Something that needs to be discussed and that is very important to the core of the game is what units should be included in the division building process. Hearts of Iron and its various mods have handled this in different ways. Every person seems to have their own ideas on how this should be handled from the vanilla method of having seperate arty/at brigades to HPP's one size fits all support brigades to Black Ice's plethora of unit types. For HoI4, however, there are some factors we have to consider:
1). There must be a historical basis and a compelling reason for a unit to be its own seperate type.
2). This game is played on the strategic level. Certain weapon systems like super heavy railway guns, armored trains, and prototype helicoptors, while great for a single battle, only had a minute impact on the strategic level of the war.
3). There has to be compelling reason for building the unit. If unit x only differs in stats from unit y by 2% then there is no point in making them separate.
4). We need to avoid over-complexity as has been the trend with recent Paradox titles.
--------------------------------------
So without further ado here is my personal dream list and and brief explanation for the purpose of each unit. I would encourage other posters to offer their vision as well.
5 Special Checkboxes:
[ ] Reserve
- similar to HoI3, checked by default
[ ] Colonial
- allows the unit to be deployed instantly on territories that don't have your cores, good for oversees and emergency deployment. The unit belongs to the core it is placed on. If the core nation that the colonial unit is associated with becomes independent, then the colonial unit is transferred to the new country. In combat, the colonial unit receives its "patriotic bonus" if it fights on the core it is associated with. Examples would be GB raising indian colonial troops or Germany raising a few french divisions.
[ ] Specialize for winter warfare
- Think ski troops (when combined with light infantry) or Soviet Mongolian divisions redeployed to defend Moscow in 1941. Has greatly increased build time and IC cost
[ ] Specialize for jungle warfare
- Self explanatory, used for the burma and indochina theatre. Has greatly increased build time and IC cost
[ ] Specialize for desert warfare
- Self explanatory, North Africa and the Middle East. Has slightly increased build time and IC cost
12 Fontline Infantry units:
- Militia - Produced in just a few weeks. Use for emergencies and for home defense. Weak in combat.
- Garrison - Intended for guarding forts, coastal defenses, and cities. Very slow, cheap, not meant for offensive operations.
- Light Infantry - Infantry division but with a notable lack of heavy weapons (less toughness). Suffers less movement penalty in rough terrain. Good for countries with low IC or areas with poor infrastructure (think China or Finland).
- Infantry - Mainstay of any army that cannot afford motorization or mechanization.
- Semi-Motorized - Moves faster than infantry but less than fully motorized. Has a higher defensiveness due to the ability to redeploy in combat to meet new threats.
- Motorized - Expensive, Moves fastest, good for breakthroughs. Similar defensiveness to semi-motorized.
- Mechanized - Very expensive, Increased hardness and best attacking stats, Weak in urban combat.
- Light Cavalry - Light infantry brigade with increased movement speed and less penalties in rough terrain, longer build time than light inf. Can provide recon support when mixed with other units. Fights dismounted. (was widely used by most nations in some amounts)
- Cavalry - Cavalry division with heavy weapons. Slightly increased movement speed and less penalties in rough terrain, longer build time than inf. Fights dismounted. (think Poland)
- Marine - Specialized for amphibious landings or river assaults.
- Mountain - Specialized for mountain warfare (automatically is specialized for winter warfare).
- Airborne - Can be paradropped. Lightly equipped.
4: Tank size categories
- Light
- Medium
- Heavy
- Superheavy
4: additional Sub classifications for each chassis
- Tank Destroyer - examples: Marder, M10 3-inch Gun Motor Carriage, SU-76
- Self-Propelled Artillery - examples: Wespe, Hummel, M7 Priest
- Self-Propelled AA - self explanatory
- Infantry Support - tanks that are meant for supporting infantry, have bonuses to urban combat and vs fortifications compared to other tanks
- examples: shortbarrelled pz3 and pz4 variants that fire HE rounds, STUG III, Mk IV Churchill, KV-2, various types of flamethrower tanks
8 Dedicated Support Brigades
-Engineer - helps with entrenchment bonus, bonus to urban, fortifications, and river assaults
-Motorized Recon - Armoured cars and motorbikes, has some softness and hardness, provides recon bonuses like light calvary
-Horse Towed Artillery - Poor man's artillery, weaker stats, only for the very lowest IC nations and 2nd-rate divisions
-Truck Towed Artillery - self explanatory
-Horse Towed AT - Poor man's AT, weaker stats, only for the very lowest IC nations and 2nd-rate divisions
-Truck Towed AT - self explanatory
-AA - Small caliber guns, has some soft attack
-Motorized AA - Larger truck mounted or towed AA, can contribute to some minor hard attack in addition to some minor soft attack
NOTE: mechanized is represented by tank destroyer and self-propelled in the tank section
----
I think the above would cover most possible avenues of equipment and strategic planning. Didn't cover air and naval but I'm sure others may have their own ideas for it as well.
Thoughts?
edit: see further justification here <<<<
and here <<<
1). There must be a historical basis and a compelling reason for a unit to be its own seperate type.
2). This game is played on the strategic level. Certain weapon systems like super heavy railway guns, armored trains, and prototype helicoptors, while great for a single battle, only had a minute impact on the strategic level of the war.
3). There has to be compelling reason for building the unit. If unit x only differs in stats from unit y by 2% then there is no point in making them separate.
4). We need to avoid over-complexity as has been the trend with recent Paradox titles.
--------------------------------------
So without further ado here is my personal dream list and and brief explanation for the purpose of each unit. I would encourage other posters to offer their vision as well.
5 Special Checkboxes:
[ ] Reserve
- similar to HoI3, checked by default
[ ] Colonial
- allows the unit to be deployed instantly on territories that don't have your cores, good for oversees and emergency deployment. The unit belongs to the core it is placed on. If the core nation that the colonial unit is associated with becomes independent, then the colonial unit is transferred to the new country. In combat, the colonial unit receives its "patriotic bonus" if it fights on the core it is associated with. Examples would be GB raising indian colonial troops or Germany raising a few french divisions.
[ ] Specialize for winter warfare
- Think ski troops (when combined with light infantry) or Soviet Mongolian divisions redeployed to defend Moscow in 1941. Has greatly increased build time and IC cost
[ ] Specialize for jungle warfare
- Self explanatory, used for the burma and indochina theatre. Has greatly increased build time and IC cost
[ ] Specialize for desert warfare
- Self explanatory, North Africa and the Middle East. Has slightly increased build time and IC cost
12 Fontline Infantry units:
- Militia - Produced in just a few weeks. Use for emergencies and for home defense. Weak in combat.
- Garrison - Intended for guarding forts, coastal defenses, and cities. Very slow, cheap, not meant for offensive operations.
- Light Infantry - Infantry division but with a notable lack of heavy weapons (less toughness). Suffers less movement penalty in rough terrain. Good for countries with low IC or areas with poor infrastructure (think China or Finland).
- Infantry - Mainstay of any army that cannot afford motorization or mechanization.
- Semi-Motorized - Moves faster than infantry but less than fully motorized. Has a higher defensiveness due to the ability to redeploy in combat to meet new threats.
- Motorized - Expensive, Moves fastest, good for breakthroughs. Similar defensiveness to semi-motorized.
- Mechanized - Very expensive, Increased hardness and best attacking stats, Weak in urban combat.
- Light Cavalry - Light infantry brigade with increased movement speed and less penalties in rough terrain, longer build time than light inf. Can provide recon support when mixed with other units. Fights dismounted. (was widely used by most nations in some amounts)
- Cavalry - Cavalry division with heavy weapons. Slightly increased movement speed and less penalties in rough terrain, longer build time than inf. Fights dismounted. (think Poland)
- Marine - Specialized for amphibious landings or river assaults.
- Mountain - Specialized for mountain warfare (automatically is specialized for winter warfare).
- Airborne - Can be paradropped. Lightly equipped.
4: Tank size categories
- Light
- Medium
- Heavy
- Superheavy
4: additional Sub classifications for each chassis
- Tank Destroyer - examples: Marder, M10 3-inch Gun Motor Carriage, SU-76
- Self-Propelled Artillery - examples: Wespe, Hummel, M7 Priest
- Self-Propelled AA - self explanatory
- Infantry Support - tanks that are meant for supporting infantry, have bonuses to urban combat and vs fortifications compared to other tanks
- examples: shortbarrelled pz3 and pz4 variants that fire HE rounds, STUG III, Mk IV Churchill, KV-2, various types of flamethrower tanks
8 Dedicated Support Brigades
-Engineer - helps with entrenchment bonus, bonus to urban, fortifications, and river assaults
-Motorized Recon - Armoured cars and motorbikes, has some softness and hardness, provides recon bonuses like light calvary
-Horse Towed Artillery - Poor man's artillery, weaker stats, only for the very lowest IC nations and 2nd-rate divisions
-Truck Towed Artillery - self explanatory
-Horse Towed AT - Poor man's AT, weaker stats, only for the very lowest IC nations and 2nd-rate divisions
-Truck Towed AT - self explanatory
-AA - Small caliber guns, has some soft attack
-Motorized AA - Larger truck mounted or towed AA, can contribute to some minor hard attack in addition to some minor soft attack
NOTE: mechanized is represented by tank destroyer and self-propelled in the tank section
----
I think the above would cover most possible avenues of equipment and strategic planning. Didn't cover air and naval but I'm sure others may have their own ideas for it as well.
Thoughts?
edit: see further justification here <<<<
and here <<<
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