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El Pip

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Kretoxian said:
Look
Same as above, due to the fact that the majority of the armoured cars were made betwen 1915 and 1917 i had to order them according to their quality, not by the year, so i took the worst armoured car wich served in the british army during the WWI (Ford Model T) and i assigned it the first model (lower bonuses to the attached division) and took the best armoured car (Rolls-Royce armoured car) and assigned it the last model (higher bonuses to the attached division).
Do we actually need a named model for every year? Could we just give Britain (and any other relevant country) the later armoured car techs and only name those later models. So say Britian starts (the 1914 scenario) with the 1917 armoured car tech as the Rolls Royce (original) and make the 1919 tech the 1920 pattern Rolls Royce.
 

unmerged(62907)

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Thinking about units, that I still miss in 1914, I came to the big uboots (U-Kreuzer). Germany, Britain and France build a few. How about a special uboot-class for these ships, like you did for the monitors? Available from 1916 on and with a long range, average strenght (better than the normal 1916 class) and higher costs and a longer building time.
What do you think?
 

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Guck said:
why are HQ units so slow? they are foot mobile and horse drawn like infantry divisions.
Because General Melchett doesn't get up before noon, and stops work at four pm for high tea, followed by dinner, brandy and cigars...

And more seriously, because in WW1 moving an HQ would often involve having to build an entire new railway system in the new location. An HQ isn't just a general in a tent, it's several hundred thousand tons of ammunition, food, medical supplies and spare uniforms.
 

unmerged(9599)

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Battleships versus dreadnoughts

Hey is there anyway to seperate Battleships and Dreadnoughts in terms of the ledger in game.

Also the Dreadnought while it does out class its predecessors not anywhere near historical differences. The Dreadnought was able to bring to bear 8 big guns on a target in comparison earlier vessels the last of the predreadnoughts could only bring 4 big guns to bear on a target.

The Dreadnought class had armour equivalent to predreadnoughts and was faster at 21 knots compared to the 17.5 knots of earlier pre dreadnoughts.

After the Dreadnought it was several classes of Battleship before any battleship improved on the speed of the dreadnought.

Code:
# BATTLESHIP



# 0 - Predreadnought
model = {
	cost						= 6
	buildtime 					= 620
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 15
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 2
	visibility					= 80
	seadefence					= 8
	airdefence					= 2
	seaattack					= 12
	airattack					= 1
	subattack					= 0
	shorebombardment			= 4
	transportcapability			= 0
	
	range						= 2500
	supplyconsumption			= 0.7
	fuelconsumption				= 1
	distance					= 0.28
}



### Improved Pre-Dreadnought model required
# 1 - Improved Predreadnought (attributes are not finalised)
model = {
	cost						= 6
	buildtime 					= 620
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 15
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 2
	visibility					= 80
	seadefence					= 8
	airdefence					= 2
	seaattack					= 12
	airattack					= 1
	subattack					= 0
	shorebombardment			= 4
	transportcapability			= 0
	
	range						= 2500
	supplyconsumption			= 0.7
	fuelconsumption				= 1
	distance					= 0.28
}
 

# 2 - Basic Dreadnought
model = {
	cost						= 8
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 20
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 3
	visibility					= 90
	seadefence					= 14
	airdefence					= 3
	seaattack					= 16
	airattack					= 1
	subattack					= 0
	shorebombardment			= 8
	transportcapability			= 0
	
	range						= 2800
	supplyconsumption			= 0.7
	fuelconsumption				= 1
	distance					= 0.34
}
# 3 - Superdreadnought
model = {
	cost						= 9
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 20
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 3
	visibility					= 90
	seadefence					= 16
	airdefence					= 4
	seaattack					= 18
	airattack					= 1
	subattack					= 0
	shorebombardment			= 10
	transportcapability			= 0
	
	range						= 3000
	supplyconsumption			= 0.8
	fuelconsumption				= 1
	distance					= 0.34
}
# 4 - Battleship
model = {
	cost						= 10
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 25
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 4
	visibility					= 90
	seadefence					= 19
	airdefence					= 5
	seaattack					= 21
	airattack					= 2
	subattack					= 0
	shorebombardment			= 11
	transportcapability			= 0
	
	range						= 3500
	supplyconsumption			= 0.8
	fuelconsumption				= 1
	distance					= 0.36
}
# 5 - Improved Battleship
model = {
	cost						= 12
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 27
	surfacedetectioncapability	= 1
	airdetectioncapability		= 3
	subdetectioncapability		= 4
	visibility					= 90
	seadefence					= 22
	airdefence					= 6
	seaattack					= 24
	airattack					= 4
	subattack					= 0
	shorebombardment			= 12
	transportcapability			= 0
	
	range						= 4000
	supplyconsumption			= 0.9
	fuelconsumption				= 1
	distance					= 0.38
}

# 6 - Monitor
model = {
	cost						= 3.5
	buildtime 					= 350
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.5
	maxspeed					= 12
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 60
	seadefence					= 3
	airdefence					= 1
	seaattack					= 4
	airattack					= 1
	subattack					= 0
	shorebombardment			= 10
	transportcapability			= 0
	
	range						= 1000
	supplyconsumption			= 0.5
	fuelconsumption				= 0.8
	distance					= 0.14
}
# 7 - Super Heavy BB
model = {
	cost						= 16
	buildtime					= 800
	defaultorganisation			= 30
	morale						= 30
	manpower					= 3
	maxspeed					= 24
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 3
	visibility					= 70
	seadefence					= 30
	airdefence					= 4
	seaattack					= 28
	airattack					= 2
	subattack					= 0
	shorebombardment			= 15
	transportcapability			= 0
	
	range						= 4000
	supplyconsumption			= 1.0
	fuelconsumption				= 2
	distance					= 0.95
}
This is the existing system for BBs in 1914 I propose changing this by adding significantly to the attack of later models. This is the edited build I'm trying in my gaming for 1914.

Code:
# BATTLESHIP



# 0 - Predreadnought
model = {
	cost						= 6
	buildtime 					= 620
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 15
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 2
	visibility					= 80
	seadefence					= 8
	airdefence					= 2
	seaattack					= 12
	airattack					= 1
	subattack					= 0
	shorebombardment			= 4
	transportcapability			= 0
	
	range						= 2500
	supplyconsumption			= 0.7
	fuelconsumption				= 1
	distance					= 0.28
}



### Improved Pre-Dreadnought model required
# 1 - Improved Predreadnought (attributes are not finalised)
model = {
	cost						= 6
	buildtime 					= 620
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 17
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 2
	visibility					= 80
	seadefence					= 8
	airdefence					= 2
	seaattack					= 12
	airattack					= 1
	subattack					= 0
	shorebombardment			= 4
	transportcapability			= 0
	
	range						= 2500
	supplyconsumption			= 0.7
	fuelconsumption				= 1
	distance					= 0.28
}
 

# 2 - Basic Dreadnought
model = {
	cost						= 8
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 21
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 3
	visibility					= 90
	seadefence					= 14
	airdefence					= 3
	seaattack					= 20
	airattack					= 1
	subattack					= 0
	shorebombardment			= 8
	transportcapability			= 0
	
	range						= 2800
	supplyconsumption			= 0.7
	fuelconsumption				= 1
	distance					= 0.34
}
# 3 - Superdreadnought
model = {
	cost						= 9
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 1
	maxspeed					= 21
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 3
	visibility					= 90
	seadefence					= 22
	airdefence					= 4
	seaattack					= 18
	airattack					= 1
	subattack					= 0
	shorebombardment			= 10
	transportcapability			= 0
	
	range						= 3000
	supplyconsumption			= 0.8
	fuelconsumption				= 1
	distance					= 0.34
}
# 4 - Battleship
model = {
	cost						= 10
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 21
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 4
	visibility					= 90
	seadefence					= 19
	airdefence					= 5
	seaattack					= 24
	airattack					= 2
	subattack					= 0
	shorebombardment			= 11
	transportcapability			= 0
	
	range						= 3500
	supplyconsumption			= 0.8
	fuelconsumption				= 1
	distance					= 0.36
}
# 5 - Improved Battleship
model = {
	cost						= 12
	buildtime 					= 730
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 2
	maxspeed					= 24
	surfacedetectioncapability	= 1
	airdetectioncapability		= 3
	subdetectioncapability		= 4
	visibility					= 90
	seadefence					= 26
	airdefence					= 6
	seaattack					= 24
	airattack					= 4
	subattack					= 0
	shorebombardment			= 12
	transportcapability			= 0
	
	range						= 4000
	supplyconsumption			= 0.9
	fuelconsumption				= 1
	distance					= 0.38
}

# 6 - Monitor
model = {
	cost						= 3.5
	buildtime 					= 350
	defaultorganisation 		= 30
	morale						= 30
	manpower					= 0.5
	maxspeed					= 12
	surfacedetectioncapability	= 1
	airdetectioncapability		= 1
	subdetectioncapability		= 1
	visibility					= 60
	seadefence					= 3
	airdefence					= 1
	seaattack					= 4
	airattack					= 1
	subattack					= 0
	shorebombardment			= 10
	transportcapability			= 0
	
	range						= 1000
	supplyconsumption			= 0.5
	fuelconsumption				= 0.8
	distance					= 0.14
}
# 7 - Super Heavy BB
model = {
	cost						= 16
	buildtime					= 800
	defaultorganisation			= 30
	morale						= 30
	manpower					= 3
	maxspeed					= 28
	surfacedetectioncapability	= 1
	airdetectioncapability		= 2
	subdetectioncapability		= 3
	visibility					= 70
	seadefence					= 30
	airdefence					= 4
	seaattack					= 28
	airattack					= 2
	subattack					= 0
	shorebombardment			= 15
	transportcapability			= 0
	
	range						= 4000
	supplyconsumption			= 1.0
	fuelconsumption				= 2
	distance					= 0.95
}
If this has been discussed elsewhere my apologies.
 
Apr 10, 2006
147
0
StephenT said:
Because General Melchett doesn't get up before noon, and stops work at four pm for high tea, followed by dinner, brandy and cigars...

And more seriously, because in WW1 moving an HQ would often involve having to build an entire new railway system in the new location. An HQ isn't just a general in a tent, it's several hundred thousand tons of ammunition, food, medical supplies and spare uniforms.
Not true. That did that often to try to speed along supplies since the railways could not handle both troops and supplies since they were underdeveloped. Even still, many more horses were allocated to HQ units for this very reason.
 

unmerged(53293)

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Jan 26, 2006
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I've just played the French Mod33 and the battles lasted very long, so maybe we should look into the files of this mod to improve the battles.
Just an example: I played with Nationalist China against the Communists. One battle lasted three months and I had twice as many troops as them. After the half-year campaign I had losses of 156.000 men.
The modders increased the default organisation to 130 and the defensiveness to 115 while the soft attacks were at 4 (all for the 1918 models).
 

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Might be worth trying out, I suppose. I suspect that we will have to add an event when the trench warfare events fire making battles longer - otherwise, German troops would still be stuck in Bastogne in 1917.
 

unmerged(62907)

Second Lieutenant
Nov 23, 2006
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Now I (playing doomsday) found out, that I can use air-units, but only with a few missions: If I have the 3 R/B-aircraft, I can do ground attacks, with the scout-fighter I can fly air superior-missions. But the zeppelins are still not working. The AI is flying logistic-attack-missions, but thats no option I have.

Maybe its possile to change the soft attack of the airships. The german zeppelins did attack cities like lüttich, when the siege of 1914 took place. At the moment that´s impossible...
 

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I have given some thought to the swedish and norwegian fleets in 1897 and have come up with the following changes:

Swedo-norwegian navy 1897:

Code:
navalunit = { 
        id = { type = 12111 id = 500 } 
        name = "Svenska Flottan" 
        # leader = ? 
        location = 95 # Karlskrona
 
        division = { id = { type = 12111 id = 501 } name = "Svea" type = heavy_cruiser model = 0 } 
        division = { id = { type = 12111 id = 502 } name = "Göta" type = heavy_cruiser model = 0 } 
        division = { id = { type = 12111 id = 503 } name = "Thule" type = heavy_cruiser model = 0 } 
        division = { id = { type = 12111 id = 504 } name = "1:a Torpedbåtsflottiljen" type = destroyer model = 0 }
        division = { id = { type = 12111 id = 505 } name = "Transportflottiljen" type = transport model = 0 } 
    	}

navalunit = { 
        id = { type = 13111 id = 520 } 
        name = "Sjøforsvaret" 
        # leader = ? 
        location = 107 # Oslo 
        division = { id = { type = 13111 id = 523 } name = "1:a Torpedbåtsflottiljen" type = destroyer model = 0 } 
    	}

division_development = { 
        id = { type = 12111 id = 531 } 
        name = "Thor" 
        type = heavy_cruiser
        model = 1 
        date = { year = 1899 month = june day = 29 } 
    	} 

division_development = { 
        id = { type = 12111 id = 532 } 
        name = "Niord" 
        type = heavy_cruiser
        model = 1
        date = { year = 1899 month = february day = 23 } 
    	} 

division_development = { 
        id = { type = 12111 id = 533 } 
        name = "Oden" 
        type = heavy_cruiser
        model = 1
        date = { year = 1897 month = may day = 25 } 
    	} 

division_development = { 
        id = { type = 12111 id = 533 } 
        name = "Harald Haarfagre" 
        type = heavy_cruiser
        model = 1
        date = { year = 1899 month = march day = 21 } 
    	}

division_development = { 
        id = { type = 12111 id = 534 } 
        name = "Tordenskjold" 
        type = heavy_cruiser
        model = 1
        date = { year = 1899 month = march day = 21 } 
    	}
I removed the "Viking" and "Frithiof" from Norway since they were steam gunboats rather than cruisers.
I also changed the models of the swedish ships. Now the Svea Class is model 0 and the Oden Class is model 1.
Harald Haarfagre and Tordenskjöld now have accurate dates of commissioning.
Oden is now under contruction.
Last but not least, I changed the names of the destroyer flotillas from "Jagarflottilj" (destroyer flotilla) to "Torpedbåtsflottilj" (torpedo boat flotilla). This is to reflect the fact that Norway didn´t get her first destroyer until 1910 and Sweden waited until 1926.
 
Last edited:

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Oh, and we need an event for the Bjørgvin and Nidaros too. They would correspond to two model 2 heavy cruisers. Unfortunately they were seized by the RN in August 1914 and turned into monitors, but like the Sultan Osman I and Reshadiye, there should be events for their delivery if the UK stays out of the war.
 

unmerged(62907)

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Nov 23, 2006
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Maybe this has been said before: I don´t get any Triplane after having done the research. :(

Edit:
Ok, now, after researchig the two-seat-fighter, I can build triplanes. The picture shows an entente one-and-a-half-plane and the symbols shows the class 5 fighter.
Doomsday again?
 
Last edited:

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unmerged(74954)

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Apr 23, 2007
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Someone also needs to modify the guards divisions. They aren't worth the cost right now, and they really need to be a lot better than the infantry divisions.
 

v.Manstein

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Any improvement suggestions for the Guards?
 

unmerged(91939)

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I would suggest higher morale and organization for starters. Also a higher defense, as I am assuming these are the elite type troops that guard Kings, Queens, Presidents etc.
 

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hmatthias said:
I would suggest higher morale and organization for starters. Also a higher defense, as I am assuming these are the elite type troops that guard Kings, Queens, Presidents etc.
Actually, the Guards were (historically) better trained, better equiped, and more experianced than regular infantry. It was an honor to be a guardsman, but they didn't actually guard kings, queens, or Presidents. However, they still need either higher attack/defence values or higher organization/morale.