big SAG into Pearl Harbor that is nearly depleted in supplies and oil. My fleets re-supply in 16 hours and are out fighting again.

IMO there is nothing wrong with “how convoys work” - only how they are (not) used. That they are not used much by most players is most understandable given the horrible interface one must suffer with trying to use them. But anybody that complains how convoys "work" really should try manually operating them, and they would realize they work exceptionally well.

However, if you leave it to the AI expect problems. Just like I don't auto-trade... because my AI constantly makes deals at far worse than the worst trade deals I can make myself if trading away unneeded resources. How is that possible - especially after Pang's excellent explanation regarding "unneeded” being the least preferable trade ratio? Nobody mentioned that there is yet another trading rate – the AI’s worst trade deal possible with giving away up to 50% more than compared to the normal worst trade rate (unneeded resources). You notice these things once you start manually controlling it. Auto users probably have no idea how much the AI is cheating them. However, the AI is tackling a Herculean task, and maybe sometimes it just isn’t processing its millions of bits in a timely fashion – possibly if game speed is too fast (?).
 
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