Wage of war: NSB UnBalanced of Production cost of equipments.

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Putuna

"It was a valid strategy"
62 Badges
Jul 23, 2013
402
585
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Steel Division: Normandy 44
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Europa Universalis III Complete
  • Victoria 2
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Europa Universalis III Complete
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Third Rome
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
I know, but money is measurement of value, and in purest meaning, the value is work hours.
Eh in peace time yes, in a total war scenario money becomes much less of a real factor. IC is a much better value and makes much more sense as the real value.
 
  • 1
Reactions:

Bayes

Colonel
81 Badges
Jul 16, 2014
830
1.110
  • Crusader Kings II: Charlemagne
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Tyranny: Archon Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
Motorized, tactical bombers(or cas) and fightere seems to be where it is at, maybe mechanized 3 when that comes along. Tanks are expensive, but if you got the research getting a single tank destroyer batallion with high armor in you divisions seems to be worth the cost. Old school tank divisions seem really hard to justify with how good motorized is both in terms of cost and supply use.
 

ETAIPOS

Major
48 Badges
Jan 13, 2008
767
1.015
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
It is also worth keeping in mind that even Germany, who had a bit of an armor fetish, only deployed 19 panzer divisions for Barbarossa, compared to more than 100 infantry divisions. The 40W tank meta of pre-NSB resulted in a much higher proportion of armor for most nations, with infantry divisions being left much weaker (little to no artillery/AA/AT) and less numerous than they were historically.

The absolutely biggest problem in HOI4 is complete lack of any combined arms bonus. The idea of building each and every independent units to be a mix of various forces was one of the biggest changes in doctrine between ww1 and ww2.
In reality, by mixing infantry, artillery and armour in single unit you are not adding combat value but multiplying it. Infantry without tanks is easy prey for artillery and machine guns, tanks without infantry can be easily defeated by entrenched infantry with artillery. And Infantry and tanks without artillery would have major problem to even engage as they would be constantly disrupted by enemy artillery.

If there was any combined arms bonus in HOI4 (like there was in HOI3 for example) we would see much more realistic division composition. Organisation in theory is doing it, but with tank org boosts from doctrine make it inconsequential especially as tank divs do not need that much org as players do not use them for defence.

Another missing thing is command and control. In reality, oversized divisions should suffer reductions in combat power. That's why in reality division size was standarized around 9 inf battalions with around 50 barrels of artillery, or in case of tanks 150-300 tanks with 4-6 infantry battalions. Massive 800 tank divisions (40W tank) as used by many players should be getting devastating penalties from C&C to the point where they are objectively worse than realistic 4xArm 6xMot 1xArt/SPArt.

Unfortunately, both of those problems are result of design decision that player should be not penalized for creative use of division designer. That's why basic stats are simply additive and this, by simple mathematics, give bonuses to bigger divisions. This clearly was not planned effect, so for NSB they tried to fight this with complicated CW and combat calculations.

Tank designer is victim to similar problems - first Pdox gave players option to produce completely unrealistic stuff - for example heavy tanks with massive guns and light tank one man turret or vehicles with massively OP SA and then try to rein it in by ludicrous cost of tanks. Why, I may ask, there is no code to make some module combos impossible? Why it is not possible force big turret for big guns? Why the cost of chassis is not tied to the amount of stuff you place on tank? The list go on.

This cost inflation would not be necessary if in the first place division designer wasn't promoting vastly ahistorical, corps-sized "divisions"
 
  • 4Like
  • 4
  • 1
Reactions:

Leinad965

Major
28 Badges
May 9, 2014
663
867
  • Europa Universalis IV: Art of War
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Darkest Hour
  • Battle for Bosporus
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome - Magna Graecia
  • Surviving Mars
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Cities: Skylines
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
The absolutely biggest problem in HOI4 is complete lack of any combined arms bonus. The idea of building each and every independent units to be a mix of various forces was one of the biggest changes in doctrine between ww1 and ww2.
In reality, by mixing infantry, artillery and armour in single unit you are not adding combat value but multiplying it. Infantry without tanks is easy prey for artillery and machine guns, tanks without infantry can be easily defeated by entrenched infantry with artillery. And Infantry and tanks without artillery would have major problem to even engage as they would be constantly disrupted by enemy artillery.

If there was any combined arms bonus in HOI4 (like there was in HOI3 for example) we would see much more realistic division composition. Organisation in theory is doing it, but with tank org boosts from doctrine make it inconsequential especially as tank divs do not need that much org as players do not use them for defence.

Another missing thing is command and control. In reality, oversized divisions should suffer reductions in combat power. That's why in reality division size was standarized around 9 inf battalions with around 50 barrels of artillery, or in case of tanks 150-300 tanks with 4-6 infantry battalions. Massive 800 tank divisions (40W tank) as used by many players should be getting devastating penalties from C&C to the point where they are objectively worse than realistic 4xArm 6xMot 1xArt/SPArt.

Unfortunately, both of those problems are result of design decision that player should be not penalized for creative use of division designer. That's why basic stats are simply additive and this, by simple mathematics, give bonuses to bigger divisions. This clearly was not planned effect, so for NSB they tried to fight this with complicated CW and combat calculations.

Tank designer is victim to similar problems - first Pdox gave players option to produce completely unrealistic stuff - for example heavy tanks with massive guns and light tank one man turret or vehicles with massively OP SA and then try to rein it in by ludicrous cost of tanks. Why, I may ask, there is no code to make some module combos impossible? Why it is not possible force big turret for big guns? Why the cost of chassis is not tied to the amount of stuff you place on tank? The list go on.

This cost inflation would not be necessary if in the first place division designer wasn't promoting vastly ahistorical, corps-sized "divisions"
Combined arms bonus is not some magic. It is just consequence of combination of different stats. If you build tanks only, you will have no defense against CAS, low HP so very big tank losses, low organization, so you will fight only for small time. So to fix it you need to put infrantry to increase HP and organization, you need to put AA, to defend against CAS, you need to put support artillery, to get cheap soft attack, TD to get high enough piercing, engineers to get bonus over river, etc. Thats organic combined arms bonus, which is in game, so you don't need some artificial magic number.
 
  • 3
Reactions:

Swamperino

Sergeant
70 Badges
Aug 8, 2015
86
216
  • Hearts of Iron III: Their Finest Hour
  • Stellaris
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sons of Abraham
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: No Step Back
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Cities: Skylines - Mass Transit
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Mount & Blade: With Fire and Sword
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Thats not accurate. In fact they had too many planes for the number of pilots they had. As per their tank production they really screwed that up a lot. They were not mass-producing tanks like America or the Soviet Union(who used factories designed by Americans). I'm not sure how much that would have really helped either because they did not have the fuel to run them. Planes are in a funny spot because the game has far too many planes flying at once, but America can't produce as many planes as they did in real life without sacrificing everything else.
Germany also had a resource shortage factor that comes into play. They couldn't mass produce tanks because they simply didn't have the steel for that. Sure, reducing labor requirements increases the amount of available men on the frontline. But overengineering the materials you do have into a better tank has a value of its own.
Solving tank production is a symptomatic solution. It was a resource shortage that was the underlying issue. As you said, a smaller but stronger tank force was the solution to a problem that couldn't be solved.
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.641
20.038
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
Except I can just build an army of infantry and planes and I don't have to follow rail roads. That and it makes sure I have enough fighters to prevent logistics bombing which will stop tanks in their tracks. I stopped using logistics bombing because it was far too easy to abuse the ai with it.

If you are going to argue that you can use air power to overcome most obstacles in HOI4, I won't disagree. That's not new, either. Before NSB we had all-air builds for wiping out the AI. And I won't disagree that the AI struggles with logistics strikes, although I will argue that when you boost major powers to maximum on normal difficulty, their supply draw is so small that the AI doesn't have to worry about logistics much at all. But I will also say that massive ground attack, or massive use of NAVs, or massive strategic bombing was also capable of smacking the AI around like a red-headed step child prior to NSB.

I will say, however, that the value of TACs and other longer ranged aircraft has increased a bit due to how logistics works. I noticed multiple times through some Soviet playthroughs that key airfields on my defensive line suffered some supply shortages due to how the supply depots and airfields were placed alongside a massive Red Army. So, moving them to airfields a bit further away helped in places like Gomel and Kerson. It wasn't massive issue, but while divisions that lack some of their supply quota can fight well, I noticed that air wings that are missing even a small fraction of their supply experience a substantial drop in mission efficiency.
 
  • 2
  • 1Like
Reactions:

Cavalry

Field Marshal
8 Badges
Jul 24, 2001
5.344
1.375
Visit site
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: No Step Back
If there was any combined arms bonus in HOI4 (like there was in HOI3 for example) we would see much more realistic division composition. Organisation in theory is doing it, but with tank org boosts from doctrine make it inconsequential especially as tank divs do not need that much org as players do not use them for defence.
Combined bonus is already there. If you combine line ART with tank, the line ART attack will have the bonus of armor.

I think these combined bonus looks too good. What if we make each battalion fight instead of each division, with re balance stats and mechanic.
 
Last edited:

STABBY5

Lt. General
58 Badges
Feb 13, 2016
1.257
1.145
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Stellaris: Necroids
  • Victoria 2
  • Battle for Bosporus
  • Stellaris: Nemesis
  • War of the Roses
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
If you are going to argue that you can use air power to overcome most obstacles in HOI4, I won't disagree. That's not new, either. Before NSB we had all-air builds for wiping out the AI. And I won't disagree that the AI struggles with logistics strikes, although I will argue that when you boost major powers to maximum on normal difficulty, their supply draw is so small that the AI doesn't have to worry about logistics much at all. But I will also say that massive ground attack, or massive use of NAVs, or massive strategic bombing was also capable of smacking the AI around like a red-headed step child prior to NSB.

I will say, however, that the value of TACs and other longer ranged aircraft has increased a bit due to how logistics works. I noticed multiple times through some Soviet playthroughs that key airfields on my defensive line suffered some supply shortages due to how the supply depots and airfields were placed alongside a massive Red Army. So, moving them to airfields a bit further away helped in places like Gomel and Kerson. It wasn't massive issue, but while divisions that lack some of their supply quota can fight well, I noticed that air wings that are missing even a small fraction of their supply experience a substantial drop in mission efficiency.
It's not really an air only build I'm suggesting. Between mountaineers and motorized where exactly am I being stopped? 40% hardness is no joke and you can build a ton of those. The breakthrough is great. As Germany you can get some pretty comical CAS damage. CAS designer, diver bomber theorist, with about 400 xp you can get an entirely maxed out CAS plane and an advanced one with the research bonus. With SPAA being nerfed into oblivion there's not much stopping them from turning you into dust.

In terms of tanks only cheap armored recon is even close to worth it. Now that the width on TD's is back to 2 they are maybe decent but unless I had tons of chromium at hand only mediums are worth it. It seems to me though that part of the problem is that you really aren't supposed to ever switch production lines if you plan on building armored vehicles. The chassis upgrades amount to mostly armor so its not too bad to just keep them going. 10 factories on STUG III's for the whole game with concentrated industry can make quite a few.
 

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.641
20.038
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
It seems to me though that part of the problem is that you really aren't supposed to ever switch production lines if you plan on building armored vehicles. The chassis upgrades amount to mostly armor so its not too bad to just keep them going. 10 factories on STUG III's for the whole game with concentrated industry can make quite a few.

The StuG III was produced from January of 1940 until I think the end of the war. Germany made around 10,000 of them. There are a lot of reasons why, but if you told me the game was making you consider producing StuGs for five years straight, then this might be a case of the game getting something right about the history.

I will say that I am not sure I like current hardness on MOT with MECH 1 and MECH in general. I think it's a bit high. I also think the nerf to heavy tanks makes them of questionable value, but I haven't tried all configurations I can think of.
 
  • 1
Reactions:

Cavalry

Field Marshal
8 Badges
Jul 24, 2001
5.344
1.375
Visit site
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: No Step Back
Between mountaineers and motorized where exactly am I being stopped? 40% hardness is no joke and you can build a ton of those. The breakthrough is great.
Yeah, but as an attacker you can afford to get some armor in the spearhead to speed things up, just not too much. The defender can get AT of course, but AT will lower the Org and have big cost.
 

STABBY5

Lt. General
58 Badges
Feb 13, 2016
1.257
1.145
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Stellaris: Necroids
  • Victoria 2
  • Battle for Bosporus
  • Stellaris: Nemesis
  • War of the Roses
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
The StuG III was produced from January of 1940 until I think the end of the war. Germany made around 10,000 of them. There are a lot of reasons why, but if you told me the game was making you consider producing StuGs for five years straight, then this might be a case of the game getting something right about the history.

I will say that I am not sure I like current hardness on MOT with MECH 1 and MECH in general. I think it's a bit high. I also think the nerf to heavy tanks makes them of questionable value, but I haven't tried all configurations I can think of.
I think the idea that a soft skinned truck can deflect 40% of HE shells is hilarious.
 
  • 5
Reactions:

mursolini

Field Marshal
16 Badges
Feb 1, 2014
3.353
3.539
  • Darkest Hour
  • Cities: Skylines
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II
Changes to motorized are a mess.
It used to be that advantage of defender was abstracted in the fact that defense was cheap, came in with org and HP, and SA was very cheap and plentiful. Breakthrough in contrast was far more expensive, came with disadvantage of low org and low HP, the only up side being hardness, which forced defenders to invest into expensive AT/TD or tank units, that you could catch out of position.

Typical infantry division could cost 1400-1800 for 40 width, and required 9000-15000 ic worth division to break through economically.

Now, you can build an offensive division that is only 2-3 times more expensive than defending division and on top of that, this division will deflect almost 40% of attacks, meaning, de-dacto offensive and defensive units are close to a match for a cost
/performance, and this offensive division is super fast.

Paradox simply forgot to provide us with better sources of hard attack to match motorized changes.
With SPAA being nerfed into oblivion there's not much stopping them from turning you into dust.
Motorized AA does a decent job.
 
  • 4
Reactions:

Corpse Fool

Field Marshal
46 Badges
Mar 3, 2017
2.934
6.788
  • Crusader Kings II
  • Cities in Motion 2
  • Magicka
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: No Step Back
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Pillars of Eternity
  • Teleglitch: Die More Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Surviving Mars
  • BATTLETECH
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Hearts of Iron III
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun: Dragonfall
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Synthetic Dawn
Motorized AA has similar hardness and probably higher breakthrough than SPAA due to that changes on truck :-D
They did SPAA real dirty in these patches, especially since width is now at more of premium. I do agree that something had to be done, 5gun MSPAA3 giving 75+ AA per width was way over tuned. But now we're only getting what, 21.5 per width at its absolute best? Only getting 1/4th of what we used to be able to get is massive. Especially considering motorized-AA is still 1w, and can reach upwards of 41.6 AA/W.
 

Bayes

Colonel
81 Badges
Jul 16, 2014
830
1.110
  • Crusader Kings II: Charlemagne
  • Steel Division: Normand 44 - Second Wave
  • Crusader Kings II: Jade Dragon
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Tyranny: Archon Edition
  • Victoria 2
  • Warlock: Master of the Arcane
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
Changes to motorized are a mess.
It used to be that advantage of defender was abstracted in the fact that defense was cheap, came in with org and HP, and SA was very cheap and plentiful. Breakthrough in contrast was far more expensive, came with disadvantage of low org and low HP, the only up side being hardness, which forced defenders to invest into expensive AT/TD or tank units, that you could catch out of position.

Typical infantry division could cost 1400-1800 for 40 width, and required 9000-15000 ic worth division to break through economically.

Now, you can build an offensive division that is only 2-3 times more expensive than defending division and on top of that, this division will deflect almost 40% of attacks, meaning, de-dacto offensive and defensive units are close to a match for a cost
/performance, and this offensive division is super fast.

Paradox simply forgot to provide us with better sources of hard attack to match motorized changes.

Motorized AA does a decent job.
And it gets worse, motorized and normal infantry also have the same supply cost.
 

ETAIPOS

Major
48 Badges
Jan 13, 2008
767
1.015
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
Oh ok I thouht the game showed me the whole number. Anyway I do not think that changes much.
To be fair, MOT bleed trucks like crazy to combat and attrition, so you actually need much more production to keep MOT in fight. Plus, as they loose trucks they loose bonuses
 
  • 1Like
Reactions: