The art of the Handicap: How do you make your game interesting?

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Eugenioso

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Oh. Whoops. It seems that Germany has, once again, completely crushed the foreign powers of the world, reducing them to mere foci of small partisan groups clamoring for that dream of freedom they could once taste. The combined armies of the world could not stand to the might and power of HB.

It is something of a rite of passage. Eventually, even the newbiest newbie can become the top Panzer General of the virtual world, and thus we seek greater challenges. For some, its as simple as downloading one of the great mods that the wonderful community has put out (#nohomo), while for others, a simple set of rules limiting yourselves can allow you to truly challenge yourself on a more personal level than a computer can provide.

For example, one very simple rule you can execute in good ol´ Painless Vanilla is no general mobilization until certain conditions have been met:

- You have lost a minimum of 20 divisions in an encirlement

- The year is 1943

With this, you get a pretty good idea of how the german war machine fought in Russia during Barbarossa: with dwindling steam and with the constant inability to replace losses, not from a lack of manpower mind you, but from their staunchness to not fully equip themselves into a war economy until it is far too late.

Another simple rule is sticking to historical OOBs: Germany had approximately 130 divisions invade the SU (or so, dont eat my face off) and of those only 18 were armored, and equipped with weaker tank models. Limiting your forces until December ´41 can be a good way to not only limit yourself, but give a chance to the fledgling soviets to grow strong.

Another one, yet completely identical to the above idea, is going too historical and building all the units that were built, regardless of utility. Sure, Germany´s most famous naval weapon was the submarine, but the Graf Zeppelin was being built since ´43 i believe, and it never saw combat. Germany spent a lot of resources trying to create a bomber that could efficiently engage the enemy, and it never did do anything. Try building a powerful force of tanks while your industries are being syphoned by some neat strategic bombers you wont get a chance to use efficiently.

These are only some of the strokes of art described as Handicapping. How do you, oh loyal followers of (insert country leader/name), stop yourselves from winning too easily?
 
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Herrmike

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Good suggestions. I'm still trying to find the right balance myself. I still want to win, but I want the soviets to hold out a little longer. I read somewhere there is an event that gives them a huge stack of units if moscow is still soviet at the end of 41 but I haven't seen it materialize.

I think maybe the best way to give yourself a challenge as the German player is to halt your advances in 41 and 42, and then try to take your final objectives in 43. I haven't done this yet so I can't say for certain that the soviets will put up a stiffer defense at that time.

Really it comes down to the AI just not being able to challenge a human player. I would expect a human soviet player with equivalent experience would win against the German player. I mean, you kind of know what's coming.
 

Pasha

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I generally play minors so I'm usually not thinking about handicapping the AI. Although one unit I never build is NAVs since they're so overpowered. If I inherent them, such as Argentina, then I'll convert them into TAC. I also reduce the effectiveness of naval attacks.

So I guess my handicap is no NAVs :)
 

Miihkali

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For example, one very simple rule you can execute in good ol´ Painless Vanilla is no general mobilization until certain conditions have been met:

- You have lost a minimum of 20 divisions in an encirlement

- The year is 1943

With this, you get a pretty good idea of how the german war machine fought in Russia during Barbarossa: with dwindling steam and with the constant inability to replace losses, not from a lack of manpower mind you, but from their staunchness to not fully equip themselves into a war economy until it is far too late.

There was once a mod project for the Hearts of Iron 2. I don't remember its name anymore, but I think the project was headed by Fernando Torres. The idea was to have the war "scripted" along historic lines. For example, each nation had its own industry tech tree, so that the Germans would have Total War technology available only in 1943, while the Soviets would have had the corresponding tech as early as 1941. Similarly, tank trees were nation-specific. Too bad if you're Americans: no heavy armor available before the end of the war...

As for my handicap: I usually build all kinds of units, not just the most powerful ones. For example, as Soviet Union, I usually build the battleships named after Soviet republics. Or as Germany, I build Graf Zeppelin.
 
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Van der Gent

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I usually give some IC bonus to enemies and often I try not to rush the enemy too hard so they'll have a chance to regroup and fight back. Drawing out campaigns usually allows the AI to put up a decent defence. In a recent Italy game I slowly invaded Egypt to allow the British to send reinforcments. Britain put up one hell of a fight - that, some other events and a few mistakes in priority made it on of my hardest Italy games ever. For a while I thought I'd actually loose the fight in North Africa (!!!) before I managed to turn it around.
 

Charlie Jehlen

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Hello everybody,

To make the solitaire game challenging for the USA, I set the opponents to Furious and my level to Hard. The Very Hard level does not allow enough IC builds even during the war. No US units may be moved before the US is attacked.

Pre-war technology is restricted to new equipment and industry. No doctrines may be studied until after war breaks out in Europe. No intelligence changes may be made until the European War starts. No trade deals may be cancelled. No IC may be spent on upgrades or reinforcements until the US is at war.

In capital ships, I follow the historical builds. No ships in the starting queue may be cancelled. From 1934 to 1937, I build one Yorktown carrier and one North Carolina battleship annually as the IC becomes available. After my fourth carrier-battleship combo, in 1938 I build two battleships to complete the North Carolina class. Four Iowa-class battleships and twenty-four Essex-class carriers are built after Assembly Line Experimentation is completed. Attachments may be added to existing ships. No capital ship or cruiser is sent out of port without radar.

US ground forces available overseas are restricted to the 90-division limit - 67 infantry or motorized, 16 armored, 1 cavalry, 5 airborne, and 1 mountain. Six HQs are built with 1 designated for the Pacific. Four cavalry divisions and 1 HQ remain in the US to guard key installations. I keep the prewar infantry divisions and add armor and artillery to them. Garrisons may be built for use in the Pacific. No unit may be sent overseas until it is completely fleshed out with attachments.

Air units may be built as desired. Air units are sent overseas in groups of four, except for naval units which fly alone. Each airborne group unit must have their own air transport. All naval air, bombers, and transports must have escort fighters before going overseas. The escorts may be detached if needed to increase bombing range.

No changes in the US Leadership may be made. I build the biggest Dutch Harbor installation I can afford. In all other options, I use the historical choice. The Manhattan Project must be funded and the tech must be developed.

If the US enters the war before France falls, I do not take over the Allied command until there are no Allied units left on the continent. Allied infantry units with artillery are used as garrisons - they may be sent to defend controlled bases, may attack an adjacent unit, but may not advance.

Once the war with Germany is over, Asia must be cleared before the assault on Japan begins. After Japan surrenders, I launch an attack on the Soviets and try to conquer them before the end in 1948.

These restrictions make it a very interesting game! The prewar restrictions on doctrines slow down the American response quite a bit.

Charlie
 
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Victor_21

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Very interesting thread and great ideas to boot!

I wouldn't say that I enforce any specific "Handicap's", however, I do play with self-imposed rules. Same thing?

As Germany:
- Max 3 MOT/3 LArm for Poland, 6 MOT/6 LArm for France, and 12 MOT/12 LArm for SU (LArm tech limited to '39 Model, i.e. no more research into tanks after the 39 model for that game)
- SS-6 (Submarine '37 Model), max/min 70 units (60 patrol, 10 reserve), can't build anymore and have to be used for convoy raiding (typically 2 raiding lines)
- Norway invasion has to use MTN divisions
- Sea-Lion has to use a surface fleet for landing (can assist with airborne drop)
- Min 3 Airborne Divisions (with associated Art)
- I have to build and use CAS, TAC, Air Transports (3 min), ESC, and INT's with corresponding doctrines up to date (no limits on numbers apart from TRANS)
- Min 5 HQ's by Barbarossa
- Beach garrison limits

As Japan:
- Min 3 Airborne Divisions (with associated Art)
- Amphibious assaults have to use MAR divisions (exceptions for Dutch East Indies and Philippines assaults, if landings in Hawaii are in progress at the same time - normal case)
- CV builds have to be conducted per the game's naming order (e.g. Soryu-class (CV-3) has two names (Soryu and Hiryu) before the next Shokaku-class (CV-4) which has four names (Shokaku, Zuikako, Junyo, Hiyo)), therefore, I'm limited to two CV-3's, four CV-4's, etc.. (Same with BB/SHBB's, if built)
- CV's have to be built as Japan, even if not pursuing war with US
- I have to build and use TAC, NAV, Air Transports (3 min), and FTR's with corresponding doctrines up to date (no limits on numbers apart from TRANS)
- Beach garrison limits

As Soviet Union:
- Have to build a Submarine focused navy with doctrines researched. (typically shoot for 50 units, may have to up this as it is rarely limiting)
- Beach garrison limits (yup, can't leave the Far East 'completely' undefended during Barbarossa)

Only limits as UK and Italy are ship building and beach garrison limits (I dabble with STR for UK and FTR for Italy sometimes).

I don't typically play any other countries from the above. I typically play 33 scenarios in DH vanilla and whichever country I play can't have IC builds that complete later than 1937/early '38. Which always puts me at a disadvantage, especially against the SU!

Ship building limits (all): I can't build a ship unless the game has a name for it (e.g. Japan's tech tree has Modern Air Carrier-class (CV-6) therefore can't build any CV-6's as Japan, limited to Graf Zeppelin-class CV-3's as Germany (can't build any CV-2's). Can keep building at that tech level, just cant research further or build early.

Beach garrison limits (all): All potential amphibious assaults have to be contested, therefore any territory owned with a landing beach requires at the very least a single garrison division. For Germany, I typically build 1 GAR (with Art) + 2 Mil in a Lt General stack for each beach (even in Norway). For Japan, I limit it to 1 GAR (sometimes with a Mil), particularly if advancing into the Pacific. As Japan, if beaches are under strength, I have to devote a naval patrol in the adjoining sea area (cruiser/DD squadron is sufficient), even mid-Pacific.
- Using these beach garrison limits in a game as Germany one time, I found myself defending against 4 simultaneous American amphibious landings from the North Sea during Barbarossa. Man that was fun... and very narrowly won!

Sounds exhaustive, but it really isn't and makes sense (to me at least ;)).

Edit:
Almost forgot! Every country I play also has a 99-build convoy production order from the outset of the game (obv except Germany, I build these as required)
 
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