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Filou

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They could do the provinces adjacent to the Suez a bit better when attempting to cross it, I always hated that it was treated like a river crossing, seems like it would be a lot more difficult than a river crossing.
In HoI3 it's a strait, and I really fail to see why it is not treated as a river seeing how narrow it is at some points.

It was easily crossed by the both sides in the Yom Kippur War with floating bridges equivalent to what was built over an average European river in WWII.
Egyptianbridge.jpg

Egyptian military trucks cross a bridge laid over the Suez Canal on October 7, 1973, during the Yom Kippur War/October War

This vid shows pics of the Israeli bridge: http://www.youtube.com/watch?v=YYFn4OXX0g8

When you compare Suez just to the other straits present in the Med it really baffles the mind how a 200m wide canal is put in the same category as other gaps between islands. Then you compare Suez to straits in the Pacific and ... :wacko:

IMO straits should be reserved to bodies of water where a floating bridge cannot be built, thus requiring barges/boats to ferry vehicle and personnel.
 

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It would be nice, if convoys consumed fuel, while running. Longer convoy - more fuel spent, etc. Making convoys like transports, actual units on the map would be a lot better.
 

varsovie

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It would be nice, if convoys consumed fuel, while running. Longer convoy - more fuel spent, etc. Making convoys like transports, actual units on the map would be a lot better.

They should burn "energy" too. I would be very surprised if the majority of cargos were diesel/oil at the start of the war.
 

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It would be nice, if convoys consumed fuel, while running. Longer convoy - more fuel spent, etc. Making convoys like transports, actual units on the map would be a lot better.

Transport convoys used coal boilers so fuel oil can be used in more valuable areas. They will actually consume energy (coal).
 

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hoping that transport ships wont act as teleporters :)

and that it really affects how fast and how many transports it takes to keep supply/resouces flowing between india etc/UK if suez/gibraltar is taken.

More range, far more time it takes for single ship to travel that distance, except in hoi3 its instantly from A to B :) and if you lose transports, u dont lose cargo.. as transports are just mechanism which allow you to use teleport. bit like gateways :)
 

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In HoI3 it's a strait, and I really fail to see why it is not treated as a river seeing how narrow it is at some points.

It was easily crossed by the both sides in the Yom Kippur War with floating bridges equivalent to what was built over an average European river in WWII.

When you compare Suez just to the other straits present in the Med it really baffles the mind how a 200m wide canal is put in the same category as other gaps between islands. Then you compare Suez to straits in the Pacific and ... :wacko:

IMO straits should be reserved to bodies of water where a floating bridge cannot be built, thus requiring barges/boats to ferry vehicle and personnel.

A "strait" is an in-game mechanic for allowing land units to cross a sea zone. Suez is a sea zone, not a river. That means naval units can pass through Suez and even engage in combat in the canal (however unlikely that seems). If you treat it as a river then naval units won't be able to pass through the canal.

You can see this with the St. Lawrence Seaway, where IRL large ocean-going ships can navigate through it, all the way to the Great Lakes. But because in vanilla HOI3 it is a river and the Great Lakes are "lakes" (completely impassable areas of the map where neither land or naval units can pass), then naval units can't use it. I think some Mods changed this to a sea zone(s). That would be more realistic, but I guess Paradox originally never bothered because it was unlikely to feature within the game. But I think that is a mistake with some other major rivers in active warzones, where naval units did feature during the war, such as the Yangtze River in China.

I don't see any problems with the strait mechanic for Suez, and some of the other straits in Europe: Messina, Kherzon and Bosphorus. The game allows land based units, to move and engage in combat across a strait. And as you point out, this was very possible with Suez, even though it never actually happened during WWII. Combat takes place similar to a river crossing, that the attacker has penalties, and gets benefits from having engineers.

I'm not certain, but think it is likely that the combat over a strait is handled identically to over a river. If so, a combat over Suez will be exactly the same as combat over a major river like the Volga. The pictures/video show that this makes sense. But Messina and Kerch are both 3.1 km at their narrowest points, and attacking over them was very very difficult.

But there is a problem with some straits which are much wider than this, and where even with huge numbers of engineers and materials, you could not bridge them, either because of the distance, or because the bridge could not withstand the effects of the currents, and heavy swell. Even using small boats in these straits would be extremely difficult, even under very good weather conditions. Note even to this day there is no permanent bridges over Kerch or Messina straits because of the cost and engineering challenges of doing so.

Those in the Pacific are particular problems. Some of them we put in for supply purposes - to allow supplies to get from a port to an island province in the same chain. This allowed us to have island chains like the Marshall Islands, where every small island didn't need it's own port. This was primarily because the original concern was that ports were also naval bases and that this would give unrealistic numbers of places where a major battle fleet could be based and get repairs/re-supplied. But given that later patches and upgrades gave so many additional ports in Europe, so most coastal provinces got a port to nerf the supply system, then it would make sense to give level 1 ports to all of the islands in the Pacific chains, and remove the straits. Supplies then have to be provided to these islands by convoys, and land attack is not done like a river crossing, but as a full scale amphibious invasion requiring transport ships/landing craft. That seems to be more realistic.

Suez also has a special "strait" status, that control over certain provinces can prevent naval units of enemy countries using the sea zone. This is a strategic thing, and is not directly linked to the "strait" mechanic that land units can cross over. The Gibraltar Strait is 14.3 km at the narrowest point. It can be "closed" (IMHO) not because it is narrow, but because of the location of the Gibraltar naval base/air base and coastal fort. Though I think this could only be achieved while Spain (which controlled the northern shore at the narrowest part of the Strait and all of the southern shore) was neutral. I don't believe that UK control of Gibraltar could have maintained a one-way blockade of the Strait if Spain had joined the war. This is regardless of whether Spain actively assaulted Gibraltar. The loss of total air supremacy over the strait for instance would have been important, as well as the danger that Allied ships would be in range of coastal batteries in mainland Spain or in Morocco. I think the outcome would be the strait would have been largely blocked to both Axis and Allies.

Morocco-spanish-protectorate-1955-a.svg


My view is that in the new game:

- some straits should be removed from allowing land units to cross where these are very wide, especially in the Pacific
- there should be new sea zones to replace some large navigable rivers and then these added as straits so that land units can still cross them
- strategic straits can be blocked to both Allies and Axis, depending on control of the adjoining provinces
- straits should have a level, say 1-3, which determines how wide/difficult it would be to cross them. Making Messina and Kherson 3, St Lawrence 2, Suez 1 for example, where only level 1 would be fought the same as a river crossing, and the others would have greater penalties for the attackers.
- further strategic straits, such as Kerch and Messina
- most of the inland lakes that were impassable in HOI3 should become sea zones with some straits where they were quite narrow, so that land could cross them if necessary, but even where this is not possible air units at least should be able to cross them

Although Messina can't strategically block a whole sea, nevertheless control of the provinces on each side should prevent enemy convoys and naval units passing through, and convoys would therefore have to go round Sicily.

Following the battle of Sicily, the Allies decided not to launch their main attack across Messina - it was too wide and the currents too strong for a "river crossing" by infantry in small boats, and impossible to bridge. An assault did take place using landing craft launched from the Sicily coast, and consisted of two Divisions, more as a diversion for the main invasion at Salerno. The strait crossing was successful in capturing the area, but Kesselring anticipated landings further up the coast and that Messina would be a diversion. So the Allied Divisions were only opposed by a single Panzergrenadier regiment, who were not really intent on preventing the landings, but instead to delay the progress of the Allies north by blowing bridges etc. A determined Italian/German defence of the area could probably have prevented the strait crossing, or at least inflicted very large losses on the scale of Omaha. But the Italians were in a political mess and the Germans were concerned that their Divisions in the "toe" of Italy would have been cut-off.

Of course, there might be a completely new strategic strait mechanic. In the DD's for East v. West you can see screenshots showing colouring and hatching of sea zones, with much more clearly defined coastal zones. That implies to me that there was going to be the concept of a country controlling a sea zone, and I would imagine that could be extended outside of coastal zones by air and naval patrols. In that situation, the narrow straits might just be treated as special cases of coastal sea zones, controlled by the owner of the adjoining land province(s). And, unless I am very much mistaken, the convoy system should automatically try to avoid sea zones controlled by an enemy where there is very high risk of being sunk, if there is an alternative route. So if the Axis can impose some control over the sea zones between Tunisia and Sicily, and control Messina, then Allied convoys should go the safer route round Africa, and also keep away from the coast of Axis occupied France. It was not a good idea in HOI3 that convoys from UK to Egypt/India etc. would set-out from the nearest port, which was Portsmouth on the south coast, and pass through the English Channel and the Bay of Biscay, where they were easily interdicted by Axis forces.

This DD had discussion about giving more attention to straits, though nothing about combat mechanics:

http://forum.paradoxplaza.com/forum/showthread.php?756154-East-vs-West-Developer-Diary-10-Strait-Talk

And the first map (of Africa) and a later map (of Yugoslavia) you can see screenshots in this DD of colouring and hatching of coastal sea zones, matching the colouring of the adjoining country:

http://forum.paradoxplaza.com/forum/showthread.php?654409-East-vs-West-Developer-diary-2-Our-vision-for-the-map

And also very clearly on the first map of India in this DD:

http://forum.paradoxplaza.com/forum/showthread.php?683539-East-vs-West-Developer-diary-6-Forces-the-Order-of-Battle

And the hatching on the last map in that DD along the coast of Netherlands and the Baltic Sea/Gulf of Finland.

But coupled with the discussions in this DD:

http://forum.paradoxplaza.com/forum/showthread.php?669564-East-vs-West-Developer-diary-4-Master-of-the-Seas

It is possible that the hatching is only showing areas where ship movements can be easily detected (by radar, coastal watchers, and from patrols by small coastal ships), rather than actual "control". Nevertheless, if it is represented on the map and can therefore be easily handled by the AI, then convoy routing should take this into account.

Of course, someone will point out that this is (1) a different game (2) another developer team and (3) a slightly different era. But alot of work must have gone into developing the principles in E vs W before it was cancelled, and at least some of the new game features can and should be re-used in HOI4. If they don't use the ship design system for instance (of course with WWII armaments, not long range missiles) I'm going to be very very very surprised. It will be the obvious extension to what they have done with land Divisions. You can have a "template" for different ship types, discovered by naval combat experience/tech research, and then fill out the template with your own weapons and ship-based air units. And if you can base non-combat air units (radar planes) on ships in E vs W, then HOI4 should include float planes etc. for reconnaisance even on non-carriers, to extend the range where they can discover the locations of enemy fleets. And you have a clear design choice, for instance to include the float planes, include some additional AA guns or include more heavy guns to attack other ships. And this can adequately cover the variations between countries, and even within countries of different battleship designs for instance, and how these developed during the period.

And from our original discussion, straits need a little more work from the original HOI3 implementation, both in strategic terms and in developing how and where land combat should be possible over them, and it seems to me that E vs W gives some possible pointers to the strategic direction that this could go, as most of what I read in their DD's made alot of very good sense, and applied to WWII as well as the Cold War era. But also some work on the actual land combat mechanic to reflect the historical experience of Kerch, Messina etc. and how this would have been applied if there had been combat over Suez.
 

potski

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hoping that transport ships wont act as teleporters :)

and that it really affects how fast and how many transports it takes to keep supply/resouces flowing between india etc/UK if suez/gibraltar is taken.

More range, far more time it takes for single ship to travel that distance, except in hoi3 its instantly from A to B :) and if you lose transports, u dont lose cargo.. as transports are just mechanism which allow you to use teleport. bit like gateways :)

I don't think the "teleport" of supplies you describe is much of a problem.

If Japan invades Burma and captures Rangoon, is it unbelievable that they can start a convoy run which starts to deliver supplies the following day? They are not teleported all the way from Japan - you can assume that the logistics organisation had information that the invasion was taking place and the army's expectations of when they would capture the port. You can understand that they could have had ships en route, and even laying not far off the coast, ready to land with supplies shortly after the port is captured.

The number of transports required to establish a convoy is dependent on the amount of supplies that are carried and the distance involved. If the distance of the route is twice as long, then the numbers of transports are double. That has been the mechanisim in the game since HOI3 was originally released.

Once a convoy route is established then there is no teleporting. Slightly ahistorical, the convoy system acts as if there is a continuous flow of supplies from A to B, with supplies delivered each day. When in fact, the ships were often grouped up together and set-out and arrived only every few weeks or even less often. But of course larger numbers of supplies would arrive in these groups of ships by instead of a single transport ship arriving the first day, then another the second day etc. All 20 transports might arrive together and then no more for a few weeks. In a strategic game taking place over years I'm not sure this is really relevant. And might even be understood to relate to the time it takes to unload all of these ships (the port facilities might not allow them all to be unloaded at once) and for all of these supplies to then be passed out from the ports to units. Either way, the overall total of supplies received by the port over longer periods, say per month, remains the same regardless of whether they arrive every day or not.

We have a largely abstracted convoy system, with a flow of supplies from A to B. It might be improved, and perhaps there might be at least some build-up of supply flow when a new convoy route is established. But we don't want to see convoy A of five ships heading to India is today in the Bay of Biscay, and the following day it is off the coast of Portugal etc. while convoy B of 5 ships is currently in Suez and tomorrow will be in the Red Sea. No micro like that please!

I want to know only:

1. They are going from a port in UK which is safe from enemy action, and the AI makes that decision sensibly
2. They avoid obvious sea zones controlled by enemy forces
3. I have a choice of how much risk I'm prepared to take, going via the Med close to Italy or round Africa
4. I need to build more ships (and use more IC) if I want them to go the longer route
5. I can choose how much to escort them

BTW you are wrong that when you lose transport ships from convoys that you don't lose the cargos they are carrying. That was implemented before the original HOI3 was released. Otherwise, interdicting supply and resource convoys would have little value, other than forcing the enemy to replace the ships.

I agree that it is very hard to see that this is the case, and I never actually tested it. But I remember the devs said they had done it and there is no reason to doubt it. I believe you can effectively starve an army of much of its supplies by destroying the cargos and eventually meaning that the enemy cannot easily replace the transport ships. If the length and amount of supplies require 10 ships and they only have 5 available (because you have sunk so many over the previous couple of months) and their production of new ones is not yet complete, then only half of the supplies get carried. That should be the effect of action by Allied subs and planes against Italian convoys to Libya. Plus damaging the ports, by port strikes by air units, should also reduce the flow of supplies, even if there are enough transport ships available.
 

Filou

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A "strait" is an in-game mechanic for allowing land units to cross a sea zone. Suez is a sea zone, not a river. That means naval units can pass through Suez and even engage in combat in the canal (however unlikely that seems). If you treat it as a river then naval units won't be able to pass through the canal.

[...]
The Kiel canal allows ships to go from the Baltic to the Helgoland Bight and yet it is treated as a river by the game.
In vanilla ships cannot stop in the canal, but some mods (TRP for example) have added a sea zone in the canal, and yet the province connections to cross the canal is a river crossing. That mod as also changed Suez to be a river crossing without removing the Suez sea zone.

It's all about the connections between provinces/sea zones that are defined in the map files which allows units to go from one zone to the next. They define what is connected to what, and the type of connection between the two. You could define a connection between the English Channel and the Sea of Japan in you would want to and ships would be able to go from one zone to the next instantly. You could also add river crossing between all land connections regardless of what the map is showing. Only when you select a province and look at the adjacent province will you see the river crossings.
I remember a bug where the Georgias were mixed-up. You would order a bombing run over the Caucasus and your planes would end-up in the US.

So your argument about the Great Lakes is not correct either, it was a design decision to not open the GL to the sea.
And for all the critics I have about how they treat the St-Lawrence this one makes sense since the size of ships that can pass through is rather small.
http://en.wikipedia.org/wiki/Seawaymax said:
The term Seawaymax refers to vessels which are the maximum size that can fit through the canal locks of the St. Lawrence Seaway, linking the inland Great Lakes of North America with the Atlantic Ocean.

Seawaymax vessels are 740 feet (225.6 m) in length, 78 feet (23.8 m) wide, and have a draft of 26.51 feet (8.08 m) and a height above the waterline of 35.5 metres (116 ft).
My knowledge of ship size is rather poor, but me thinks that your average BB can't fit in there.
 
Last edited:

geogus

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Capturing Suez is obviously about closing the Mediterranean to hostile naval powers. You seem to be under the misconception that Iraq was an oil producing nation during the time of WWII? I can agree it should be easier than average to instigate a coup in Iraq for the Axis but other than that the area is mostly irrelevant.

Im awarw that Iraq and the middle east werent the big oil producers they are today, but by WWII time they already produced some oil. Some Iraq provinces in the game produce oil (at least at DH), and Iran produces even more.

Altough this oil is not essencial to supply the allies it could be enough to at least mitigate the axis oil hungry, since they had so few dwells.

Besisdes, I argue that an early capture of Iraq would be enough, I guess, to change the course of war against SU, since the Germans wouldnt need to go after the caucasus so badly, and could concetrate in capture the of Moscow.

So capturing Iraq (or couping it to estabish an Axis friedly governement or even to make it join Axis) should be an important ahistorical event.
 

potski

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The Kiel canal allows ships to go from the Baltic to the Helgoland Bight and yet it is treated as a river by the game.
In vanilla ships cannot stop in the canal, but some mods (TRP for example) have added a sea zone in the canal, and yet the province connections to cross the canal is a river crossing. That mod as also changed Suez to be a river crossing without removing the Suez sea zone.

It's all about the connections between provinces/sea zones that are defined in the map files which allows units to go from one zone to the next. They define what is connected to what, and the type of connection between the two. You could define a connection between the English Channel and the Sea of Japan in you would want to and ships would be able to go from one zone to the next instantly. You could also add river crossing between all land connections regardless of what the map is showing. Only when you select a province and look at the adjacent province will you see the river crossings.
I remember a bug where the Georgias were mixed-up. You would order a bombing run over the Caucasus and your planes would end-up in the US.

So your argument about the Great Lakes is not correct either, it was a design decision to not open the GL to the sea.
And for all the critics I have about how they treat the St-Lawrence this one makes sense since the size of ships that can pass through is rather small.
My knowledge of ship size is rather poor, but me thinks that your average BB can't fit in there.

You are (sort of) right with the St Lawrence Seaway. The St Lawrence River is very wide tidal estuary as far as Montreal, and very large ships including BB could easily reach it. At Quebec for instance it is easily as wide as the Bosphorus.

The Battle of the St. Lawrence took place thoughout the Gulf of St Lawrence and lower part of the river 1942-44, so the access of naval ships/subs and convoys to the river is historically correct.

But further progress up the river past Montreal and into the Great Lakes on the river itself is prevented by some stretches of rapids. The canals and locks of the Seaway allow ships to bypass the rapids.

The size of ships is not "rather small". It allows ships of about a depth of 8m, 225m long and 24m wide to progress all the way from the Atlantic right through the Great Lakes.

However, I can partly see the point of the devs - the expansion of the Seaway to take ships that size was planned before WWII, but not completed until afterwards. Nevertheless, much larger vessels operated pre-War on the Great Lakes, but they had to be built there and could never leave to reach the Atlantic. So potentially there should be two sea zones (St Lawrence as far as Montreal, and the Great Lakes) which are not joined in 1936.

The Kiel Canal IRL allows ships 7m deep, 235m long and 33m, so larger than the Seaway. But unfortunately in the spirit of rejecting canals not capable of carrying "your average BB" the Bismarck was 251m long and 36m wide, with a depth of 9m. The Tirpitz also far too big to fit in the Kiel Canal. And although the heavy cruiser Prinz Eugen had a length and width that would fit, fully loaded it had a depth of 7.2m and would have been scraping along the bottom.

The Kiel Canal is not a river that carries ships in HOI3. The province/river maps have the river at that position, and as far as land units are concerned there are some normal (coastal) provinces separated by a normal river. Ships cannot travel up a river in HOI3, they can only operate in sea zones.

Instead there is a special teleport device between the Baltic and North Seas, that simulate the Canal to allow ships to magically float over the top of the land.

The Kiel Canal was not in the original version of HOI3, I guess the devs thought it had no real value and that it wasn't big enough to take all naval vessels 1936-45. It got added later in one of the upgrades.

I don't understand any of this about connecting any two sea zones any where in the world in the map files. The connections between sea zones and land provinces are defined by the map itself. The program scans through the map to get a representation that it can show on the screen where to position the borders, what adjacencies to show in province screen and what movements to allow of the different types of units.

The game (text) files define only the movement of land units from one province to another across a sea zone - a strait. And as I said before I think that the actual movement and combat take place the same as a river crossing, so why anyone would even consider modding the Suez Canal to be a "river" for land combat purposes is beyond me.

Nor can you set river crossings where ever you want. The rivers are defined in the river map, and the program scans through that map, draws the rivers on the screen and decides where movements between provinces are affected by the river. You can change the position of the rivers, I did it for the Tigris and others where they were originally broken, but you can't randomly set that there will be a "river" joining two provinces which are (a) not adjacent to each other on the province map and (b) don't have a river going through one of the other of them on the rivers map.

I think that example of two Georgia's causing bombing run problems was probably an urban myth - the game uses unique province numbers, and doesn't care that there might be two provinces with the same name. Some problems can occur if you use the same RGB colour values in more than one area of the map.

I have searched the TRP Mod forum, and the only reference to Suez is:

- (Bug) Map, fixed the placement of the Suez Canal name.

I don't believe you can mod the Red Sea to be joined to the Med by a teleport device like the "Kiel Canal". AFAIK the Kiel Canal is hard-coded into the program.
 

Dalwin

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In HoI3 it's a strait, and I really fail to see why it is not treated as a river seeing how narrow it is at some points.

It was easily crossed by the both sides in the Yom Kippur War with floating bridges equivalent to what was built over an average European river in WWII.
Egyptianbridge.jpg

Egyptian military trucks cross a bridge laid over the Suez Canal on October 7, 1973, during the Yom Kippur War/October War

This vid shows pics of the Israeli bridge: http://www.youtube.com/watch?v=YYFn4OXX0g8

When you compare Suez just to the other straits present in the Med it really baffles the mind how a 200m wide canal is put in the same category as other gaps between islands. Then you compare Suez to straits in the Pacific and ... :wacko:

IMO straits should be reserved to bodies of water where a floating bridge cannot be built, thus requiring barges/boats to ferry vehicle and personnel.

I tend to agree with you on this, except for one thing. Let's examine the in game effect of a straight vs a river. The most notable difference is that ships stationed in a straight completely forbid the crossing.

Looking at it that way the question then becomes if warships had been there would it have interfered with crossing the canal. The answer might still be no because of how vulnerable those ships would have been to artillery (or even tank) fire, in which case it should count as a river that can be traversed by ships, just like the Kiel Canal does.
 

Filou

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I think that example of two Georgia's causing bombing run problems was probably an urban myth - the game uses unique province numbers, and doesn't care that there might be two provinces with the same name. Some problems can occur if you use the same RGB colour values in more than one area of the map.
You sound like a dev that refuses to acknowledge that there are bugs in his codes.
For the record it was in HoI2 so it's a different engine, but it was very real. And that was the problem, Soviet Georgia was using US Georgia's province numbers. So you would clic on the map in the Caucasus but the engine would interpret US due to the faulty values.
** Areas
- There are now two seperate Georgia areas :)
http://forum.paradoxplaza.com/forum...atch-is-1.3A&p=4023721&viewfull=1#post4023721


As for your other points, you say it's not feasible; I say it's all design decisions.
Since modders did change the map to make Suez a river crossing I think that kind of proves my point. The engine can handle it.
 

Dalwin

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You sound like a dev that refuses to acknowledge that there are bugs in his codes.
For the record it was in HoI2 so it's a different engine, but it was very real. And that was the problem, Soviet Georgia was using US Georgia's province numbers. So you would clic on the map in the Caucasus but the engine would interpret US due to the faulty values.

http://forum.paradoxplaza.com/forum...atch-is-1.3A&p=4023721&viewfull=1#post4023721


As for your other points, you say it's not feasible; I say it's all design decisions.
Since modders did change the map to make Suez a river crossing I think that kind of proves my point. The engine can handle it.

The way I recall this one is that it wasn't the duplicate province names themselves that caused the problem directly. It instead caused some confusion that allowed human data entry error to creep in effectively marking some province as being very far away from where it really was. I don't think the 2 Georgias confused the computer at all. I think they confused the proofreaders when it came to weeding out data entry errors.
 

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if suez or gibraltar or both are blocked, and lets say british cargo ships would have to go around the africa, it would been some 2 times longer path for them.. than going thru mediterranean sea. 2 times. Per direction.

2 times longer time on sea, 2 times longer time to transport from A to B. 2 times slower to do that with same amount of ships, or is it 4 times? :)

lets say, i want to transport troops from UK to irag. it takes 2 times longer to make single transport to get in there around the africa, then it has to return to get next patch of troops. it takes again 2 times longer time to get back in UK. then, its loaded up, again, 2 times longer to get back at iraq...

It really should give impact on such thing.

and also on how supllies flow, how oil flow and resources, from asia/middle east to UK. capturing gib/suez and having submarines there as well harassing.. would not be too easy for UK id say. and would definatly make some areas in map really strategically important to have. As they also made it possible to get in mediterranean as well.
 

Dalwin

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if suez or gibraltar or both are blocked, and lets say british cargo ships would have to go around the africa, it would been some 2 times longer path for them.. than going thru mediterranean sea. 2 times. Per direction.

2 times longer time on sea, 2 times longer time to transport from A to B. 2 times slower to do that with same amount of ships, or is it 4 times? :)

lets say, i want to transport troops from UK to irag. it takes 2 times longer to make single transport to get in there around the africa, then it has to return to get next patch of troops. it takes again 2 times longer time to get back in UK. then, its loaded up, again, 2 times longer to get back at iraq...

It really should give impact on such thing.

and also on how supllies flow, how oil flow and resources, from asia/middle east to UK. capturing gib/suez and having submarines there as well harassing.. would not be too easy for UK id say. and would definatly make some areas in map really strategically important to have. As they also made it possible to get in mediterranean as well.

Most of what you are describing does not require either Gibralter or Suez to fall. Once Italy entered the war, it became dangerous to transport things across the Med. Probably something in the neighborhood of 90% of Allied shipping had to start going around Africa at that point.
 

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In HOI3, Axis holding Suez forces the allies to re-route convoys, thus rendering them more susceptible to attack. It also offers a strategic bonus (modifier) to the holder. Apart from that (which is a pretty adequate modelling) what do you propose? A malus for the allies on top of their loss of strategic modifier, coupled with a strategic bonus (modifier) for Axis submarines?

A %malus for ressources to simulate the more effort to reroute around Africa with convoi ships.
 

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If you are going to penalize Britain for needing the South African route the penalty could kick in as soon as Italy is at war with only slight exageration.
 

Stafroty

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Most of what you are describing does not require either Gibralter or Suez to fall. Once Italy entered the war, it became dangerous to transport things across the Med. Probably something in the neighborhood of 90% of Allied shipping had to start going around Africa at that point.

that might be true. i dont have any knowledge from that area..

At least i would have sent cargo ships there too in convoys which are escorted by cruisers and escort carriers, and also air cover rom malta/egypt and from other locations from african north coast.
But it makes sense that it would sure be more safe to transport them around africa. though, It was germans who had problems with cargo ships there :)
 

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Well, I dont propose any change to Gibraltar until I see how Naval AI works. But yeah, after doing a history check, I guess no surface ship ever attempted to make the run ~20/60 subs that attempted either didnt make it or were sunk trying. Therefore I would like subs allowed to pass, and run the risk of detection. German subs in the Med could give the help that the Italians need (or hey, you can spam the naval deployment to Split)...and they needed all they could get. Besides the Split exploit, these doesnt seem anything to prevent Italy from folding like a soiled set of underpants. Not to mention the AI lets their entire army rush off to help Germany during Barbarrossa, leaving N African and Sicilian reinforcements non existant.

???

A French squadron sailed through in '41 and successfully foiled the allied landing at Dakar. Ok, technically France wasn't at war with the allies, but once the Admiralty realised the French squadrons destination the were given orders to sink them. Unfortunatley they reached Dakar before being found.

Several u-boats operated in the Med but were too big to be effective. Italian subs ventured into the atlantic and did precisely nothing, so it is passable.

As for the English channel, apart from the 'channel dash' (which was an insane risk) no big ships ever went through. thats why 'breaking out' was such a big deal and the home fleet was stationed at Scapa. if the German fleet is going to blithely sail past Dover (as they do in game) the home fleet should be in Portsmouth ready to smash them. just post all your fighters to fly continuous patrols over the dock and wait for the fireworks.
 

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What made those pass "impossible" to pass was the COMMITMENT in naval assets (ships, mines, nets), ground assets (observation post, long rage artillery) and air assets (recon planes and torpedo bombers).

As it is in the game the only commitment in controlling one province, doesn't even "need" to be garrisoned.